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Fizz Build Guide by Dejani

Not Updated For Current Season

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League of Legends Build Guide Author Dejani

Fizz, shark time!

Dejani Last updated on June 26, 2012
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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: 0

Strength of Spirit

Utility: 9

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<>< Tidal Trickster Introduction! >&

Hi fishheads! =^-^=

This guide is for those who wants to show the true potential o Fizz, the Tidal Trickster, taking high AP Burst and CDR. This guide focus on heavy and quick bursts early game to one combo kill late game. You cant show your true potential without proper kills and CS, so keep this on mind: YOU WILL DO DAMAGE DEPENDING ON HOW YOUR EARLY GO.

Fizz works on quick combos with a nice damage and a good way os escaping for almost every skill in the game, so, depending on who you're facing, dont be afraid of giving small harassment using your "only" harass combo: + and after hitting the enemy, going back with , avoiding all the enemy combos and the turret hit.

I put "only" between " because isnt his only combo, dont get me wrong. He can have alot of combos depending on your situation, but the only one that can do nice damage and keep you alway from the enemy damage is that combo.

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<>< Tidal Trickster Skills and Ratios! ><>

Here I'll list all Fizz skills, along with the AP Ratios for them.

Nimble FighterPassive: Fizz passive is pretty useful when trying to harass the enemy. You ignore unit collision and take reduced physical damage from autoattacks (4/6/8/10/12/14 less). Pretty useful when running from a gank or coming back from your harass. Use it to make the enemies take a time trying to pass by the minions.


Urchin StrikeQ Skill: Fizz main source of damage. He dashes foward, hitting the enemy and going to its back. It stacks with on-hit effects such as slow and your . His damage scales pretty well all the game. Range is 550, more than some AD Carries autoattacks. Keep that in mind.

Mana Cost: 50/55/60/65/70 Mana
Cooldown: 10/9/8/7/6 Seconds
Additional Magic Damage: 10/40/70/100/130 (+0.6 per ability power)


Seastone TridentW Skill: Fizz second source of damage, scaling with your pretty well. Using it in small skirmishes with autoattacks helps alot, because the Healing Reduction from when active will make the enemy fear a little. This skill passive's damage over time for three seconds and stacks, strenghtenin as the enemy goes low life. The total damage caps at 300 agaisnt minions and monsters.

Passive Total Magic Damage: 30/40/50/60/70 (+0.35 per Ability Power, plus 4%/5%/6%/7%/8% of target's missing health).
Active Total Magic Damage: 10/15/20/25/30 (+0.35 per Ability Power).
Overall Magic Damage: 40/55/70/85/100 (+0.7 per Ability Power, plus 4/5/6/7/8% of target's missing health).
Mana Cost: 40
Cooldown: 10


Playful/TricksterE Skill: Fizz main source os escaping and chasing (You can use your to run too, but only when there's minions nearby, sad). The skill itself got two active parts, each one can do damage but they got different uses in different situations.

Playful: Fizz hops onto his trident and cant be targetable by almost all skills for 0.75 seconds and can use the skill a second time to activate Trickster. If you dont, Fizz will slam the ground below, doing AoE magic damage and slowing nearby champions for two seconds.
Slow: 40/45/50/55/60%
Magic Damage: 70/120/170/220/270 (+0.75 per Ability Power)

Trickster: Fizz hops off from his trident to a nearby location (Useful for escaping) and do AoE magic damage, but in a smaller area than Playful, and dont apply the slow.
Magic Damage: 70/120/170/220/270 (+0.75 per Ability Power)

Mana Cost: 90/100/110/120/130
Cooldown: 16/14/12/10/8 Seconds


Chum the WatersUltimate Skill:Fizz throws a fish in the ground that can attach itself in enemy champions, slowing them. After 1.5 seconds, a might shark comes from the bottom, knocking up the enemy the fish was attached to, knocking back all the enemies in the area around him and slowing all the enemies in the area for 1.5 seconds. Fizz main source of ganking and chasing, even to run or help your allies to run away from a gank, if placed well.

