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Fizz Build Guide by CookiesNCream

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League of Legends Build Guide Author CookiesNCream

[S3] They Won't Catch Me : A Guide to Fizz

CookiesNCream Last updated on December 18, 2012
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Middle Lane
Ranked #13 in
Middle Lane
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Hello, ladies and gentlemen, and welcome back to my new improved guide, updated after the huge game changes from pre-season 3. Please note that this specific item build, as well as laning and overall teamfight gameplay are still in its infancy. A lot has changed since the pre-season patch, and it was really hard to keep up with the growing meta, especially for melee assassins. Well, supports and junglers changed more, but... YOU GET THE IDEA.

So, what happened was this: before the season 3 update, I had Fizz down pat; I was basically a carriage, carrying my teams to oblivion every game I played. Then season 3 rocks in and I lost every game. Not exaggerating. Literally every single game. So, after performing many rituals such as bowing to Phreak every time he said, "tons of damage", and spending 2 weeks trying to prove my theory that Nidalee can Pounce over any wall containing a purple light, a perfect build that will guarantee a win every game (even if the rest of your team has Smite Barrier) appeared before my eyes, and now I am sharing that build to you.

So, sit back and drink even more dozen cups of coffee while you try to stay awake and read through this guide.

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Pros and Cons

Why pick Fizz?
Here are some Pros and Cons for this build:


* Burst
* Easy to chase escaping enemies
* Dodges and escapes :D ( Karthus)
* Crazy snowballing
* Damage over-time!
* Amphibian! (Well, sort of) *Actually, according to Riot, he is "an ancient water-dwelling species." Huh.


* Squishy (comparable to Annie)
* Need early farm and sustainable gold mid-game
* Hard to be involved in team fights if Chum the Waters is on cool down
* Heavily item-dependent
* Difficult to master

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power

Flat magic penetration will greatly aid in harassing enemy champions early game (even overpowered tanks like Volibear). It will also help getting early game kills, as Fizz needs a steady supply of gold early on.

Yes, absolutely get flat armor seals. They're cheap and you can't go wrong with armor, especially if you're going to be attempting level 1 trades

Flat magic resist is always quite ideal in mid lane. Because of the huge change in magic pen / magic resist, it might be better to get scaling magic resist instead *still pending for testing.

Ability Power for damage.

Alternative Runes:

Greater Glyph of Scaling Magic Resist
Greater Glyph of Ability Power
Greater Glyph of Scaling Ability Power

Greater Quintessence of Magic Penetration

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5 AP and AD when Ignite is on cool down.

I think attack speed helps just a little more than CDR. This may change as I try more stuff.

Helps more with farming

1 AP per level is barely anything, but get it for 8% magic pen

8% Magic Penetration is pretty ideal. It's not entirely the best, but it does the job for 5 skill points.

Ability Power = damage.

Well, meh. ~20 ap at level 1, so an increase in 1 damage per autoattack. Um, sure.

I guess more ap is good

Well, I mean, you have one more mastery point and it's the sixth you might as well put it here. It's really good for only 1 mastery point.

Scaling health is always nice :)


Magic Resist

Slight health boost that can save you early game.

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Items -- Early Game

*Please note that the item purchase order is entirely situational to who you're laning against and who on the enemy team is fed. For example, it may be ideal to buy an earlier Lich Bane, get more armor, build less MR, etc.

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Items -- Mid Game

  • Rabadon's Deathcap: Obviously, all offensive ability casters need this item. If champions haven't started building magic resistance by now, you will create terror.

  • Lich Bane: NO MORE MAGIC RESIST NOOOOO. Well, at least the movement speed is still there... and the passive has been nerfed a bit T.T
    Still, it's basically THE item for Fizz.

  • Guardian Angel: Guardian angel. No explanation needed.

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Items -- Late Game / Situational Items

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Other Item Stuffz

  • Hextech Gunblade: When Fizz first came out, a lot of people built this on him, probably because of his attack damage scaling on his Q. Then people realized that spell vamp doesn't really help Fizz as it does on other champions. So, no one buys it anymore, and you probably shouldn't either. Don't buy Will of the Ancients either.

  • Deathfire Grasp: *-* dat active. Like a single-target mini Vladimir ult. Damage amplification won't really help Fizz because one combo late game will insta-kill the adc anyways. However, mid-game, it is extremely effective.

  • Rod of Ages: This item is good if you can get it around 15~16 minutes; otherwise, it won't help at all.

