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Spells:
Surge
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
This build was initially built with
Greater Glyph of Ability Power and
Greater Quintessence of Magic Penetration but I found that it actually provided less AP and Magic Pen than using
Greater Glyph of Magic Penetration and
Greater Quintessence of Ability Power. Fizz is extraordinarily weak so I went with
Greater Seal of Armor but I am still thinking of picking up something else to try for seals.
Greater Mark of Attack Speed is a must for this build as it is designed for maximizing the damage of
Seastone Trident. The more often you hit them, the more they feel the pain, and the more they feel the pain the better.







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Why I don't take other popular summoner spells:
You already have a dash with


Pretty much the same as above. You should have enough abilities to catch your enemies anyway. Exhaust would be better for you than flash however as it would allow you to get more hits in.
Yes, Fizz is squishy, but Fizz is not the place for a summoner heal. You are going to lose out on a nice attack speed boost, or enemy healing reduction if you take summoner heal.
The idea of this build is to be in bottom lane. With a partner and promote you will be pushed so hard you won't get a chance to pick-up kills and get your AD carry fed or yourself fed.
Buy wards. If you don't buy wards and get surprised going into a bush.

I use 21 points in Offense traveling the AP side while picking up some Attack speed where possible and
Summoner's Wrath
to further boost both
Surge and
Ignite beyond any other masteries, this one is the most important. My points into defense are to make Fizz's squishyness somewhat bearable. This bonus resist and armor will allow you to harass more effectively with
Urchin Strike and
Playful / Trickster while taking as little damage as possible.





Start with
Doran's Ring. Good AP health bonus and some mana regen to boot. Fizz is great at escaping and chasing so get
Boots to supplement this for your second item. If you are harassing hard you may want to
Sapphire Crystal before
Boots but at least by your 3rd item. Build that crystal into catalyst the protector before you complete your
Boots into
Sorcerer's Shoes. You'll then want to get a
Blasting Wand to build
Rod of Ages.
Rod of Ages will provide the necessary mana you need to harass throughout the rest of the game while providing a nice AP boost and a much needed significant health bonus. Now that you have some staying power its time to start ramping up attack speed with
Nashor's Tooth and
Ionic Spark.
Lich Bane and
Rabadon's Deathcap or
Zhonya's Hourglass are your finishing items.
I personally have issues remembering to activate items. If this is a problem you have also, then don't worry too much about building this item. If you are proFIZZpro and don't have problems with remembering to activate items. Yes, build it. Maybe drop
Ionic Spark or
Lich Bane for
Zhonya's Hourglass.














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I personally have issues remembering to activate items. If this is a problem you have also, then don't worry too much about building this item. If you are proFIZZpro and don't have problems with remembering to activate items. Yes, build it. Maybe drop



Take
Seastone Trident first. This combined with your
Surge and
Ignite makes you very dangerous to bushwhackers and is likely to get you first blood. Especially if you lane with a partner with a stun or some other crowd control (cc) ability. By level three you should have all of your base abilities and then you proceed to max
Seastone Trident as quickly as possible without missing
Chum the Waters at level six. After maxing
Seastone Trident I work on
Urchin Strike which is a big portion of your initial splash damage. I save
Playful / Trickster for last because I use it mainly for maneuverability, escaping, and chasing rather than it's actual damage.








As I mentioned in the Introduction, this Fizz build is meant to be a team player. I find it very difficult to go solo with this build. You might find yourself having a hard time finishing kills or sustaining yourself in a lane alone. The idea here is to lane with one of two types of champions.
When it comes time for team fights, Fizz is a great initiator and finisher. A well timed
Urchin Strike and
Playful / Trickster combo should be enough to lure the enemy team into running into a trap while you escape and leave the enemy team members looking for a new target. This leads to confusion and lack of focus fire while you sneak back around to start finishing off kills.
Chum the Waters is a great fire and forget finisher and it will be incredibly strong late game.
You need to always be in the right place at the right time with Fizz and if you can, you will be able to get your teammates out of trouble, distract the enemy team, and cause massive confusion in team fights. Heaven help them if you get fed.
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 1. A partner with a good stun, snare, fear, or some such cc will allow you to maximize your damage and make it very annoying for anyone who happens to get a little too far from their turret. You will be finishing kills with ![]() ![]() ![]() ![]() I have had excellent luck laning with ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 2. If you end up laning in bottom with an AD carry you can be essential in feeding them the kills they need to rule the game. Harass by diving in with ![]() ![]() ![]() ![]() With ![]() ![]() ![]() ![]() ![]() |
When it comes time for team fights, Fizz is a great initiator and finisher. A well timed



You need to always be in the right place at the right time with Fizz and if you can, you will be able to get your teammates out of trouble, distract the enemy team, and cause massive confusion in team fights. Heaven help them if you get fed.


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