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Fizz - "Vi Veri Veniversum Vivus Vici." "By the power of truth, I, while living, have conquered the universe".
Winrate: 51.7% Average KDA: 7.8 / 5.2 / 5.5 Average Damage per Game: 17,346 leagueofgraphs stats
Fizz is one of the League's oldest champions. Today, you will rarely see him playing, and those guys playing other champions don't even know how huge amount of fun they are missing. Fizz's ban rate is 13.5%, so abuse that fact.
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lore
In ages past, the oceans of Runeterra were home to civilizations far older than those of the land. In the depths of what is now the Guardian’s Sea, a great city once stood—it was here that the yordle Fizz made his home. He lived alongside the artisans and warriors of that proud, noble race. Even though he was not one of them, they treated him as an equal, and his playful nature and tall tales of adventures in the open sea made him welcome at any gathering.
But the world was changing. The oceans were growing warmer, emboldening fierce predators to rise up from the deepest trenches. Other settlements had fallen silent, but the rulers of the great city could still not agree on how to deal with the threat. Fizz pledged to roam the seas in search of survivors, or anyone who knew what had happened.
Then, one dark day, the gigalodons came.
These huge dragon-sharks stunned their prey with fell shrieking, and the avenues of the great city were soon clouded red. Thousands died in a matter of hours, the immense bulk of their killers crushing towers and temples in a monstrous feeding frenzy. Scenting blood in the water, Fizz raced back, determined to join the fight and save the city.
He was too late. There was nothing left of the city to save. When the debris finally settled, not a single living creature remained, nor any stone upon another, and the ravenous shoal had moved on. Alone in the cold depths, Fizz sank into mournful despair. As his yordle magic began to fade, he let himself be carried by the currents, drifting in a catatonic torpor, dreaming away the millennia…
It was only chance that reawakened him. A handful of copper coins fell from above, scattered to the seabed in the wake of a huge, wooden fish that swam upon the surface. This was no gigalodon, but Fizz was alarmed nonetheless—he knew little of the world overhead, but surely no fish could survive up there? He ventured up and peered into the salty air for the first time.
There were people, people who lived outside of the water and sailed in wooden fish of all sizes. Fizz found the thought both frightening and exciting, but the curious gifts they cast into the water made it clear that they wanted to be his friends. In time, following their movements to and fro across the oceans, he came to the port city of Bilgewater.
To the inhabitants of that lawless place, this strange and slippery creature quickly became something of a legend—the Tidal Trickster, a spirit of the ocean itself. It is said that he can summon great beasts to do his bidding, hole a ship’s hull with his stone trident, and breathe air or water as it suits him. Many a misbehaving child has been warned on a moonless night: “Go quickly to sleep, or the Trickster will come and feed you to the fishes…”
Fizz is good-natured, but mischievous even for a yordle, and delights in confounding the people of Bilgewater. The most seasoned fishermen know, just as the ocean may rise and fall, the Tidal Trickster is as likely to lead them into windless doldrums as to an easy catch that would fill their nets. Even so, Fizz does not take kindly to the greedy or selfish, and more than one haughty sea captain hoping to make a quick pile of silver has found that her mysterious guide has led her crew not to safety, but to shipwreck.
Pros
→One of the strongest 1v1 champions at early
→Quick wave-cleaning due to W's regeneration on-kill
→Easy to hit abilities
→Greatest yet easiest roaming in the game due to his E and R
→Awesome Engage
→Wins the trade before engaging(R)
→One of the strongest passive abilities in the game, walking through the minions - can't be catcher(can catch)
→Can oneshot each damage carrier at late, adc/mid.
Cons
→Weak if behind
→Mana hungry through the early
→When countered - countered well(Zed)
→One of the oldest champions in the game.
