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Fizz Build Guide by

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fizz guide

Last updated on November 16, 2013
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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: 21

Honor Guard

Defense: 9


Utility: 0

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intro to fizz

hello, this is a guide to fizz to show how to play him affectively. some parts of this guide will be out of personal preference so it may be a little strange. this is also my first guide so it won't be all that great.

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fizz is a ap assassin and can deal lots of damage and avoid enemy attacks. if played well fizz can lock down a target, kill it and escape. fizz is best in the mid lane, but can jungle too. fizz's kit allows him initiate with tons of damage, avoid powerful attacks, and finish off with a long range skill shot or DOT. this guide will show how to use them affectively.

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Items, runes, masteries

I build fizz with ability power combined with cool down reduction. the reason for cool down reduction is so that after and enemy dodges chum the waters or survives seastone trident, fizz can keep up the damage with its urchin strike/ seastone trident combo again. another reason is that if your skills were to be on cooldown you can use guardian angel or zhonya's hourglass to stall for your skills to be off cool down.

my masteries are based on ap and increasing seastone trident's effectiveness. with attack speed and magic penetration.

runes are based on ap mainly so I can bully around the enemy mid lane during laning phase and get a farm advantage.

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Skill Sequence

fizz's skill sequence can differ based on your current situation normal I would engage with seastone trident/ urchin strike and then use playful if the enemy begins to run I would trickster down and basic attack until they are out of my range and finish with chum the waters.

when ganking from the jungle I would start with chum the water not only to slow but to separate the 2 players( if there is 2) away from each other. then I would playful/trickster in for another slow and catch up with urchin strike.

if you are in a tricky situation I would first enter a brush without using urchin strike. then when the enemy comes close to the brush I would se urchin strike to throw my self behind them and then playful/trickster( if possible) away.

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Farming and harras

the laning phase will be the hardest for fizz. the reason being that most mid laners are harass heavy and will make getting farm hard for you. for the fizz getting a kill is not important and instead staying alive is the most valuable tool for burst. when playing fizz you will naturally gain damage without items so killing someone is not important when trying to carry. an opposite example would Diana who needs lots of kills in order to burst. despite that if you are against a mordekaiser, etc killing him would extremely important so he can't 1v3 which is what would happen if you simply didn't risk your life. harassment is very difficult with a melee like fizz, especially versing long ranged characters. one way to harass is to counter an attack. for example if ahri were to try and charm me, I would playful/ trickster so that I avoid it and I damage her then I use my passive to walk away from her and the minions.

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Team Work

during a team fight fizz should never be the one to be fight first always wait for your tank to start fighting. remember that you are extremely squishy and will be the main target of adcs and apcs wait outside the range of the fight and wait for opportunity. once you see a troubled teammate or a enemy carry, engage from the side with chum the water, then after the shark separates the team from the target use playful/trickster to avoid cc and engage then use urchin strike/ seastone trident to finish and escape from the fight. on any time you feel endangered or has taken lots of damage use zhonya to stay alive if the enemy chooses to wait then they will be vulnerable to attacks and be wasting valuable seconds, if they change target then the cool down reduction will allow you to attack once again.