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Fizz Build Guide by ChocoBlue23

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League of Legends Build Guide Author ChocoBlue23

Fizz Guide - One Jump Ahead of Them (WIP)

ChocoBlue23 Last updated on October 18, 2013
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Fizz - AP Assassin, AD, Hybrid

LeagueSpy Logo
Middle Lane
Ranked #13 in
Middle Lane
Win 51%
Get More Stats

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: 2


Utility: 7

Guide Top


As this is my first guide on Mobafire, any hateful criticism is appreciated. Also, I have CV2 turned on as of comment advice, please don't take this the wrong way.

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

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Fizz - The Tidal Trickster

Lemme' at 'em!
In my opinion, Fizz fits into a niche that most Ability-Based assassins have - Go in, do damage, and GTFO. Many people believe that Fizz fits very well into this niche. Fizz's kit makes him more than qualified to do this. In fact, this is essentially what Riot intended for him to do. But many people still have their issues (jump in, die because they can't e worth a damn).


Generally, a game with Fizz is split into three goals.


That said, in my experience, not everyone you go against as Fizz is an idiot, so it's easier said than done. Essentially, this is your early laning phase, where Fizz must develop his power quickly, or fall behind until lategame, which nobody on your team wants. Your damage is extreme enough to zone or even kill Middle Lane Champions. Utilize that to build up an advantage.

Rally the Objectives

Ancient Golem, Dragon, Baron Nashor
Aside from Turrets, Inhibitors and the Nexus, probably the three most important objectives a Fizz could ever hope to get.


This is more or less the Midgame to Lategame, where Fizz shines brightest. If you've been killing many enemies/farming very well, good for you! If not, keep farming for items/damage. By now, you should have a good amount of offensive items to support your bursty nature, and your damage should be high enough to take down anyone who would be in your range. But this is the most dangerous goal, as Fizz has to be in fights to get his damage in. Avoid aggression, as you're sure to get caught, and you might not always live.


Build up an advantage. Control important objectives. Run roughshod over people.

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Pros - Cons


Able to easily dominate lane early game
This dominance can last all game
Fairly quick farmer late game
Ridiculously slippery
High Damage
Hard CC Ultimate
Healing Reduction
Deceptively long DoT effect

As a high snowball champion, relies heavily on kills/farm
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

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Runes - Masteries


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

Self-explanatory for any AP Carry (except potentially Xerath). The extra breakage through enemy MR/extra damage through a lack of MR can make or break a kill.

Greater Seal of Armor

The armor from these runes adds a lot of early bulkiness to Fizz, allowing him to absorb more AA harass then normal. I wouldn't trade these out for Scaling Health or Mana Regen, just because Fizz doesn't need those stats.

Greater Glyph of Magic Resist

Needed for soaking up more harass from trades with the enemy carry. You hurt, but they probably do as well. I wouldn't recommend switching these out for AP Glyphs, as Fizz's damage is high enough early game, and late game, items cover for him.

Greater Quintessence of Ability Power

YES, I SAID WE DON'T NEED AP GLYPHS. These are one of the reasons we don't. Fizz's early damage combined with a huge chunk of AP (15) will add a a good chunk of damage to your early harass.


Sorcery - an extra 4% CDR never hurts.
Blast - IMO, a pretty pointless mastery, but it's needed to access an important one.
Havoc - 2% increased damage is great for Fizz.
Arcane Knowledge - 8% magic penetration, VERY STRONG.
Mental Force - 6 AP is a decent early addition.
Spellsword - adds a good chunk of damage to your autoattacks early game.
Archmage - think of this as a mini deathcap passive.
Executioner - a must have, it compliments Fizz's assassin-like nature very well.

Tough Skin - helps slightly mitigate minion harass, it's pretty since your melee nature means soaking some harass for your own harass.

Summoner's Insight - having flash on a lower cooldown will help in the long run.
Wanderer - helps you roam faster, but I only put two points in this to have some for tough skin.
Improved Recall - the reduced time adds up.
Mastermind - very useful.

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Summoner Spells



Flash is a free escape or gap closer on a decently low cooldown. It's essentially a free kill or escape given the correct circumstances. No champion honestly has to pass up on this for its versatility.


Ignite shines in all parts of the game, used to secure kills and reduce healing ( Fizz doesn't need ignite for that purpose).



Ghost is what many Fizz players used before transitioning to Flash. It's still viable on Fizz, but since it's not an instant effect, it's more of an "all in" spell. However, should you find yourself in a bad lane, Ghost will help your roam better. So if you plan to be a man ( ), go ahead. But Flash provides a quick escape/gap closer as opposed to one over time.


Barrier is an acceptable spell on any champion, Fizz being no exception. However, Flash and Ignite are much better choices for any Midlaner in general. I would only suggest Barrier if you were against someone with delayed burst ( Karthus, Vladimir, or Zed.


Exhaust is an arguably usable spell on Fizz, but it doesn't seem to work its usefulness on Fizz like it does on other champions. Sure, you could use it do reduce an enemy's damage, but they're most likely to be your priority target, so exhausting them probably isn't necessary. And it's not needed to escape since you could just have Flash and blink away. It's just my opinion. Other Fizz players may find success with this spell.


