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Choose Champion Build:
Spells:
Ghost
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
This build is an AP build for fizz that utilizes his
The most important thing to understand is that there is a play style that accompanies this build that makes it not only viable but also powerful. Maxing
NOTE: After viewing jhoijhoi's Guide on Making Guides I completely revamped this build with style and finesse that had hardly been touched on before. She is also to blame for the great line dividers and organization. Thanks!
The second build is the experienced Fizz player build. This emphasizes potency rather than survivability, and requires proper use of the
The guide itself is still based upon the original build, since as a guide it is geared towards the newer players of the first build.
Also, thanks to the research from the rune guide by Searz right here.
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Tier 1 Since both Tier 2 CDR from Tier 3 Tier 4 Maxing Tier 5 I take 4 points in Tier 6 This is the critical mastery. I greatly compliments the missing health % and DoT of |
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Tier 1
Tier 2 Mana regeneration provided by Tier 3 With only one point left, I find the benefits of I forgo the defensive masteries for utility becaues I find these much more substantial than the puny +6 armor or MR (magic resist) that can be selected in the defense portion. After all, for 300 gold, you can pick up |
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+0.95 Magic Penetration | This is one of the runes I would trade out last. I find the MP this rune provides as a replacement for the lack of
+0.65 CDR | Fizz has great burst ability, however he is limited by his less than stellar cooldowns. Especially early game, this can cripple his ability to be flexible in combat or fight while still having an escape route (
or
. Since the cooldown problem is primarily early game, before Greater Seal of Replenishment +0.51 MP/5 | Early game, fizz's
and
(especially the latter) eat huge holes in his mana pool. This requires either restrained harass or frequent recall trips - neither of which are preferred. Since his later AP items generally increase his mana pool and this problem vanishes mid to late game, taking flat mana regeneration is best.
+7.74 AP (0.43/level) | Oh, come on! He's AP, give him some AP buff! I shouldn't have to explain this. I have found that the |
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Nimble Fighter Ghost-like ability granting no unit collisionA relieving passive ability that is essential for dodging spells such as Ashe's
Urchin Strike Dashes forward through enemies a set distanceOne of the more flexible abilities Fizz has, despite its straightforwardness. Its set distance and ability to go through targets makes this great for catching up to enemies at the edges of your range or escaping when they get too close.
Seastone Trident Passive: AutoAttack buff and missing health scaling | Active: DoT further buffThe go-to ability for most Fizz guides, it takes a backseat role in mine for early game. The vamped AA and DoT is good for farming without AS. As well, the healing reduction and missing health % scaling make this ability a great finisher.
Playful / Trickster Invulnerability: Jump - AoE damage and slow | Double Jump -damage without slow can be used to jump over short wallsYour escape, chase, burst damage and dodge all in one. The high damage and AP scaling couter-attack make this an essential part of damage as well as harass, which is why I utilize it as early as possible. Long base CD stat.
Chum the Waters Skill shot AoE slow + delayed burst damageYour teamfight ultimate. Its slow cripples enemy escape and maneuverability while damaging all enemies in a small radius. As one of the more powerful ultimates at level 6 with its damage and cc, this ensures an early kill that helps satisfy some gold dependence.

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Initial Maxing Sequence:
I start with the
I find this as a natural complimentary ability to either
or
. I select this second because of it's easy burst effect.
Seeing as how neither 4-5)
My maxing sequence:
and
, I max this first.
I max this second for several critical reasons:
- initial CD is terrible --> one use per fight (below)
- can't use to fight since it must be saved for escapes (losing tons of damage)
- drastic scaling / major source of damage - +50 up to 270 +70% a
Seastone Trident's CD does not scale down and is less flexible
Despite many opinions otherwise, I do not find - Uses less mana
- Take a lot of minion agro during harass
- Less flexibility
- Easily counterattacked
However: Before I max
Other players might say that
/
combo instead, the boots are not needed to reduce minion agro after harassing. This is also better for FB.
This should be Fizz's first core item. It provides him with much-needed increases in mana, health and ability power all in one. By starting with this, there is no need to buy a basic item for each of those before building them into separate core items. At this point Fizz can become bolder in his lane control and burst assassinations and should start using these to out-farm and out-level his counterparts. I cannot stress how important it is to last hit with fizz early to mid game, because he is more dependent on gold than others due to his early squishiness. So intimidate and farm!
Through this purchase,
to the first attack in conjunction with Lich Bane's passive turns harass into full-out assault that cuts through enemy health. And since all of this is just one melee after using the
/
combo, there is just a small window of time for the enemy champion to strike back. The other qualities of
While some make the case for
is achieved instead through the runes.
This was an interesting item to stumble upon when I was testing different builds. It combines needed AP and addictive CDR. At this point,
). That's 56-58% of the CD of just the maxed abilities, and not including the runes.
Towards late-game, Fizz should be fed enough to have all his CD reduction and some AP from
,
, and
. However, this is nowhere near the target.
This is my go-to defense item for Fizz. With the revive, he is given enough mana to use I take Catalyst the Protector before
I grab the
Taking the

