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Fizz Build Guide by nysendoisny

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League of Legends Build Guide Author nysendoisny

Fizz - Shark Week (Dominion)

nysendoisny Last updated on November 24, 2011
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Middle Lane
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Win 53%
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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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Champion Info

Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted trident from the ruins and set out alone.

For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.

''Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side.'' -- Miss Fortune, the Bounty Hunter.

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This is my first guide for LoL, so bare with me as I will be updating this as I go and experiment.

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I like to go with a combination of AP and penetration as you will have enough health through items and the lack of AP early on in the game really hurt so we make it up through runes. You can change these around to match your play style


Greater Mark of Magic Penetration

Greater Seal of Scaling Ability Power

Greater Glyph of Scaling Ability Power

Greater Quintessence of Magic Penetration

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With the release of the new masteries you can now go deep in the offense tree as an AP champion but going with the old 9/0/21 build is still viable. You do sacrifice some damage in return for cooldown reduction. You don't have to follow this build word for word, feel free to adapt it to your likings.

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I always start off with Boots of Speed and Prospector's Ring and 2x Health Potion
This is the build I generally go with every game, the extra health and 30AP at the start gives you a large advantage. I've tried using Rod of Ages instead of Rylai's Crystal Scepter but not being able to stick to the enemy 100% is annoying at times. Malady is a fantastic item early on, your auto attacks hit harder from more AP and the passive and you attack faster thus more damage fromSeastone. You can switch your boots for Sorcerer's Shoes. I prefer the extra attack speed since it meshes with Fizz's playstyle so well. Getting a Giant's Belt early solves most of your survival problems. Sheen needs to be next, you are going to notice a HUGE damage increase once you get it.

Honorable Mention Items
- If you are facing a lot of AD carries and they are just running through you like nothing, Plus being able to Playful / Trickster then use items active makes you invulnerable for a few seconds which could mean life or death.
/ - Enemy team stacking magic resist? No problem.
- This item intrigues me, more AP + AD + Attack Speed?! Sounds sexy. The problems is I just can't justify trying to squeeze it in this build as it is but definitely do not count this item out just yet, gonna have to do some more testing and see what happens.
- If you team fed their AP Champions don't overlook this item at all. The active aura is gonna make your auto attacks and abilities shred through their health even faster, and providing you with MR against theirs. Its a win win situation.

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Nimble Fighter// Fizz's dexterity allows him to ignore unit collision and take less damage from basic attacks. // Able to move through units, allows you to keep up with enemy champions easier as they are running away, Incoming basic attacks are reduced by (4/6/8/10/12/14)

Urchin Strike// Fizz dashes through his target, dealing normal attack damage plus additional magic damage. // Ranged ability that strikes your target for your AD + (10/40/70/100/130 + 0.7 of your AP) This ability is normally your initiator, really starts to shine once you get Sheen

Seastone Trident // Passive: Passive: Fizz's attacks rend his target, applying a damage over time effect that strengthens if the opponent is low on life. Active: Fizz's attacks are empowered, dealing additional magic damage and causing grievous wounds to his opponents. // This ability is what makes you. You will already have an attack speed of roughly 1.5 with Malady and this ability your auto attacks will bring down anyone

Playful / Trickster// Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location. // There are multiple ways to use this ability. 1 - Closing the gap, Move your courser towards the target tap E then tap E again to jump off. 2 - Slow, You can hop on your staff then, don't use the ability again, you will automatically jump off and slow them for (40/45/50/55/60%). 3 - Escaping, same was as closing the gap but going away from the enemy. 4 - Buying time, Your teammates almost to your and your about to die? simply hop up and they can't target you, or my favorite, when your fighting at your tower against an enemy champion hop up let the tower rape them and simply finish the clean up.

Chum the Waters// Fizz flings a fish that can bind itself onto enemy champions - After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions. // This ability is amazing, You can make it stick to a champion or stick it to the ground. After a short delay Jaws will come up from the ground launching everyone in the area in the air, and slowing them for (50,60,70%)

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
is maxed out first, with Berserker's Greaves and Malady your auto attacks are going to be devastating. I generally max out second since you should have Sheen by now and using W then Q on someone is going to drop their health by 20% right away.

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Skill Rotation

The rotation is actually pretty simple, I will give a couple scenarios.

1: The Enemy Champion is capturing a point - Start off with your ult on him to slow him and throw him in the air (hopefully your turret will get a few shots off) Queue up your Seastone Trident when your about to use Urchin Strike, Continue to auto attack and use your Q+W on them, when they start running away from you use Playful / Trickster Let fizz jump off on his own to slow them again.

2: Going Toe to Toe - Basically the same thing as scenario 1, but instead save your ult for when you feel they are going to retreat or when they are at about 50% health.

3: 2 versus You - These are a tough one to pull off but with some good timing and a bit of luck you can do it. You're gonna want to start off with your ult on this, hopefully they will both be hit by it. Follow up with your Urchin Strike then immediately your Playful / Trickster Do not jump off! This is going to burn some time hopefully their Summoner Spells are up so they waste them and allowing your Q to come off of cooldown. Then proceed to use your Q and W like you would normally. Your Urchin Strike will place you past your target, use this to your advantage.

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Summoner Spells

SURGE/ I personally prefer surge over ignite just for more power from auto attacks and Malady will rip people apart fast. Ghost is a must, being able to run fast through minions and get the jump on enemy champions is priceless.

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Pros / Cons

    Sustained and Burst Damage
    Had a Shark
    Slow early game
    Requires farm to become useful
    No good way at farming minions
    Ult is a Skillshot