Fizz Guide for Fizz Mains League Chat - Patch 25.23 - November 2025.
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Recommended Items
Runes: Standard

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
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Extreme Threats

Akshan
I hate you. Teleport, Fleet + Second wind. Wait for level 7 with standard build, follow his roams if possible, but over all a nightmare coinflip matchup. Not common enough for bans too.
Fleet footwork + Teleport. Cull early if needed, Doran's shield too.

Nami
There are too many synergies to go over, so I will point out the main one here. Nami is your best support. Her itemization works off your playstyle. Her E boosts your damage quite a bit and allows you to proc mandate off of it.
Favorite support to play with, if you see her in game, tell her to E you. If this guide gains traction, I might come back and do these as well. For now, theres only 3 in this section.
Synergies

Nami
There are too many synergies to go over, so I will point out the main one here. Nami is your best support. Her itemization works off your playstyle. Her E boosts your damage quite a bit and allows you to proc mandate off of it. Favorite support to play with, if you see her in game, tell her to E you. If this guide gains traction, I might come back and do these as well. For now, theres only 3 in this section.
Champion Build Guide
This guide is dedicated to R/FizzMains Discord since everyone there *wants* a guide, but noone wants to A) Write one and B) Will give out good advice when writing one.
I'll be going over basics of how to play Fizz's hardest part - The level 1, 2, 3. Each match-up has been listed for Mid lane and can be applied. This does not mean if the enemy picks Fizz you should pick the hardest matchup there, you should always look for Galio if possible.
The guide won't be super in depth as that would take more effort than I have to give. If you have further questions, join the R/FizzMains discord and ping me. I'll most likely answer in 24 hours or less if I am not busy. If I am busy, I'll respond that I am busy.
Might stream on twitch.tv/SpaceTurtlez, depending on if my laptop likes OBS.
Champion is really strong in lower ranks, up to and including Diamond 3.
Champion is very snowbally
Rewards aggressive play
Strong Teamfighting ult
Fun to play (Wow! Fun in a video game?)
Easy to do Combos
Cons -
Champion starts to sucks past certain rank (Around D2-D1)
Champion is gated by being a low rank stomper
Doesn't scale as well as other AP Assassins
Less options than other AP Assassins
Telegraphed and Linear Combos
Half the community whines about the champion
1) Pre-level 3
2) Level 3
3) Level 4-6
Level 1 - I always look for ward on one of two places - Either on enemy Raptor camp at 1:20 - 1:25, or on Friendly Raptor Enterance. This is an example of the 3 different wards I like to place regularly in games. The raptor ward is only there if my jungler is starting blue buff and vise versa. An example image is provided, albeit if imgur and MOBAfire work.

The reasoning behind the early ward is due to the fact that Fizz has very little to NO push in most matchups early. His E is on too long of a cool down and most enemies will poke you out with auto attacks, meaning the wave will naturally stop hitting enemy minions to hit you. This allows your first ward to get vision of enemy raptors and track the jungler. By using reasoning, 3 scenarios exist.
1) The enemy raptors is dead by wave 2 - Means the enemy has started Red side and will be either on that side for top/bot ganks or will cross to river at around level 3.
2) The enemy raptors do not die by the time ward expires - Either the enemy has taken a long time to clear both camps, or started blue side and will be crossing to red side, this leaves uncertainty, but gives you a good idea of where the enemy jungler might be.
3) The enemy jungler is afk, on a super slow clearing jungler, or has ganked you at level 2 - Simply do not die to the early cheese and pick up a free skirmish at crab.
In all cases, level 1 E can be used for the first 3 melee minions of the game. You can utilize 1 E before lane starts with pretty good accuracy as to your mana bar being full by the time you need a 2nd E if used before minions spawn.
Do not start W unless you are getting super shoved in and need the W for auto resets.
Level 2 - Take W - This lets your farming become much easier, and lets you trade somewhat better, able to now proc electrocute easier. I recommend against trading heavily before level 3, since Q becomes a really strong ability to use defensively and aggressively.
