Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides
Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Fizz Build Guide by Wishback Jumpsta

Fizz, To shark or not to Shark?

By Wishback Jumpsta | Updated on November 19, 2011

Vote Now!

1,498 Views
0 Votes
0 Comments
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Choose Champion Build:

  • LoL Champion: Fizz
  • LoL Champion: Fizz
Array ( [display_name] => [champion_id] => 87 [skin_id] => 0 [summoner_spell_builds] => Array ( [0] => Array ( [display_name] => [summoner_spell_ids] => Array ( [0] => 2 [1] => 5 ) [description] => [display_order] => 1 [summoner_spells] => Array ( [0] => Array ( [summoner_spell_id] => 2 [client_id] => 6 [display_name] => Ghost [url] => ghost [description] => Your champion ignores unit collision and has 27% (+1% per champion level) increased Movement Speed for 10 seconds. The movement speed bonus ramps up over the first two seconds. [icon] => Spell_SummonerGhost.png [level] => 1 [cooldown] => 180 [range] => 0 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 12 [last_comment_ts] => 2016-07-30 04:25:56 ) [1] => Array ( [summoner_spell_id] => 5 [client_id] => 11 [display_name] => Smite [url] => smite [description] => Deals 390-1000 true damage (depending on champion level) to target monster or enemy minion. Does not trigger spell effects. 15 second cooldown. Smite regains a charge every 90 seconds, up to a maximum of 2 charges. Smiting large monsters grants a heal for 70 (+10% max health). Smite can also be upgraded by purchasing Stalker's Blade or Skirmisher's Sabre. [icon] => Spell_SummonerSmite.png [level] => 10 [cooldown] => 90 [range] => 500 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 15 [last_comment_ts] => 2018-07-13 23:38:51 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 2 [1] => 1 [2] => 2 [3] => 2 [4] => 3 [5] => 4 [6] => 3 [7] => 2 [8] => 3 [9] => 2 [10] => 4 [11] => 3 [12] => 3 [13] => 1 [14] => 1 [15] => 4 [16] => 1 [17] => 1 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 87 [display_name] => Fizz [url_str] => fizz [title] => The Tidal Trickster [key] => [description] => 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. [spotlight_embed_url] => http://www.youtube.com/watch?v=ATbmKP9RoXI [role] => Assassin [defense_rating] => 4 [magic_rating] => 7 [attack_rating] => 6 [difficulty_rating] => 6 [damage_rating] => 3 [mobility_rating] => 3 [cc_rating] => 2 [toughness_rating] => 1 [utility_rating] => 1 [health] => 559 [health_increase] => 0 [mana] => 317 [mana_increase] => 0 [movement_speed] => 335 [armor] => 22.4 [armor_increase] => 0 [magic_resistance] => 32.1 [magic_resistance_increase] => 0 [attack_damage] => 58 [attack_damage_increase] => 0 [critical_strike] => 0 [critical_strike_increase] => 0 [health_regeneration] => 8.2 [health_regeneration_increase] => 0 [mana_regeneration] => 6 [mana_regeneration_increase] => 0 [attack_range] => 175 [attack_speed] => 0.658 [ability_power] => 0 [ability_power_18] => 0 [attack_speed_18] => 1.005 [health_18] => 2021 [mana_18] => 946 [movement_speed_18] => 335 [armor_18] => 80.2 [magic_resistance_18] => 53.4 [attack_damage_18] => 109 [critical_strike_18] => 0 [health_regeneration_18] => 20.1 [mana_regeneration_18] => 19.6 [attack_range_18] => 175 [tip_playing_as] => * Since Fizz can move through units, find opportunities in lane to walk through minions and apply your 'Seastone Trident' ability - the damage will rapidly add up as the opponent's Health drops. * Fizz's ultimate ability, 'Chum the Waters', can