Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Fizz Build Guide by K is for Kraken

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

Rating Pending
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author K is for Kraken

Fizz - Is that an Orca whale?

K is for Kraken Last updated on November 17, 2011
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

LeagueSpy Logo
Middle Lane
Ranked #8 in
Middle Lane
Win 53%
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: 23

Honor Guard

Defense: 0

Strength of Spirit

Utility: 7

Guide Top


This is my first guide, for the new champion, Fizz. Fizz isn't the easiest champion. He requires a good sense of map aware-ness, and much more precision than most champions do. Fizz can be played many different ways, but what I plan to show you is most effective AP build for Fizz I've found so far.

Typically, I play Fizz in a dual land. His Seastone Trident and Urchin Strike on your opponent will allow you some nasty pokes and when combo'd with Playful / Trickster you'll be able to tower dive, poke, and retreat to a safe place without taking damage. Fizz can easily compete with some of the top carries.

Guide Top


- Fun and exciting to play.
- Good farmer.
- Capable of carrying.
- One of the most versatile champions.
- Has a Ghost passive.
- Great Assassin.
- Has a SHARK ult. Wacka wacka wacka wacka om nom nom nom nom pew pew pew da da. (Pacman)

- Squishy.
- May be hard for players to learn.
- Requires map-awareness.
- Timing is everything.
- Urchin Strike could lead to useless deaths.

Guide Top

Summoner Spells/Masteries/Runes

Summoner Spells:

Ignite is great on Fizz. Paired with his rend it can be a powerful damage over time.
Although his passive already allows him to move through minions the speed increase is nice and since the flash nerf Imo it's better now.

Other Options:
Surge - Gives 40% attack speed and 12-70 ability power (based on champ level). Can replace ignite if you prefer it.
This slows the targets movement speed, attack speed, and lowers their damage/ability power for a short time.

23-0-7 Build.
Getting Sorcery and giving up Runic Affinity for Alcrity.

For marks I went straigh magic pen. Since he doesn't scale incredibly well with ap. We can rid away some of their magic resist.

Seals I went flat armor to help counter him being squishy.

Here I went CDR for the simple fact that at a lower level his abilities can have quite the cooldown. Plus once you get Nashor's Tooth, with CDR from runes and masteries, you'll be sitting around 36% CDR.

Greater Quint of Insight- For my quints, Same reason as the marks just reinforcing our magic pen.

Guide Top


Item Build:
First you'll wanna grab boots and 2 Health Potions
Then Catalyst the Protector, This item will help you maintain your mana and health while laning.
Rush a Preferable under 20min for it to stack right. After that convert your ghetto boots into which gives 20 mag pen. nuff said.
Once you have that, You'll wanna build your , this is a great item for Fizz, Gives attack speed, ap, and some heavenly CDR. You'll notice a boost in your damage after this is built. Now you'll wanna pick up a . Depending on the game situation you'll either built or first. Finish off with and then to take your already op damage to another level.

Guide Top


Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.

- This passive allows our water dwelling friend to pass through units, but the fact that he takes less damage from basic attacks makes good jungler passive.

Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.7 per ability power)

- You dash through your targeted unit. So if you're chasing someone down, it is the ideal ability to use. But if you are fighting someone face to face, remember it dashes through your target at a fixed distance so depending on the situation this could put you in a position were you lose a kill.

Passive): Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration.
Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)
+ 4 / 5 / 6 / 7 / 8 % of target missing health
(Active): Fizz's attacks are empowered, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
Cost: 40 mana
Duration: 5 seconds.
Cooldown: 10 seconds
Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)

- This is your bread and butter. If activated before your Q it will apply at the same time making for some nasty burst.

(Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.5 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies.
(Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)

- Personally I use this as my escape/chasing/slow ability. Although the damage isn't bad it's more useful to save it for catching up or escaping.

(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.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up and slowing all enemies in the area for 1.5 seconds.
Cost: 150 mana
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %

- Shark. Nuff said. (or Orca whale in the case of Tundra Fizz) ORCA WHALES UNITE!

Guide Top

Noteworthy Combo

While his damage and mobility in a fight are incredible, I have to note that were he really holds strong is going against a tower huger. Yes, a tower huger ladies and gentleman. Fizz's ability to get in and out of most everything are what makes him. With a little practice you can say **** you to those tower hugers too. W to get a little extra damage on your poke, Q in for the damage from your Q and W, Then immediately E away. Since your E makes you untargetable that pretty purplish pink tower ball coming at you will do no damage. Making him imo one of the perfect champions to go up against a solo lane.

Guide Top

Played Games

If you have any played games with Fizz using this guide your proud of, go ahead and send me them. I might post them here.
(First games I played with him after I bought him)

Guide Top

Have a good time fishin'!

Thanks for reading. This is my first guide. Any and all comments/criticism/love/hate are welcome. Peace.