→ Must win lane
→ Weak against tanks
→ Not so powerful early
→ Can't oneshot before 2nd item(Rabadon's Deathcap)
→ Can't walk well in the jungle
→ Can't drive-away one champion from the rest of his team
DOMINATION
Electrocute is the main reason we're playing Domination runes. The bonus burst damage is just insane on Fizz, and we can't miss it. It is surely my main pick whenever I'm playing an assassin or any champion that has an easy-to-use combo, and Fizz works well on it. It will win many trades and grant you lane adventage over your opponent whatever he is playing, or make you two equal if he's playing electrocute too. Actually, we are playing Electrocute since it's our main combo we use, triggering it on our W for 50% hp threat to the enemies.
Sudden Impact grants us 7 Lethality and 6 Magic Penetration for 5 seconds whenever we leave the bush or use our teleport or dash, or even deal any damage to enemy champion + the triggering damage will also benefit from penetration. It has only 4 seconds cooldown(on expiration). Combined with our other items it works amazingly well on Fizz, and we can't miss it. We could go for Cheap Shot in certain matchups, but 80% of our games we'll go for the Sudden Impact...
Eyeball Collection is an item that will increase our AD or AP(adaptive) per each eyeball we collect, up to 12 AD or 20 AP total. Eyeball is collected by each takedown we make on the enemy champion(kill or assist), and when we takedown each one of them we'll get additional bonus of 6 AD and 10 AP which makes Eyeball's bonus 18 AD and 20 AP at its maximum.
Ravenous Hunter heals for 1.5%(+2.5% per Bounty Hunter stack) of the damage dealt by your abilities.
To collect Bounty Hunter stack, you need to get an takedown on enemy champion(same as with Eyeball Collection). Ravenous Hunter is quite important on fizz even tho healing is reduced to one third on AoE abilities(our E), as it works well with Eyeball Collection and as it will boost ourr survivability.
There is no need for explanation of these choices, you'll play 2 diamonds 99% of your games, your combine armor with MR depending on your lane opponent and enemy team composition.
PRECISION
Triumph is the rune that must be played on Fizz as we're playing offensive and we need an ability to survive long enough to deal what we can deal, do maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will avoid each ignite(if ur not bleeding or so). Must play against each AD lane opponent!
Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.
SUMMONER SPELLS -
FLASH:Flash is an summoner spell which must be played on Fizz each time you play it. It's a spell that helps with escapes, engages and everything else that has any relation to movement. Basically, it's a simple press-use spell which teleports your champion a fixed distance towards your targeted area. It's used to get over the walls, escape abilities, catch up the enemy, run away from the enemy and everything else. Each champion has a need for Flash, except a few ones that can teleport the same distance, in the same way, like Shaco for example. There are numerous combinations you can practice to master your Flashing skill.
Cancel-Flash
IGNITE: Ignite is not an usual pick for a Fizz, but as our champion has insane burst damage on Q-AA-W combo with Electrocute, we must play it in case our opponent Flashes since we already used Q. It can replace Teleport quite well by giving us true damage boost.
TELEPORT: Not necessary as we are playing Ignite but can be used due to the fact that there are games where we just can't miss a minion wave and Teleport is great pick not to allow that.
Fizz is strongest at early, abuse that fact.
Try to abuse your Ultimate Chum the Waters by using it only when there are 2-3 champions standing close to each other.
We max our W not only due to it's powerful early but also because of our Q-AA-W combo which activates Electrocute exactly on our W(greater for early engages)
Do the best you can to take the first blood, it grants more than a normal kill and we need an early advantage.
Don't recall before you reach level 6, we need minions to finish Sheen as fast as possible.
You can take the first blood as soon as you reach level 3, read the "Game Phases->Early" chapter for a guide on how to do it.
When you use your Chum the Waters at Late, your opponent's will try to catch you and they will forget that you have even used it, so they surely will stick together and you will damage more than one enemy with it.
Don't get your opponent too low in trades, keep him at 50% or he'll run under his turret
MALPHITE
DETAILED
Malphite is, by my opinion, hardest opponent for Fizz on mid. His passive grants shield that will block your Q-AA-W combo so you literally can't bully him with it. He will rush for Glacial Shroud and Ninja Tabi against you, so make sure to go for Zhonya's Hourglass as your first item. As you can't use your Q-AA-W combo against him, it's literally going to be impossible playing against him and you will lose the lane, and as you will lose the lane - you're going to be behind/useless at late. Dodge the champ select whenever you see Malphite in the enemy team or at least swap the lane with your teammates as soon as possible.