be aimed at an enemy or towards the area where you think they'll be going. * Fizz's spells scale off Ability Power - consider getting items like Rod of Ages or Rylai's Crystal Scepter against teams that have high burst threat - and items like Rabadon's Deathcap if you think you can survive without the Health. [tip_playing_against] => *Fizz becomes extremely deadly when your Health reaches critical levels - each of Fizz's autoattacks apply a damage over time effect that rapidly grows in damage as your Health becomes lower - stay healthy when fighting Fizz, if possible. *Fizz is best in extended skirmishes - don't chase Fizz if you can help it! [client_id] => 105 [riot_points] => 880 [influence_points] => 4800 [icon] => [is_published] => 1 [is_deprecated] => 0 [is_deleted] => 0 [is_buildable] => 1 [is_free] => 0 [views] => 0 [view_count] => 6849752 [comments] => 0 [comment_count] => 8 [votes] => 0 [vote_count] => 0 [community_tier_list_vote_count] => 614 [community_tier_list_score] => 0.400326 [community_tier_list_rank] => 2 [score] => 0 [lastpost_ts] => 0000-00-00 00:00:00 [last_comment_ts] => 2014-07-03 02:49:08 [critical_strike_chance] => 0 [critical_strike_chance_18] => 0 [preferred_skin] => 119 [create_ts] => 2011-11-15 00:00:00 ) [skin] => [abilities] => Array ( [0] => Array ( [ability_id] => 439 [champion_id] => 87 [display_name] => Nimble Fighter [unranked_description] => Fizz's dexterity allows him to ignore unit collision and take less damage from basic attacks. [ranked_description] => Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels. [description] => [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-03-08 02:51:41 ) [1] => Array ( [ability_id] => 440 [champion_id] => 87 [display_name] => Urchin Strike [unranked_description] => Fizz dashes through his target, dealing normal attack damage plus additional magic damage. [ranked_description] => Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional {10/25/40/55/70} {0.55} magic damage to it. The ability will also apply on-hit effects. [description] => [icon] => [cooldown_rank_1] => 8 [cooldown_rank_2] => 7.5 [cooldown_rank_3] => 7 [cooldown_rank_4] => 6.5 [cooldown_rank_5] => 6 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 550 [range_rank_2] => 550 [range_rank_3] => 550 [range_rank_4] => 550 [range_rank_5] => 550 [keybind] => Q [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0105_02.mp4 [display_order] => 1 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [2] => Array ( [ability_id] => 441 [champion_id] => 87 [display_name] => Seastone Trident [unranked_description] => Fizz's next basic attack deals bonus damage. If it kills a unit, W's cooldown and mana cost are partially refunded. If it doesn't, Fizz's subsequent basic attacks are empowered for 5 seconds. [ranked_description] => Passive: Fizz's basic attacks rend enemies, dealing {20/30/40/50/60} {0.35} (+ {4/4.5/5/5.5/6}% of missing health) magic damage over 3 seconds. Multiple basic attacks will refresh the duration. The damage caps at 270 against minions and monsters. Active: Resets Fizz's basic attack timer and empowers his next attack, dealing {50/70/90/110/130} {0.5} bonus damage. If Seastone Trident's active kills a unit, {20/28/36/44/52} mana is refunded and its cooldown is set to 1 second. If Seastone Trident's active does not kill a unit, Fizz's basic attacks deal {10/15/20/25/30} {0.4} bonus damage on-hit for 5 seconds. [description] => [icon] => [cooldown_rank_1] => 7 [cooldown_rank_2] => 6.5 [cooldown_rank_3] => 6 [cooldown_rank_4] => 5.5 [cooldown_rank_5] => 5 [cooldown] => 0 [cost_rank_1] => 30 [cost_rank_2] => 40 [cost_rank_3] => 50 [cost_rank_4] => 60 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2014-02-08 08:40:47 ) [3] => Array ( [ability_id] => 442 [champion_id] => 87 [display_name] => Playful / Trickster [unranked_description] => Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location. [ranked_description] => Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends. If Fizz does not use Trickster, he will slam the ground below him, dealing {70/120/170/220/270} {0.75} magic damage and slowing nearby enemies by {40/45/50/55/60} % for 2 seconds. Trickster (Active): Fizz hops off from his trident to a nearby location, dealing {70/120/170/220/270} {0.75} magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies. [description] => [icon] => [cooldown_rank_1] => 16 [cooldown_rank_2] => 14.5 [cooldown_rank_3] => 13 [cooldown_rank_4] => 11.5 [cooldown_rank_5] => 10 [cooldown] => 0 [cost_rank_1] => 90 [cost_rank_2] => 95 [cost_rank_3] => 100 [cost_rank_4] => 105 [cost_rank_5] => 110 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 400 [range_rank_2] => 400 [range_rank_3] => 400 [range_rank_4] => 400 [range_rank_5] => 400 [keybind] => E [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0105_04.mp4 [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2011-11-20 19:51:18 ) [4] => Array ( [ability_id] => 443 [champion_id] => 87 [display_name] => Chum the Waters [unranked_description] => Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits, increasing Fizz's magic damage against the tagged champion by 20% for 6 seconds (Chum the Waters is not affected by this bonus). After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions. The type of shark summoned depends on the distance the fish traveled. [ranked_description] => Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits, increasing Fizz's magic damage against the tagged champion by 20% for 6 seconds (Chum the Waters is not affected by this bonus). If it doesn't hit an enemy champion remain on the ground. Regardless of position, after 2 seconds, a Shark will emerge from the earth to eat the fish, damaging, knocking back and slowing enemies for 1.5 seconds. If Chum the Waters travels less than 455 units, it will summon a Guppy Shark, dealing {150/250/350} {0.8} magic damage in a 200 area of effect, slowing enemies by 40%. If Chum the Waters travels between 455 and 910 units, it will summon a normal shark, dealing {225/325/425} {1.0} magic damage in a 325 area of effect, slowing enemies by 60%. If Chum the Waters travels between at least 910 units, it will summon a massive Gigalodon Shark, dealing {300/400/500} {1.2} magic damage in a 450 area of effect, slowing enemies by 80%. [description] => [icon] => [cooldown_rank_1] => 100 [cooldown_rank_2] => 85 [cooldown_rank_3] => 70 [cooldown_rank_4] => 70 [cooldown_rank_5] => 70 [cooldown] => 0 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 1275 [range_rank_2] => 1275 [range_rank_3] => 1275 [range_rank_4] => 1275 [range_rank_5] => 1275 [keybind] => R [video_url] => [display_order] => 4 [range_type] => self [target_type] => passive [comment_count] => 3 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2017-12-05 21:43:45 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 105 [mobafire_id] => 87 [name] => Fizz [url] => fizz [free_to_play] => 0 ) [lane] => Middle [laneAlt] => Middle Lane [rank] => 8 [rankings] => 86 [rankingsCount] => 58 [winRate] => 53 ) ) ) 1

Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Middle Lane
Ranked #8 in
Middle Lane
Win 53%
Get More Stats
Array ( [display_name] => [champion_id] => 87 [skin_id] => 0 [summoner_spell_builds] => Array ( [0] => Array ( [display_name] => [summoner_spell_ids] => Array ( [0] => 16 [1] => 6 ) [description] => [display_order] => 1 [summoner_spells] => Array ( [0] => Array ( [summoner_spell_id] => 16 [client_id] => 0 [display_name] => Surge [url] => surge [description] => Empowers your champion, increasing Attack Speed by 35% and Ability Power by 10-78 (depending on champion level) for 12 seconds. Spell is no longer available. [icon] => Spell_SummonerSurge.png [level] => 1 [cooldown] => 180 [range] => 0 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 1 [is_deleted] => 0 [comment_count] => 9 [last_comment_ts] => 2013-11-20 13:29:49 ) [1] => Array ( [summoner_spell_id] => 6 [client_id] => 12 [display_name] => Teleport [url] => teleport [description] => After channeling for 4 seconds, teleports your champion to target allied minion, turret, or ward. [icon] => Spell_SummonerTeleport.png [level] => 6 [cooldown] => 360 [range] => 0 [is_classic] => 1 [is_dominion] => 0 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 12 [last_comment_ts] => 2017-07-27 13:06:37 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 3 [1] => 2 [2] => 2 [3] => 1 [4] => 2 [5] => 4 [6] => 2 [7] => 3 [8] => 2 [9] => 3 [10] => 4 [11] => 3 [12] => 3 [13] => 1 [14] => 1 [15] => 4 [16] => 1 [17] => 1 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 87 [display_name] => Fizz [url_str] => fizz [title] => The Tidal Trickster [key] => [description] => 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. [spotlight_embed_url] => http://www.youtube.com/watch?v=ATbmKP9RoXI [role] => Assassin [defense_rating] => 4 [magic_rating] => 7 [attack_rating] => 6 [difficulty_rating] => 6 [damage_rating] => 3 [mobility_rating] => 3 [cc_rating] => 2 [toughness_rating] => 1 [utility_rating] => 1 [health] => 559 [health_increase] => 0 [mana] => 317 [mana_increase] => 0 [movement_speed] => 335 [armor] => 22.4 [armor_increase] => 0 [magic_resistance] => 32.1 [magic_resistance_increase] => 0 [attack_damage] => 58 [attack_damage_increase] => 0 [critical_strike] => 0 [critical_strike_increase] => 0 [health_regeneration] => 8.2 [health_regeneration_increase] => 0 [mana_regeneration] => 6 [mana_regeneration_increase] => 0 [attack_range] => 175 [attack_speed] => 0.658 [ability_power] => 0 [ability_power_18] => 0 [attack_speed_18] => 1.005 [health_18] => 2021 [mana_18] => 946 [movement_speed_18] => 335 [armor_18] => 80.2 [magic_resistance_18] => 53.4 [attack_damage_18] => 109 [critical_strike_18] => 0 [health_regeneration_18] => 20.1 [mana_regeneration_18] => 19.6 [attack_range_18] => 175 [tip_playing_as] => * Since Fizz can move through units, find opportunities in lane to walk through minions and apply your 'Seastone Trident' ability - the damage will rapidly add up as the opponent's Health drops. * Fizz's ultimate ability, 'Chum the Waters', can be aimed at an enemy or towards the area where you think they'll be going. * Fizz's spells scale off Ability Power - consider getting items like Rod of Ages or Rylai's Crystal Scepter against teams that have high burst threat - and items like Rabadon's Deathcap if you think you can survive without the Health. [tip_playing_against] => *Fizz becomes extremely deadly when your Health reaches critical levels - each of Fizz's autoattacks apply a damage over time effect that rapidly grows in damage as your Health becomes lower - stay healthy when fighting Fizz, if possible. *Fizz is best in extended skirmishes - don't chase Fizz if you can help it! [client_id] => 105 [riot_points] => 880 [influence_points] => 4800 [icon] => [is_published] => 1 [is_deprecated] => 0 [is_deleted] => 0 [is_buildable] => 1 [is_free] => 0 [views] => 0 [view_count] => 6849752 [comments] => 0 [comment_count] => 8 [votes] => 0 [vote_count] => 0 [community_tier_list_vote_count] => 614 [community_tier_list_score] => 0.400326 [community_tier_list_rank] => 2 [score] => 0 [lastpost_ts] => 0000-00-00 00:00:00 [last_comment_ts] => 2014-07-03 02:49:08 [critical_strike_chance] => 0 [critical_strike_chance_18] => 0 [preferred_skin] => 119 [create_ts] => 2011-11-15 00:00:00 ) [skin] => [abilities] => Array ( [0] => Array ( [ability_id] => 439 [champion_id] => 87 [display_name] => Nimble Fighter [unranked_description] => Fizz's dexterity allows him to ignore unit collision and take less damage from basic attacks. [ranked_description] => Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels. [description] => [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-03-08 02:51:41 ) [1] => Array ( [ability_id] => 440 [champion_id] => 87 [display_name] => Urchin Strike [unranked_description] => Fizz dashes through his target, dealing normal attack damage plus additional magic damage. [ranked_description] => Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional {10/25/40/55/70} {0.55} magic damage to it. The ability