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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability

Good day Nytrite here and welcome to my first ever MobaFire guide "Let Me Fizz You Up | A Fizz Guide". This guide will help you learn more about


Also please put in mind that you can change some of preferred items, runes, masteries, etc. in here, it all comes down to personal preference. So again welcome to my guide and I hope that I will be able to help you every step of the way onto learning while also enjoying

WARNING: This fish may look funny or nice but when it steps into the Fields of Justice, it may be the reason for your end.
(I just saw that on Youtube and thought that it would show you how fun he is.)

Finally Reached the TOP!

Couldn't have done this guys without you. Thanks for the continuous support. And in return I'll promise to update this guide more frequently, in order to help people learn how to use/play and enjoy with



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21/9/0 so that I can survive trades early game, and since

The 21 points in the Offensive tree is pretty much self-explanatory.

-
Summoner's Wrath - Since we take
Ignite we put 1 point here for the bonus 5 AP and AD(will greatly help in farming) while it is on cooldown.
Sorcery- It's cooldown reduction. We want it. We need it. And since
Fizz'
Playful / Trickster has a very long cooldown, this would somehow compensate for it.
-
Blast - More Ability Power? Yes please.
-
Arcane Knowledge - Since the new S3 changes, having Magic penetration early on is a BIG help.
-
Havoc - Increases the damage we deal, which will be very useful in lvl.1 skirmishes/teamfight.
-
Mental Force - Every bit of AP counts.
-
Spellsword - This coupled up with
Seastone Trident we will be able to deal loads of damage even only with just auto attacks, this will also help us in last hitting/farming creeps.
-
Archmage - Increases the current amount of AP we have.
-
Executioner - Pretty much self-explanatory, helps us kill enemy champions and minions/neutral creeps more faster once they are below 40% health.
Defensive Tree
-
Durability - As the game progresses, we will be able to benefit more from this.
-
Hardiness - The armor we get from this coupled up with our passive, we will be able to take reduced damage from auto attacks(from minions, champions and creeps).
-
Resistance - The Magic Resist will help us survive more in lane since we are against another AP champ anyway.
-
Veteran's Scars - Admit it, we need the health early on. We need the health to survive those pesky burst champions.

Utility Tree
-
Summoner's Insight - This will reduce the cooldown of our
Flash, which means, less cooldown, more usage
Flash.
-
Meditation - Mana regen is pretty much very useful, again, the mana will help you to spam his abilities a bit more.
-
Mastermind - We really need the cooldown reduction on
Flash and
Ignite.
-
Expanded Mind - Since you're still new to
Fizz, the mana will help you to spam his abilities a bit more.
-
Runic Affinity - Since you would be asking for the Blue Golem Buff very often from your jungler(I promise, you will definitely need the blue buff). This will increase the buff's duration on you, which means, which will allow you to spam more.



Viable Summoner Spells

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Other Viable Summoner Spells

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Back then I used ![]() ![]() ![]() ![]() Summoner Spell to replace: ![]() |
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I'm pretty much neutral with ![]() ![]() ![]() ![]() Summoner Spell to replace: ![]() ![]() |
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Here it is, one of the most debated Summoner Spell for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summoner Spell to replace: ![]() ![]() |
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Since many have been asking if ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summoner Spell to replace: ![]() ![]() |
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Runes





![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() You can also replace this with ![]() ![]() ![]() ![]() ![]() |



Or you could balance all the abilities, which can really help your harassing combo and will greatly help you with last hitting thanks to that passive form

I put 1 point in





Abilities

One of my favorite passives in game,



You will be able to ignore unit collision and takes 4/6/8/10/12/14 less damage from basic attacks, meaning that you might actually survive even if there are a bunch of minions surrounding you and your opponent.

(Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Additional Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds




Tips:
Urchin Strike procs on-hit effects.
Urchin Strike pops Spell Shield.
Urchin Strike will damage
Black Shield but
Fizz will still dash to his target.
Urchin Strike procs spell vamp and
Rylai's Crystal Scepter's slow similarly with all abilities that convert the entire attack damage in magic damage.
- It is possible for Fizz to dash past his target if
Urchin Strike is used when the target is close to
Fizz.
Urchin Strike can be used to dash through walls, provided that
Fizz has vision of his target on the opposite side.
- Once he has hit the target of
Urchin Strike
Fizz can no longer dash through walls, even if he has not traveled the full distance.
Urchin Strike will proc and apply effects from items like
Sheen and
Lich Bane.
Urchin Strike will NOT apply a
Sheen proc if
Urchin Strike itself activated the
Sheen passive. However, it WILL do so on a
Lich Bane proc.

(Passive): Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration. The total damage caps at 270 against minions and monsters.
(Active): Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds to his opponents.
Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) (+4 / 5 / 6 / 7 / 8 % of target's missing health)
Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)
Cost: 40 mana
Cooldown: 10 seconds

Tips:
Seastone Trident does not proc on-hit effects.
Seastone Trident does not pop Spell Shield.
Seastone Trident will damage
Black Shield.
Seastone Trident does not proc spell vamp or
Rylai's Crystal Scepter's slow for neither the damage over time nor the on-hit damage component.
Seastone Trident does not affect turrets or other structures.
Seastone Trident does not stack. Subsequent applications will refresh the duration of the DoT (and Grievous Wounds if the ability is activated).

(Active)(Playful): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds;then
(Active)(Trickster): Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Wanna know what's the most fun ability of


Tips:
Playful / Trickster does not proc on-hit effects.
Playful / Trickster procs spell vamp and
Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
Playful / Trickster pops Spell Shield.
Playful / Trickster will damage
Black Shield and the slow will be negated.
Playful / Trickster does not break tethers like
Fiddlesticks's
Bountiful Harvest or
Swain's
Decrepify.
- Playful/Trickster can be used to jump through walls.
Playful / Trickster makes
Fizz untargetable by spells or effects such as
Karthus's
Requiem or
Caitlyn's
Ace in the Hole.
- Trickster does not slow enemies hit, unlike Playful's secondary effect.

Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %



Tips:
Chum the Waters procs spell vamp and
Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
Chum the Waters pops Spell Shield.
Chum the Waters will damage Black Shield.
Chum the Waters interacts with spell shield in a particular way:
-If the fish is thrown onto a target with an active spell shield, it will pop the spell shield but the fish will drop to the ground. The shark will still appear and deal damage around the fish after the normal delay.
-If the fish is thrown onto a target without an active spell shield, the target will be slowed. If the spell shield activates while the fish is already latched on, the slow will remain but the shark's damage and knockup will be negated, consuming the shield.
Chum the Waters's initial slow can be removed by
Cleanse and
Remove Scurvy.
- Using
Quicksilver Sash will remove the slow and will drop the fish to the ground.
- Both of the effects can hit stealthed units, but they will not reveal them.
Chum the Waters deals 6 true damage over 1.5 seconds as a countdown before the knockup.
Chum the Waters's secondary effect will activate immediately if the main target dies.
- The fish will stay latched on and travel with its target, even if they use
Flash or
Teleport.



Starting Items

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You will really need the mobility early game, plus the 3 ![]() ![]() ![]() ![]() ![]() |

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Also a great starting item, you would definitely want this if you're going again burst champions(e.g. ![]() ![]() |

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This starting item would only give flat AP, and a little sustain(if you buy a ![]() |

Core Items
Item Sequence






Rabadon's Deathcap
3600

Lich Bane
3200

Guardian Angel
3200

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These boots are pretty standard for ![]() ![]() |

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It's a must have on any AP caster in order to have that extra damage. This is like the ![]() |

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There is only one reason why we need this item, it's because it makes our ![]() |

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We simply get this item for the passive and the extra Armor and Magic resist it gives, the passive on this item really synergizes with our ![]() ![]() ![]() |

Other Core Items

That passive coupled with our ![]() ![]() ![]() ![]() |
Right now, this would be the best pick for ![]() ![]() |

