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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Fizz, Teemo of the Sea
The Fizz patch contained the new masteries as well and I freely admit that I don't entirely have a grasp on them. These are the masteries that seem to work well but, as with anything in my guide, experiment and let me know what you find.
Laning Runes
For laning Fizz, health is paramount. He has strong harassin lane with







Jungling Runes
Greater Quintessence of DesolationGreater Quintessence of Desolation--You're relying on your








As I said in my introduction, the new masteries have somewhat thrown me for a loop. I've taken my best stab at the masteries for Fizz using trial and error but there may be better mastery sets for Fizz and for you own personal play style. I've used a 21/9/0 set (mostly for
Executioner
at the top of the tree), maximising AP since I build Fizz as a an assassin.
However, I've found that Fizz has real survivability issues in lane and feels slow as all hell sometimes. That's why I've become a fan of my current 12/18/0 mastery arrangement. It gives a lot of extra health and damage mitigation in lane, as well as increased move speed from
Initiator
. I also get the bonus AD from
Brute Force
instead of bonus AP because it actually deals more damage for harassing in lane.
I'd like to make a special mention about
Executioner
at the top of the offense tree. Its effect synergizes with Fizz very well and it's one reason to max offense. Fizz deals a lot of damage over time (DoT) and so this mastery is perfect for him. If an enemy champion flashes over a wall at the last instant, there's a good chance that DoT from
Seastone Trident along with the Executioner mastery will net you the kill.

However, I've found that Fizz has real survivability issues in lane and feels slow as all hell sometimes. That's why I've become a fan of my current 12/18/0 mastery arrangement. It gives a lot of extra health and damage mitigation in lane, as well as increased move speed from


I'd like to make a special mention about


Best





Good



Lolwut?







Nimble Fighter (Passive)
This is, hands down, one of the best passives in the game. No unit collision makes it laughably easy to harass your opponents in lane and the reduced minion damage helps make Fizz a very viable jungler. If you find yourself running from enemies, you'll be able to run through your minion wave with no issues while your enemies will have to path around them. Badass.
Urchin Strike
A point-and-click dash that procs on-hit effects (such as


Seastone Trident
This is what makes Fizz the Teemo of the Sea. A damage over time that gets stronger the more health they're missing. It can be activated to get bonus damage and to halve healing with grievous wound which makes Fizz an excellent counter to carries who rely on lifesteal and to champs that regen significantly like


Playful/Trickster
Also known as The Trollpole. This skill is what makes Fizz so slippery and mobile in fights. The first part of the spell makes him untargetable while the second part either gives him a jump and a small AoE damage or a 60% slow over a large AoE depending on your choice. This is great for clearing minion waves, tower diving a low-health enemy, jumping over walls, ganking, etc. I max this second to get it to the minimum cooldown.
Chum the Waters (Ultimate)
Fizz's ultimate (MWAHAHAHAHAHAHA). I mean come on, who the hell doesn't want to see their enemies eaten by a giant shark? It has everything an assassin might want--a slow, a knockup, short cooldown, and 1.0 scaling. There is some strategy to using this which I will go over in the Tips & Tricks section. Like any ult, take a rank in this whenever it becomes available (Levels 6, 11, and 16).
Combos
Harassment
W



Use this combo to harass your opponents in lane and escape without taking any damage. You can use


Ganking
E




If you're playing Fizz as a jungler, you can use this combo for ganking. Try to use the first dash from Playful/Trickster to get into range, but do not press it again, this will put a 40-60% slow on your enemy (depending on your rank). Now that they're slow, activate


Ambushing
W




This is for ambushing a champion i.e. bursting them down as quickly as possible when they run by your hiding spot. Start with the standard




Jungling with Fizz is deceptively easy and he can take pretty much any path. His passive keeps him from taking too much damage while the bonus damage based on missing health from
Seastone Trident chews through jungle creeps like nobody's business (especially the Ancient Golem and Lizard Elder). In addition, it helps to keep him away from harass during the early levels when he doesn't have as much survivability and is more of a boom-or-bust champion. Here I've listed the paths I've taken from fastest to slowest.
Blue Buff to Small Golems (Path complete by ~4:00)
Probably the most standard jungle path taken by junglers. This will put you to level 4 and in ganking position by about the 4 minute mark (depending on your runes and masteries). If you get a leash on the blue (which you should) you'll also maintain fairly high health, leaving the jungle with somewhere between 3/4 and full health (depending on crits, potion use, and strength of leash). That said, it is fairly predictable so you increase your risk of being ganked in the jungle by taking this path.
Red > Golems > Wraiths > Wolves > Blue (Path complete by ~4:15)
This path is interesting because it starts at the red, giving you the most opportunities to gank throughout. You can gank at level 2 after the golems at around the 3 min mark, level 3 after the wraiths at 3:30, and coming back from completing your path at 5:00. Use smite in the red, big wraith, and blue. After you finish the blue, go back to buy boots, then gank and continue jungling.
Golems > Wraiths > Wolves > Blue > Buy Boots and Pots > Red (Path complete by ~5:00)
A good way to avoid being ganked at level 1, this jungle path is much slower than the Blue to Golems path with you getting in position to gank by around the 5 minute mark. Still, it's much safer because you maintain higher health throughout. You also have the advantage of going back to buy boots before you gank which gives you a better chance of securing a kill. Use smite on the big wraith and the blue buff, then the red buff. Leveling of skills is the same but remember not to spam them too much. You're going to want enough mana to use
Seastone Trident twice when you're taking the blue buff.
When you activate
Seastone Trident and attack a minion, use
Urchin Strike immediately afterwards to apply the on-hit effect again. At early levels Fizz is usually able to apply the active of W about 3 times with autoattacks. Using Urchin Strike while W is active will apply one more hit of W and significantly increase your damage. This is pretty mana intensive though, so I usually use this combo only on the largest minions in each camp.
After level 4 when you get
Playful / Trickster, it's tempting to use its AoE damage to jungle. This is fine, but make sure you activate Trickster immediatly after you use Playful (i.e. use both parts of the spell immediately). If you sit on top of the trident and wait for Fizz to drop, the creeps will start to regenerate their health.
If you're not afraid of being counter-jungled, it's also very beneficial to use smite first when fighting the Ancient Golem or Lizard Elder. This is because
Seastone Trident gets stronger the more health the enemy is missing, so using smite first effectively makes it hit for 18 more damage per second (which adds up quickly). Obviously if you're worried about your buff being stolen, you can save smite until the end but this will slow down your jungle and force you to jungle at lower health.

