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Spells:
Flash
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Greetings
If you are reading this, then most likely you're a friend of mine who asked me how to play

Since he is my most played, I have accumulated quite an amount of experience concerning his playstyle. Giving this knowledge a quasi-physical form in a shape of a mobafire guide seems like a very convenient thing to me, since right now instead of covering every little thing I can just drop you the url leading here. That way you can learn the theory behind this adorable blue critter without me doing anything. That is convenient, isn't it.
If you're a random guy who lurked the depths of the mobafire Fizz guides and somehow ended up here, then I am afraid the whole thing won't seem very convincing to you. You're better up with solomid or toopro anyhow, they've got guides that mobafire can only dream of.
Let's start with a quick overview of what you want to do as Fizz:
- You want to get fed.

- You want to be an annoying little cu.nt to your enemy. He bullies almost all lanes so hard it's stupid. Denying farm and experience is part of every successful

- You want to try to get your other lanes get fed. Being a natural roamer,




The Very Beginning
Go mid. I won't be saying anything about top laner, or - god forbid - jungling

Most importantly, don't use your skill point yet.
Your most typical example of the beginning of the game is helping your jungler with one of the lesser jungle camps and then leashing him the buff camp. In such a case, you will want to level up your

If you're invading, which isn't certainly your thing, since you're just a poor little fishy with no reliable CC pre-6, you generally want to spend the point to learn

Invading teams ALWAYS show up before the time the lesser jungle camps appear, which is the reason you don't want to invest the first skill point by then. If you find yourself in a rather unsatisfying situation, proceed to learn how to E away.
Duh, the whole thing was pretty straight-forward. Why not just take

Thing is, most of the time you won't use it once during your level 1. It eats your mana like crazy, if you are going to spam it all day long since the very first character level then enjoy not having enough mana to even harass your opponent.


The Laning Phase (Pre-6)
We are assuming you took W as your first skill. This ability helps with last-hitting like crazy. The DoT makes it so you can pull a Cool Guys Don't Look At Explosions at most minions, which is not only awesome but extremely useful as well. Activating

Level 2. Take

Level 3. Now you're beginning to look like a broken piece of annoying **** you are (At least that is how things look like in lane). Just as soon as you hit 3 and you learn all your skills, WQ your lane opponent and quickly E away. Do it always, in all games. Unless, of course, your lane opponent is a Ryze under his tower. In a vast majority of your games though, WQ+E-away should be the beginning of your third level.
The fun thing here is that your opponent will be now at a little over half health. 70% of games you can kill your enemy if he gets too close after this. Since this time your E will be used offensively and you still have your Ignite, you can imagine that the kill potential in this situation is extremely apparent. Most of the time your opponent won't be so stupid as to give you a kill, which is why he becomes extremely cautious after your Harass Combo. He has to wait till his


Continue to be an annoying little blue fishy. If they get too cocky, WQ+E-away to scare them off. Important point-and-click spells, say




The Laning Phase (Post-6)
Roam.
When you play


Wards don't stop you. Most of the time they are going to be at the entrance to the river. When roaming, go the


If not roaming, you are going to do everything you did until now, but even better. WQ+E-away your opponent when given a chance. That makes them somehow low, at least when it comes to bursting them down with a


Teamfights
Your role here is what every assassin in the game has to do. Wait till the battle breaks out, find a dislocated squishy part of the enemy team, kill it within 0 seconds and back out.


As

---
If you, by any chance, find a lone enemy champion (who is NOT a tank) in the jungle, hit him with


ITEMS:
At the very top of the guide you can see the item build you will build in majority, if not all, of your games. That is

Double Doran Rings add that little bit of survivability you need at the beginning.




Most of the time you will want to return to your base when you have enough for double dorans and some useful consumables (namely couple of




What else?
After collecting your core you become a humongous threat. A Rabadon's + Lich Bane


Bursty mage's best friend. Consider building


An overall amazing item. It lets you actually engage in fights with



Against situations when the enemy team has a fed physical/magical damage dealer.
WHAT TO FINISH MY BUILD WITH?


And the items mentioned above are all great choices.
USE ONLY IF GETTING CONSTANTLY EATEN ALIVE FROM THE VERY BEGINNING:

If after the laning phase your score looks like 0/5/0 rather than 5/0/0, then let's face it, there isn't much you can do. Fortunately you can dish out some damage even in such a case, but getting all the money for a


MASTERIES
I use my standard AP Carry rune page for

My reasoning behind going for Utility is


At the beginning I recommend spending the 9 points in Defense as it considerably improves your survivability and thus helps in learning the champion.
Against heavy damage laners with which


And if you are really looking for fun, try 29/0/1, taking



RUNES
There isn't really much you can do here.
Marks are pretty much obvious, due to the fact there is simply no other choice for a heavy AP champion other than the penetration.
There are several paths you can take with Seals.
- You are melee, and thus you are prone to take a bunch of autoattacks on your face. Consider taking Armor.
- When new to Fizz, you will probably be unfamiliar with proper managing of his mana pool, thus think about Mana Regen.
- You can also, like me, go with Health/level seals to gear against magic damage-dealers even more. Health is what matters against bursty wizards, and at level 18 you will find yourself having an extra Ruby Crystal that doesn't take an item slot.
Glyphs can also be a topic for a discussion:
- A mixture of scaling and non-scaling Magic Resist can be crucial against difficult laners and ensure extra survivability.
- I like boosting my damage with glyphs.