Mana Cost: 100 Mana
Cooldown: 100/85/70 Seconds
Slow: 50/60/70%
Range: 1275
AoE Radius: 250 (Estimate)
Magic Damage: 200/325/450 (+1.0 per Ability Power)

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<>< Tidal Trickster Runes! ><>

For runes, I got with high AP/Mana per five.

Marks, 3690 IP: It gives you +8.5 Magic Penetration from the beggining of the game, wich will help you in small skirmishes and in your harassment.

Greater Seal of ReplenishmentSeals, 3690 IP: It gives you +3.7 Mana per Five. Great for mana sustain at the beggining of the game.

Glyphs, 1845 IP: It gives you +11 Ability Power at the beggining of the game, good for early damage.

Quints, 3075 IP: Grouping up with Glyphs, it gives you +26 Ability Power. Self explanatory.

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<>< Tidal Trickster Masteries! ><>

Masteries I take 21/0/9. Attack Masteries focusing AP, Magic Pen and CDR. Utility Masteries focusing mana for more sustain in lane, so you dont need to go back alot of times only because you run out of mana.

Rank 4/4: +4 Ability Power, helps on early bursts.
Rank 4/4: +4% CDR, helps in the entire game.
Rank 1/1: +10% Magic Penetration, self explanatory.
Rank 3/3: Increases damage dealt by 1.5%. Self explanatory.
Rank 4/4: +1 Ability Power per Level (+18 at Lv18). Self.
Rank 4/4: Inreases Ability Power by 5%. Self again.
Rank 1/1: Increases damage dealt by 6% to targets below 40% health. Stacks with your passive.

Rank 1/1: Reduces cooldown for your flash in 15 seconds, very useful.
Rank 3/3: +12 Mana per Level (+216 Mana at Lv18). Helps in early mana sustain.
Rank 1/1: Reduces the cast time of Recall by one second and Enhanced Recall by 0.5 seconds. Self explanatory.
Rank 3/3: +3 Mana Regen per Five. Helps in mana sustain.
Rank 1/1: Increases the duration of buffs by 20%. Yeah, very useful when you can take the blue the entire game. More blue time equals more CDR that equals more bursts that equals more damage that equals dominate your lane.

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<>< Tidal Trickster Item Builds! ><>

Starting items:

475 Gold, +80 Hp, +15 Ap, +5 Mana/5: Helps in early game survival, mana sustain and damage. Pretty useful for the beggining if you see that you'll need to sustain alot in your lane.

350 Gold, 1 EM: Buying lend you more Move Speed wich is good to avoid AoE attacks, and, in addition, you can take three , wich will help you in your lane sustain, but you'll miss the mana sustain from .

Early Game Items

1260 Gold, +25 AP, +250 Mana: Sheen passive everyone know it and how it works, and yeah, you all know that it works and scales very fine early game with and . Good for bursts untill you can get your Lichbane.

1100 Gold, +20 Magic Pen, 2 EM: Good boots for those who likes bursting the entire game.

1050 Gold, +15% CDR, 2 EM: Good boots for those who likes to juke alot in teamfights, or like to chase enemies down. With the CDR you can almost spam your skills.

Mid Games Items

3600 Gold, 140 Ap, +30% Ap: The best item you can build on Fizz. Scales all of his skills in a very high AP level, and his ultimate becomes even more stronger, as it scales with your full AP. Build it before you go for your Lichbane.

Lichbane3470 Gold, 80 Ap, 30 MR, 350 Mana, 7 MS Multiplier: Good for stacking with your , and . The damage will be very high on almost everyone, if they dont buy high MR.

Late Game Items

Late game items are situational. You build what you'll need more from here on but I'll give some options anyway. :D

2330 Gold, 75 Ap, 12 Mana/5, +20% CDR: Helps alot if you need to be more quickly in teamfights or if someone is running alot and you want to chase them away. His active skill can be useful too when your active stance ends.

3105 Gold, 80 Ap, 500 Hp, 35% slow/1.5 Secs: Useful for not letting these squishy targets running away, and the Health you get from it can sustain you more.