Blue Buff to Small Golems (Path complete by ~4:00)
Probably the most standard jungle path taken by junglers. This will put you to level 4 and in ganking position by about the 4 minute mark (depending on your runes and masteries). If you get a leash on the blue (which you should) you'll also maintain fairly high health, leaving the jungle with somewhere between 3/4 and full health (depending on crits, potion use, and strength of leash). That said, it is fairly predictable so you increase your risk of being ganked in the jungle by taking this path.
Red > Golems > Wraiths > Wolves > Blue (Path complete by ~4:15)
This path is interesting because it starts at the red, giving you the most opportunities to gank throughout. You can gank at level 2 after the golems at around the 3 min mark, level 3 after the wraiths at 3:30, and coming back from completing your path at 5:00. Use smite in the red, big wraith, and blue. After you finish the blue, go back to buy boots, then gank and continue jungling.
Golems > Wraiths > Wolves > Blue > Buy Boots and Pots > Red (Path complete by ~5:00)
A good way to avoid being ganked at level 1, this jungle path is much slower than the Blue to Golems path with you getting in position to gank by around the 5 minute mark. Still, it's much safer because you maintain higher health throughout. You also have the advantage of going back to buy boots before you gank which gives you a better chance of securing a kill. Use smite on the big wraith and the blue buff, then the red buff. Leveling of skills is the same but remember not to spam them too much. You're going to want enough mana to use

Jungling Tips
When you activate


After level 4 when you get

If you're not afraid of being counter-jungled, it's also very beneficial to use smite first when fighting the Ancient Golem or Lizard Elder. This is because

Your Core



These items will make you fairly difficult to kill in the early game as well as giving you a strong damage output all for 5395 gold; a very respectable core price. I pick Sorcerer's Shoes because Fizz's E largely enables him to escape CC and the extra magic pen is essential to dealing damage with



Mid Game


In the mid game you're going to want to upgrade your Sheen into a Lich Bane to increase your burst. Zhonya's Hourglass is also invaluable for the AP and increased survivability. Like above, if you're doing well, build the offesnive item first (Lich Bane). If not so well, build the defensive one (Hourglass).
End Game



End game is totally dependent on how well you've done up until now. If you're carrying hard, max out your AP as much as possible with a Deathcap. I'm also a fan of


Jungling/Bruiser Core



Your jungling core build which comes in at a sweet 4025 gold. If you're laning but still building bruiser, skip the razors and start building your Atmog's after Malady.
The MR reduction from



Fizz doesn't need a




Jungle/Bruiser Mid & End Game




Standard tanky DPS build. Atmog's will give you solid damage and good survivability while




First Blood
If you're laning as Fizz, I'd highly recommend you go solo top and start with boots and 3 health potions. This will allow you to get close to the opponent and poke them with your trident again, and again, and again...(MWAHAHAHAHAHA).
When they seem low enough for you to kill, dash at them with a



Continuing Laning
Continue to last hit and put the harass on your opponent. If you are playing the blue team and have a manaless jungler, ask them for the blue buff. Always make sure you keep the river warded to protect against ganks. Here they should be hurting hard and hiding under the tower but you can still kill them handily between a combination of


Roaming & Teamfight Strategy
When you start roaming, ganking, and getting into teamfights, it's essential to play to Fizz's greatest strength i.e. mobility. You're going to want to adopt a yo-yo style of dashing into a fisht, dealing your burst, then running out to repeat.



Fizz is also a very strong ambusher and can take control of the enemy jungle in the late game. Make sure the jungle is warded and assassinate any enemy that wanders alone through the jungle. If the ambush turns out badly, you can use

Working on it as you read this. These are just some notes to myself so I don't forget but they could help you.
Playful / Trickster can also be used to break turret aggro if you're diving with your team.
Urchin Strike can be used to escape since it travels a set distance no matter how close the target is. You can use this to juke an enemy by hiding in a bush and waiting for them to walk in. As soon as they enter the bush, use
Urchin Strike to dash behind them, then follow up with flash or
Playful / Trickster to ensure your escape.
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