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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
Today we are going to writte a

Like always, I will start with a short introduction for all, to try to understand this champion and his main role for what it was designed.
In short words Fizz is an AP killer extremely powerful and one of the most mocking champions that can exist.
Also I dare to say and without exaggerating that it's one of the hardest champions to play. Why? Because with Fizz you can not relax, you have to be always aware, you can not let the enemy to catch you under any circumstance. The art of evasion is your strongest asset and if you learn master, you will become a killing machine.
Unlike others squishiest champions who fight from the distance, Fizz must lie melee to inflict damage and audacious enough to escape. That means get into the battle and get out, It seems difficult but it is not, if we think that is carried out properly.
You can inflict a high burst of damage almost spontaneously, strong enough to delete any enemy before he can execute any action. Not only that, you also call the attention of your enemies trying to chase you, making them waste time and giving it to your team.
The important is to understand that with Fizz is not so hard to learn what each skill does, but rather how to use them: In which moments, situation, with whom. To learn that, is not required skill to type faster but rather to think tactically and boldly. You need to develop in the game a sixth sense.
If you've never played this champion, the most sure is that the first games will be a disaster... but don't give up!
Note: This guide is newly written, not fully mature and complete!!! I need time to cover many aspects and details, but for a first presentation is more than enough!
Fizz Mid
Pros
![]() + High burst damage! + Carries Games! + Counters most mid laners! (included AD mid laners). + Hateful! xD + Strong ganking capability! + Great mobility! + CC for everybody! |
Cons
![]() - CC is strong against him.. - Hard to master completly.. - Squishy.. nothing in this line nothing in this line nothing in this line nothing in this line nothing in this line |
Sure many of you were asking when saw the runes before: Why hybrid penetration runes and mixed masteries?
There is a reason why I use
Mark of Hybrid Penetration and not directly
Mark of Magic Penetration as well as there is a reason why I mix the masteries and don't choose just pure AP masteries.
Fizz is a champion that win a lot of potential more late in the game. He need some lvls to reduce cd on the skills, get damage and also some items to start to shine. The hybdrid penetrations marks, masteries and the mix of AP / AD quints, will give to you the strength needed in the early phase, to get some first kills.
I don't recommend play Fizz with full red Magic penetration runes and Full AP Quints... the first levels are going to be more hard and probably you will die more and farm a lot less....
There is a reason why I use


Fizz is a champion that win a lot of potential more late in the game. He need some lvls to reduce cd on the skills, get damage and also some items to start to shine. The hybdrid penetrations marks, masteries and the mix of AP / AD quints, will give to you the strength needed in the early phase, to get some first kills.
I don't recommend play Fizz with full red Magic penetration runes and Full AP Quints... the first levels are going to be more hard and probably you will die more and farm a lot less....
- 9 x
Mark of Hybrid Penetration is the optimal mark. You want it so your autoattacks and spells do more damage at the first levels. From lvl 1 or 2 you can sorprise any mid using
Playful / Trickster to jump on him and hit hard with autoattacks, forcing him to use flash or die. This tactic is not recommended vs AD if he was not previously weakened.
- 1 x
Greater Quintessence of Attack Damage attack damage for the autoattacks on the first levels.
- 2 x
Greater Quintessence of Ability Power standard for AP mids.
- 9 x
Seal of Armor for your enemy's autoattacks to hurt less. Also standard for most champions.
- 9 x
Glyph of Scaling Ability Power they help you scale into mid o late game. Are not really a must, can be replaced by
Greater Glyph of Magic Resist.
Masteries
very important, on this way we don't fail the last hit.
4 x


1 x


0 x

2 x





Some maths...

Let's suppose we are lvl 4 with

2 x




Winner




Now lets stop to do maths, because this will happen the same with every skill and to see others results you need to be above lvl 6 and have more AP. That means farm and time.
The thing is be strong between lvl 1 and 6 and these masteries makes us more strong, of course we could have all oriented to do more damage and more AP etc, BUT we need this damage in the autoattacks to get kills early, we need points in


1 x


I could actually go full Offense masteries... but as I explained before, I can do it without the "late game masteries" and what I like is to have some more defense, to feel more secure and also if I do any little mistake just don't die easy.
I will explain the items section following a chronological order more or less.
Crystalline Flask the idea is harrass from the begining. I buy this items because is cost efficient if you keep it for a long time. In my case I feel it usefull because also allow me to carry more pots if I see it necessary. Also I have remaining gold to buy an extra
Health Potion and a sight ward.
Doran's Ring I buy one by the only reason that works pretty well on Fizz, giving to him more sustain, mana regen and AP.
Sheen The first item that gives a real boost to Fizz. It's Passive also synergy with our combination of hybrid runes and masteries ^^
Lich Bane I rush it directly! before boots, before anything! Sometimes is not possible wait 2 seconds after using a skill, but is good to try to do, it to inflict more damage (remember to learn the art of evasion :)
Seeker's Armguard next item I rush most of the cases even if I play vs an AP mid, only because is very cheap, protect me against others AD and its passive is really good. I usually buy it always...
But let's suppose in the enemy jungle we have Elise and the mid is AP or just because I see need MR because the enemy inflict to me too much damage, then I rush
Abyssal Mask. With it I got MR and also I reduce the magic resist of the enemy, making my skills more effective on him.
Sorcerer's Shoes I buy the boots in some moment after build
Seeker's Armguard or
Abyssal Mask, depending the situation.
If I was forced to buy
Abyssal Mask then now I buy
Zhonya's Hourglass before buy
Rabadon's Deathcap.
What I mean is, try to buy
Zhonya's Hourglass as soon it's possible in the game, because it will save you in many situations.
The rest of items:
Rabadon's Deathcap,
Abyssal Mask,
Rylai's Crystal Scepter the order doesn't really matter, because you buy them in function of what is need during the course of the game.
If it was for me I would buy items in the next order, to optimize my damage:
Lich Bane,
Zhonya's Hourglass,
Rabadon's Deathcap,
Abyssal Mask,
Rylai's Crystal Scepter.
Ok I think with this I cover the most part of the explanation of the items and feel free to prioritize the order of items buying, according the circumstances :)






