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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
AS Fizz?


However! Your grandpa comes out swinging, catching the opponent by surprise, and gets a first round KO.
Yes, what I just described is about 90% of my AS





Bear with me and I will justify exactly why AS

If you want to get to the bread and butter number crunching, skip to the "Damage Output Analysis" section for an AS vs AP Fizz comparison!
A nobody, really. I'm currently in Silver II and steadily working my way up with AS
Fizz. My ranked record with him is 29 and 9 (about 75%). I used to play him AP but found that AS is much more effective. Also (I know it's an excuse, but it happened) about 5 or 6 of those losses were due to me disconnecting while playing on ****ty hotel wifi. Why did I keep trying ranked if I was DC'ing? Beats me...
My largest winning streak with AS
Fizz is 11 games.

My largest winning streak with AS

Pros:
+ Very strong early game; stronger than AP
Fizz.
+ Can save his
Playful / Trickster for escape, since he isn't reliant on it for damage.
+ One of the slipperiest champions available.
+ Great at roaming and ganking other lanes.
+ Better sustained damage than AP
Fizz throughout the whole game.
+ Relatively cheap items synergize very well with AS
Fizz.
+ Deals magic and physical damage as well as damage based off of percent missing health and percent current health. Very hard to protect against.
Cons:
- If you don't happen to win you will get blamed for the loss because you didn't go AP.
- Low total mana early and mid game.
- Squishy, but his evasiveness and mid/late game lifesteal help make up for this.
- Not a tank or bruiser, so those roles will need to be filled by other team members.
+ Very strong early game; stronger than AP

+ Can save his

+ One of the slipperiest champions available.
+ Great at roaming and ganking other lanes.
+ Better sustained damage than AP

+ Relatively cheap items synergize very well with AS

+ Deals magic and physical damage as well as damage based off of percent missing health and percent current health. Very hard to protect against.
Cons:
- If you don't happen to win you will get blamed for the loss because you didn't go AP.
- Low total mana early and mid game.
- Squishy, but his evasiveness and mid/late game lifesteal help make up for this.
- Not a tank or bruiser, so those roles will need to be filled by other team members.
Quintessence -
Greater Quintessence of Attack Damage x 3
Red - greater mark of hybrid penetration x 9
Blue -
Greater Glyph of Mana Regeneration x 9
Yellow -
Greater Seal of Armor x 9
The idea behind these runes are to make
Fizz, who is already strong early game, even stronger; and to make up for his most blaring weakness: mana.
The
Greater Quintessence of Attack Damage help a lot with last hitting early game, and helps ensure you win your very first skirmish.
Greater Quintessence of Attack Speed would also work. greater mark of hybrid penetration makes your W hit like a truck at early levels.
Greater Seal of Armor are to help you survive your early game fights, and are great to reduce minion aggro damage along with his passive,
Nimble Fighter.
Fizz's biggest draw back is his mana. If the opponent manages to survive your second or third QW combo, you're pretty much out of mana. Throw in a
Playful / Trickster or two and you won't even get a third QW combo off. I have tested AS
Fizz with and without the
Greater Glyph of Mana Regeneration. These Glyphs give you enough mana to ensure a third combo with your
Playful / Trickster or allow for a fourth QW combo to finish someone off.

Red - greater mark of hybrid penetration x 9
Blue -

Yellow -

The idea behind these runes are to make

The




Fizz's biggest draw back is his mana. If the opponent manages to survive your second or third QW combo, you're pretty much out of mana. Throw in a




I'm not going to go into detail here. I go 26/0/4. I get
Summoner's Insight
and
Meditation
in Utility. Then I go maximum magic and physical damage in the Offense tree. One setup I've considered is 16/14/0. This will still give armor and magic pen in the Offensive tree, but more survivability in lane.






On top of that, BORK gives AS which makes

Another amazing item on fizz is


The only other item I highly recommend for AS



Boots are completely dependent on your individual game. Get




If you are having trouble mid game vs an AP champion(s), I usually pick up

If you are having trouble mid game vs an AD champion(s), I usually pick up


I usually get


I take




I find it pretty easy to tower dive at level 3 with fizz, even if the opponent is at half health, unless they have a stun. It requires some smart timing of his skills but it can be pulled off every time. QW into the opponent. Auto attack them until they are just under 1/4 health. Ignite and E out. Ideally you watch the tower hitting you and attack as long as you can until the next tower hit will kill you. That's when you ignite and leave.
One last trick you can do to finish off an opponent under the tower is act like you're focusing on last hitting minions. Then flash towards them, QW into them, ignite for the kill, and E out. You can do this with taking zero or one tower hit and deal a few hundred damage.