Level 3 - Take Q - This is Fizz's strongest power spike. You are able to aggressively trade with QW and E any incoming return damage. If opponent pokes with an ability, use E forward and hit the wave with AOE and possibly the enemy. QW can proc electrocute from that. Furthermore, your passive DOES do something this early, where minions will do less damage with autos. (Ghosting always helps against minion blocking spells, i.e. Ahri Charm.)
Note - For Electrocute procs - QW aa is not enough, as such some have stated to do Q aa W. This allows opponents to flash. This is by all means a possible trade pattern, and might work. However, if using the QW to execute, use ignite to proc Electrocute as QW + Ignite does infact proc it.
Post level 3 - Either W or E, If going for more points in E, you can use E more aggressively, trying to get space and lower minion HPs. Try to get manaflow procs in lane, but overall, let the enemy push you in till 6, trading when you can. You won't spike again till level 6, but you are still relatively strong in most match ups. You can take it slower, but skirmish with jungle whenever possible.
First Recall - Should be around level 4-5, purchase dark seal and amp tomb if possible. Blasting wand + Dark seal is ideal, however, you won't have enough for that most games. Keep in mind, your goal is to obtain Blasting + Amp tomb + Dark seal + Dorans ring for Level 7/8. If going the Luden's build, a similar set up can be done, however, lost chapter is a really good early game item.
Level 6 - Usually this is where the enemy WILL respect you. If not, you can hard trade with ultimate. Do not be afraid to 1) Miss ultimate and 2) Use for wave clear. If you kill your opponent in lane, however, the wave is unpushed and will freeze, you have 100 mana and ultimate, please ult the wave. Its non-sensical to try and clear and immediatly lose all advantage cause you wanted to greed the ultimate. And do play aggressively with the ultimate, there is no way to get better if you never go for risky plays with it. Don't waste it, but don't hold it too long.
Note - QWR is a possible combo again. With the small shark buffs, it is a viable combo, however, most of the time it is possible to use the shark as engage late game. QWR is good in lane if getting a gank and you don't have any leway to miss ultimate or in late game when a target NEEDS the shark on them. I personally prefer using the shark to create a zone where enemies cannot step or to blind throw it as an engage. QWR is a risky combo that can work with good flank angles.
Note - Sheen vs Blasting wand has been discussed. I do not like the lack of wave clear Sheen provides, even if it has better fighting early.
Past level 8 I will be talking about the game in more general terms of what to look for where. At level 9 you gain your last E upgrade which means your wave clear should be good regardless. At level 11, your 2nd upgrade on ult is good, but not a huge spike, your ultimate cooldown should be around 70-60 seconds, so don't be afraid to use it in teamfights ever, even if its for picks. At level 16, your last spike comes in, making your ult an actually good ability at denying zones with around a 50 second cooldown. You always want it up for any objective fights. Ultimate cooldown depends on build ranging from 67 to 63 seconds at level 11, and to 52 to 39 seconds at 16. Lowest cooldown is with Blackfire torch build, more on builds later.
Personally, in the mid game I like to side lane on the side of the objective as I won't have teleport like top laner will. Fizz has lots of pushing potential with Lich Bane as well as his W doing damage to towers (Rip the DoT to towers which made grubs 1 shot them). He is pretty strong at 1v1ing and if you can't, very good at running away. Recommendation for any wave clear in the mid game is to not kill every melee as you can Q through them to escape. Same in lane teamfights, it is best to keep alive a melee minion on you to escape.
Note - Area denial. Fizz ult can be used as a denial for objectives in chokes. The ultimate does a lot of damage and knocks up. Throwing it at a potential area enemies are while doing drake can help keep them off the drake completely, and maybe even leading to a pick.
For Pit fights, ultimate will reveal the area, so if you cannot get vision, the shark can be an emergency warding mechanism, especially for baron which cannot be pulled. Drake can be pulled, so it is less reliable.
The main core you should always look for is a combination of Lich Bane, Hourglass, and Horizon Focus/Deathcap/Cryptbloom/Luden's/BlackFire torch.