As you can see, getting small items such as
NOTE: these items are meant to replace items during mid game, it is very unlikely that you will have enough gold to finish the build and then go back and replace items, as well as being inefficient and inflexible. React as the game unfolds, not after!
This is a suitable alternative to What to replace:
When to replace: When the enemy team's tank just won't die. (thinking of you,
Great trade against a team led by mages. It provides supple MR, and it's movement speed/HP are both well-appreciated by characters like Fizz. In fact, due to it's speed buff, I recommend trading this in for the
as well as
in return for a heavier damage item.What to replace:
When to replace When the enemy team is AP-heavy and you feel safe without the armor.
Replace along with:
There no loss of AP in this trade, yet it drastically buffs MR and MP If you look at some of the AP/mana items, you'll notice that they often give some MR or health along with the AP (
,
,
,
, etc) For this reason, What to replace:
When to replace: Mid-game or when necessary; enemy team led by mages
This item is a bit different as far as fitting into the build. It has such a great CDR that it also can trade out two slots of the build. By combining the CDR into one item, this trade leaves room for more AP and MP items in the build.What to replace:
When to replace: late game when you need more magic penetration and AP.
Replace along with: AP/defense items in this list according to the situation.
On the flip side, if the enemy team has more AP poke (i.e. What to replace:
When to replace: Either when struggling with AD burst or with the
For use against teams led by attack speed/attack damage champions. This is an all right item if you feel like you need to play more aggressively against AS/ATD champions instead merely whittling down their health with harass.What to replace:
When to replace: When hounded by AS/ATD champions, weak enemy mages.
I do not highly recommend this item. It is only good when enemies have exceptionally high magic resist or your team has too many AP champions. You are much better off with the What to replace:
When to replace: When enemies stack up layers of MR
NOTE:
Levels 2-5 | then run through minions out of agro. Rinse and repeat, until they are low enough to finish.
Level 6 | -If necessary, which it shouldn't be, add to the end:
Only be aggressive at this point if you have Catalyst the Protector, and preferably with
Once you have
Below is what should become your basic combo cycle. You should auto attack with
If you have the HP and mana to do this, use the following combo against turret-huggers:
Basically, you should power up Alternatively, use

After obtaining
Never purposely use
Fizz is a great AP carry but like all champions he has his limitations.
Do NOT lange against:
If possible, Fizz should avoid going against a ranged champion with considerable health. While he can squash
AS/lifesteal champions are also bad champions to lineup against (in 1v1s mostly) because their high level of health regeneration makes them have tank-like qualities. (i.e.
Try to lane with:
With his insatiable hunger for gold, the best champions to lane with are ones who can let you take most of the last hits. Normally, this includes tanks. But that is just fine with Fizz, because he needs someone to take a few hits during his early softness. As mentioned before, Fizz should not play exceptionally aggressive in lanes until he has a Catalyst the Protector and not in teamfights until he has
My goal is that this guide will help Fizz become a game-changer for many people who use him, because those that I have seen are eclipsed into the background. In order to create a guide that fully realizes this goal with this lane Fizz, I would greatly appreciate any constructive criticisms or praise that would help me doctor and trim it into a well-rounded guide. Once again, this is my first attempt at a guide, so any advice is welcome. Also, help on how to record gameplay for examples of the play style for this build would be fantastic. Thanks, and enjoy!
Coming Soon:
- Finished and edited Laning Chapter per advice of NNAARR
- Twisted Treeline Tips/Tricks
- Instructional and Play Style gameplay videos
- Jungling Fizz
[12/24/11] Added Laning chapter per advice of Koksei | Minor changes per advice of Koksei
[12/23/11] Revamped guide with Jhoijhoi's guidance | archived old one and posted new one
[12/22/11] Corrected glyphs and added combo chapter






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