  • Liandry's Torment: More damage over time is really nice, plus amplified damage if you land your ult or E first. This also synergizes well with Rylai's Crystal Scepter, since all your spells will impair their movement. However, it's not really the item for Fizz; there are better options out there.

    More to come as I experiment with different items!

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is a really great passive. Ignoring unit collision allows you to walk through minions and champions as if they're not there (just like activating Ghost). This means if you ever need to run away after pushing a lane, you can just walk through your minions, giving you a head start while enemy champions try to navigate around or through the minion wave. This is extremely ideal when you're pushing a lane with a bunch of minions behind you. Additionally, the damage reduction is really nice. Nimble Fighter makes minion aggravation bearable, giving you a distinct advantage over the enemy champion(s). Many people underestimate minions and will try attacking you early, only to have six minions attacking them and having a hard time moving away due to unit collision. This passive diminishes both of these things; however, it is important to note that this passive is slight, and does not mean you have a large advantage over others. Nimble Fighter also makes Fizz a viable jungler as well.

  • When enemy champions come up in front of you and you have to escape, try to walk through large bodies of minions (this can slow enemy champions down as they try to walk through as well, and it can get you out of range from a possible CC).
  • Conversely, use it to walk through minion waves to catch up to escaping champions. The damage reduction will make minion aggravation bearable.
  • Allows for easier jungling!
  • This passive does not make you indomitable. It may allow you to escape with 3 health left, however, giving you an oh-so-slight advantage.

This is your main source of attack. It's relatively strong, and does physical damage equal to your attack, and magic damage that scales with Ability Power. This skill moves Fizz forward a set distance; this means that activating this when the target is far away (at the perimeter of the range) will make you dash into that target. Conversely, activating this when the target is close will make you dash through that target, arriving at the perimeter of the range. Urchin Strike applies on-hit effects, making Seastone Trident and Sheen to synergize well with it. I personally prioritize this second.

  • Use this to close the gap from enemy champions, whether it be using it on them, or a nearby minion.
  • Use this to widen the gap from enemy champions, whether it be using it on them, or a nearby minion.
  • This ability will allow you to dash through narrow walls or ledges. If you have sight on some neutral creatures in the jungle, using this on them can really aid in your escape. Use it to your advantage!
  • Note that you won't pass through terrain if you Urchin Strike on an enemy on the same side as you are.

This is truly a magnificent ability. The damage overtime is really nice, as the damage increases the lower health the target has. This means it can easily kill escaping low-health champions. Activating this and auto-attacking will also give targets Grievous Wounds, meaning health potions won't be as effective for a short time. This ability synergizes perfectly with Ignite. I get this at level one to help in last-hitting minions and also to harass champions when they get too close. This ability becomes my number one priority because, to be honest, it's over powered.

  • If enemy champions are attacking your turret early game, don't be afraid; go up to them and start auto-attacking with this active. They can't really do anything about it.
  • Activate this during the animation of the dash of Urchin Strike so that it'll be up when Urchin Strike hits.
  • Don't rely on this for harassing enemy champions early on, as you DO have to get real close to them to do any damage.
  • Ignite + Seastone Trident = dead enemy champion.

This is Fizz's signature ability. It is also what makes people love and hate Fizz. Now, for the newcomers, this ability might be hard to understand. Basically, there are two parts: Playful, and Trickster. When you activate it the first time, you use Playful: Fizz hops towards your cursor and becomes untargetable (yes, UNTARGETABLE) for 0.75 seconds. After that time, Fizz hops down towards your cursor and does AoE damage where he landed, slowing all targets. However, in the 0.75 seconds when he is untargetable (yes, UNTARGETABLE), you can activate the second half of the ability (Trickster): Fizz hops again in the air towards your cursor and lands, dealing damage where he lands in a smaller area. No targets are slowed. I get this at level three to help me dodge and escape, but max it last as it is not a good ability for spamming.