Lich --> Hourglass --> Horizon Focus: My current goto build. Horizon focus is extremely cheap for 125 AP and 25 CDR. Furthermore, your E actually triggers the passive if you tap E, since it checks where the cast STARTED, not where the character is. Not that the passive matters much as shark will reveal regardless. Sorc shoes and lucidity both viable, sorc for earlier snowball, CDR for more Es that are slightly weaker. D.cap is a good luxury item that can replace Horizon Focus if you are rich enough. In which case, you would buy it 4th if MR pen is not needed emergently. If pen is needed, Void staff and cryptbloom are personal preference.
BlackFire Torch --> Hourglass --> Lich Bane : A viable build due to the CDR it gives. Not worth the damage reduction to towers as well as Lich burst in my opinion. Only really better vs tankier teams. Itemize towards CDR over Pen (Ex: Horizon focus and Cryptbloom > Deathcap and Void Staff)
Luden's Gun --> Hourglass --> Lich Bane : The old build before lich bane got multiple buffs. Still very viable, and lich can even be built before hourglass. Helps with early mana management if not taking Manaflow or PoM. Overall, an OK choice
RoA --> Liandries --> RiftMaker : Completely used VS 5 tank comps, probably not as good anymore due to nerfs to RoA itself. However, this is the only real option you have for "long" fights. Not a terrible terrible build, but you lose out on all your early game pressure to be able to fight tanks slightly better later and be beefier to peel for ADC most likely. Bloodletters is good if multiple AP on team.
Single Items
Bloodletters - Fizz is a good carrier due to his W burn as well as BlackFire torch in builds you *would* go it. However, if you are the sole AP, its better to just go void staff or cryptbloom, and most likely your 2ndary AP will get it anyways.
Protobelt - My favorite old item. Extremely cheap so you get it early, good build path for trading, and it gives you a dash. Stats you like in AP and CDR AND HP! The main problem arises quite quickly when you read it only gives 65 AP and no pen whatsoever. Its a fun item to go to show off, or if you want to try out some fun stuff you can do with it (It works with E!). Better to just go lich bane or Luden's.
Hourglass - This item gets its own entry. This is your bread and butter, your best item. It resets your E essentially late game, its used in dives, its used to protect mejais. This item is a MUST in every fizz position not named AD fizz top. It is absolutely his best regardless of stats (unless they make it an AD item, in which case don't ever play Fizz again anyways).
Combo wise, fizz has a few basic combos
QW: The most bread and butter, almost always try to use Q with W.
E -> Flash : Useful for catching people off guard, or if they flash away from your E. Only works if the first part of E ends naturally.
AA -> W -> Q -> AA : Greedy combo that can work due to W auto attack canceling,
Luxury combo
R -> Flash : Very useful for landing shark on targets running away who have flashed or might flash. Lets the shark gain extra range. It will take the shark size for where you flashed to.
Q -> R : You can cast R during Q, allowing for the shark to stick when not expected.
E -> Zhonya mid E -> QW or Flash : Useful at times, especially when enemy has predicted where you will land. It saves the E splash for when hourglass will end, allowing for a flash to be done, similar to E flash.
E -> Protobelt : Same as E -> Flash in terms of timing, just with protobelt. The item was not included as I do not believe it is a good item at the moment, but is viable and I will try building it a few games to see where it stands. However, it does not have the blasting wand build path and will delay items. Still viable though and will probably be so in the future.
Red + Blue - Electro due to being too good for your trade patterns, sudden impact is self explanatory on the champion with 2 dashes, grisly mementos is good for red trinket which you love swapping to on first recall or around level 7/8 when you start roaming, can be replaced with 6th sense. Treasure hunter cause no omni-vamp rune, can be replaced with relentless if you really want, but treasure hunter basically reads free dark-seal if you get a kill early.
Mana-flow as fizz can get low on mana really early, transcendence cause you like having CDR even if you are going the lower CDR build.
Small runes - 8 AH + 9AP + 65HP - going CDR means you scale better, able to use more E in the late game. Attack speed can even be viable. Base HP > scaling if struggling with laning. Scaling just scales much better.
Red + Yellow - Yellow instead of blue causes mana problems before blue can be shared. can be good if going Luden's build.
Coup lets you do extra cleanup damage and Triumph is self explanatory with Coup.
Possible to go Legend Haste + Presence of mind, but that is just a worse version of the Red + Blue tree since transcendence has the refunding of CDR on takedowns.
