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Fizz Build Guide by Gardna Serosin

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League of Legends Build Guide Author Gardna Serosin

[Hybrid Lane] Fishsticks, quadra again.

Gardna Serosin Last updated on February 3, 2012
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Middle Lane
Ranked #8 in
Middle Lane
Win 53%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 23

Honor Guard

Defense: 0

Strength of Spirit

Utility: 7

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Hey there, time to introduce the newest champ: Fizz, The Tidal Trickster.

I choose to build Fizz as an AP Nuke/Shred style and it affords you some of the best 1v1 and even team fight ownage I've seen in a long time.

The potential for damage output Fizz gives is phenominal in the right hands.


As you can see, even when I lose--I'm taking a hefty body count with me.

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.

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Pretty basic hard nuke set up.

x9 x9 x9 x3

This is aimed at the snowball nature of Fizz, I can honestly say from experience--the defensive properties of the armor/resist runes are very negligible with how squishy he is naturally. If you know what you are doing, you will always kill them before they kill you. Even in a 2v1 situation, if I cannot escape I will always take one with me.

Rather than push a rock uphill, I chose to hop on and roll with it downhill--over nearly any champion that tries to stop me.[/color]

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I laid out in detail what I build, and it is quite an expensive build but they all mesh incredibly well with Fizz's style.

I chose first because at early levels, your AP isn't very high and auto attacks are a large portion of your damage, also it buffs your which is spectacular, it would take a significant amount of AP to match how much damage its on hit adds, not to mention the little bit of AP and the attack speed. If you choose your battles wisely, it'll serve you well. Knowing when to shoot the pooch is 99% of playing Fizz

is just amazing, because the more initial chunk you get the more your dot is going to tick for, that is why you'll eventually build a .

+ + is going to devastate individual opponents.

and go hand in hand, and assist greatly in team fights. While shred is great for 1v1, team fights require you to utilize your potential for burst damage also, and that is where these two items come in.

Your final item, depending on how you're doing should be either a or a .

If you're being focused, , if they're stupidly ignoring you-- .

Warmogs will help you make full use of your attack speed by keeping you in the fray longer, also affording you breathing room for escapes. Gunblade will make you a drain machine, along with adding even MORE AP and some attack damage to go with your speed and bonus damage from .

If they are viciously stacking magic resist, then I would consider swapping the final item for a , if you're just getting squashed by it but only as a last resort.

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Skill Sequence

It is pretty simple. > > > .

There isn't really a need for an explanation other than your auto attacks will be your primary source of damage pre-death cap. Your damage only really comes alive when you have and .

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Pros / Cons

Both bursty AND sustained damage.
Great solo top if you know what you're doing.
Can duel like a monster as well as cause amazing damage and disruption in team fights.
Nice ganker.

Early game is rough, you're easily harassed.
Aggression without confidence is a killer. Don't make a crazy move unless you're POSITIVE you'll come out on top.
Relies on Snowballing.
Easily focused if you wasted your E.

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Summoner Spells

I know I have rally up there, but you should be using the new version called Surge, it is phenomenal and looks like it was made for Fizz + Seastone Trident. Between that and Ignite, unless you're completely out leveled, geared, or facing Tryndamere, it is pretty much a for sure kill level 6+.

Ignite because, well, it is Ignite, and a heal debuff on top of your Seastone Trident plus an amazing dot. I will often Seastone Trident, Urchin Strike into a nearly dead enemy (who is usually tower hugging), Ignite, and Playful / Trickster out for an easy kill. You have so many dots going, it is ridiculous.

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Laning Phase

Fizz's early lane is rough until level 3 when you can start harassing. Be sure to use his passive to your advantage, if you can safely just trot up to the enemy and tap him a couple times with Seastone Trident make good use of it, but I suggest Seastone Trident + Urchin Strike into Playful / Trickster out versus those ranged auto attack pros.

Feel free to be poke before going in for a kill, people are often too stupid (or will just flat underestimate you) and not go back after a little poking, especially if they have even marginal sustain. USE THIS. Fizz depends on people underestimating his damage, and that is where this build shines most--surprise damage. Even against tanks, if you properly swap between aggression and defensiveness, you'll eventually wear down anyone.