Here is the goal for a teamfight:
- Keep an eye on the carry you want to kill and position yourself so you know how you're going to get to them.
- Stay behind your team and wait for someone else to initiate.
- Once the fight has started get to the enemy carry. I quite frequently use
Flash immediately followed by
Urchin Strike to get to him or her. They typically don't expect you to flash into the fight, so it usually catches them off guard.
- AS
Fizz's mid/late game damage is on par or better than an ADC's. So what ensures you kill the enemy ADC and not vice versa? Four things.
- Most ADC's will panic when a
Fizz is on top of them and try to retreat. This is ideal for you. Use any combination of
Urchin Strike,
Playful / Trickster,
Blade of the Ruined King active,
Flash, and
Chum the Waters to stay on top of them.
- If you can land
Chum the Waters on your target, then they are doomed. They will attempt to flee, but the slow and knockup will give you enough time to auto attack them to death.
- Your auto attack will kill most ADC's in three or four hits alone.
Urchin Strike has a 6 second cooldown at level 5. If you initiate with it, you can easily use it again during a chase, along with
Blade of the Ruined King's active.
- Most ADC's will panic when a
- Often, this method will put you far behind both teams. If this is the case, you can simply escape to the nearest jungle and wait to jump back in on the next priority target.
- If you are now being chased by other enemy champions, use
Urchin Strike,
Playful / Trickster, the active on
Blade of the Ruined King,
Flash, or even
Chum the Waters to assist in your escape.
To sum it up, all of your abilities (except for


If, for some reason, you are unable to get to the enemy carry, AS




It's a fact,
Chum the Waters (CTW) scares people. There have been plenty of times I should have lost a fight top but haven't simply because I used CTW. Here's an example.
I was at about 1/3 health and was facing a
Riven top. She was about 3/4 health. I initiated with CTW then QW'd into her. She tried to run, even though CTW was on her. This gave me ample time to lay on the auto attacks and wither down her HP. By the time CTW was done she was at 1/4 and couldn't do anything. If she had just attempted to fight me she would have forced me to
Playful / Trickster away and would have lived, thus wasting my CTW.
You may say, "Well, a good player isn't going to do that." Possibly. But I've seen it happen enough to know that it usually works. CTW scares people. It's a fact. I also feel like the opponent expects a jungle gank if you use CTW early in a fight. This psychology works in your favor.
Another thing to note about CTW is you need to have a good feel for its range to use it right. You can throw it over walls or corners to snare people to secure a kill. CTW stays on the target even if they flash away. If they have a spell shield it will prevent the 1.5 second slow, but not the knockup and damage.
One thing to note is that you can hit invisible targets with CTW.
Just don't forget to use CTW as a utility spell when playing AS
Fizz. Don't think of it as damage, think of it as an AOE slow and knockup (or even a fear, lol).

I was at about 1/3 health and was facing a


You may say, "Well, a good player isn't going to do that." Possibly. But I've seen it happen enough to know that it usually works. CTW scares people. It's a fact. I also feel like the opponent expects a jungle gank if you use CTW early in a fight. This psychology works in your favor.
Another thing to note about CTW is you need to have a good feel for its range to use it right. You can throw it over walls or corners to snare people to secure a kill. CTW stays on the target even if they flash away. If they have a spell shield it will prevent the 1.5 second slow, but not the knockup and damage.
One thing to note is that you can hit invisible targets with CTW.
Just don't forget to use CTW as a utility spell when playing AS

The first thing to remember is that
Fizz's passive,
Nimble Fighter, greatly helps him trade hits. That, plus
Seastone Trident make every one-for-one trade with your opponent come out in your favor.
First Minion Wave:
This strategy works for me almost 100% of the time. Kill five out of the six minions in the very first wave as fast as you can. Use your W to help kill them faster. Let your minions weaken the sixth enemy minion and last hit it. I do this for three reasons.
VS a Melee Opponent:
If your opponent is melee, use this trick to ensure you get First Blood. Perform what I stated above, but also watch your own minions health. When you see that your opponent is going to last hit one of your minions, auto attack him and back off. Your
Seastone Trident DOT will start to add up real fast.
VS a Ranged Opponent:
With a ranged opponent you aren't going to be able to push the first wave as fast without taking a lot of harass. Just play it a little slower, but still try to get level 2 before they do.



First Minion Wave:
This strategy works for me almost 100% of the time. Kill five out of the six minions in the very first wave as fast as you can. Use your W to help kill them faster. Let your minions weaken the sixth enemy minion and last hit it. I do this for three reasons.
- If you get some AA trades with you opponent during this first wave, having more minions than your opponent will result in more minion aggro towards them if they hit you.
- The reason I kill them ASAP is to get to level 2 before my opponent.
- I don't kill the sixth minion immediately because if you do you end up a little bit too close to their tower, and per LOL101, overextending is bad. Slowing it down on this last minion lets the next wave arrive about when this minion dies, preventing you from overextending.
VS a Melee Opponent:
If your opponent is melee, use this trick to ensure you get First Blood. Perform what I stated above, but also watch your own minions health. When you see that your opponent is going to last hit one of your minions, auto attack him and back off. Your