Green + Blue/Red - Grasp. This is reserved for exactly Tanks mid and Galio. I will not touch on this too much as it is weaker now, and overall just isn't as good. But I have included the build as well. I would never recommend this unless the enemy team is exactly 4 tanks and a bruiser ADC. Even against 4 Tanks and 1 ADC, your 1 for 1 against the ADC can basically cripple the entire damage output of the enemy team. Go sparingly. Can go secondary Trasencence + Mana flow or Sudden impact + choice of hunter.
Yellow + Green - Shamelessly taking fleet + second wind against a few match-ups is ok. You are basically hand-shaking your early damage away to scale with the CDR build as your opponent WILL build Maw in this situation.
Red + Light Blue - currently not viable due to lack of corrupting potion. Potential there for greedy builds, but the others simply outclass it. Possiblity for biscuits cause they are broken. Not included in the guide anywhere else.
Passive - Fizz is Ghosted permanently and takes a whopping FOUR reduced damage (scaling 1% AP). This seems really weak until you realize melees deal 2 damage and ranged will deal 5. Pretty strong overall, especially into any DoT mage, also makes your trading great. Plus, any armor buff instantly makes Fizz's lane super strong. This passive is increased to 14 + 1% AP against jungle monsters.
Q - Fizz dashes through an enemy dealing(100%AD + 10 / 25 / 40 / 55 / 70 + 55% AP). Also applies on-hits. Your go-to combo with W and Lich Bane. Use W before this to trigger lich bane for a good burst. This is your goto skill, but, max it 3rd always as it is your weakest.
W - This ability has 2 parts.
1) DoT - Fizz deals a burn (30 / 45 / 60 / 75 / 90 + 25% AP) over 3 seconds.
2) Active - Fizz deals an additional (50 / 75 / 100 / 125 / 150 + 45% AP) on his next attack (This resets your auto attack timer). If Fizz kills the target, the ability the mana is refunded and resets the cooldown to 1 second. If the target does not die, Fizz gets additional (20 / 25 / 30 / 35 / 40 + 30% AP) on-hit damage for 5 seconds. This ability also grants you 50 attack range, and currently deals a flat 60 extra damage to jungle creeps (Fizz jungle guide coming to an area near you sometime in the future). OVerall, I hope your W key is well looked after, mine no longer says W on it. You will be spamming this ability... alot. This can be activated in the middle of both E and Q. I prefer spamming Q and W at the same time each time I press the Q button on a champion that is not tanky. Max 2nd.
E - Once again 2 parts - 1) Fizz becomes UNTARGETABLE for 0.75 seconds, jumping over terrain as a dash. 2) You can recast it to jump further, dealing a smaller AoE area and losing the slow. Alternatively, you can let the ability run 0.75 seconds and have a larger AoE Slow (40 / 45 / 50 / 55 / 60%). Damage wise (80 / 130 / 180 / 230 / 280 + 95% AP) very solid, and AoE is always nice. The Mana cost also scales up however, from 75 - 95. Max first, it is your "Wow this champion is so broken" ability. Entire builds are made around spamming this (Black Fire Torch + CDR)
R - Fizz throws out a small fishy (awww) that a shark comes and eats (aw..) The damage scales on how far the shark travels. All knock-up and back for 1 second, which happens after 2 seconds(The ability has a countdown from 4) of the shark being attached/ on the floor (No count down if on the floor. Why riot...)
1) Small - Deals 180 / 300 / 420 + 60% AP. Also slows for 40%
2) Medium - Deals 225 / 375 / 525 + 75% AP. Slows for 60%
3) Large - Deals 270 / 450 / 630 + 90% AP. Slows for 80%
On the ability, there are 3 rings distinguishing each shark. Each shark is larger than the rest in terms of AoE area.
Also used https://wiki.leagueoflegends.com/en-us/Fizz for numbers as well as ingame for patch 25.23
Hope it helps you get Diamond. Always available on Discord - SpaceTurtlez.

















































































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