Try to take it easy until you have a Malady, be patient and wait for your moment. Once you pick up a Sheen you can start getting exponentially more aggressive. Always mind your cooldowns, never initiate a fight with someone without Playful / Trickster and never go all in without Chum the Waters unless you are absolutely sure you are clear of ganks or have a clear advantage.

Try to use Ignite for the squishies/healers and Surge for the tanks or those with high hp or sustain. If you are going to use Surge, pop it a split second before you start your combo. The amount of ability power Surge gives is phenominal in your combo.

BEWARE Exhaust
It can cripple you without the nuke portion of your item build, possibly even with it.
Try to tease them into using exhaust and save your Playful / Trickster to disengage till it wears off.

I repeat, BEWARE Exhaust

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Mid Game

You should have your Sorcerer's Shoes, your Malady, and your Sheen at the very least during mid-game. If your lane is a stalemate, feel free to push it and gank. Fizz is an amazing gank/assassin. Waiting in the bushes by buffs has netted me an astonishing amount of kills because if you can get your Chum the Waters off before they can react, you have almost a guaranteed kill.

Keep farming, keep farming, keep farming.
If your game is going bad, break off for awhile and FARM.
Don't over extend, but farm. Jungle. Gank. Whatever you have to do just keep the money coming.

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Late Game

Alright, it is late game. You are now over powered and two shotting most of their carries.

By now you should have at least added Rabadon's Deathcap and Lich Bane to your armory, and you are a force to be reckoned with.

You are devastating 1v1 and should use that to your advantage, if you can poke someone into facing off with you apart from their team or if you know their team is preoccupied with something else, use that to your advantage. Also, keep farming and keep ganking. The more mobile you are, the deadlier you are. They will hunt you down in groups, but you will remain elusive in the absence of a team fight. They rush top after you push a tower, disappear bottom. Go into the woods, steal their red, gank their Teemo, do something but remain in one place.

Team fights you should allow your tank to initiate (obviously), toss in your Chum the Waters on the most central or squishiest member of their team, and then pick your mark and STICK TO HIM. If you dive in for the kill, do not settle for anything less than blood unless you are certain you can get away. Too many people throw in one ability during a team fight then pick up their skirt and start running. There is literally no squishy person you can't kill before they recover from Chum the Waters other than Tryndamere, who you should not be focusing anyway unless he has burned his udying rage.

Also, I find it is best when using Playful / Trickster in a team fight, to just let yourself fall. Hopping away is an escape mechanism, but you want to kill people and slow them. Burst damage like yours will scare people, those people will run. Your Playful / Trickster will slow those scared people which merits yourself or other people extra hits (potentially free hits if they are trying hard to escape) which could mean a victorious team fight. You can also chase VERY hard, so you prefer your prey to run. Not only are they likely to blow their Flash or Ghost escaping (which leaves them vulnerable to your Urchin Strike + Seastone Trident combo) but they are focusing on survival, not whether or not your Caitlyn is about to die and still has her Ace in the Hole or not.

Play smart, farm hard, and commit. You'll rake in the ELO.

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Farm farmfarmfarm.

Your Playful / Trickster clears minion waves like Chuck Norris farts.

Post Rabadon's Deathcap, you'll one shot entire waves.
Do it.
If you don't farm at least 250-300+ minions in a game you either beat the other team really fast or you failed miserably.
If your team doesn't need you, take time to push lanes without over extending.

FARMFARMFARM. You can push a lane in minutes, and that gold really helps an expensive build like this.

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Work in progress, and always willing to take input.
I don't really know how to make the guide fancier as it is my first guide, please feel free to scold me for it and then tell me how to juice it up.

Also, don't vote without a comment, good or bad and at least give it a solid try. Also, don't blame me if you feed--Fizz is a poke till you nuke style champion. You can't always just throw your nuts on the table and hope a squirrel isn't hungry. Be careful, precise, but exploit any obvious advantages. Try to save surge for 1v1 tankier champs, it'll make a difference.

Also, get that red buff. Don't let that jungle hog your red as red buff is broken on Fizz. Helps pursuit with Urchin Strike, stacks with your attack speed/shred style and brings out the blue in your skin so well. Blue is helpful at early levels, but I find later on its not super important other than to keep you out in the fray. Let your Annie / Anivia / LeBlanc hog that one.