Situational Items

Only get this if there are only 2 or 1 AP champ in your team, otherwise ![]() |
Good item, although you would only wan't this if you need the armor, because other than that, ![]() ![]() |
This item coupled up with your ultimate, will help you kill you opponents like BOOOOM! The health and penetration will be really helpful and the passive like I said will have great synergy with your ult. |
We would really need that passive, plus the magic resist, and it also gives reasonable amount of AP, great item. This item would be a great help to your team, since it lowers all enemies around ![]() ![]() |

Situational Tier 2 Boots

The reason we would only pick this over ![]() ![]() |
Only get this item if you're having a hard time facing with your enemy lane(e.g. ![]() |
Although you already have your ![]() |

Tier 2 Boots Enhancement

Great pick if you would want more movement speed. Great for ![]() ![]() |
This would be my pick, since every time you land a spell or basic attack to a target you gain 12% more movement speed, which will greatly help you chase down targets. |
Great pick if you want more cooldown reduction added for your ![]() ![]() ![]() |
Pick this if you're losing and you need the movement speed boost to help you defend your turrets and base, or if you just really want to easily roam the map, and go back to lane much more faster. |



Early Game

As


If your sure that you can win a trade go for it, harass as much as possible so that you will be able to push your lane and help other lanes, but also keep in mind to conserve some of your mana. If your having trouble with your opponent (example




What to do when your jungler ganks:
The first thing you would want to do is to never give away the position of your jungler, when he comes to gank act as normal as possible, you could last, poke your opponent a little(but not too much, so that he doesn't back off).
Next thing to do is think: Should I be the one to engage first?
If your jungler has plenty of CC and has a gap closer(e.g.





If your jungler lacks CC, it would be advisable to engage first, try land




Tip:
As



Mid Game

Mid game usually starts when players start to roam and when the outer turrets have been destroyed, at this point, Never ever go alone, and always stay with your team mates. Also take farming as a priority and always ask for the blue buff. Also little skirmishes will be happening often so it's better to always have your


Late Game

At this point you would be able to easily kill squishy targets and push(with the help of


What to do in teamfights:
First thing to remember is to always stay at the back and let your tank/initiator to go first, then look for the most fed AD carry or AP carry champion and focus him/her. If there is not any champion that is fed, just focus the most squishy targets(AD carry, AP carry). Now that the AD carry and AP carry is dead, also try to kill their other team mates.
If your team is losing the team fight immediately tell them to back off, regroup, and retreat,
try to figure out why you lost and try to teach others what to do next time. And just try to focus on pushing and securing dragon and baron for now, when you feel like you have already become strong enough, try to force a team fight, but don't forget proper positioning. You just need more cooperation.



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![]() ![]() ![]() ![]() ![]() ![]() Starting Items: ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() Starting Items: ![]() ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() Starting Items: ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() Starting Items: ![]() ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Starting Items: ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() Starting Items: ![]() ![]() |
(To be updated)




(This result came from luisbravo1, great job!)


Here's the result of Xavier1012, thanks for sending me your result :). You did great.


Thanks Nikioge for your result. Great job ;).


Thanks Arnereus, for sending me your awesome results :D


Thanks Arnereus for sending me your great results.


Thanks Fizzieh for sending me your results.


Thanks RihSky for sending me your results too.


Thanks Ra1nMak3r for the great results.




So overall

Please try my guide before voting.
If you like my guide, feel free to vote and comment. If you don't like my guide, you can tell me why so that I will be able to improve it, criticisms will be of great help. Hope this guide has helped you somehow.
Also I wanna give a big thanks to jhoijhoi for her big help thanks to her guide and also her dividers, thanks jhoijhoi, if you want to visit her guide that helped me click here, I also wanna thank Tinystar for the awesome banners, you can find her Signature Shop here, for a big help. Also I wanna thank JumpInThePack for the video up there, hope you don't mind if I use it :). Also Ciderhelm for the "Don't Feed Fizz" video.

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