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Fizz Build Guide by Finish Flash

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League of Legends Build Guide Author Finish Flash

Fizz-The Tidal Trickster

Finish Flash Last updated on February 13, 2018
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Cheat Sheet

Fizz-The Tidal Trickster

Fizz Build

LoL Path: Domination
LoL Rune: Electrocute
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Zombie Ward
Zombie Ward
LoL Rune: Ravenous Hunter
Ravenous Hunter

LoL Path: Sorcery
LoL Rune: Nullifying Orb
Nullifying Orb
LoL Rune: Transcendence

+11 Attack Damage or +18 Ability Power, Adaptive

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Middle Lane
Ranked #9 in
Middle Lane
Win 53%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Fizz with this build

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Threat Champion Notes
Syndra You can dodge each of Syndra's abilities with your E including her ultimate. In lane, Syndra will attempt to harrass you consistently with her long range and low CDs. Attempt to force trades when she walks up within range by either using ur E to negate/dodge one of her abilities or initiating with Q if you already dodged one. Make sure to only do short trades where you can proc the triple bonus damage on your W. Don't extend trades unless you are going for the kill and don't play too passively otherwise you'll get bullied out of lane.
Twisted Fate You want to play very aggressive in this matchup. Whenever TF pulls out his W, you want to walk up and get ready to E when he throws it out. If you negate his W, you will always win the trade. Post 6, you can attempt to dive him just beware of his summoners.
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Hello, my name is Finish Flash and I am a Diamond mid lane main that plays on the NA Server.

Fizz is an AP Assassin. He is primarily used in the mid lane due to his high outplay potential and his ability to roam quickly and pressure the map.

Fizz is an extremely fun champion to play because his kit constantly revolves around outplaying your opponent and catching isolated targets for free kills.

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Pros and Cons

[1] Has the ability to outplay any champion
[2] High kill pressure
[3] Extremely mobile
[1] Very high skill cap
[2] Falls off if he doesn't get an advantage early
[3] Hard to come back when behind

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is the best keystone for high damage mid champions that look to all-in their targets. It is pretty much a stronger version of Thunderlord's Decree from last season, but with a higher cooldown.
can proc from either Fizz's Q or his E, making his all-in damage output a lot stronger.
Provides you extra vision to play more aggressively in lane
is good for roaming and reaching priority targets

enables you to max out cooldown reduction for the mid-late game.
provides a strong safety net for you to commit to early all-ins and extend your limits to get snowballing faster. If you are laning vs an AD matchup, take instead.

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provides a good early to mid game powerspike with the flat magic penetration.

are an alternative to buying if you need Magic Resist/Tenacity vs a difficult AP matchup.

is an optimal first item. It provides cooldown reduction to use your abilities more often, the extra health adds a lot of survivability when diving onto enemies, and the active is great as an extra gap closer to get onto your enemies. Also, if you do not need it as another gap closer, you can use it at close range for its maximum damage output as the more bolts that hit your enemy means more damage from the active.

is your core item. It procs instantly with your Q and it can provide a large burst of damage if you proc it along with the triple damage bonus from your W.

is one of Fizz's other core items. It gives you a safe window of opportunity to dive the enemy and allow you to reset your cooldowns for a great escape.

is a standard item for all AP carries. It Gives you a good powerspike of raw damage.

is also standard for all AP carries mid-late game. It is the best magic penetration item in the game. Buy this around your fourth or fifth item (not counting boots) depending on how soon the enemy carries buy Magic Resist.

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Ability Tips

Fizz's Playful / Trickster can negate any champion ability whether it is a skillshot or a point and click ability as long as it is not PHYSICALLY ATTACHED to you. An ability that can be physically attached to you would be something that would connect to you and proc more than once such as Fiddlesticks' Drain or LeBlanc's Ethereal Chains. Fizz's E will not ignore debuffs that are already placed on you, but they can ignore debuffs before they target you as your E makes you untargetable. For example, in a Fizz vs Zed matchup if you were to E after he places his R's Deathmark on you, it would still proc, but if you were to E before he places his Deathmark on you (so as he's coming down from his ultimate) it would negate the Deathmark and put his ultimate on cooldown. Lastly, you can Flash as you are landing from your E to buffer your E to a new location before you land. You can use this to catch your enemies by suprise if they happen to reposition from your E's intial landing spot.

Fizz's Urchin Strike always dashes a fixed distance, so if you were to dash from max range you will be placed onto the target, but if you were to dash from the minimum range (point-blank range) you will be placed as far behind them as the max range of the Q is.

Fizz's Chum the Waters can be casted during your Q animation to close the distance between yourself and your kill target, making the slow missile speed ultimate easier to land. You can do this with minions by using your Q on a minion to gain distance towards your target and extending the R range indicator way towards the enemy's hitbox.

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Ranked Play

Fizz has always been a good solo queue champion just because of his high damage output, he's a good roamer, and he's good at snowballing the game. Once Fizz gets fed he's just good at everything. He's good at teamfighting, splitpushing side lanes, and picking off isolated targets. He's just a strong champion overall when he gets ahead.

Laning Phase: Fizz's Laning Phase is pretty rough because he's melee and he can't farm from a distance. He often gets bullied and harrassed constantly and the only way to get around this is to trade if the enemy walks up too far. Use your E to negate or dodge enemy abilities as you go in to trade. They won't be able to trade back too well since one of their abilities was useless and will be on cooldown. You can also initiate with Q for a good short trade with Q+AA+E+AA+W if the enemy had already wasted and missed an ability. One of the biggest aspects you need to know on how to lane well as Fizz, or any other melee assassin, is how much harrass you can take without dying and taking as little free harrass as possible. You can do this, by only looking to walk up to the minion wave when minions are literally one hit away to last hit the gold. It takes a lot of practice to get used to this sort of playstyle, but once you get it down you can become a really good assassin player.

Post 6: Whenever your ultimate is off cooldown you should always be looking for a play around the map whether it's a roam or a kill on your laner. There's always an opportunity to make plays with Fizz's ultimate.

Mid-Late Game: This really depends on how strong you are from the early game. If you get super fed, you can do anything from teamfighting, splitpushing side lanes, and getting picks on isolated targets. If you are just doing decently or you are behind, then you should probably resort to splitpushing as you are still strong in 1v1s if you can use your kit well to outplay your opponent.

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That's it for my guide on how to play Fizz. Thanks for your time and interest in reading this guide. If you have any questions about my guide feel free to message me or leave a comment. If you'd be interested in more of my content, come watch me stream at