will also apply on-hit effects. [description] => [icon] => [cooldown_rank_1] => 8 [cooldown_rank_2] => 7.5 [cooldown_rank_3] => 7 [cooldown_rank_4] => 6.5 [cooldown_rank_5] => 6 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 550 [range_rank_2] => 550 [range_rank_3] => 550 [range_rank_4] => 550 [range_rank_5] => 550 [keybind] => Q [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0105_02.mp4 [display_order] => 1 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [2] => Array ( [ability_id] => 441 [champion_id] => 87 [display_name] => Seastone Trident [unranked_description] => Fizz's next basic attack deals bonus damage. If it kills a unit, W's cooldown and mana cost are partially refunded. If it doesn't, Fizz's subsequent basic attacks are empowered for 5 seconds. [ranked_description] => Passive: Fizz's basic attacks rend enemies, dealing {20/30/40/50/60} {0.35} (+ {4/4.5/5/5.5/6}% of missing health) magic damage over 3 seconds. Multiple basic attacks will refresh the duration. The damage caps at 270 against minions and monsters. Active: Resets Fizz's basic attack timer and empowers his next attack, dealing {50/70/90/110/130} {0.5} bonus damage. If Seastone Trident's active kills a unit, {20/28/36/44/52} mana is refunded and its cooldown is set to 1 second. If Seastone Trident's active does not kill a unit, Fizz's basic attacks deal {10/15/20/25/30} {0.4} bonus damage on-hit for 5 seconds. [description] => [icon] => [cooldown_rank_1] => 7 [cooldown_rank_2] => 6.5 [cooldown_rank_3] => 6 [cooldown_rank_4] => 5.5 [cooldown_rank_5] => 5 [cooldown] => 0 [cost_rank_1] => 30 [cost_rank_2] => 40 [cost_rank_3] => 50 [cost_rank_4] => 60 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2014-02-08 08:40:47 ) [3] => Array ( [ability_id] => 442 [champion_id] => 87 [display_name] => Playful / Trickster [unranked_description] => Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location. [ranked_description] => Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends. If Fizz does not use Trickster, he will slam the ground below him, dealing {70/120/170/220/270} {0.75} magic damage and slowing nearby enemies by {40/45/50/55/60} % for 2 seconds. Trickster (Active): Fizz hops off from his trident to a nearby location, dealing {70/120/170/220/270} {0.75} magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies. [description] => [icon] => [cooldown_rank_1] => 16 [cooldown_rank_2] => 14.5 [cooldown_rank_3] => 13 [cooldown_rank_4] => 11.5 [cooldown_rank_5] => 10 [cooldown] => 0 [cost_rank_1] => 90 [cost_rank_2] => 95 [cost_rank_3] => 100 [cost_rank_4] => 105 [cost_rank_5] => 110 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 400 [range_rank_2] => 400 [range_rank_3] => 400 [range_rank_4] => 400 [range_rank_5] => 400 [keybind] => E [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0105_04.mp4 [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2011-11-20 19:51:18 ) [4] => Array ( [ability_id] => 443 [champion_id] => 87 [display_name] => Chum the Waters [unranked_description] => Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits, increasing Fizz's magic damage against the tagged champion by 20% for 6 seconds (Chum the Waters is not affected by this bonus). After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions. The type of shark summoned depends on the distance the fish traveled. [ranked_description] => Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits, increasing Fizz's magic damage against the tagged champion by 20% for 6 seconds (Chum the Waters is not affected by this bonus). If it doesn't hit an enemy champion remain on the ground. Regardless of position, after 2 seconds, a Shark will emerge from the earth to eat the fish, damaging, knocking back and slowing enemies for 1.5 seconds. If Chum the Waters travels less than 455 units, it will summon a Guppy Shark, dealing {150/250/350} {0.8} magic damage in a 200 area of effect, slowing enemies by 40%. If Chum the Waters travels between 455 and 910 units, it will summon a normal shark, dealing {225/325/425} {1.0} magic damage in a 325 area of effect, slowing enemies by 60%. If Chum the Waters travels between at least 910 units, it will summon a massive Gigalodon Shark, dealing {300/400/500} {1.2} magic damage in a 450 area of effect, slowing enemies by 80%. [description] => [icon] => [cooldown_rank_1] => 100 [cooldown_rank_2] => 85 [cooldown_rank_3] => 70 [cooldown_rank_4] => 70 [cooldown_rank_5] => 70 [cooldown] => 0 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 1275 [range_rank_2] => 1275 [range_rank_3] => 1275 [range_rank_4] => 1275 [range_rank_5] => 1275 [keybind] => R [video_url] => [display_order] => 4 [range_type] => self [target_type] => passive [comment_count] => 3 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2017-12-05 21:43:45 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 105 [mobafire_id] => 87 [name] => Fizz [url] => fizz [free_to_play] => 0 ) [lane] => Middle [laneAlt] => Middle Lane [rank] => 8 [rankings] => 86 [rankingsCount] => 58 [winRate] => 53 ) ) ) 1