ZED
DETAILED
Also, one of the hardest lane opponents for Fizz. Anyways, it's not hard as Malphite so we can actually win this lane if we play it right. Your Q-AA-W combo can deal burst damage of 600 at level 3, 50% of enemy health. Do it twice, with using your E to escape his shadow-shuriken combo - and you can win.
OLAF
DETAILED
Olaf is broken champion, you can do some damage to him before level 6, but all of the damage you deal will be paid back by his Q. His Q has more range than our Q, so we can't bully him. You're weaker but you can do something until 6, at 6 you can't even AA him - and he'll harass you. Dodge or swap lanes, you can't win a lane against Olaf no matter how good you are with Fizz.
TRYNDAMERE
DETAILED
Also, this matchup is extremely hard just like the others in this chapter, but not like the ones we've talked about earlier - this one is actually playable. Before 6, you have more poke damage due to your range, and you can actually take a kill if time your passive well and block his crit strikes. Take the first blood, take Sheen and get back to the lane. When Tryndamere gets his ult, you must be more aggressive with your Q than even before, just spam it. Sooner or later, he will R and you must have your W up to grant you some time. W him and escape. Without R, you can kill him again. Rush any boots to boost your movement speed when you dmg him under his R.
SHEN
DETAILED
Shen can shield our combos in most cases and will win most trades by engaging with his E. Our Zhoyna can't reduce his Q as his Q is magic damage. Also, Shen can follow our ult with his ult.
UDYR
DETAILED
Udyr's Q - Wilding Claw counters us Passive. Once Udyr reaches level 6, he's gonna be unstopabble.
SYLAS
DETAILED
Sylas is every Fizz's player simple-called nightmare. It all depends on his build. If he builds tank, with all the lifesteal he has he can easily restore health he lost to us, and that way he can easily win each trade which leads to being behind and terrible at late. Yet, you can farm under turret and gank bot to get ahead at level 6, and with R you might be able to win him.
TALON
DETAILED
Talon is poking monster, and especially if he uses his R on us while we are low due to his W poke we can't damage first, and as we can't dmg first and he has lifesteal we cannot win the trade/lane. Don't play Fizz against talon
LEBLANC
DETAILED
Leblanc is also a poking monster that we cannot win a lane against. If her chain hits you, all we can do is go in and pray that we deal more damage, since our E costs 90 and we can't use it to escape a single ability, we are mana hungry remember that.
DIANA
DETAILED
Diana counters everything that we have. We can't damage her due to her shield ability, and that leads to lane defeat. Everything you can do is do your best to kill her at least once before level 6 so we get ahead of her, later on it doesn't matter since we will play safe but be ahead and have the first item Zhonya's Hourglass finished. When we E against Zhonya she can't kill us at all.
XERATH
DETAILED
We can't get into his range without getting a bunch of damage, and due to that fact we are building boots as soon as possible(asap) and we are focusing onto damaging with our standard combo Q-AA-W for Electrocute to activate exactly at W.
Zoe
DETAILED
Once again, she has an incredible range and we can't reach her to damage. If she gets us to sleep, we are dead in most cases. Avoid and you might be able to win this lane, but avoid like Faker.
MALZAHAR
DETAILED
Malzahar is an cancer champion due to his shield and small minions that spawn from time to time. Our Q deals no damage to him due to his shield, and we can't combo well. If he R us while we have our R on him, he might deal more damage depending on the distance we were at. Don't play Fizz against Malzahar, you will lose against any Malz main.
YASUO
DETAILED
Yasuo is an cancer champion due to his passive shield which will eat our Q, and to remove it we need to AA him - don't use ability on it. To AA it, we must take one of his Q, and he deals more damage like that. KILL HIM at level 3 ad you will win the lane, if you don't - you have lost.
