Fizz Build Guide by Finish Flash
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+14 ability power or +8.4 attack damage, adaptive and +5.5% attack speed
Threats to Fizz with this build
|Twisted Fate||You want to play more aggressive in this matchup. Whenever TF pulls out his W, you want to walk up and get ready to E when he throws it out. If you negate his W, you will always win the trade. Be patient in this matchup. Most TF players will know they are at a disadvantage and will play safe. Win this lane through well timed trades and landing your Rs.|
Hello, my name is Finish Flash and I am a Diamond mid laner that plays on the NA Server.
If you'd be interested in more of my content, come watch me stream at https://www.twitch.tv/finishflashlol and also if you'd like to join my community where I hangout and provide tips/advice to other players, come join my discord with this link https://discord.gg/Ztg7BTC
Fizz is an AP Assassin. He is primarily used in the mid lane due to his high outplay potential and his ability to roam quickly and pressure the map. He is an extremely fun champion to play because his kit constantly revolves around outplaying your opponent and catching isolated targets for free kills.
Pros and Cons
 Has the ability to outplay any champion
 High kill pressure
 Extremely mobile
 Very high skill cap
 Falls off if he doesn't get an advantage early
 Hard to come back when behind
is the best keystone for high damage mid champions that look to all-in their targets. It is pretty much a stronger version of Thunderlord's Decree from last season, but with a higher cooldown.
can proc from both Fizz's Urchin Strike and his Playful / Trickster, making his all-in damage output a lot stronger.
provides free raw damage to help you be more lethal in the early-mid game. You do a lot of damage with this build despite the low AP stats, so with more AP you will have a lot easier time killing your priority targets.
is good for having extra sustain to continue extended fights due to low cooldowns in later stages of the game.
provides sustain and free gold income when going for those risky dives to kill your priority targets.
gives you a lot more kill pressure by allowing you to execute your targets easier when they are lower on HP.
is cheap and provides so much utility with the 10% cooldown reduction and 10% summoner spell cooldown reduction.
and are an alternative to buying if you need early resistances vs a difficult matchup.
is your core item. It procs instantly with your Q and it can provide a large burst of damage if you proc it along with the triple damage bonus from your W.
is one of Fizz's other core items. It gives you a safe window of opportunity after diving the enemy to allow you to reset your cooldowns and escape afterwards. I rush this as my first item over Lich Bane and Hextech Protobelt-01 because it gives similar damage output, but better utility.
is a standard item for all AP carries. It gives you a good power spike of raw damage.
is also standard for all AP carries mid-late game. It is the best magic penetration item in the game. Buy this around your fourth or fifth item (not counting boots) depending on how soon the enemy carries buy Magic Resist.
provides good damage, health, and grievous wounds that help you execute your targets easier.
is a situational item for if the enemy has a lot of hard cc or heavy magic damage. Only get this as a last item.
is another situational item for if the enemy has a lot of tanks or HP. Only get this as a last item.
Fizz's Playful / Trickster can negate any champion ability whether it is a skillshot or a point-and-click ability as long as it is not tethered to you. An ability that can be tethered to you would be something that would connect to you and proc more than once such as Fiddlesticks' Drain or LeBlanc's Ethereal Chains.
Fizz's Playful / Trickster will not ignore debuffs that are already placed on you, but they can ignore debuffs before they target you as your Playful / Trickster makes you untargetable. For example, in a Fizz vs Zed matchup if you were to Playful / Trickster after he places his Death Mark's debuff on you, it would still proc, but if you were to Playful / Trickster before he places his debuff on you (so as he's coming down from his ultimate) it would negate the debuff and put his ultimate on cooldown.
You can Flash as you are landing from your Playful / Trickster to buffer your Playful / Trickster to a new location before you land. You can use this to catch your enemies by suprise if they happen to reposition from your Playful / Trickster's intial landing spot.
Fizz's Urchin Strike always dashes a fixed distance, so if you were to dash from max range you will be placed onto the target, but if you were to dash from the minimum range (point-blank range) you will be placed as far behind them as the max range of the Urchin Strike is.
Fizz's Chum the Waters can be casted during your Urchin Strike animation to close the distance between yourself and your kill target, making the slow missile speed ultimate easier to land. You can do this with minions by using your Urchin Strike on a minion to gain distance towards your target and extending the Chum the Waters range indicator way towards the enemy's hitbox.
Fizz has always been a good solo queue champion just because of his high damage output, he's a good roamer, and he's good at snowballing the game. Once Fizz gets fed he's just good at everything. He's good at teamfighting, splitpushing side lanes, and picking off isolated targets. He's just a strong champion overall when he gets ahead.
Laning Phase: Fizz's Laning Phase is pretty rough because he's melee and he can't farm from a distance. He often gets bullied and harrassed constantly and the only way to get around this is to trade if the enemy walks up too far. Use your Playful / Trickster to negate or dodge enemy abilities as you go in to trade. They won't be able to trade back too well since one of their abilities was useless and will be on cooldown. You can also initiate with Urchin Strike if the enemy overextends or wastes cooldowns beforehand.
One of the biggest aspects you need to know on how to lane well as Fizz, or any other melee assassin, is how much harrass you can take without dying and taking as little free harrass as possible. You can do this, by only looking to walk up to the minion wave when minions are literally one hit away to last hit the gold.
Post Level 6: Whenever your ultimate is off cooldown you should always be looking for a play around the map whether it's a roam or a kill on your laner. There's always an opportunity to make plays with Fizz's ultimate.
Mid to Late Game: This really depends on how strong you are from the early game. If you get super fed, you can do anything from teamfighting, splitpushing side lanes, and getting picks on isolated targets. If you are just doing decently or you are behind, then you should probably resort to splitpushing as you are still strong in 1v1s if you can use your kit well to outplay your opponent.
That's it for my guide on how to play Fizz. Thanks for your time and interest in reading this guide. If you have any questions about my guide or the game in general feel free to join my stream or discord I posted above in the introduction or leave a comment in the guide down below.