Introduction

Hey guys welcome to my First ever guide and possibly the best fizz guide on Moba Fire so far.
So im covering Fizz, The Tidal Trickster. He is a unique champion in the sense that he is a melee assassin focused around AP. He also summons a Shark, which in all fairness is awesome!
Hopefully in this guide you will learn a little about playing fizz in a ranked setting or just for fun in Normals, and learn a few TRICKS along the way to annoy your opponents with your trickster type ways :D
Back to Top

Runes

Okay so First lets talk about the Jungle Build. The Runes themselves are designed to make you have some tankiness in combat and when ganking in order to make you get in survive and get out. The idea of the build is to rush to level 4 and gank swiftly and eficiently. There are other choices for runes like ARMOR > HP however i found that HP helps better into the late game as Fizz's HP scales really well.

Marks = Armour Pen - Now you may be thinking "WHY ARMOUR PEN?" well this is because of the rage blade and the fact that it helps fighting creeps in the jungle too, allows for a faster jungle and a very fast Shark if you're lucky. Which is his key ganking tool.

Seal = Vitality - As explained above, allowed you to take more hits against Jungle mobs and when ganking they also help with survivability into the mid/late game.

Glyph = Cooldown Reduction - Allows the use of your W more in the jungle, as it gives you way more damage out put and again a faster jungle. Also with these your sharks CD at rank 3 is a mere 48 seconds. Making yourself able to target the AD carry ASAP in team fights and allows you to spam moves when ganking too.

Quintessense = Flat HP - More survivability early game and when ganking and again Fizz's great HP scaling into the Late game.

NOW FOR THE SOLO TOP BUILD

Marks - Spell Pen - Basically makes your Shark hit harder and also every move you have at your disposal these are a must have for Fizz.

Seals - Vitality - Your a solo top, your going to be harassed. These allow you to take more hits and help your lane sustain more early game. Also late game HP scaling! REMEMBER THIS

Glyphs- Cooldown - Because the chosen masteries give you plenty of mana regen, cooldown reduction runes are taken, these allow you to use your Playful/Trickster to harass more often and use W to farm quicker. The faster you farm the easier your lane will be.

