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Fizz Build Guide by aviseras

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League of Legends Build Guide Author aviseras

Fizz, Fishy Five Cap (Dominion)

aviseras Last updated on February 3, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 26

Honor Guard

Defense: 3

Strength of Spirit

Utility: 1

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Fizz is a very powerful, if difficult, Dominion champion. His high mobility allows him to stay alive longer while constantly putting pressure on the enemy squishies. With enough practice and quick reflexes, you too can make fish food out of your enemies!

In Dominion, player skill and item choices make a huge impact on your level of success. This guide can not teach you everything you need to know about Fizz for every situation, but I hope to at least get you on the right track to dominating Dominion.

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Pros / Cons

High magical burst damage
2 AoE Slows [E] [R]
Gap Closer [Q]
Double Blink with Damage Ignore [E]
Good Harass vs Melee

Difficult to master
Tanks cause problems
Vulnerable to chain CC
No ranged poke
Naturally Squishy

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Summoner Spells

My personal favorites for almost any Dominion champion are Ghost and Exhaust. Both of these spells provide Offensive AND Defensive capabilities. There are some alternatives which I will cover shortly, so use whatever you are most comfortable with.

Ghost allows you to
Chase an enemy (offensive)
Run away (defensive)
Reinforce a point (utility)

Exhaust allows you to
Chase/Weaken an enemy (offensive)
Run away (defensive)
Fight/Defend a 2v1 (utility)


Garrison allows for stronger dives/defends.
Surge can be useful against tanky teams with longer battles.
Cleanse is powerful against CC heavy teams, especially paired with [E].
Ignite adds to your burst and shuts down lifesteal/regen heavy champs.
Flash can help chase/escape in certain situations that Ghost can't.

Make sure to reallocate from Summoner's Wrath to fill Summoner's Resolve/Insight accordingly. If you need an extra point, take it from Resistance.

Not Very Good
Heal, Revive, Smite, Teleport, Clarity, Promote, and Clairvoyance are not very good for Fizz on Dominion. Use at your own risk.

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I play Fizz primarily as a burst AP caster with points into Alacrity to boost his[W]. You typically want to avoid getting into long fights with AD characters, so I've opted for Resistance in case you have to trade with other AP casters or enter their AoE spells. Improved recall may not seem like a big deal, but it's a 9% improvement on something you'll use a lot!

When first learning to play Fizz, you may want to move the points from Resistance into Good Hands . I typically only die 2-5 times with Fizz, but when first learning I could rack up 10-15 deaths.

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Skill Build

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Start off with one point into everything.

I prefer to max Playful/Trickster [E] first because your early 19% CDR (items + masteries) puts this at 6.48 seconds by level 9. This is a huge boost to your mobility and AoE damage for early teamfights. The option to dodge ultimates or other high damage skills every six and a half seconds is also extremely useful with how squishy you will be.

I max Urchin Strike [Q] next to constantly proc Lich Bane. Your poke damage is almost unmatched at this point, so start picking apart enemy squishies that have a tough time responding before you double blink away with [E].

Seastone Trident [W] is a solid skill, but I max it last since we are going for a burst style build. Against most teams, I don't find Fizz nearly as effective when built around auto attacking.

Always level up Chum the Waters [R] when possible to lower the cooldown and increase the damage.

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greater seal of Vitality
Greater Quintessence of Force, Greater Mark of insight, Greater Seal of Vitality, Greater Glyph of Force

Fizz has great AP ratios, so scaling AP runes fit very well. Vitality seals provide some general surviability, but they can be swapped out pretty freely. Insight marks are taken for their cost effectiveness compared to other options.

Note: The scaling runes I prefer using are equal to their flat counterparts by level 6-10. Considering how fast you level in dominion, the scaling runes are usually a much better choice.

There's a lot of room for variation based on your personal strengths/weaknesses/rune stock, so here are some other strong alternatives:
Greater Mark of Scaling Ability Power
greater seal of defense
Greater Glyph of Scaling Magic Resist
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Cooldown Reduction
Greater Quintessence of Scaling Cooldown Reduction
greater quintessence of vitality

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This is a fairly standard AP Dominion open. Prospector's Ring offers everything an AP hero needs to get going and Boots of Speed allow us to hit-n-run more effectively. You can also get a few health potions if that's your style.

Sheen adds a nice bit of burst to our early poke damage. Ionian boots synergize very well with our hit-n-run strategy and give us a few more shark attacks throughout the mid game.

As soon as you pick up a Lich Bane, you will go from annoying to DEADLY. Deathcap boosts your AP through the roof and makes you a burst machine. Most games will end as you are finishing your Deathcap, so don't worry if you finish with a lot of open item slots.

