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Fizz Build Guide by mobamage

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League of Legends Build Guide Author mobamage

Fizz the AP Dominator

mobamage Last updated on November 17, 2011
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Middle Lane
Ranked #8 in
Middle Lane
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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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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Lets jump right into fiizz's abilities.
The first is Urchin Strike. it is an offensive and a defensive key to your game. First off i get it at level 3 and max it at level 15. It doesn't do a lot of damage in early game so there is no need to max it early. The cool thing is it dives you a certain distance no matter who you are targeting. So if you are close to the enemy champion you will die right through him.
Here are the statistics on urchin strike.- Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.

50/55/60/65/70 Mana Mana is low soo mana regen and CD is very helpfull.
Now you see it is very important to get lots of ability power as soon as you can.

The second is Seastone Trident.
This is a key part to your 1v1 gameplay. Always cast this after you are sure the fight has begun. It deals lots of extra damage to youre enemys. It's important to recast the spell when your enemy is at low health, because the low health empowers your spell.
Here are the spell stats.Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)

Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.

40 Mana

This is very important when your being attacked at a close range. So instead of you ending up at low healh, your enemy gets an unpleasant suprise.

Playful / Trickster is the third spell and probly your most important.(aside from your ultimate.) This is the source of your damage output. Easily spammable and a great get-away skill. You cant be targeted on first activation which is great when enemies tower dive you. I got a quadra kill in my first game like that.
Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.

Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.

90/100/110/120/130 Mana
So i always max this ability first at level one and it is maxed out at level 12. Again great damage output. This is the KEY to your gameplay as a succesfull Fizz

Chum the Waters. Now what would any champion be without an awesome ultimate? Fizz is no exception. This is a skill shot that deals devastating amounts of damage. It knocks up the targeted champion. Its very cool, as a shark/whale comes out of the ground and takes a bite out of your target enemy.
Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.

After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.

150 Mana

Nimble fighter is a very cool passive. Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks. it provides great chasing and retreat tactics.
Using all of these skill to maximum potential will give your team the edge on summoners rift.

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I take dorans ring first for mana regen and ap. Its very helpfull early game and is usefull throught the whole game. Also you start with alot of ability power with this item. Its another good source of health as well
+100 Health +15 Ability Power +5 Mana Regen per 5 seconds
I take Sorcerer's Shoes second for more magic pen. This is helpfull to do more damage with all of your spells. Greater damage=more kills= HAPPY FIZZ
+20 Magic Penetration UNIQUE Passive: Enhanced Movement 2 (does not stack with other Boots)
The entire point of getting this item is because it gets you a fair amount of AP and good CDR.
+75 Ability Power +12 Mana Regen per 5 seconds UNIQUE Passive: +20% Cooldown Reduction
Rod of ages is a great item for fizz. It gets health mana and AP. It also stacks. Its as if fizz was made just for rod of ages.
+450 Health +525 Mana +60 Ability Power Passive: Your champion gains 18 Health, 20 Mana, and 2 Ability Power every minute (up to 10 times). UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds.
This is to strangthen your rod of ages. More health gets you more life and more AP grants you more damage delt. It also slows your enemies so chases and escapes will be a little easier on you.
+500 Health +80 Ability Power UNIQUE Passive: Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells).
I chose this over the deathcap because armor earlier is better than straight up AP. It gets you more time to do more damage and that sound like a good idea to me.
+100 Ability Power +50 Armor UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any action (90 second cooldown).
I hope that was clear enought for you to see why i picked each item and why i did so.

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Runes and masteries

I choose my runes and masteries very simply. Runes i took CDR mana regen ap per level and MR. for masteries i tried to get as much ap as i possibly could. So very simply at the start of teh game you will start out with atleast 21 AP.

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EXTREMELY good early game
Elusiveness and damage are a great killing combo
Has a Ghost PASSIVE
Has 2 Slows, a Knockback, and a Knock-up (knockback and knock up in Ult)
Great damage
Fun to play
Bursts down almost any enemy before they can blink


has a pretty slow movement speed
sounds like a little kid
hes average farm until late game

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This is probly the best gameplay out there so far. Please take a look if you are a dedicated fizz Summoner
He would probobly be one of the best out there if he wernt so dam greedy. The gameplay is all about doing a sh*tload of damage and gettin away. Let your opponents push early game and from then on you should be fine.
Give a Like and Thumbs up. Comment and advice will be thought apon thx :D