Quintessense - Flat AP - Gives your E more OOMPH early game to allow for better harassment and farming early game. And also if your Opponent is escaping gives the burn on W a better chance to finnish them off.
Back to Top

Masteries

Now for the masteries. Again starting with the jungle build

a 19/10/0 Build is taken specializing in Summoners Resolve, Veterans Scars and Bladed Armour in the defense tree for survival when ganking and jungling followed with arcane knowledge and vampirism in the offensive tree for extra oomph on your spells and jungling suvivability. However you can go 0/9/21 to get the extra gold from smite and Long buff duration, however you do have to cost of losing damage and reducing your ganking capability.

The OTHER OTHER option is to go 9/0/21 like the solo top build and take FLAT ARMOR seals over health to take less damage in the jungle from creeps. It is however down to personal preference, what I have given is In my opinion the best jungle masteries for fizz to abuse that HP scaling.

For the solo top lane I took a 9/0/21 talent approach giving extra mana regen and gold per sec specialisation along with summoners insight for a faster teleport in Uitlity with Summoners wrath in the Offensive tree to make SURGE more effective. This allows for quicker farm and because the build is so exspensive the extra gold does help A LOT!
Back to Top

Items

This is where a lot of guide for fizz go off the rails a little. However after much play testing with him, I've learned 2 things.

1. His AP scales brilliantly and that his ulti scales 1-1 on AP

2. SPELL VAMP!!! Possibly the most important thing for him after HP runes. Because of his W after activating you just heal and heal and heal. Plus the splash damage from PLAYFUL/TRICKSTER and your Shark is awesome!

So how do we build fizz?

Well jungling - wriggles is a must this is a given for most junglers except fiddlesticks. Because of its passive, the ward the lifesteal etc etc. Then hextech revolver for spell vamp to help ganking, and healing from jungling.

But yeah your core build for fizz should be when jungling:

WRIGGLES LANTERN/MERCURY TREADS/HEXTECH REVOLVER

Then Build your catalyst. Now you are tough enough to survive most fights. Then Finnish your Rod of Ages.

After this go straight for SHEEN. The extra damage after activating W or Q is always good plus the extra mana + AP is too good.

From here you can go wherever the situation takes you. Either go for trinity force if they're carry heavy or doing more damage from your sheen. Or go lich bane if they're mostly doing AP damage. With your revolver ALWAYS MAKE HEXTECH the slow is too good not to have as it allows you to catch and finnish of foes. Finally build a deathcap to top over your AP damage.

Situational items include:

Guardian Angel - this is if you're always getting focussed in team fights, always handy to wait till its used come back and SHARK them to heal yourself.

Frozen Heart - Tankiness vs AD heavy teams and slows attack speeds down, perfect counter for tryndamir players and players of the melee/bruiser variety. Also the cooldown reduction is pretty sweet.

Thornmail - if frozen heart isnt enough.

Banshee's Veil - This is for MORGANA AND ANNIES only. Do not build under any other circumstance. Build earlier in build over Rod of Ages if needed.

SOLO TOP ITEMS!

For solo top suvivability is everything, as is lane sustain. worst case scenario for top lane for us fizz players is tryndamir, nasus and akali. As they have a quite powerful heal so harassing is difficult. NOT ONLY THIS but they are hard to push out of lane because they dont have mana but nasus with a meki pendant is a *****.

How do we counter this? Well our W of course. Because of its grievous wound ability, we can harass if played right. Because of the reduced healing and burning. If they engage USE THIS FIRST and watch them cringe, follow up with an E and slam to slow em, finish em off with a Q and its GG to them. But more on playing later... the BUILD.

TO ALLOW the above to happen we need survivability and also damage. Your core should look like this.

SORCERER SHOES/CATALYST OF THE PROTECTOR/HEXTECH REVOLVER

these give you the survivability needed to stay in top lane. And are gained quickly if you farm well and you have a reliable jungler to help gank.
League of Legends Build Guide Author Wishback Jumpsta
Wishback Jumpsta Fizz Guide

Vote Now!

Fizz, To shark or not to Shark?