HEIMERDINGER
DETAILED
He is always in his Q turrets range, we cannot destroy his turrets cuz we don't have an ability that deals damage to 2 turrets, we can damage only 1 turret at time. With that as reason, one E he hits combined the turrets deals full HP damage to us. Don't play Fizz against Heimer.
VOLIBEAR
DETAILED
Volibear is an easy matchup for Fizz before 6, Pantheon can harass him, but once Voli reaches level 6 - They are even. Don't get low, get him low - your parole. You can play Fizz against Voli, if you do your best that is. It is skill-based matchup.
DARIUS
DETAILED
Darius is an even matchup for Fizz player that knows how to play Fizz, whether you believe or not. Our Q is faster and has more range than Darius Q, so we can actually spam it. It's all about - kill or get caught by Darius's hook/E and die. Play smart, don't get too close if you are not doing your combo and you will eventually win this lane.
ELISE
DETAILED
Elise can be extremely hard matchup if you've not played Fizz few times against her, as her Volatile Spiderlings deal significant damage in the early game period, and they are cancerous just as Malzahar's spawned minions. Elise also has some poking range, but as her poking abilities can be dodged - she ain't as hard as others in the Hard Match-Ups Section. Dodge her abilities, time ur combo well - and u win this lane.
VLADIMIR
DETAILED
Vladimir is champion that can be boring as hell, as we can't target something we can't select. We must stay out of his range throughout the early, and wait for level 3 burst. We'll spam our Q-AA-W combo and not let him sustain - get him low and combo him for kill. Spam him with our W whenever he gets close to farm. Vladimir will play defensive in most cases of this matchup, but you have to keep calm and wait for his mistake if you want none consequences.
RUMBLE
DETAILED
Rumble is not a hard lane opponent if you know how to play against him. To win a lane against him, you just need to wait for his W(which he is maxing early against Fizz) to get on CD, otherwise, he can block our Q/Poke with armour it grants. Don't even think about jumping on Rumble unless he gets really low, cause we may suffer consequences. This is an even matchup, a complete skill one - the one with higher patience wins.
RYZE
DETAILED
Ryze is a hard opponent for Fizz as his itemization counters our usual build. But, as he counters only our build - we can easily stop that counter and win this lane. Wait for his stun to get on CD, then engage. You should be able to win the early easily, and that will boost your chance at mid-late against him.
TEEMO
DETAILED
Combo him until he quits
CASSIOPEIA
DETAILED
During the early, Cassiopeia has no ability not even to farm as he will get into our Q's range and get poked, and he surely will feel that poke on his skin. When she gets to level 6, he surely will get ganked a lot so make sure to have the vision and not to stay on the lane with low hp. You will win this lane in 90% of your Fizz vs Casio games.
KARTHUS
DETAILED
Abuse your early strength or you will suffer at late. Simple as that. His Q is quite poking and boring since it can't hit even once if we constantly move, but we easily counter his R with our E that gets away from him.
PASSIVE ABILITY
Nimble Fighter
✦INNATE: Fizz is permanently Ghost ghosted, and takes 4 (+ 1% AP) reduced pre-mitigation damage from each tick of damage, up to a maximum of 50% reduction.
Q
Urchin Strike
✦ACTIVE: Fizz Dash dashes a fixed distance towards the target enemy, dealing them magic damage plus 100% AD physical damage.
✦PASSIVE: Fizz's basic attacks rend enemies on-hit, dealing magic damage every 0.5 seconds for 3 seconds, refreshing on-hit.
✦ACTIVE: Fizz's next basic attack becomes an Excessive Force 2 unstoppable basic attack, dealing bonus magic damage and gaining Range icon 50 bonus range.
✦If Seastone Trident kills its target, its Cooldown reduction icon cooldown is reduced to 1 second and refunds Mana icon mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks gain bonus on-hit magic damage for 5 seconds.
✦PLAYFUL: ACTIVE: Fizz Dash vaults towards the target location, becoming Playful untargetable for up to 0.75 seconds while balancing on his trident. While balancing, Fizz gains the ability to cast Trickster Trickster.
