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Recommended Items
Runes: Standard Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Annie
Annie's immobile and very predictable and you're highly mobile and able to duke her Ultimate. She is a hard matchu-up due to her insane burst damage and stuns. If she ults you and gets her stun off, it is highly likely that you will die. Try to E out of combat and re-evaluate the fight. Farm and Roam in this lane. Remember, Annie's stuns are not consumed if her Q spell doesn't hit you, example should you use E to avoid it.
Champion Build Guide


Hi, my in-game name is FalleN3. I'm from Ireland and have been playing League of Legends for some years now. I enjoy to play champions such as Fizz, Akali, Jax, Twitch, Annie & Orianna among others too. I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. I am a pretty chilled and relaxed streamer and try my utmost best to offer a chilled place to hang out and watch some league. |

He has a lot of damage even in the early game and enemies often don't realise his trading potential pre level 6. His ultimate is a skill-shot shark that deals more damage the further distance from the enemy it has been cast.
Fizz excels after level 6 and is a formidable sight for any enemy bot lane once he roams to it. In team-fights he has the ability to get right into the backline carries for an assassination.
I think his biggest weakness is that he is a snow-bally champion and can be difficult to come back if you fall behind. I find that as games go on in length, your potential goes down and down, therefore it's best to end as early as possible. You also are very squishy, just as all assassins are.
Fizz's Troll Poll is his bread and butter, there is so much fun to be had with this but you need to use it wisely.
Laning phase can be difficult if against ranged mages but once you get to level 6, almost every champion in mid-lane should be fair game for you.
He is being banned a LOT in ranked games lately so be sure to have some other champions in your pool that you can play with.
I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.
+ Very high Damage + Amazing Burst Potential + Extremely fun to play + Lots of outplay potential + High Mobility + Can delete enemy ADC's + Tower dive potential |
- Difficult to master - High Skill Cap (to play well) - Squishy - Difficult to come back if behind - Can be banned a LOT - Apart from your ultimate, all other damage is melee range |
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Electrocute: Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage. This is a useful keystone on ![]() |
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Sudden Impact: Gain a burst of Lethality and Magic Penetration after using dash, leap, blink or teleport. The slight increase in Lethality and Magic Pen is fantastic on ![]() |
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Eyeball Collection: Collect eyeballs for champion and ward takedowns. Gain permanent AD or AP, adaptive for each eyeball plus bonus upon collection completion. ![]() ![]() ![]() ![]() ![]() |
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Ravenous Hunter: Unique takedowns grant permanent healing from ability damage. ![]() |
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Coup de Grace: Deal an extra 8% damage to champions below 40% health. You are playing an assassin so this rune sits perfectly into ![]() |
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Triumph: Takedowns restore some of you missing health and grant you a little amount of extra gold. Considering you're playing an assassin, ![]() ![]() ![]() |
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[Q]




[W]




[E]



Your ultimate [R]

Keep an eye on who your target is though as your shark can be removed by









If an enemy has


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![]() ![]() It can be used as a gap closer or an escape ability and also to pass through walls but only if you have vision of a unit on the other side of the wall. It is possible to cast ![]() ![]() ![]() It is a single-targeted dash ability and will apply on hit effects such as ![]() ![]() |