  • As I've mentioned, activating Playful makes you untargetable (yes, UNTARGETABLE) for 0.75 seconds. This means you can dodge a majority of abilities with correct timing.
    A few examples of abilities to dodge: Karthus' Requiem; Ziggs' Mega Inferno Bomb; Zilean's Time Bomb; Ashe's Enchanted Crystal Arrow; Ezreal's Trueshot Barrage; Fizz's Chum the Waters; you get the idea.
  • Using this ability will cancel minion, turret, and monster aggravation. This is why Fizz can be a good tower diver.
  • This ability can be used to leap over narrow walls and ledges. If you are getting chased in the jungle (or if you're chasing an enemy in the jungle), use it to your advantage; IT CAN SAVE YOUR LIFE.
  • If you're following this guide to the letter, you have NO defensive runes. Therefore, CONSERVE this skill until you get decent CDR (i.e. DO NOT use it to kill minions).
  • If you are jungling, only use this ability on neutral monsters before you begin attacking. Remember that this ability cancels monster aggravation; therefore, using it when jungling will reset the monsters.

This is your ultimate, and your main Crowd Control. It is also the damage-dealer and possibly the initiator. I take this at level 6, 11, and 16 for obvious reasons. You can use it to chase escaping enemies, and also to flee / help someone flee. However, it IS a Skill Shot ultimate, which can either be really good, or horrendously bad. Landing this is what separates the good Fizz players from the bad ones (me? I belong in the bad players). Perhaps one of the major disadvantages to Chum the Waters is that the initiate is pretty slow (it takes a while for it to reach its target). This means if the target is at the end of the range, it can easily avoid it. Additionally, once it's landed, it takes a few seconds before it actually does damage. This means enemy champions can move away from the rest of the team before it hits them all. It also means they can avoid the damage with correct timing. For example, Vladimir's Sanguine Pool; Fizz's Playful / Trickster; Pantheon's Grand Skyfall; Zhonya's Hourglass; etc. In team fights, always target the squishiest enemies, namely the AD Carries, or whoever your team decides to focus on. DO NOT try to land this on a tank, ESPECIALLY in team fights (unless they're running away with 100 health).

  • Land it on an escaping champion to slow them down.
  • Only if necessary, use it on enemy champions when you're getting chased, or if a teammate is getting chased (I really don't recommend this as Fizz has Urchin Strike and Playful / Trickster for escaping purposes).
  • You MAY be subjected to spam this, as the cool down gets pretty low. Talk to your teammates.
  • This is a skill shot. This means YOU CAN MISS. However, it also means you can use it in the Fog of War if you know someone will be there (hopefully they'll have 100 health).
  • Landing this in a vacant area and having an enemy champion run through it will cause Chum the Waters to latch onto the champion.
  • There is a slight knock-up / knock-back when this is executed. Use it to your advantage.
  • Spell shields such as Banshee's Veil will drop the ult onto the ground instead of latching.

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Skill Combinations

Here are some general skill combos to help you in your lane!

Other (not as useful) combos:
  • +

    This is the basic of the basics. Your other combos will revolve around this one.

  • +

    This is actually such a simple but highly effective combination. Use Urchin Strike to lock onto a target beyond your range. Then quickly tap E twice; using Playful / Trickster keeps Urchin Strike locked onto your target. This means that as soon as you land from E, you will immediately Urchin Strike to the target, if it is within range.

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Summoner Spells

This is the spell for Fizz. Fizz is great at chasing down low-health enemies and quickly eliminating them; using Ignite with Seastone Trident will make sure you swiftly deal the fatal blow. Ignite is really helpful to effectively kill champions early game, which is just what Fizz needs to dominate late game. I always take this spell when I play -- no exceptions.

Eeyup, flash is the best right now.


NOOOO MY HEAL. Y. Y U DO DIS RIOT. NOOOOOOO Q_Q I CAN'T GET TEH FIRST BLOOD QQ. This is set under Alternatives, but, really, it's the most useless summoner spell now (next to Barrier).

This is also a good spell for chasing enemies like Teemo, Blitzcrank, Singed, Master Yi, etc. It will also help you in escaping; but, again, you have Urchin Strike and Playful / Trickster for that.

This is a viable spell, but it's not really as useful in mid-lane.

Counter Ignite for first blood (viability pending for test)

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Secure first blood. Win lane. Gank other lanes. Get fed. Have enemy surrender at 20. GG. And, of course, three question marks proceeded by profit.

Ok, seriously, just last hit, Q the enemy if you have the minion advantage and they used their main attack spell on minions, and that's all. Ideally you want to either: freeze lane just beyond your turret; or push lane and gank other lanes.

