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Fizz Build Guide by TheRealPickle

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League of Legends Build Guide Author TheRealPickle

Let's get Fizzical! Bruiser Fizz!

TheRealPickle Last updated on December 4, 2014
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Team 1

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: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Fizz with this build

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Threat Champion Notes
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Hello there! My name is TheRealPickle, and I am a silver 5 player on the Europe West server. Now, I know that you're thinking that I'm low rank, and have no need to be making a guide. Well, I fully understand that, and leave now if you don't want to hear me out. But I will be showing you a great way to stray away from the meta, and easily carry while doing it. So without further ado, I give you this guide on AD Fizz.

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Greater Mark of Hybrid Penetration x9
Greater Seal of Armor x9
Greater Seal of Scaling Magic Resist x9
Greater Quintessence of Attack Damage x9
These runes are a good choice for many ad casters, as they give great hybrid penetration for getting into fights. The scaling magic resist is very useful for late game because the AP champions will start to fight you and deal a high amount of damage. If against an AP top ( , , etc) you COULD swap out for Greater Glyph of Magic Resist but I feel that Fizz has enough early game damage to beat these champions.

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Pros / Cons

  • Great damage all game
  • Good initiator or follow-up initiator
  • High outplay potential
  • Difficult to catch and kill
  • Healing reduction

  • Not as much burst as AP
  • Ult isn't as useful, only used for disruption

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Taking this ability sequence maximises your damage as AD Fizz, maxing W first gives you a fantastic DoT (Damage over Time) and heal reduction to boot. Your Seastone Trident is the main reason that AD Fizz works, by getting attack speed and auto attacking you keep on applying more stacks of W, making the enemy take more and more damage over time.
Your Urchin Strike (Q) is maxed second to give a shorter cooldown and even more mobility.
Playful / Trickster is maxed last because invulnerability and slow are the only useful things about it.
As with all champions, take ranks in R at levels 6,11 and 16.

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Summoner spells

Flash, in my opinion, is the best summoner spell for most champions, including Fizz. This summoner spell allows you to escape and engage easily, making you even more slippery than you already are. It allows for jukes and ways to assassinate those pesky carries as soon as possible. The great thing about Fizz with this spell is that he can escape easily after he has used it, unlike many other bruisers. Tl:dr Flash is the best, take it.

With this summoner spell, you can easily get first blood even at level 1 and simply carry the game by snowballing. This summoner allows you to reduce two champion's healing effects rather than one. VERY useful when teamfighting against healers+adc, as you can jump on the adc and ignite the other healer at the same time, allowing them to stay alive for the shortest time possible. Tl:dr, ignite is incredibly useful, take this in most scenarios.

While I do not have much experience with this spell on AD Fizz, on AP Fizz it is very useful for much of the same reasons. Let's say one of our lanes lost and the enemies are fairly pushed. You teleport in from behind, and make a comeback for your team. Simple as that. Very useful if you are being harassed out of lane by a poke champion, or if you are in a difficult matchup and need to get ahead in farm because you died (Shame on you!) Tl:dr, Teleport is good if your allies may lose lane, and is good against counters. Take it in these cases.

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