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Runes:
Domination
Sorcery
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Fizz
Get out of blind pick
Ideal
Strong
Ok
Low
None
Introduction



Domination Tree:
Electrocute - Great rune, helps with burst and gives you greater all in potential.
Sudden Impact - An amazing rune for
Fizz, gives him extra burst and works on both his
Playful / Trickster and
Urchin Strike
Eyeball Collection - It helps with snowballing, which translates into
Fizz absolutely avalanching on the enemies.
Ultimate Hunter - It gives
Fizz Cooldown Reduction on his
Chum the Waters, which is great since it is nearly needed to one shot enemies.
Relentless Hunter - An optional rune to help you get to places quicker.
Sorcery Tree:
Celerity - Overall a very good rune, and it gives extra AP for his burst.
Transcendence - This is optional, but is a good rune to take if you want more Cooldown Reduction
Scorch - It gives you a burn, on top of your W burn, and your ignite burn, and your corrupting potion burn...











Sorcery Tree:





Fizz dashes through his target, dealing 100% Attack Damage physical damage plus 10/25/40/55/70 (+55% Ability Power) magic damage. This spell applies on-hit effects.


ACTIVE: Fizz's next basic attack is empowered, dealing bonus magic damage and gaining 50 bonus range.
If




DOUBLE CAST: Fizz dismounts his trident without pausing, allowing him to perform both dashes in a quick succession. Upon landing, he deals damage to nearby enemies. The damage dealt is the same as the single-cast version, but with a smaller radius and without applying a slow.

GUPPY (<455 range} - 40% slow, 200 eruption radius and 150 unit knockback distance.
CHOMPER (455-910 range): 60% slow, 320 eruption radius and 250 unit knockback distance.
GIGALODON (>910 range): 80% slow, 450 eruption radius and 350 unit knockback distance.
GUPPY DAMAGE:
150 / 250 / 350 (+ 60% AP)
CHOMPER DAMAGE:
225 / 325 / 425 (+ 90% AP)
GIGALODON DAMAGE:
300 / 400 / 500 (+ 120% AP)






Fizz has many unique combinations, here are a few
Use
Urchin Strike and while travelling to the enemy, use
Chum the Waters to cancel your
Chum the Waters animation. This can surprise enemies who were unaware that you were throwing a skillshot at them.
For early game harass use
Urchin Strike, instantly use
Seastone Trident, Basic attack, into
Playful / Trickster to either land on the enemy if you know you can finish them with
Ignite, or use
Playful / Trickster to escape.
To Late game 1 shot use
Chum the Waters at distance, instantly use
Hextech Rocketbelt, to deal small damage or get closer to the enemy,
Urchin Strike to finish the gap,
Seastone Trident for some on-hit damage, then
Playful / Trickster to finish the enemy.
Use



For early game harass use





To Late game 1 shot use





You either get
Seastone Trident or
Playful / Trickster first, depending on if you are looking to waveclear or free farm. If you want waveclear or short trades then get
Playful / Trickster, if you want to have and extended fight or freefarm you may want
Seastone Trident
You always max
Playful / Trickster first,
Seastone Trident second, and
Urchin Strike last. Always put a point in
Chum the Waters at level 6, 11, and 16




You always max




Before level 6,
Fizz just wants to get farm, or all in with
Electrocute and
Ignite, and he does a lot of burst damage that can surprise enemies, and get fizz and easy kill.
Post level 6,
Fizz needs a
Hextech Revolver to 1 shot enemies, and he also needs to land his
Chum the Waters, and if he has both of those things, he is nearly guaranteed to 1 shot squishy enemy champions.
In the mid game,
Fizz just wants to roam bot lane and try to get multiple kills to start his amazing snowball. If an Infernal Drake is up, you need to get that, remember to get deep wards near enemy raptor camp, or on the
Rift Scuttler, since you can nearly always land
Chum the Waters if you are in the Fog of war.
In late game, your main job is to get picks on squishy enemies,
Fizz isn't the greatest at teamfighting, but if you have to group just try to hit a good
Chum the Waters and assassinate an enemy, use
Zhonya's Hourglass after you engage in order to help your team position.



Post level 6,



In the mid game,



In late game, your main job is to get picks on squishy enemies,



The easiest way to farm on
Fizz is to last hit minions with a basic attack +
Seastone Trident, as it does more damage than an auto attack, and will reset to 1s if you last hit with it.
If you need to waveclear, use
Playful / Trickster, as it does Area of effect damage, never re-activate
Playful / Trickster when waveclearing as that reduces the area of effect.


If you need to waveclear, use



In all,
Fizz is a great mid lane AP assassin, his new
Seastone Trident doesn't favor his burst damage, but in the end you can still 1 shot enemies. His Solo Queue play is great, since enemies get tilted after getting 1 shot, and
Fizz Snowballing is great. He is a great solo carry, and his mid game is amazing, the 8.15 buffs to his ultimate and W may but his back into the A+ tier mid lane/top lane roles.



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