Heal saw a good rise in the meta as a staple spell for ADCs, but never as a spell for APCs. Honestly, the pressure of Midlane is so high that Heal is hardly ever to save you in a close call. Heal is also put down by the infamous Ignite, so I don't find any reason to use it all unless you feel like it'll save you in multiple cases.



Despite Teleport being useful for getting around the map quicker for roaming, I find that it's worth just walking to other lanes as opposed to using up a spell slot for roaming. The only time Teleport should be used is if you are an avid fan of roaming or if the enemy picks someone so threatening (ranked) that you can't be successful WITHOUT roaming.


It's fairly obvious that the only reason you're using Smite is because you want to jungle with Fizz or that you've been forced to jungle with Fizz. Otherwise, avoid.

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QWER - Fizz's Skillset

Passive: Nimble Fighter

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.

o Use this passive to walk through minions and harass enemies with autoattacks
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.

Q: Urchin Strike
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

o This ability always travels what the range indicator shows, so even if you dash to someone right next to you, you will travel the full distance
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

W: Seastone Trident
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.

o When last hitting at a tower, hitting caster creeps with one attack plus this passive will get them low enough to die to the dot after the tower shot. If you hit it after a tower shot, it will still die
o Combined with Urchin Strike, you have REALLY strong harass

E: Playful/Trickster
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).

o As said, while this makes you untargettable, it does not break previously applied marks or leashes, such as LeBlanc's Ethereal Chains or Zed's Death Mark. Be careful when using this ability to avoid such spells
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 Playful / Trickster by just not using Trickster - it can make the difference between life and death

R: Chum The Waters
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.

o Use this to initiate a fight - an AoE Knock Up is very useful
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

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

1st - Seastone Trident is an optimal max for early trades; the DoT is very strong if you can consistently apply it and gets stronger the lower your target becomes.

2nd - Urchin Strike is next since it's a low cooldown nuke dash, and being able to consistently close the gap will help in midgame.

3rd - Playful / Trickster is maxed last. While this seems controversial, I fully acknowledge it as a strong first max due to its benefits, but it has an extremely high mana cost which hinders you if you can't hit it in trades. By lategame, this ability's cooldown is low enough to consistently allow you to be slippery.

PRIORITY - Chum the Waters is leveled at 6, 11, and 16. Pretty much every ultimate is leveled like this. No questions asked, just do it.

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Itemizing for Success


Item Sequence


Boots of Speed : Health Potions


Ew, what an ugly choice of starting items! Boots of Speed and health potions are so last meta! L2P Noob! To the contrary, this is actually a very manageable starting choice. You can avoid aggressive skillshots such as Orb of Deception and Bouncing Bomb, and you have 4 potions to help sustain through inevitable harass.

Crystalline Flask


Rod of Ages

I know I'm stepping on the toes of those who swear against this item on Fizz, but is it really a horrible option? One common misconception is that Fizz's assassin playstyle means he can get in and out.


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 Fizz player builds like a glass cannon, you're bound to die if you E in; and let's face it - no intelligent being would ever get close enough so much as that you don't need to Playful / Trickster to them. So essentially, we NEED to use Playful / Trickster to get in range. So when you get in there, you'll probably melt your target. But the precious time in which E is on cooldown is easy pickings for you.

A : Mana to help sustain Fizz's relatively low cooldowns and Playful / Trickster's colossally high mana cost.
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.

Lich Bane

Also known as the bane of your existence, this item is a must buy after Rod of Ages. While you might be thinking - "BUT JANANA, Fizz IS AN ASSASSIN! HE DOESN'T HAVE TIME TO AUTOATTACK!" YES - He does. In fact, autoattacking is what makes his damage early to mid game with Seastone Trident. However, that's not why we buy Lich Bane. We buy it because it synergizes with Urchin Strike. Referring to the section detailing Fizz's Skillset, it is known that Urchin Strike applies on hit effects. The Sheen autoattack augment from Trinity Force, Iceborn Gauntlet, and Lich Bane are all treated as on hit effects. Meaning, if you cast Q with a Sheen-based item, the Sheen effect will proc witht the spell for massive damage. This is must rush and buy.

TL;DR - buy double swords, do scary damage

Sorcerer's Shoes

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 Boots of Mobility, but just if you find yourself in a lane that is such hell that you need to roam to be successful. In that case, max Playful / Trickster.


Zhonya's Hourglass

Theoretical core on any existent APC. With a hefty bonus of 120 AP, this item is just another result of the Needlessly Large Rod. However, if you don't consider this item "core" but the need to have armor on an APC arises, this is the optimal purchase. A hefty bonus of 50 armor is nothing to laugh at when an AD threat pummels at you. One of the true qualities is its active. Upon activation, you enter an immobile stasis, becoming UNTARGETTABLE AND INVULNERABLE. These two statuses could make the difference between life or death when necessary.


Granted, the active should be a last resort when Playful / Trickster is down (E won't save you from Ignite lol).

Rabadon's Deathcap

Similar to Sorcerer's Shoes, non-negotiable. 120 AP is already a substantial boost to your amazing damage, and it has one of the best if not THE best passive effect in the game for APCS. Upon acquisition, your Ability Power is increased by a hefty 30%. This is such a huge increase at the point in time in which you purchase this. This is essentially what will skyrocket your damage to unreal levels. Get this ASAP after Rod of Ages and Lich Bane.

Abyssal Scepter
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 LeBlanc, Veigar, or Kassadin.