But let's suppose in the enemy jungle we have Elise and the mid is AP or just because I see need MR because the enemy inflict to me too much damage, then I rush




If I was forced to buy



What I mean is, try to buy

The rest of items:



If it was for me I would buy items in the next order, to optimize my damage:





Some optional items:
Deathfire Grasp I don't know if it is realistic buy 3 or 4 items around the 3k gold.But if you like to do extreme damaged and you feel you are skilled enough go for it.
Void Staff I don't know if this item is a good idea, normally you objetives are squishiest, not shen, malphite... maybe if there is too much offtank you should buy it.
Guardian Angel good item if you feel it.
Ok I think with this I cover the most part of the explanation of the items and feel free to prioritize the order of items buying, according the circumstances :)
Barrier &
Flash are my settings by default.
Ignite if you choose this spell be sure to sacrifice some point in the masteries and put it on
Summoner's Wrath .
Teleport if you want to troll or something :P
The first point goes to
Playful / Trickster, the second to
Seastone Trident and the third to
Urchin Strike.
The reason is simple, we don't need to put a first point to
Seastone Trident to farm, because we have already chosen
Butcher
. Second we prevent a gank from the beginning and we don't need to waste
Flash in the first 3 minutes of game if the enemy is a super jungler. Third if the enemy is an AP squishiest you can sorprise him at lvl 1 or 2 jumping on him, doing in first place
Playful / Trickster damage and then autoattacks, forcing him to flash or die, (becareful minions don't hit you).
The second point goes to
Seastone Trident, indeed it will help us to ensure last hit to minions and also if we jump on the enemy that our autoattacks inflict more damage.
The third point goes to
Urchin Strike and with this we complete our skill set. Fizz "dashes a fixed distance", that means that if you jump to your enemy with
Playful / Trickster, you can activate
Seastone Trident, hit and escape using
Urchin Strike in direction to our turret or minions.
The first skill we max always is
Playful / Trickster for many reasons:
The second skill we maximize is
Urchin Strike for the reason:
The third skill obviously is
Seastone Trident is a very nice skill specially for its passive because the magic damage over the next 3 seconds... I killed many enemies, that
Flash and then die because the dots XD
Chum the Waters this skill can be very hard to land if you have bad luck... I suggest use smartcast, put the damn cursor over the enemy and throw the shark!! of course maximize this skill always at lvl 6, 11 and 16.



The reason is simple, we don't need to put a first point to




The second point goes to

The third point goes to




The first skill we max always is

- Does more damage than all the others skills, except
Chum the Waters of course.
- Maximizing this skill first, reduce its cd, what gives to us more chances to escape from undesired situations.
- We farm complete waves of minions.
The second skill we maximize is

- Its spontaneous damage, I mean we don't need time to stay with the enemy, losing time autoattacking and expose oneself.
- Also can be a tool to escape from death.
The third skill obviously is



Let's suppose we play against Lux or Kha'zix or Morgana or almost any champ :P The tactic is to stand near the enemy and taunt him inducing to throw to you some spell.
When this happen don't stay without reaction!!! USE
Playful / Trickster and jump to him!
Activate
Seastone Trident and hit him.
Retreat with
Urchin Strike!
If the enemy is enough weak, use
Chum the Waters and perform the combo to kill him. That's all.
In Team fights sometimes is hard to get in and get out, that's why we build
Zhonya's Hourglass. Do not hesitate to activate as soon as you see surrounded.
When this happen don't stay without reaction!!! USE

Activate

Retreat with

If the enemy is enough weak, use

In Team fights sometimes is hard to get in and get out, that's why we build

So this was my guide :) Fizz is one of the most fun champions to play. I hope to improve more sections in the future. I hope you liked it. Im open to suggestions and also negatives or positives votes :/
I would like before vote give a try to it and think that the guide is fresh and new, that's why is not at the same height as the others guides.
I would like to hear opinions to improve my guide, which sections or what could add more detail to explain things.
I thank you all! :)
I would like before vote give a try to it and think that the guide is fresh and new, that's why is not at the same height as the others guides.
I would like to hear opinions to improve my guide, which sections or what could add more detail to explain things.
I thank you all! :)
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