Fizz then splashes onto the ground below him, dealing magic damage to nearby enemies and Slow icon slowing them for 2 seconds.
✦ Playful / Trickster: ACTIVE: Fizz dismounts from his trident toward the target location in quick succession. Upon landing, he deals magic damage to nearby enemies. The damage dealt is the same as Playful Playful's, but in a smaller radius, and without applying the Slow icon slow. ✦Both Dash dashes may be directed separately.
R
Chum the Waters
✦ACTIVE: Fizz throws down a lure at the target location that attracts a shark, Sight icon revealing the affected area before emerging and letting out a crushing bite at the lure after 2 seconds, dealing magic damage, Airborne icon knocking aside surrounding enemies and Slow icon slowing them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its damage, slow, eruption radius and knockback distance.
GUPPY (<455): 40% slow, 200 eruption radius and 150 unit knockback distance.
CHOMPER (455-910): 60% slow, 325 eruption radius and 250 unit knockback distance.
GIGALODON (>910): 80% slow, 450 eruption radius and 350 unit knockback distance.
✦Enemy Champion icon champions can intercept the lure, which attaches to them and causes the shark to emerge at their position. The lure's holder is Slow icon slowed and True Sight icon revealed for the duration and Airborne icon knocked up for 1 second instead of away.
STARTING ITEMS
These are the standard Starting Items. As Fizz is quite squishy early we need Doran's Ring so we don't need to back each second - or so we can keep poking the enemy. Also, we're going for Warding Totem as we need vision over the map, enemy jungler usually focus mid and our Fizz so he doesn't get fed - if that happens it's over for them.
FIRST BACK
These are the items you should get on your first back. Sheen is an glorious first item on Fizz, due to mana it grants and the passive ability which deals extra damage on AA after every ability used and that goes incredibly well with our Q-AA-W combo. Boots so we are sure our enemy is not going to escape and Control Ward to have eyes over the whole mid side, so our opponent's jungler can't destroy our streak.
FIRST ITEM
Lichs Bane is the item we'll build First on Fizz, as soon as we can afford it. It grants a nice amount of AP + Mana, and besides that it has passives with awesome burst damage. After it, we go for Rabadon's Deathcap which boosts our first item, and we are capable of oneshot ability as soon as we finish it. We must be ahead if we want to play Rabadon, that is.
2ND & 3RD ITEM
After Lich Bane we go for Rabadon's Deathcap which boosts our first item, and we are capable of oneshot ability as soon as we finish it. We must be ahead if we want to play Rabadon, that is. Ninja Tabi or Mercury's Treads - between these two boot options, take the one depending on the enemy team - Ninja Tabi against the AD team or Mercury's Treads against an AP team or a team which has a lot of CC champions. Mobility Boots when you're quite confident in yourself and quite ahead of opponents
THEN
After Rabadon's Deathcap we're building Void Staff due to magic penetration it grants, which we need since our opponent has at least 1 magic resist item finished. When we build it, we can easily oneshot each enemy we find as we're already on about 550-600AP. We play Zhonya's Hourglass since it is an OP item that prolongues files. We can dodge Zed's R for ex., when it expires we simply use E to escape any possible death. Morellonomicon due to the burning passive & health it grants
SITUATIONAL
HEXTECH PROTOBELT-01
Hextech Rocketbelt is an item we're going to build ONLY as the first item. It's passive is going to deal the damage we're going to take by an enemy quite a lot, and it's active is going to reduce the enemy's movement speed.It's one of the best starting items sometimes, if not the best one, so surely we will think of building it in certain games.
LUDEN'S ECHO
Luden's Tempest is an item that we can build on Fizz, and we surely will do it quite often as it's an item that deals enormous damage to the enemies, and as we'll deal 40k+ damage per most of our Fizz games(following this guide) - it surely will help us a lot. We'll never build it before we build each other item - decide whether you want to finish your build or start it with this item.
