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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 ![]() ![]() |
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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Greater Seal of Replenishment +0.51 MP/5 | Early game, fizz's






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A relieving passive ability that is essential for dodging spells such as Ashe's


One 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.

The 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.

Your 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.

Your 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:












4-5)





My maxing sequence:





- 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


- Uses less mana
- Take a lot of minion agro during harass
- Less flexibility
- Easily counterattacked



However: Before I max


































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!


What to replace:

When to replace: When the enemy team's tank just won't die. (thinking of you,




What to replace:


When to replace When the enemy team is AP-heavy and you feel safe without the armor.
Replace along with:








What to replace:

When to replace: Mid-game or when necessary; enemy team led by mages

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.







What to replace:


When to replace: Either when struggling with AD burst or with the


What to replace:

When to replace: When hounded by AS/ATD champions, weak enemy mages.


What to replace:

When to replace: When enemies stack up layers of MR
NOTE:












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












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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