Fizz Build Guide by BackFizz
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Threats & Synergies
You can fight her easily in early if you dodge her Q. When you hit lvl6 just try to ult her on max range then E,Q and if she`s not dead W.
Nimble Fighter is very nice to dive your enemys, because you cant be blocked while running out of the tower what is mostly a problem. Also in Teamfights you a little bit faster because you dont need to walk arround the minions.
Bonus Magic Damage:
10 / 25 / 40 / 55 / 70 (+ 55% AP)
The physical damage applies on-hit effects to the target and will apply the passive of Seastone Trident to all enemies he passes through.
Fizz Q Urchin Strike is a nice getcloser. You can easily use it to follow up your enemy. Keep in mind that Urchin Strike marks every enemy and minion through his path with Seastone Trident wich allows you to do more damage.
Total Magic damage:
20 / 30 / 40 / 50 / 60 (+ 40% AP)
Active: Fizz's next basic attack is empowered, granting it 50 bonus range and resetting his auto attack timer. The empowered strike deals bonus magic damage. If the target has been marked for at least 2 seconds, the damage dealt is tripled.
Bonus Magic Damage:»
20 / 30 / 40 / 50 / 60 (+ 40% AP)
If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana.
20 / 28 / 36 / 42 / 50
Seastone Trident is a huge damage spell on Fizz. You can choose if you max. Seastone Trident or Playful / Trickster what is your E. I recommend to max. Seastone Trident if your enemy has much mobility like a Katarina. If not I prefer to max. Playful / Trickster.
70 / 120 / 170 / 220 / 270 / (+ 75% AP)
40 / 45 / 50 / 55 / 60%
DOUBLE CAST: Fizz dismounts his trident without pausing, allowing him to perform both dashes in a quick succession. Upon landing, he deals damage to nearby enemies. The damage dealt is the same as the single-cast version, but with a smaller radius and without applying a slow.
Fizz E Playful / Trickster is for me the most important spell because it makes you untouchable and moveable at the same time. If you max Playful / Trickster it makes a lot of damage as well. Wait for your enemys spell to dodge it with Playful / Trickster after you have a nice choice if you go in or not. Keep in mind that if you hold your second cast that you have a bit time to cast it again. If you hold it long as possible you have a bigger damage range at least. If you want to be fast you can reactivate it instantly.
GUPPY (<455): 40% slow, 200 eruption radius and 150 unit knockback distance.
150 / 250 / 350 (+ 60% AP)
CHOMPER (455-910): 60% slow, 320 eruption radius and 250 unit knockback distance.
225 / 325 / 425 (+ 80% AP)
GIGALODON (>910): 80% slow, 450 eruption radius and 350 unit knockback distance.
300 / 400 / 500 (+ 120% AP)
If an enemy champion intercepts the lure as it flies, it binds to them and causes the shark to emerge at their position. The lure's holder is Slow icon slowed for the duration and Airborne icon knocked up for 1 second instead of away.
Seastone Trident Seastone Trident is applied to the enemy the fish attaches to and all enemies affected by the emerging shark.
Fizz ult Chum the Waters is a huge damage spell with a high range. Try to hit Chum the Waters on max range to do much damage as possible. If your lure hits you have enough time to walk next to your enemy and do a full damage combo wich I explain in the next parts...