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Spells:
Flash
Exhaust
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Fizz Intro
Benefits
+Hard to get focused in teamfights.
+Ultimate is a great intiator.
+Heavy Burst Damage towards late game.
+Great escape artist.
+His abilities scale decent with ability power.
_____
Drawbacks
-Squishy early game.
-Gets harassed early game if mid.
-Longer cooldowns.
-Terrible farmer.
-Has no sustainibility.
-Mana problems early on with just a few combos
-Gold dependent
+Hard to get focused in teamfights.
+Ultimate is a great intiator.
+Heavy Burst Damage towards late game.
+Great escape artist.
+His abilities scale decent with ability power.
_____
Drawbacks
-Squishy early game.
-Gets harassed early game if mid.
-Longer cooldowns.
-Terrible farmer.
-Has no sustainibility.
-Mana problems early on with just a few combos
-Gold dependent
Primary Rune Set-




Explanation
As I said earlier Fizz is a great Ap burster and his runes should reflect that. The flat quintessences are a no brainer because they provide you with the early game power you need to dominate your lane. Another obvious choice are your marks and seals. However, the glyphs is where many people have different opinions. For me, the early game is the most important because it dictates whether or not you will remain a threat towards later game. Because of this, I chose flat Glyphs to give me an extra 10 ap to start out early game.




Take one point in
Seastone Trident at level 1 and level 3.
Take
Urchin Strike at level 2.
Take
Trickster at level 4.
Fizz's ult needs to be leveled at 6,11,16 of course. At level 9 Seastone trident should be maxed out and then Trickster second. Trickster is going to be your bread and butter ability late game. This is why we finish it towards the beginning of lategame. Lastly Urchin strike should be taken last. Out of the 3, I feel this does the least amount of damage. Don't get me wrong though, towards lategame this will allow you to close gaps and deal finishing blows if needed.

Take

Take

Fizz's ult needs to be leveled at 6,11,16 of course. At level 9 Seastone trident should be maxed out and then Trickster second. Trickster is going to be your bread and butter ability late game. This is why we finish it towards the beginning of lategame. Lastly Urchin strike should be taken last. Out of the 3, I feel this does the least amount of damage. Don't get me wrong though, towards lategame this will allow you to close gaps and deal finishing blows if needed.
These runes are pretty self-explanatory because the 21 in offense gives you some decent AP and magic penetration. Also, the 9 points in defense gives you just a little bit more survivablity. As I discussed before, Fizz is very effective if he is more on the tanky side.
http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-0-4-0-0-4-0-0-0-1-2-0-0-4-0-4-1&tree2=0-3-3-0-3-0-0-0-0-0-0-0-0-0-0-0&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-0-4-0-0-4-0-0-0-1-2-0-0-4-0-4-1&tree2=0-3-3-0-3-0-0-0-0-0-0-0-0-0-0-0&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Early Game
Dorans Ring: This is a great first item because with this, Fizz will have about 45 ability power right from the start if you follow my masteries and runes.
Boots of Speed: This is a must because it gives you just a little extra speed. With Urchin Strike early game, very few champs will be able to escape your early game wrath.
Blasting Wand: This is a great early game item because its a decent amount of AP in the early stages of the game. Also, you will need this later on to build your ROA.
Mid-Game
Hopefully you've made it this far without a surrender, with these items, you will be ruling the map mid game.
Socerer's Shoes; This give you great speed to further close gaps as well as the 20 magic penetration.
Catalyst the Protector: This is another great item that gives you that much needed mana as well as some good health. This item is extremely useful and gives you a little more survivability.
Rod of Ages: This is a great mid-game item because it gives you a little bit of everything. From the start it gives you 60 ability power but after 20 minutes, you will have a total of 80 ability power from this item. Also, your mana and health get a big boost.
Sheen: This could be the end of mid-game and on the start to late game. This doesn't matter because you will definetly be needing this. This gives you 250 mana and 25 ability power. After this, you will most definetly be in late-game. Most people would think to build a Lich Bane right away. However, I say hold up till a little bit further into the game.
Late Game
If you've made it to late game, be ready to drop squishes down with just a single combo.
Rabadan's Cap: After you build the Sheen from mid-game I feel to be an ***est to your team, your ability power needs to take a humongous jump. Rabadan's will give you an insane amount of AP as well as the passive which increases your total AP by 30%. After your cap is fully built you will be one of the most feared on your team.
Lich Bane: Because you already have your sheen built, your Lich Bane should be relatively cheap to finish. This item will truly make you the heaviest hitter on your team by far. At this point, you will have well over 500 ap and your combos will most definetly drop carries down very quickly. Lich's passive is ridiculous with the amount of AP you have and that is why it's a must to buy.
Zhonya's Hourglass: This and the Abyssal Sceptre will be your last items. Feel free to decide which one comes first. Zhonya's gives a massive AP boost as well as some much needed armor to fend against the fed AD carries on the other team.
Abyssal Sceptre: This is a great item to avoid being burst down by some heavy-hitters. It gives a decent amount of AP as well. Abyssal sceptre's passive is also great because it reduces nearby enemie's MR by a decent amount.



