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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Why is AP/CRIT Fizz so strong?
AD Fizz VS. AP/CRIT
A lot of people mentioned that you shouldn't be playing AD/AP.
To make that clear this is NOT a AP/AD build.
The main focus is on AP whit a little bit crit. I experienced that when I played this build (AP/CRIT) I didn't only had a lot more sustain in the top lane, also the trades, 1 vs 1 fights, split push etc. went better.
I should mention that when you are against a tank this is NOT the build you wanna use. Instead go for a AD Fizz build.
Why not AD?
First, I had a lot of fun playing this! I think this is cooler then full AD. Your abilities still do tons of damage and you have insane damage on you basic attacks. Also you'll have less problems whit mana.
This guide is not to serious and their still is a lot to improve.
The build is something I'm not going to change because if you use it against the good
match-ups it will work perfectly fine.
AD Runes and Masteries ?
You really should do this. It makes sustaining on top lane (in early) a lot easier than whit AP runes and masteries. Of course you can always try whit AP but for me, that doesn't work.
This might not convince you that this is a good build. If you never try, you'll never know.
I played a lot of games whit it and found a lot of success. I think it has at least a lot of potential.
These are the pro's and cons for AP/CRIT Fizz.
Code:

Urchin Strike
Cost: 50/55/60/65/70 Mana
Range: 550
Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/25/40/55/70 (+30% Ability Power) magic damage. This ability can trigger on-hit effects.

Seastone Trident
Cost: 40 Mana
Range: Self
Fizz's Trident causes rending wounds in his opponents, dealing Magic Damage to the target based on their missing Health and reducing their healing and regeneration.
Passive: Fizz's attacks rend his enemies, dealing 20/30/40/50/60 (+45% Ability Power) damage over 3 seconds.
Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 plus 4/5/6/7/8% of the target's missing Health as Magic Damage on hit.
Playful Trickster
Playful / Trickster
Cost: 90/100/110/120/130 Mana
Range: 400
Fizz hops into the air, landing gracefully upon his spear and becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+75% Ability Power) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+75% Ability Power) magic damage in a smaller area to enemies nearby, instead of slamming the ground.

Chum the Waters
Cost: 100 Mana
Range: 1275
Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location attaching to any champion that walks over it, slowing their movement by 50/60/70% and amplifying damage by Fizz (except Chum the Waters) to the target by 20% for 6 seconds. After 1.5 seconds, a shark erupts from the ground, knocking up the target and knocking other enemies aside dealing 200/325/450 (+100% Ability Power) magic damage and reducing their Movement Speed by 50/60/70% for 1.5 seconds.
I found this on League of Legend's homepage: http://gameinfo.euw.leagueoflegends.com/en/game-info/champions/fizz/
Option One:
This is the save way to play Fizz. I think this is the best because you will do a lot of damage anyway.

+Easy escape from any gank.
+Safer option for team fights.
+DON'T LET YOUR PENTA RUN AWAY!!

+Easy to split push.
+Join your team when necessary
Option 2:
Harder to comeback when you are loosing (won't happen but still...)

+Makes hunting down enemies very easy.

+Darius effect.
This is a guide from the YouTube channel "Jeremy GamingCurios" who gives a really good explanation about using tp.
Fizz is good at split pushing and teamfights
This is a good Fizz Comp:
R,E,W,Q
Land this on the enemy carries. This will give them a slow
-> Makes them a easy kill.
Payful/Trickster Easy engage on the opponent where you landed your ult on them.
Deals a huge amount of damage!
Damn man, if you isn't dead already... You can always use this to last hit.
TIP: Don't forget to use Zyhonya's Hourglass!
Not difficult. Just make sure to have payful/trickster to escape.
Team Fight:
This is a good Fizz Comp:
R,E,W,Q

-> Makes them a easy kill.
Payful/Trickster Easy engage on the opponent where you landed your ult on them.


TIP: Don't forget to use Zyhonya's Hourglass!
Split Pushing
Not difficult. Just make sure to have payful/trickster to escape.
Early
(before level 6) -> weak.Ask for ganks when possible.
When the enemy is too strong stay under your tower!
Mid
SPAM EVERYTHING BURST DOWN THE ENEMY GO HAM, EASY AP/CRIT EASY LIFE. WOOW!
Fizz gets really strong. And will be able to carry the game.
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