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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introductory
This guide is dedicated to showing viewers a general overview of Fizz and his playstyle. This playstyle is mainly how I play Fizz, not how the professionals play him (although the build is similar). My attempt at a guide is very limiting, so I won't be making too many fancy concepts. Fizz is by no means a champion that is hard to play, or easy to master.
This guide ASSUMES that you understand the actual game of League of Legends, and you just want to know how to play Fizz.
my summoner name is Janana Banana
WHAT IS FIZZ SUPPOSED TO DO?
Dominate
Rally the Objectives



Conquer
TL;DR
This dominance can last all game
Fairly quick farmer late game
Ridiculously slippery
High Damage
Hard CC Ultimate
Healing Reduction
Deceptively long DoT effect
CONS:
If shut down, gets shut down HARD
Hard to build up to lategame if early game doesn't go well
Damage is dependent on items
Vulnerable to high sustain, tolerance, burst
Disabled by practically any form of crowd control
Needs to be in the middle of a fight to be effective
Weak to pushing
SQUISHY
Runes





Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power














PRIMARY SPELLS






SECONDARY SPELLS
























SITUATIONAL SPELLS

Despite



It's fairly obvious that the only reason you're using



Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
IMO, one of the best passives in the game. The unit collision is VERY useful when minions get in the way, and minion harass is something that hurts early game, especially for melees.
Tips:
o This passive allows early aggression since you can absorb a lot more minion damage
o Run through minions to escape, while enemies may have to run around them to get to you
o Take advantage of the fact that the autoattack damage reduction also applies to attacks from enemy champions - you might be able to fight them!
o Just because minion damage is reduced doesn't mean you're man enough to tank too much minion damage.
Cost - 50/55/60/65/70 Mana : Cooldown - 10/9/8/7/6 Seconds : Range - 550 : Damage - Full Attack Damage + 10/40/70/100/130 (0.6 AP)
ACTIVE: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage equal to his attack damage plus additional magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.
Fizz's dash which typically classifies him as an assassin. It scales fully with his attack damage, a great plus, but has a small base for magic damage and a moderate AP ratio. It's shining quality, however, is the fact that it applies On-Hit effects, such as Lich Bane. So when this dash strikes his target, the effects of sheen/lifesteal/statikk shiv/etc will be applied. I won't lie. The damage this ability does with Lich Bane is disturbing. Max this second, after
Tips:
o Use this passive next to melee enemies for escapes, or on enemy minions for escapes
o Sheen - The red effect that signifies the extra damage actually activates a little AFTER you use an on-hit spell, meaning that if you are in melee range of your Q's target, the Sheen will not proc due to you having hit them so quickly
o In regards to wall mechanics, if Fizz's target is beyond a wall and he has not reached the end of his dash, he will go over the wall
o In turn, if your target is not at the full distance of your dash and there is a wall at the end, Fizz will stop at his target
Cost - 40 Mana : Cooldown - 10 Seconds : Damage - Passive) 30/40/50/60/70 (0.35 AP)(4/5/6/7/8 % of the target's missing health) over 3 seconds / Active) 10/15/20/25/30 additional magic damage on-hit (0.35 AP)
PASSIVE: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
ACTIVE: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 3 seconds.
Probably what makes Fizz's trades so deadly. A PASSIVE DoT effect that scales additionally with missing health, and an Active that applies more damage instantly, along with grevious wounds.
Tips:
o Combined with

Cost - 90/100/110/120/130 Mana : Cooldown - 16/14/12/10/8 Seconds : Damage - 70/120/170/220/270
(0.75 AP) : Slow - 40/45/50/55/60% : Range - 400
ACTIVE: Playful -Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing magic damage and slowing nearby enemies within 250 range for 2 seconds.
ACTIVE: Trickster -Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 125 range. Trickster does not apply a slow.
Known as the "trollpole," this is Fizz's most versatile ability. It is a very strong gap closer which makes you untargettable (but not invulnerable) for the duration of the jump(s).
Tips:




o The actual direction of the jumps are towards your cursor, so keep in mind that Fizz can easily jump over walls with good cursor positioning
o The slow is a bonus, but it's not noticeable due to his high burst
o This ability is very good for quickly escaping threats or closing the gap. Strategically using it to avoid key enemy abilities can make or break a fight
o Extend the duration of

Cost - 100 Mana : Cooldown - 100/85/70 Seconds : Damage - 200/325/450 (1.0 AP) : Slow - 50/60/70% : Range - 1275 on Fish, 250 on Shark Knock Up
ACTIVE: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.
Fizz's Ultimate. Upon activation, Fizz releases a fish that latches on to the first enemy champion hit, or at the end of it's manipulable range. A pool of water around the target champion indicates the leash. They are slowed and a Shark comes up, dealing high AoE damage and knocking enemies around the area up. Very deadly ability with a full 100% AP Ratio, great for escapes, kills, and basic initiation.
Tips:
o Your primary use for this ult will be to lock down a target to burst
o It does A LOT of damage - a full 100% AP Scaling hurts
o Use this to escape when death is otherwise inevitable
o You get vision
o Stealthed champions will have the pool mimic their motions (TESTING)
o If the Shark kills its target and it is a small champion (ex. annie), their model will be eaten as opposed to appear dead on the ground
1st -

2nd -

3rd -

PRIORITY -

Items
Item Sequence

START AND EARLY ITEMS

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Ew, what an ugly choice of starting items! ![]() ![]() ![]() ![]() |

"CORE ITEMS"

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I know I'm stepping on the toes of those who swear against this item on ![]()
Right?
WRONG. YES -Fizz can be slippery and usually kill whatever he targets in a fight. NO -Fizz can get out relatively unscathed. Given that almost any generic ![]() ![]() ![]()
I SEE TWO BENEFITS TO THIS ITEM
A : Mana to help sustain
![]() ![]() B : HEALTH - I cannot stress how go-to of a stat health is. It is an all around counter to damage, viable on anyone you can play. This health is what lets you get in and out of fights alive. But I'm not saying you HAVE to get it. This is my personal preference of what is "core" on Fizz. You can go glass cannon - I'm not forcing this item - I'm recommending it. |

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Also known as the bane of your existence, this item is a must buy after ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() TL;DR - buy double swords, do scary damage |

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Non-negotiable choice of boots. 15 magic penetration is supplemental to your damage - essentially a free shave off of 15 MR. Since many midlaners might not end up investing in MR (runes/masteries/items), you've effectively halved their generic MR of 30. 45 MS is a good addition for roaming. The only other boots I'd suggest are ![]() ![]() |
"SUB-CORE ITEMS"

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Theoretical core on any existent APC. With a hefty bonus of 120 AP, this item is just another result of the ![]() USE IT TO COUNTER: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Granted, the active should be a last resort when ![]() ![]() |

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Similar to ![]() ![]() ![]() |

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I love this item. It's so versatile on any APC for the stats it gives. A hefty 70 AP and 45 MR gives good damage and survivability against magical threats, but this item also has a fantastic aura, which reduces the MR of nearby enemies by 20. Considering you're in range for the aura to take effect almost always, this item will make you a deadly threat. However, I wouldn't suggest it as an always-buy. Probably only against champions such as ![]() ![]() ![]() |
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