You usually won't get to purchase any more items, but here is a rundown on my top options for the last three slots:

A great HP boost, a chunk of AP, and a powerful slow. Definitely a great item to get now that your damage is taken care of.

Time to max out our CD reduction while continuing to boost AP. Morello's works better in most situations, but pick up a Deathfire if they have 1-2 really beefy champs that are causing problems.

If the game goes really long, then most of your enemies will have 1-2 big MR items. I typically get this any time after Deathcap if I see the enemy start stacking MR.


Mercury's can be the better boot option against CC heavy teams. Sorcerer's shoes are a decent pick-up if the enemy gets a lot of early MR, but Ionian's are usually just as good.

For the rest of the Alternatives, I typically do not go for any of them until after Deathcap. The power of Lichbane + Deathcap is simply too strong to ignore.

A worthy grab if enemy AP champs are causing you trouble. Typically more useful than a purely defensive item like FoN or Odyn's.

hextech sweeper
I only advise getting this when facing Shaco, Akali, or 2+ invis champs. Grab it after Lich Bane, but keep in mind that Oracle's are only 250 as well.

A cheap and reasonable grab to get against heavy CC teams. Worth getting after Lich Bane for a newer Fizz, but experienced Fizz players are probably better going straight to Deathcap.

Zhonya's is a viable choice against AD heavy teams. Similar to Abyssal, I prefer using this when compared to other purely defensive items. The stasis is certainly powerful in certain situations, especially with the low cooldown on your [E].

The only purely defensive item I consider worth getting, and only against Warwick and Malzahar. Those two champions can absolutely ruin your day and are worth countering for just 1500 gold. Get this after the Lich Bane if you need it.

The better you get at using Fizz, the less value you'll find in purely defensive items. This goes double considering our build does not have much natural HP build-up. If you are up against a heavily stacked AP or AD team, then it is worth considering and will help you out a lot if you are a newer Fizz player.

Not Recommended:

I have run out of mana only a few times out of all the Fizz games I have ever played. Fizz also doesn't have any super spammy spells during the early game since you typically are saving them for a good opening.

A cheap item, but doesn't do enough for the price considering the big effect items that make Fizz shine.

As before, I do not encounter mana issues on Fizz. The health and ability power are nice, but it simply slows down the rest of his options. There is one situation where this can be of use, but we'll get to that a bit later.

Fizz can get IN and OUT very effectively, so spellvamp isn't as useful as on someone like Akali who can only go IN.

You probably noticed the absence of hybrid items from my build. This is not because Fizz has no use for them, but rather that they don't synergize as well as other options. They do come in very handy against teams that build extremely Tanky, which is not a good scenario for Fizz in the first place.

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Alternate Build vs. Tanky Teams

Now, in the rare case that your enemy picks 4-5 tanks and is going for long, sustained DPS, the standard burst build isn't going to cut it. In Draft mode, I suggest picking someone other than Fizz altogether. In Blind Draft, your runes and masteries are already set, so let's move right into Skill and Item Builds:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Since burst is no longer an option, we need to get our sustained DPS going as fast as possible. [E] is now purely a gap closer or escape mechanism since poking and dodging aren't going to pay off as much.

OR catalyst the protector
Open with Prospector's Ring and Boots if you plan on building Rylai's next. Catalyst is the more useful choice if going for an early Rod of Ages.

In either case, you are sacrificing your early game kill potential to make sure that you are viable mid-late game. For Rylai's, always get the Giant's Belt first.

If you opted to build Rylai's, upgrade boots after the Giant's Belt. Mercury's are definitely more valuable against CC heavy teams and synergize well with the early HP of this build.

Now that you don't get flatlined in 2 hits, you can start to put the hurt on with [W] in extended battles. I typically find these more useful than Gunblade or Rageblade due to the immense attack speed boost. Most games will usually end while finishing these items.

After this you have a couple options:
Fizz really isn't really suited to take on Tanky teams in Dominion where the gold flows freely, so don't fret if you have trouble in these games. I'm also always open to good build suggestions here since this is a rare situation to encounter in the first place.

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Tips and Tricks

Typical poke strategy is [W] > [Q] > Auto Attack > [E] to safety. Activating [W] before you [Q] will apply the on-hit effect immediately.

Prepare for a tough learning curve. Landing the ultimate consistently is very important. Knowing when to poke/retreat and when to stick to an enemy is very important. Dodging well with [E] is vital!

More coming soon!

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Thank you for taking the time to read my guide! I hope you've gained some knowledge and confidence in Fizz as well as your general Dominion play. Be sure to vote and comments are always appreciated (good and bad)!

Good luck and let me know how you do! :D

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