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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
Hey, guys! I am Tyler "ecco" Spesick and last year I played in the LCS as a mid-player! Fizz has been a champion I have had mixed feelings about for a very long time. Back when he got popular the end of last year, I really didn't enjoy his style of play and I also thought he was a cheesy champion. After he got his set of nerfs I believe he has become a very balanced champion who is extremely fun and satisfying to play. I have gotten better at the melee assassin style and put in a decent amount of games on Fizz to where I feel pretty comfortable on him. Throughout this guide I will do my best to pass down what I have learned about him!
Pros
- Fun and satisfying to play.
- Array of options and different things you can do with his spells.
- Immense burst.
- Very slippery/high mobility.
- High objective damage due to %health damage/bleed.
Cons
- Very weak early laning-phase.
- Contributes very little if behind.
- Can be countered by a properly timed exhaust.
The composition I have laid about above is overall very strong individually. With someone like Fizz you want a lot of other threats on your team so that they won't be able to safe their exhaust(s) just for you to shut you down in a team-fight. It also has a lot of picking potential which is what we're basing the comp around. Everyone has a dash/gap-closer to follow-up on any opponent being out of position which gives a lot of quick kill potential. Setting up picks and snowballing the game from them will be the key to victory. Your straight up 5v5 potential isn't going to be the strongest in an even or slight advantage game unless you capitalize on your opponent's positioning mistakes. It is best to set up picks around the map and force objectives/dives with number advantages and once you have a large gold advantage /then/ you can force straight up 5v5s.
I feel it is pretty much necessary to run Fizz in a composition to similar to the one that I have been discussing because when it comes to team-fight compositions that are just better choices. Fizz doesn't contribute much to a straight up team-fight unless he catches either their adc/mid in a bad position and is able to one-shot them. Otherwise you just won't contribute very much at all.
Ignite and flash is the best combo of summoners on Fizz imo. I feel like its the best because it is overall the most well rounded set-up because it gives him added kill potential and also the ability to chase/disengage harder with
Flash at his disposal. Besides the more standard setup, there are a few other line-ups that people have run successfully that I'll go over.
The first would be the second most popular
Barrier and
Flash. It focuses very heavily on dueling and skirmishing power. Being very aggressive 1v1 and forcing 2v2s with your jungler is the best way to use this set-up. Recently with the
Heal buff I've seen people substitute heal for barrier for even stronger 2v2 potential. Lastly,
Teleport and
Ignite. A very gimmicky set-up that requires one good teleport to snowball yourself.

The first would be the second most popular





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Deciding on which seals to run on Fizz is hard to determine now. I've researched a few different set-ups but I feel splitting it between armor and health is the best medium to survive the few first levels of the lane where you going to get bullied the most. The rest of the set-up is pretty standard. There are a couple situational changes that I'll address below.
Switching out



The other is taking greater mark of hybrid penetration for your marks when you are against a melee champion. This is because you will most likely be trading more often so this will help maximize your damage.

This is the mastery set-up that I run on Fizz literally every game. The 21 points into offense is vital to any AP champion as the amount of AP and damage it gives you is utterly fantastic. Then we are unable to put the standard 9 points into utility because of how much you are going to get bullied on in the early stages of your laning phase. The 9 points into defense make you a little bit bulkier with some extra health-regen and decreased incoming auto-attack damage.
Typically a




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Nimble Fighter![]() |
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Urchin Strike![]() ![]() |
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Seastone Trident![]() |
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Playful / Trickster![]() This move just makes Fizz such the damn annoying champion to play against that he is. When he is upon the trident, he is invulnerable to anything that is a leash. Fiddle's Drain, Nocturne's Fear tether, etc will stay on you so keep that in mind for those situational times. You can do awesome things like dodge Karthus' ![]() ![]() Lastly, you can jump over walls with this ability which makes Fizz even slipperier than he already was and makes running from him nearly impossible. The distance on each jump isn't incredibly far so make sure to be close to the wall when performing the jump. |
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Chum the Waters![]() |
Because Fizz is so weak early game and will be taking a lot of harass, we're going to be taking as much sustain as we can get level 1. This will let you stay in lane longer and get past your weakest point without getting too far behind.
Fizz has one of the most interesting item build orders out of all of the AP mid champions. Since we're starting out with flask, on our first back we're going to be purchasing a pair of


I'll then pick up






Alright, once the core is completed we go back to our good friends,


Laning
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The early levels of laning are typically going to consist of you trying to stay in experience range of dying minions and last hitting those where you won't get a rotation of spells in your face for doing so. If they're going for a last hit at the same time you can be going for one as well, this is typically the opportune time. In most scenarios you're going to get pushed under tower and have to be last hitting there while getting harassed. Just try not to take /too/ much damage while staying up in cs the best you can. Taking a third of your health-pool for a cs is not worth it. Taking an auto-attack or two for cs while sneaking in some for no cost is what you should be aiming for. Obviously you'll be taking some spells but just don't cs recklessly or you'll have to back early and be even more behind than if you just missed the gold in the first place. Use your ![]() Once you have your first back and hit level 6 you start to gain some ground back in the lane. You now have a little bit of AP and mana-regen so you can start using your spells to trade. Make sure to be warding both your sides so you can use your ![]() Look for opportunities to roam because your diving/ganking potential is crazy strong. Your ultimate is an AoE slow and knock-up and you have another AoE slow in your playful as well. Dives are cake because you have a tower reset built into your damn kit. If your lane opponent backs, goes for blue, farming wraiths, etc, shove out your lane with playful and look for a lane to go put pressure on. Typically on my first back I am switching out my trinket for a ![]() |
Mid Game
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Once laning starts to subside, you should try to start setting up picks with your team. Having at least two sweepers on your team and lots of aggressive pink wards. Catching out people who are trying to regain vision or clear out yours is an opportune time to strike. Upon catching and killing a member of the opposing team is when you start forcing stuff hard as a team. Doing objectives and forcing/diving turrets. Diving 5v4 with a composition similar to the one I laid out earlier in this guide is fairly safe. Just make sure to keep an eye on the timer of the dead member! Your job in team-fights is typically do dive the back-line and potentially one-shot someone. Even if you don't one-shot someone, if you have their adc and support trying to kill you for a few seconds then that is time where your team has a 4v3 going on. The amount of time you can buy with ![]() ![]() Your positioning before teamfights break out shouldn't always be with the rest of your team. If you can stay off to the side and wait for an opportunity to where a squishy target puts themselves in a bad position then you can capitalize on it that much more. Also, it would force them to kite away from you into the rest of your team which is also fantastic. There are times where you should be bursting front-line rather than only focusing on the back line. Once you have dfg you can really blow up a tank with your adc. Typically this is the route of action I go if my adc is really strong and getting a lot of focus from the enemy team. As long as I help keep them alive we should win the fight. |
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Late Game
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