Quintessences present choices as well:
- Movement Speed is good on everyone. I would not use them in case of

- Health Regen can provide a huge boost to your survivability.
- Ability Power seems like the best choice for reason I've already explained before.
IN GENERAL: STATISTICS HIERARCHY
- What

- The second most important skill would be Magic Penetration, due to his damage being 90% magical.
- Offensive statistic that comes third in

- Defensive values such as Armor, Magic Resist and Health should be placed here.
And everything else doesn't really matter.
Please DO remember
that you do NOT need Attack Speed on him. DoT on

Same goes for Spell Vamp:
-

-


YOU'RE GOING TO HAVE A HARD TIME AGAINST THOSE:

This little girl here relies on her stun. Even though you can negate



WHAT DO: 9/21/0 Masteries, preferably more defensive approach when it comes to runes. Magic Resist glyphs are a must. Consider Health Regen quints. Your jungler has to camp your lane, try to feed off other lanes.

It is impossible for you to kill him. It is extremely hard to roam when up against him.


WHAT DO: Do EVERYTHING YOU CAN to make him go back to his base, and then go roaming. It is going to be extremely hard, but is practically the only thing you can do.


Champions you simply cannot fight. Pantheon blocks most of your damage and can harass you from distance. Talon has a silence.
WHAT DO: Armor seals, 21/9/0 or even 9/21/0 masteries. Roam a lot. Ask jungler for a very early gank.
MIND THOSE GUYS:

Treated as a natural counter to

HOW TO WIN: Play VERY cautiously at the very beginning. Start playing VERY aggressively once you are 4. You want to kill this guy over and over. Use the time just after he uses his snare on you to teach him a lesson.

You cannot avoid



HOW TO WIN: You will want to harass him a lot just before you both hit 6. At 6, kill him before he has chance to react. After 6 do NOT towerdive, unless you are confident your WQ will kill him immidiately.
FIZZ STOMPS ALL OVER THOSE GUYS:










And generally everything that relies heavily on abilities you can avoid by pressing E.
Generally people consider
Playful / Trickster as
Fizz's "escape", but actually three of his abilitites are escapes.
If a scary guy is chasing you, drop a fish on him and he will not heavy any hopes of catching up.
Urchin Strike moves you forward a set distance. When escaping, try to take routes by enemy minions, and use Q on them to be even further away from the enemy. When surrounded by enemy champions, simply
Urchin Strike by the one who is on the way to safety. This ability makes it impossible for enemy champions to "cut off" your escape.
Playful / Trickster can, of course, be used to jump over walls. All but the thickest ones can be jumped over using this ability. What is most important:
- It is possible to jump over
Baron Nashor /
Dragon walls.
- It is possible to enter Blue and Red through their walls (though there are places in the walls where it is impossible. See for yourself)
- It is impossible to jump over the Base walls.
- It is impossible to enter the Wraith camp directly from the middle lane.
As
Urchin Strike moves you a set distance, when used behind your enemy, can be used as a disengage (Maybe escaping from a tower).
Please do remember that
Playful / Trickster immediately ignores any turret shots on you. That makes
Fizz the only champion who sometimes wants to towerdive simply to HARASS. (Do NOT use against Ryze, unless he used
Rune Prison just before)
When up against someone like
Lux or
Morgana, generally champions with important skillshots, taunt them. Do not hide behind your minions, make it so it should be easy to land the binding on you. If they use it, immidaitely use
Playful / Trickster to jump RIGHT ON THEIR FACE, as they are now without a tool to defend themselves.
Use
Urchin Strike on targets in front when you have to quickly reach the ones at the back.
Consider playing
Fizz mid when you have a
Galio support/top on your team.
Idol of Durand will gather people close to each other, allowing for
Chum the Waters to hit multiple targets.


If a scary guy is chasing you, drop a fish on him and he will not heavy any hopes of catching up.



- It is possible to jump over


- It is possible to enter Blue and Red through their walls (though there are places in the walls where it is impossible. See for yourself)
- It is impossible to jump over the Base walls.
- It is impossible to enter the Wraith camp directly from the middle lane.
As

Please do remember that



When up against someone like



Use

Consider playing




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