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Spells:
Ghost
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction

*Also I will try to update this guide if it gets popular and try to change it up as time goes by.*

Fizz's Lore:
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.
These are my runes I use, and its been working with how I play. It seems to work with my play style with Fizz. The runes are self explanatory.
Flat AP Quints to get some AP from the start.
Magic Pen Marks who doesn't love some magic penetration?
Mana Per/Lvl Seals so I don't run out of mana really early.
AP Per/Lvl Glyphs since they scale into late game.
*As for other i can see other runes viable but I haven't put much thought into it. As of now its to be continued later.*
Flat AP Quints to get some AP from the start.
Magic Pen Marks who doesn't love some magic penetration?
Mana Per/Lvl Seals so I don't run out of mana really early.
AP Per/Lvl Glyphs since they scale into late game.
*As for other i can see other runes viable but I haven't put much thought into it. As of now its to be continued later.*
Masteries
Again just as the runes were, these are the masteries that I use when I play with Fizz. These runes utilize 21/0/9 setting. Of course taking all the AP in the offense and getting the magic penetration. In the utility, I grab some movement speed since Fizz is kind of on the slow side without any shoes.
Summoner Spells
I grab
Ghost and
Ignite. Using
Ghost to escape or either get to other teammates to gank. I grab
Ignite to get a secured kill early on, and to do some damage to enemy champions that are running away that are escaping their deaths. I haven't tried
Flash with him, but it would work with trying to escape as well or to close the gap on an enemy. Also i heard that surge is a good skill to use as well. The AP boost and the Attack Speed will help with his 'W' Skill, and the AP will help with his other skills as well.
Again just as the runes were, these are the masteries that I use when I play with Fizz. These runes utilize 21/0/9 setting. Of course taking all the AP in the offense and getting the magic penetration. In the utility, I grab some movement speed since Fizz is kind of on the slow side without any shoes.
Summoner Spells
I grab






Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.

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 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550

Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600

Fizz hops into the air, landing gracefully upon his spear 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 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving 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 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400

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 that can bind itself onto enemy champions, slowing their movement by 50/60/70%.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
Cost
150 Mana
Range
1275
I start out with
Doran's Ring so i can get some more AP, some Hp, and some mana regen. Why i grab it? Because Fizz is extremely squishy early on, so more Hp will help him stay in lane long enough. Also some AP and mana regen will help him do some damage and the regen will help with his low mana at the start. I usually don't follow the order i put the items in but i usually try to follow it. Also it depends on my farm and if I got some kills as well. That will affect the outcome of how my build goes along and what i try to buy first. The reason I get
Malady is to get some attack speed for his 'W' skill without going crazy with attack speed. With
Malady I can do some damage with 'W' and still focus using the other skills. Rods of Ages for some HP, Mana, and some AP.
Rabadon's Deathcap For more AP.
Lich Bane for some bursting powers :D Lastly
Guardian Angel is for really late in the game, for some armor and the passive to get reborned. I pretty much put the {[guardian angel]] in for a sixth item, but just because I put it in there doesn't mean its useless. I just put it there as a good sixth item to go with. Other items can be substituted in instead of
Guardian Angel. I pretty much use that sixth item slot for any items that seems viable against the enemy team.







Laning
Fizz can be very aggressive early on in the game. Even though he doesn't have much of a poking ability, he can be played aggressive. As for poking I try to use 'Q' and 'W' to do some damage. If I overextend I use my 'E' to get back.Try to farm as much as you can. I find it kind of difficult to farm since other champions could poke at me trying to get some CS. What I found about laning and farming is to use my 'W' Skill so it does the damage over time so you can secure the last hit against your own minions and or other champions. While pushing towers, I find that Fizz can't really hurt the turret much so don't try to push turrets with him by yourself.
Team Fights
In team fights, i usually postion myself in the middle of my group, i try not to initiate first. If i do, i usually throw out my 'R' Skill to slow down the enemey. Then i activate my 'E' to get close, following up with 'W' get some auto attacks in, then to close the gap with 'Q.' So you can say that it goes a little like this, "R > E > W > Auto Attacks > Q." I don't activate my 'W' early since if the enemy is ahead of me and by the time I reach the enemy the 'W' is already gone and on cool down. Also 'E' can be used to dodge some damage, and also to get away from ganks or death. From what i find from using the 'E' Skill you can jump over some walls, but not all of them. I find it very weird that i can jump over walls but i cant jump down from a "ledge" by the river on the bottom lane.
Fizz can be very aggressive early on in the game. Even though he doesn't have much of a poking ability, he can be played aggressive. As for poking I try to use 'Q' and 'W' to do some damage. If I overextend I use my 'E' to get back.Try to farm as much as you can. I find it kind of difficult to farm since other champions could poke at me trying to get some CS. What I found about laning and farming is to use my 'W' Skill so it does the damage over time so you can secure the last hit against your own minions and or other champions. While pushing towers, I find that Fizz can't really hurt the turret much so don't try to push turrets with him by yourself.
Team Fights
In team fights, i usually postion myself in the middle of my group, i try not to initiate first. If i do, i usually throw out my 'R' Skill to slow down the enemey. Then i activate my 'E' to get close, following up with 'W' get some auto attacks in, then to close the gap with 'Q.' So you can say that it goes a little like this, "R > E > W > Auto Attacks > Q." I don't activate my 'W' early since if the enemy is ahead of me and by the time I reach the enemy the 'W' is already gone and on cool down. Also 'E' can be used to dodge some damage, and also to get away from ganks or death. From what i find from using the 'E' Skill you can jump over some walls, but not all of them. I find it very weird that i can jump over walls but i cant jump down from a "ledge" by the river on the bottom lane.


pictures of my match history while playing with

Thanks for taking time to read this guide, any criticism is welcome since it is my first and so I know what I need to work on in this build. I will try my best to update this as Fizz grows in the League.
*This is only the beginning stages of development, when I find more time and play with Fizz more with different builds I will try to shed some light and some of my knowledge with you guys. I will also try to update this guide with more pictures and videos if I find them very useful. As of right now, it's just a frame that I can work with and around.*
*This is only the beginning stages of development, when I find more time and play with Fizz more with different builds I will try to shed some light and some of my knowledge with you guys. I will also try to update this guide with more pictures and videos if I find them very useful. As of right now, it's just a frame that I can work with and around.*
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