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Fizz Build Guide by Finish Flash
Finish Flash's Diamond Tier Guide to Fizz
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Rush Seeker's Armguard in this matchup. Level 1 take E and use it to trade by dodging his Q. Level 3 you can play aggressive and all in because you have more damaging abilities with Q+W+E while zed only has two with Q+E. Post Level 6 you can all-in him with your R if he wastes his W. Do not R him if his W is up as he will just use it to run away. Save your E to dodge his ultimate by using it once he casts his ultimate and before he lands to place the death mark on you. If he places the death mark on you before you E, it will still proc, so make sure to time this carefully.
You can dodge each of Syndra's abilities with your E, especially her ultimate. Avoid large amounts of harrass when necessary and timing your all-ins well by either using ur E to negate/dodge one of her abilities or initiating with Q if she walks within range.
It is too difficult to dodge Viktor's E with your E because his E has no cast time, so just play passive and farm during the first two levels. Once you hit level 3, you can all-in him since you have more overall damage. Post level 6, if he overextends away from his tower, you can all-in and kill him with your ultimate. Viktor is a bit more difficult to kill due to his Q shield and long lasting zoning ability with his W, so make sure he's overextended before attempting to all-in and kill him.
You want to be more careful in this type of lane, avoiding large amounts of harrass when necessary and timing your all-ins well when she extends her ball out with her Q. Once you get your ultimate, it should be very easy to all-in her. After casting your ultimate initially, you should follow up with Q first and save your E to dodge her ultimate.
Whenever Twisted Fate pulls out his W, you want to walk up and get ready to E when he throws it out; your E will negate his W. 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 ultimates.
Watch his E usage carefully. His E will spread out damage if he uses it twice on the same target or if he just kills a unit with it. Stand away from minions if one of these two scenarios will occur. The best times to trade are when he uses his E on the minion wave. His E is what empowers all of his abilities, so it is vital for his trading power. Good ryze players will build early MR either through Abyssal Mask or Mercury Treads, so post 6 you should be looking for roams onto side lanes rather than kill pressure onto him.
Play passive and farm for the first two levels, using your E to negate Kassadin's Q when he tries to harrass with it. Level 3 and onwards, you can all-in him whenver his Q is down. Tank incoming Q damage if he chooses to harrass with it so it goes on cd, then initiate with Q. If he plays too far back after using Q, then you can freely push the wave and roam. You will generally have kill pressure as long as he walks up, but if he plays too passive, you will just be shoving the minion wave and roaming.
Yasuo has more overall dps than you in the early parts of the lane, so look to do short trades with him until you can chuck him out enough to all-in and kill him. Don't extend trades with him unless he's low enough for you to kill. Rush Seeker's Armguard and don't use your ultimate proactively on him as his windwall will block it. Save your ultimate for when he dashes onto you.
Easy to jump on, difficult to kill. Good Karthus players will take Exhaust vs Fizz. If this is the case, you must burn that summoner cooldown before fully committing for an all-in kill. Engage with either E or Q, but use the other ability to escape once he uses it defensively. Karthus will usually sit back and farm max range with Q, making you opt for an E engage more. Be careful when extending trades with Karthus as he will generally win with his higher DPS. This is a very tricky matchup as you have to do enough short trades with the right timing to threaten a kill onto him, bait out his defensive summoners, then look for the kill. Note that your E can be used to dodge Karthus's R.
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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.
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.
gives great sustain during skirmishes and teamfights that help extend the duration you can stay within a fight.
provides more damage when your targets are low, allowing you to have an easier time to execute your priority targets.
is your most optimal first item. It gives you everything you need from the utility stats of HP and cooldown reduction to the large amount of damage it provides which can be synergized with your ability kit to deal even more damage. Using the active with or after your Q can help you maximize your damage output.
provides free magic penetration that amplifies your damage in the early to mid game. This provides a lot more when your targets haven't built magic resist yet.
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.
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 allows your damage to scale more consistently throughout the game. Buy this around your fourth or fifth item, depending on how soon the enemy carries buy Magic Resist.
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.
and are an alternative to buying Sorcerer's Shoes if you need early resistances vs a difficult matchup.
provides grievous wounds that help you execute your targets easier when they have a lot of healing. This can be substituted in for Rabadon's Deathcap.
for if the enemy has a lot of hard cc or heavy magic damage for your initial engage. This can also be substituted in for Rabadon's Deathcap.
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.
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.