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So, you're playing draft pick or ranked, and you're wondering when you're going to want to play Fizz as a counter. First, Fizz has mobility. This means you're going to want to go up against champions that use skill shots. This includes, but isn't limited to:
The next thing to consider is that you have a built-in Grievous Wounds. So champions that rely on healing themselves are good for countering with Fizz. This includes, but isn't limited to:
Finally, the last thing to consider is Playful / Trickster. This has untargetability, so champions with ultimates and other skills that are obvious are the ones to lane against. This includes, but isn't limited to:

Now, when do you not want to pick Fizz? Firstly, Fizz relies on dodging enemy harass. However, damage over-time (DoT) can't really be dodged in any way. Thus, champions with this ability will give you a hard time in lane; this includes, but isn't limited to:
Next, Fizz relies on targeting the squishy champions and bursting them down. Obviously, if there's a tanky person in mid, it'll be hard to 1v1 against them. This includes champions like:
Finally, Fizz can't ****ing clear waves (unless you level E first). So champions that can clear waves fast will be able to do just that, and roam, leaving you really far behind. Champions like:

Well, that's all for now. I might expand this later to explain laning against every single mid champion, but...I'm too scared to do that. Hopefully, this will be sufficient for now. D:

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Team Fighting

How do you team fight as Fizz?

Sometimes, I pretend I'm a really fast scorpion ( Skarner):

  • Roam the jungle with your team
  • Ult an unsuspecting player
  • Kill said player
  • Proceed to take buffs / turret / dragon / baron.

Sometimes, I pretend I'm a rat ( Twitch):
  • Stay hidden from enemy view
  • Meanwhile get in perfect positioning (preferably flanking the team from behind)
  • As the enemies initiate a fight, ult the ADC / AP carry / squishy fed player from behind
  • Kill said player
  • Hop to your team

Or sometimes, I pretend I don't give a damn about anyone ( Tryndamere):
  • Chum the Waters right in the middle
  • Hope that you manage to do damage to all five enemies
  • Chase the left overs

Things to look out for in a team fight:

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Questions and Answers

Can I ask you a question?
  • Yes! :D

Can you actually play Fizz?
  • Nope. D:

Does this build/guide work?
  • This guide is specific to my play style, so it may not be beneficial for all players.


Not using Playful / Trickster loses a bunch of potential damage. Why don't you use it often?
  • Using it often loses a bunch of mana and potential escapes as well.

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Change Log

14/06/12 -- Published guide (OMG OMG OMG What have I done)
15/06/12 -- Added Skill Combinations Section
16/06/12 -- Changed the guide's name...not very original though, haha.
17/06/12 -- Slight formatting adjustments
20/06/12 -- Major formatting adjustments to item section
20/06/12 -- Added Q&A Section
21/06/12 -- Added (a completely lame) Laning Section
25/06/12 -- Minor adjustments and additions
28/06/12 -- Adjustments to item purchase order
07/07/12 -- Major changes to runes and items
08/07/12 -- After seeing Rod of Ages on many Fizz builds, I've created a little rant for it :3
18/07/12 -- Added a second build! Mostly because I got complaints from people with Nashor's Tooth
22/07/12 -- Changes to Items Section (now broken up!). Minor formatting adjustments
24/07/12 -- Completely reworked my build. Also added a really small Counter Section. Enjoy ~
27/07/12 -- Minor renditions
07/08/12 -- Added a few items, changed my view on Rod of Ages a bit.
07/08/12 -- Third build added, Laning section reworked, changed runes, other unnoticeable changes
12/08/12 -- Heal explained.
14/08/12 -- Minor changes to item build, many changes to item section, fixed errors, etc.
17/08/12 -- Fixes much grammar tingz now understndble is me guide !
22/09/12 -- Slight changes to item build
23/09/12 -- Really small change to skill order. (Q and W order)
23/09/12 -- Changes to Laning Section
08/10/12 -- Changes to masteries and items section; other small modifications
28/10/12 -- Addressed the nerf of Deathfire Grasp
08/11/12 -- Addressed changes to summoner spells for season 3 (NOOO HEAL NOOO)
22/11/12 -- Few little changes
18/12/12 -- S3 changes

Going to add:

  • Expect many slight changes as I try more stuff with Fizz. This guide is still in its early stages and needs to be tested further.
  • I've been looking more and more into "counter-initiate Fizz", meaning leveling up E first. This basically goes against everything I've ever known, but I heard it counters a bunch more champions, making Fizz very flexible. I will look into this further.

Ask me any questions or whatever, and I'll either answer them via comments or PM, or add them here. Requests for items, builds, etc., I'll gladly try out and modify my build accordingly.