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![]() Active: Fizz's next basic attack is empowered, which give him an additional +50 bonus range and deals 50/70/90/110/130 (+ 50% AP) bonus magic damage. If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana. Otherwise, if Seastone Trident doesn't kill its target, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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![]() SECOND CAST: Fizz immediately hops off his trident towards the target location, dealing the same damage to nearby enemies but without applying the slow. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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![]() 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 slowed for the duration and knocked up for 1 second instead of away. ![]() ![]() ![]() ![]() ![]() Keep an eye on who your target is though as your shark can be removed by ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If an enemy has ![]() ![]() ![]() ![]() |
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HARRASS / TRADING: |
#1 | : |
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Q + AA + W + AA + E (Disengage) This is a decent combo to harass / trade with an opponent. You can use your (E) to disengage, for extra damage or to avoid enemy CC. It is not always wise or necessary to use (E) ![]() ![]() |
#2 | : |
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E + AA + W + AA + Q (Disengage) Sometimes it works better to engage with (E) ![]() ![]() ![]() (However, for the most part I recommend that you use Combo #1 above and try to extended trades as long as possible using your (Q), (W) and AA's to deal most of your damage and holding onto your (E) to escape) |
ALL IN: |
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R + Q + AA + W + AA + E Begin this combo by casting your ultimate (R), the further the distance the more damage it will do. A good tip can be to cast it from a bush which has a ![]() ![]() ![]() |
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E + ![]() It is possible to ![]() ![]() ![]() ![]() ![]() ![]() |
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E + ![]() You might happen to be playing ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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E + ![]() It is possible for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Levels 1-6 can vary slightly depending on who you are up against. Farming is of the utmost importance with any champion in early game so be sure to concentrate as much as you can on getting your Creep Score (CS) up. You will need to learn how to farm under tower as ![]() At level 1, I take ![]() ![]() ![]() ![]() ![]() ![]() |
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At level 2, I take ![]() ![]() ![]() ![]() ![]() |
Try to take favourable trades, win 1v1 fights and farm until level 6 but keep an eye on your jungler and other things around the map so that you can react and try to help him in a 1v1 with the enemy jungler or secure an early

Level 6 is a big power spike for



It's good practice to use





As with any champion, farming is still a crucial part of levels 6-9. The math makes it (give or take) that 19 CS = 300g (1 Kill) so you need to be aware that for every 19 CS you fall behind the enemy it is the same as falling behind by 1 Kill in terms of gold. On the flip side, every 19 CS you are ahead of the enemy, you are more or less 1 Kill up on them.
However, now that you most likely have an item and your ultimate is available the time has come to get some kills. If possible, you can try to get some kills from your enemy mid laner and put them behind. If you don't think you have enough burst to do it alone yet, or if they have the likes of


Be sure to abuse your mobility and roam, preferably to bot lane where you are more likely to be able to burst down the enemy ADC. Don't ignore a Top Lane gank altogether though but use your common sense at any given moment when you are going to roam and deciding which lane you should go to. Is your top laner low on HP and looks like the enemy might dive him, perhaps it might be a good idea for you to go and 'clean up' the kills. The same goes for bot lane. Are the enemies low on HP and you can make a tower-dive play? Be aware of the enemy jungler though and take note if the enemy mid-laner roams after you. |
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You have the ability to dive towers due to your



So to summarise levels 6-9 and into mid game: Farm as much as you can and roam as much as you can and be sure to place wards!

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Ok, so it's mid game. You should by now at least have your core items. If you are behind, you need to keep farming as a priority and consider picking up a defensive item. If you are ahead or even you should continue to farm as much as possible but concentrate on trying to secure kills with your team-mates. You should try to get yourself into a position where you can farm as much as possible but also be of use to your team-mates. Be sure to help out with vision control by placing ![]() |
At this point in the game players will begin to roam and group up for ambushes, ganks or to secure and objective (Towers,


You will want to keep vision on the map and try your best not to get caught alone, therefore potentially giving away free kills/objectives.
In the skirmishes and team-fights you will want to focus the 'HIGHEST' priority carry on the enemy team: AP Carry or AD Carry. It's likely that they will have a least some amount of peel so keep an eye out for them to be out of position or otherwise engaged.
Try to keep your CS up... Remember roughly every 19 CS is the same in gold as 1 kill.

Fizz's kit excels very well at quick 'in-and-out' assassinations. In a team-fight you will want to assassinate one of the enemy squishy carries, preferably the one with the highest priority (biggest threat potential to your team).
As Fizz, it is possible for you to initiate a fight or you can wait for the fight to break out before you go in. It is also possible for you to flank the enemy, an example would be if all players are mid lane and you engage on a carry from behind or over a wall etc..
Sometimes the enemy team comp will include chamions like




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Well that's it for my guide to

Fizz is one of my favourite champions and I hope you enjoy playing him as much as I do.
It's not all about winning/losing guys, at least we get to play the game!
Thanks for stopping by,
FalleN3
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