2295 Gold, 70 Ap, 40% Magic Pen: Useful when the enemy team got a brain and build high MR agaisnt you.

3100 Gold, 100 Ap, 50 Armor: Helps when the other enemy team got heavy AD damage, and helps more when they are focusing you, so you can just use your to run away and if it isnt enough, you activate .

2715 Gold, 375 Hp/Mana, 50 MR: Helps in survival and the passive can keep you safe from some skills that your
cant save you.

Items That You Cant Buy For This Build!

1825 Gold, 25 Ap, 50 AS: Seriously. I dont see a good way of using in a full AP based build. Yeah, it will help in your , but you'll not depend only on auto attacks, you'll depend alot more in your skills than just right clicking the enemy.

I dont think there's any more items that cannot go in the build. If I remember any, I'll put it here.

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<>< Tidal Trickster Skill Sequence! ><>

first. Damage over time and reduced healing is a need for Lv1 engagements, depending on who you're facing, but it will help to kill minions alot faster too.

Taking your one point have a purpose: you'll not use it to harass, you'll only use it to come back from your + combo. Remember that using Playful cancels turrets attacks, so use it wisely at the right time, so you can harass and come back with full life.

I maximize first because it is the Fizz main damage input in any occasion. Using it with your , Rabadon's Deatchap and Lichbane gives a ridiculous damage in squishy targets.

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<>< Tidal Trickster Spells! ><>

For spells I take Flash and Ignite.

Flash is to come back from harass if needed, quickly ganks and to escape ganks.

Ignite is to finish off enemies or to combo with your damage overtime.

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<>< Tidal Trickster Mid Engage! ><>

I'll go over with a quick resume for every mid you can go agaisnt in this topic.

Agaisnt Ahri: Ahri works on quick bursts, remember it. Always keeps an eye for her and . Quick harass works well, just be careful with . When she is Lv6, if she ults, try to hit she with your . This will stop her, giving you time to strike back.

Agaisnt Akali: Akali is a heavy AP assassin, but dont do much agaisnt a Fizz on mid. If she enters her , just in it or use in a way to take her out of there. Nothing much she can do agaisnt you, really.

Agaisnt Anivia: Anivia needs to hit or on you so she can do something. If you play well, you'll never get caught in both of them. Just look out for her passive, wich can be used in a trap for you to get ganked.

Agaisnt Annie: Yeah, she counters you. If you her, he can stun you before you can even go to go back. Be careful agaisnt mid, just try to farm as much as possible and dont harass too often, only if she dont got her stun or are not close to get it.

Agaisnt Ashe: You can kill an Ashe easy enough. He dont offer much problem, only with her when you go to her so you can get yourself in a gank.

Agaisnt Brand: Brand have high range skills, try to avoid them as much as possible using your . Care when you go to harass him, as he can stun you in place.

Agaisnt Caitlyn: Watch out for and for traps that she can put near your turret. You can take down very easy. I dont know if your can ignore ultimate, never tried it, never got the chance to.

Agaisnt Cassiopeia: Ok, her poison is a pain. Watch out for it, and try not to get caught in her as she will stun you and kill you very fast.

Later on I'll put the rest of the champions.

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<>< Tidal Trickster Pros / Cons! ><>

Pros of this build:

- High damage input.
- High burts from early to late levels.
- Maximize Fizz potential.
- Quick jukes with high CDR.

Cons of this build:

- Way squishy, so beware.
- If you dont combo right, you cant do anything with this build.
- You'll depend alot from your own skills in the game such map awareness and jukes.

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<>< Tidal Trickster in the Jungle! ><>

To jungle with this build its pretty the same.
You only need to change the start items (I start with and five ) and do the basic way: Blue golem, wolves, wraiths, Red, double golems, gank, back.

The rest of the build its the same as listed here, but you'll need more potions to help in the jungle.

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<>< Summary ><>

The build goes with high AP bursts, so you need to know the combo.

Go wisely, plan what you're doing, do it, and remember: