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Choose Champion Build:
- High Burst + Some Defense Mid Build
- High Burst + Some Defense Jungle Build
- Twisted Treeline Build
Recommended Items
Runes:
Spells:
Flash
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Summoner Spells
Ignite is an ideal Summoner Spell for Mid Lane Fizz and can many of times get you First Blood. Early game Fizz has a lot of damage potential but sometimes cannot quite finish the enemy in 1 burst which leaves you with Ignite to save the day.
Some Chum the Waters tricks:
An example of the Chum the Waters ambush strategy
Get a kill and maybe a dragon
Another Chum the Waters ambush strategy
Weak after Baron Nashor
most CS on the team since using it fully charged on a minion is basically a guaranteed kill which mostly resets the CD on it. Recently I've actually been rushing Seastone Trident to max over Playful / Trickster which also works well. It's your heaviest damage source against champions, but the increased damage is nice for CSing as well.
However, Fizz can surprisingly jump over some of the walls next to the Crimson Raptor nest;
Fizz can jump over the Baron Nashor wall as well as the dragon wall, so take advantage of that to try and steal a dragon or kill somebody. If a Blast Cone is up, then use that to launch yourself into the pit to do what you need, and then use your Playful / Trickster to get out. If the Blast Cone isn't there but Flash is up, then you can still Playful / Trickster over to do what you need, and then use Flash to get back over to your jungle. Otherwise not recommended to put yourself at risk of not getting the Baron Nashor or dragon.
To actually Playful / Trickster over a wall, you must only attempt this if you are pressed up against it. It is easiest to get over a wall by running up to it, moving your cursor to the other end of the wall, and using "Playful". Do not try and use Trickster to get over a wall. By using Playful to get yourself closer to the wall and then using Trickster, this will result a lot more often in failing to jump over.
1. Strong Early, Mid, and Late Game.
2. High Mobility.
3. Fun (IMO).
4. Good at getting CS.
5. 1v1 God.
Cons:
1. You have to distance yourself for Chum the Waters' maximum Damage / circumference.
2. Very squishy, 1 screw up can be fatal in certain situations.
3. Lots of times can be poked repeatedly mid lane, leaving you a hard time to CS.
4. Seastone Trident's passive has to be fully charged for good damage.
have to wait the entire cooldown time so back away from the enemy laner til it's up again. NEVER use your Playful / Trickster to farm unless there's a huge wave, or it's late game. You need this just in case you get ganked, or if the enemy laner jumps on you. Not only that, but using a few of these will erase all your mana and you'll have to peel back to base.
Remember that unless their team is really trash, you should never charge into 3+ people alone. If you're feeling selfless then you can even run in first to bait out their abilities, to then simply Playful / Trickster out of the fight, so then your team can have an advantage for when they go in. If your team is really A.D.D then they might not help you though, so this is probably something you should try over Discord and not with randoms. Also Fizz is really vulnerable while his Playful / Trickster is down, so make sure to position yourself correctly when pulling this off so you don't get pulled back in by a Blitzcrank or Thresh.
How to gank: Use your Oracle Lens on a bush and if there are no Stealth Wards then hide in there until they are extended to at least half way across the lane. I generally only hide there for 15 - 45 seconds since I don't want to fall behind in farm. If you're level 6 then you need to get to their lane ASAP and use your Chum the Waters and then kill. If your Oracle Lens is on CD then don't wait for an over extend unless they don't seem to react at all to your presence. If you're level 6+ then the way you want to pull off your ganks is by launching your Chum the Waters from your bush so they don't have time to dodge it, and then Q > E > W.
So say you enter with Playful / Trickster onto a LeBlanc and suddenly an enemy Shaco appears. You are basically screwed at this point because you will get rooted and have nothing to get away with. Not only that but if you enter with Playful / Trickster it is harder to land it on the enemy because they are distanced from you, so even without the Shaco the LeBlanc might be able to kill you. This will drastically reduce the amount of deaths you receive, and with this strategy you should average with only around 2 deaths by the end of the game (see Chapter 14 for examples of this).
Engaging with Fizz with Ult:
Once you land a Chum the Waters on an enemy, the rest should be a breeze. The way to engage with ult is to launch a fully charged Chum the Waters at your target, and then Playful / Trickster > Seastone Trident > Urchin Strike (Alternatively you can do Urchin Strike > Playful / Trickster > Seastone Trident). This should nearly or fully kill an enemy if they are squishy. Be wary of engaging like this on someone like Darius.
Engaging with Fizz without Ult:
The proper way to engage with Fizz is to use Urchin Strike > Playful / Trickster > Seastone Trident. This works amazing because the Urchin Strike will proc your Seastone Trident's bleed effect, so then you can use a fully charged Playful / Trickster, and use Seastone Trident while you're on your pole so when you land, you deal a massive amount of damage to the enemy + slow them.
Engaging with Fizz Early Game:
First blood is definitely obtainable with Fizz starting level 2 but mainly level 3. At level 2, you can try to get a first blood by Auto Attack > Playful / Trickster > Seastone Trident. This can be a bit hard at level 2 since you have to be right next to the enemy and don't have Urchin Strike to close the gap. However once you get Urchin Strike, you can start being much more aggressive and using your Urchin Strike > Playful / Trickster > Seastone Trident Combo.
Early Game: Early game is pretty standard for Fizz. You want to try and get as much CS as you can without blowing all your mana (See how to farm with Fizz above). On an S+ game that got me to Mastery 7 with Fizz, I had 50 CS by 10:00, and my KDA was 3/0/0.
Mid Game: Fizz doesn't require much to do a ton of damage, just land a fully charged Chum the Waters on your enemy and you should have your kill secured unless they're tanky. With that in mind, you want to begin wandering whenever your turret isn't being bombarded by minions. Most games I wander bot and it can really help me get fed, as well as help my team secure a dragon or turret kill. By 20:00. I was 124 in CS and my KDA was 9/0/1.
Late Game: Late game is where I used to screw up my S a lot on Fizz. I'd be really fed and try and get more and more kills without looking at my really low CS. Your CS is a huge part of getting an S on not just Fizz, but every non-support champion. This doesn't necessarily mean you should ignore team fights all together and just tunnel into CSing, but you should make CS a big priority for you so in case the enemy team surrenders, you'll be set for an S. I like to set goals as I am CSing, such as ending the game with at least 200 CS. By 30:00 my CS was 179 and my KDA was 19/1/4. I did not just focus on CS but I still helped my team in teamfights as well as 1v1ing wanderers. By the end of the game I had 238 CS and my KDA was 25/2/7. Though if you were 8/0/0 and had 250 CS you could probably pull off an S or S+.
Early Surrenders or Quick Games: I used to think that when a team surrenders early on, that basically ruins my S since I don't have enough time to farm up CS. However when one of my games ended at 20:14 with only 123 CS and my KDA being 11/0/2, I was surprised when I got an S. My theory is that your KDA and CS requirement for an S scales up as the game goes on. So if it's a really long game, you might need 15-20 kills instead of merely 8. If someone could confirm whether this is true I'd like to hear it in the comments.
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