Mid-Game
Hopefully you've made it this far without a surrender, with these items, you will be ruling the map mid game.




Late Game
If you've made it to late game, be ready to drop squishes down with just a single combo.






This is a versatile ability that many people do not know how to use. First off, this is a great initiator and can close gaps very quickly. In addition, since you can pass through enemies, using it on minions can prove to be a great escape tool.









Early Game: Fizz should start out trying to farm as much as possible, when you get to level 2, you should have your "q" and "w" abilities. With these, you should be harassing an enemy that is overextended. Keep dealing these combos to the one that is overpushed and hopefully your teammate (can mid or bot) jumps in and you get first blood. Keep farming and don't get yourself underleveled because it is very easy to get Fizz behind.
Mid Game: Now is where hopefully you have a decent amount of minion kills and maybe a kill or two. Here is where you keep farming but when you see a chance to kill an enemy champion, take it. Every once in a while, it could be beneficial to counterjungle and maybe even ward their blue. Taking blue buff at this point will prove very useful because it allows to sustain alot longer. Also, take a look at mid and help him out if he needs it. Don't be to carried away with ganking because Fizz is definetly dependent on gold and is only as effective as the items you have.
End Game: At this point you should have a fair amount of cs and hopefully a good amount of kills. At this point, team fights will be going on and make sure to be there when it happens. Fizz will prove very useful in team fights with his Ult which is a potential AOE. If team fights are coming slow, then move to farming a bit and trying to find champs overextended trying to take your turrets.
Mid Game: Now is where hopefully you have a decent amount of minion kills and maybe a kill or two. Here is where you keep farming but when you see a chance to kill an enemy champion, take it. Every once in a while, it could be beneficial to counterjungle and maybe even ward their blue. Taking blue buff at this point will prove very useful because it allows to sustain alot longer. Also, take a look at mid and help him out if he needs it. Don't be to carried away with ganking because Fizz is definetly dependent on gold and is only as effective as the items you have.
End Game: At this point you should have a fair amount of cs and hopefully a good amount of kills. At this point, team fights will be going on and make sure to be there when it happens. Fizz will prove very useful in team fights with his Ult which is a potential AOE. If team fights are coming slow, then move to farming a bit and trying to find champs overextended trying to take your turrets.
Fizz is definetly not a terrific farmer, especially if your duo laning. That is why it's preferred to go mid so you can farm to the best of your ability. To be a successive player with Fizz, you have to learn how to farm effectively. As I've said many times, Fizz is very dependent on gold unlike some champions. Farming on Fizz takes practice because last-hitting is a must. If you can't last hit, you will be a very weak Fizz and end up bringing your team down. If you are going mid, be prepared to get harassed by the enemy mid. Fizz has a passive-aggressive playstyle. When farming, it can be a good strategy to use the turret to your advantage so minions die alot faster.
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