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Runes:
Domination
Sorcery
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Fizz
Get out of blind pick
Synergies
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...
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...
Nimble Fighter - Fizz's dexterity allows him to move through units and take less physical damage from basic attacks.
Urchin Strike - Fizz dashes through his target, dealing magic damage and applying on hit effects.
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. Seastone Trident is applied to all enemy units Fizz passes through during his dash.
Seastone Trident - PASSIVE: Fizz's basic attacks rends enemies on-hit dealing them magic damage over 3 seconds.
ACTIVE: Fizz's next basic attack is empowered, dealing bonus magic damage and gaining 50 bonus range.
If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks gain bonus on-hit magic damage for 5 seconds.
Seastone Trident resets Fizz's autoattack timer.
Playful / Trickster - SINGLE CAST: Fizz vaults towards the target location, becoming Playful untargetable for 0.75 seconds while balancing on his Trident. If the spell is not cast a second time, Fizz completes his vault after a brief pause and splashes onto the ground below him, dealing magic damage in a radius to nearby enemies and Slow icon slowing them for 2 seconds. Both dashes may be directed separately.
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.
Chum the Waters - ACTIVE: Fizz throws a lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, Airborne icon knocking aside surrounding enemies and Slow icon slowing them for 1.5 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.
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)
Urchin Strike - Fizz dashes through his target, dealing magic damage and applying on hit effects.
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. Seastone Trident is applied to all enemy units Fizz passes through during his dash.
Seastone Trident - PASSIVE: Fizz's basic attacks rends enemies on-hit dealing them magic damage over 3 seconds.
ACTIVE: Fizz's next basic attack is empowered, dealing bonus magic damage and gaining 50 bonus range.
If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks gain bonus on-hit magic damage for 5 seconds.
Seastone Trident resets Fizz's autoattack timer.
Playful / Trickster - SINGLE CAST: Fizz vaults towards the target location, becoming Playful untargetable for 0.75 seconds while balancing on his Trident. If the spell is not cast a second time, Fizz completes his vault after a brief pause and splashes onto the ground below him, dealing magic damage in a radius to nearby enemies and Slow icon slowing them for 2 seconds. Both dashes may be directed separately.
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.
Chum the Waters - ACTIVE: Fizz throws a lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, Airborne icon knocking aside surrounding enemies and Slow icon slowing them for 1.5 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.
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)
Flash Is a necessary spell on almost any champion, is great on Fizz as it can help his Playful / Trickster land on an enemy.
Ignite can help you all in early game, or secure kills throughout the game.
Teleport is also great if you would like to get around the map better
Ghost goes well with Celerity, as it gives you movespeed which helps with chasing.
Ignite can help you all in early game, or secure kills throughout the game.
Teleport is also great if you would like to get around the map better
Ghost goes well with Celerity, as it gives you movespeed which helps with chasing.
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 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.
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 Playful / Trickster first, Seastone Trident second, and Urchin Strike last. Always put a point in Chum the Waters at level 6, 11, and 16
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, 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.
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 Playful / Trickster, as it does Area of effect damage, never re-activate Playful / Trickster when waveclearing as that reduces the area of effect.
Fizz is great in solo queue, as his hard snowballing + his damage output can create a great solo carry if you get ahead early.
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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