RYLAI'S' CRYSTAL SCEPTER
Rylai's Crystal Scepter is an item that musn't be brought if we're not ahead of our enemies a lot. It's an item that gives a nice amount of HP and AP, which logically tells you that it's not bad to pick it against the AD team. Buy it whenever you're ahead, but don't buy it if you need to carry your team hardly.
LYANDRI'S TORMENT
Liandry's Anguish is an item that will make our life last longer and that's going to give us an ability to damage enemies more than we already have done, or that will increase our escape chance.
HEXTECH GUNBLADE
Hextech Gunblade is an item you're going to build against squishies. Surely, we will play it in appro 70% of our games.
If you want to play Fizz, you must play offensive even in the beginning of the game. But honestly, and actually, it's easy to do it with Fizz as he is one of the strongest Lane Bullies in the game. At level 1 you need to damage your opponent as much as you can with your W, don't let it get off cooldown and don't let your opponent farm- just spam it whenever he comes close to your minions to take one. If you've done it well, your opponent should be on 70% or less. Q-AA-W to proc your Electrocute, and your opponent is no higher than 50% HP. Wait for your Q but don't spam W a lot now because he may run away under his turret if he gets too low, keep him at 50% - don't let him heal until you get your W back. Now, you should be level 3. Do Q-AA-W combo, and hit E if you think you can get him without ignite(20-70 hp), otherwise ignite him and you've got the first blood. Don't back until you reach level 6, your opponent is dead and you need to push the lane so that your enemy loses as much XP as possible from minions. By the time he gets back, you are level 5. Play safe, don't push. Reach level 6, clear minions and B. Now, your opponent will try to make you lose some XP by pushing his minions into your turret, but as we're level 6 we can prevent that by ulting and coming from jungle any side and in best cases that R will grant us another kill on our lane. It's very important to get the first blood, as in 80% of games it decides the winner of the lane and Pantheon must win Lane if he wants to be able to do anything at mid-late.
At this stage, Fizz should be looking forward to helping his teammates on mid/top if they're behind. You are higher level than your lane opponent, so do the simple way of Fizz's roam. Push your lane and start going towards top. Wait for enemy top laner to be in a good position for you, do Q-W-E combo, he will flash. If your teammate from top can catch him up, let him do it - you don't have time. That is how we help our top laner, ow, when you've helped top take kill or at least get ahead with XP - start planning to go bot. As soon as you approach the botlane, use Chum the Waters on enemy botlaners as soon as you reach the distance and they get into position, take double there. Do your Chum the Waters on that way that enemies are standing close to each other, so it actually damages both of them not only one. Else, the one caught with our Chum the Waters is going to stand caught, while its teammate is going to flash away. One down, second flash used. If you can see your opponent on mid, recall and go back to your lane. If your opponent is missing from your lane - don't recall but go straight mid from bot so you can prevent the possible gank and catch him or his jungler in the river.
Fizz is monster at late, but if you've had someone like Zed on mid and that Zed took 2/3 kills on your teammates - you can't win a fight against him even if you are ahead a lot. But, we're not fighting "HARD matchup" cuz we wouldn't take Fizz so we focus the enemy ADC and MID - damage carrier firstly. Whenever we get a chance to fight each of them 1v1, we must use it or the team fight will suffer and end badly for our team. Each ADC can be one-shotted by you if you've finished first 3 items of build and you're playing electrocute. So, the point of this "Late" chapter is trying to tell you that Fizz can't fight and do much to tanks at late, but can win each team fight even before it starts - by taking down a carrier of enemy's team, damage carrier. If that options fails, because he has a bunch of tanks protecting him - wait for your tank to make a move. Never risk at such situations, so wait for your tank to get close to you or for let's say Volibear to stun one damage carrier, and jump in like a flee without an head. Damage carriers are everything that's important at late, forget minion farming and forget keeping a cool head - do your best to take these flees down.
So, we have come to the end of this guide. This guide surely will be updated with every patch. If you liked this guide, please let me know with your vote, and if you have any questions - feel free to ask me down in the discussion section.
Good luck in the Fields of Justice & thank you for reading..
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