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Fizz Build Guide by Finish Flash

diamond

Finish Flash's Diamond Tier Guide to Fizz

By Finish Flash | Updated on February 17, 2019
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Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Triumph
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #15 in
Middle Lane
Win 53%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Introduction

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 here:



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: Flash's League Hideout

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.
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Pros and Cons

Pros
[1] Has the ability to outplay any champion
[2] High kill pressure
[3] Extremely mobile
Cons
[1] Very high skill cap
[2] Falls off if he doesn't get an advantage early
[3] Hard to come back when behind
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Runes

Primary:

Domination:

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.

Secondary:

Precision (Standard):

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.
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Items

Core Items:

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.

Situational Items:

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.
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Ability Tips

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.
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Ranked Play

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.
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Conclusion

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.
League of Legends Build Guide Author Finish Flash
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Finish Flash's Diamond Tier Guide to Fizz