VS a Ranged Opponent:
With a ranged opponent you aren't going to be able to push the first wave as fast without taking a lot of harass. Just play it a little slower, but still try to get level 2 before they do.
If you followed my advice in the "Farming" section, you should hit level two before your opponent does. Now for the kill.
It's best to wait until they are heading in to last hit a minion. This works vs ranged and melee since you are going to
Urchin Strike into them. Here's the ideal situation:
Flash. Anticipate this and
Flash right after them and auto attack some more.
After you obtain the kill, push the lane into their tower, while being mindful of their jungler, and then immediately B in a safe location. You can show up in lane with your next items shortly after your opponent does and repeat this whole process.
Now, a very small percentage of the time this doesn't kill the opponent. However, they will be at very low health. If this ever happens, what I do is simply zone the opponent and let your
Health Potions take effect. If the opponent is at low HP and smart, they wont get near you because they know a single QW + auto attack will kill them. First Blood is ideal but zoning is acceptable.
It's best to wait until they are heading in to last hit a minion. This works vs ranged and melee since you are going to

Urchin Strike into the opponent, making sure you are between them and their escape path.
- Activate
Seastone Trident during the middle of your
Urchin Strike. This ensures you don't waste its active time while not attacking.
- Keep auto-attacking the opponent, making sure to stay in range of them.
- Use ignite when the opponent gets low.
- Pop your
Elixir of Fortitude if your health gets too low.


After you obtain the kill, push the lane into their tower, while being mindful of their jungler, and then immediately B in a safe location. You can show up in lane with your next items shortly after your opponent does and repeat this whole process.
Now, a very small percentage of the time this doesn't kill the opponent. However, they will be at very low health. If this ever happens, what I do is simply zone the opponent and let your

This is incredibly hard to do because it is highly situation based, and because these calculations deal with a lot of percentage-based stats. But I will do my best to show you the damage output of AS
Fizz vs AP
Fizz.
Assumptions
AS
Fizz Damage Output
AP
Fizz Damage Output
I also crunched the numbers with a
Rabadon's Deathcap and the enemy's final HP was 1197.
Even if you were to condense this to 3 seconds, still allowing AP
Fizz to get off his
Playful / Trickster and
Chum the Waters, AS
Fizz still comes out ahead. Additionally, if you extend the time out to right before AP
Fizz's cooldowns are reset, AS
Fizz will have dealt more damage due to his auto attacks.
Also, this didn't take into account the active on
Blade of the Ruined King.
Plus! AS
Fizz still has his
Playful / Trickster ready for escape. In this scenario, AP
Fizz does not.
And finally you need to remember that at rank 5
Playful / Trickster costs 130 mana. If you keep it at level 1 it's only 90.
Urchin Strike and
Seastone Trident are only 40 and 50 respectively, relatively cheap compared to
Playful / Trickster.


Assumptions
- No runes or masteries are taken into account.
- The opponent has 2000 HP, 100 armor, and 100 magic resist.
Fizz is level 9.
- AS
Fizz has one item,
Blade of the Ruined King (3200 gold). His Q is level 2, his W is level 5, his E is level 1, and his R is level 1.
- AP
Fizz has one item,
Lich Bane (3000 gold). His Q is level 2, his W is level 1, his E is level 5, and his R is level 1.
- This theoretical fight will last for 5 seconds.
- All numbers below are after armor and MR reductions.
AS

Urchin Strike deals 71 damage + 24 from
Seastone Trident + 150 from
Blade of the Ruined King + 51 from attack damage. Enemy HP 1755.
- AS
Fizz gets 5 auto attacks with the attack speed from
Blade of the Ruined King, each dealing 30 (up to 45 due to missing HP % from
Seastone Trident) + 150 from
Blade of the Ruined King. Enemy HP after the 5 attacks, 1005.
- If you add in
Chum the Waters you get 100 more damage, resulting in a final enemy HP total of 905.
AP

Urchin Strike deals 83 damage + 33 from
Seastone Trident + 55 from
Lich Bane + 39 from attack damage. Enemy HP 1829.
- AP
Fizz gets 4 auto attacks each dealing 35 (up to 41 due to missing HP % from
Seastone Trident). Enemy HP after 4 attacks, 1623.
Playful / Trickster deals 165. I'll give AP
Fizz the benefit of a doubt and say he was able to proc
Lich Bane a second time in this 5 seconds for another 55 damage. Enemy HP 1403.
Chum the Waters deals 240 resulting in a final enemy HP of 1163.
I also crunched the numbers with a

Even if you were to condense this to 3 seconds, still allowing AP






Also, this didn't take into account the active on

Plus! AS



And finally you need to remember that at rank 5




I prefer to go top as AS
Fizz because I can reliably take down the most common tops at level 2. However this
Fizz build is extremely versatile. You can go mid as well (no surprise) and you can also jungle. I don't even change any runes or masteries for jungling AS
Fizz, I just rush a
Madred's Razors. You can start blue or red buff and gank easily at level 2. Having two gap closers, great early game damage, and his passive make him an excellent jungler.




Hopefully I have convinced you of the viability of AS
Fizz. It may seem counter intuitive, but his kit works wonderfully with
Blade of the Ruined King. Playing smart as top AS
Fizz will result in you snowballing your lane.
Fizz's roaming potential and escape ability remain and you have a higher damage output. Why wouldn't you play AS
Fizz?





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