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Spells:
Ignite
Ghost
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction

Good day, ladies and gentlemen. This is my Summoner's Rift guide to












Credits to jhoijhoi for the template, which you can find here.
spaaaaaaaaaaaaaace |
Pros
![]() + Amazing damage. + Sustain with ![]() + Gap closer with ![]() + ![]() + ![]() + Has amazing skins. |
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Cons
![]() - Melee AP mid goes up against a lot of ranged AP. - Focussed. - No ![]() - Missing ![]() - People will call you a noob and "abuser of OP". - No real escape without ![]() |
Runes




Greater Quintessence of Magic Penetration: Extra magic pen never hurts. Especially on an amazing AP carry like
Fizz.
Greater Mark of Ability Power: AP to help you get through the early game and boost your DPS by some small amounts.
Greater Glyph of Scaling Magic Resist: Magic res per level makes you more durable in the lategame, and allows you to get further ahead in your lane the higher your level is.
- greater seal of defense: Armor per level makes you more durable as the game progresses. Also makes you more resistant to melee ganks.
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PASSIVE: Basically, it lets you path through minions and other mobs (and other champions) as if you've used
Ghost. This is what makes
Fizz an annoying little poker in lane, seeing how minion counter attack barely deal any damage and you can't get stuck and die thanks to that.
-
ABILITY ONE (Q): Gap closer, applies on hit effects such as
Seastone Trident's DoT,
Lich Bane's damage boost, etc. Amazing ability, BIG part of your burst in the mid and late game.
-
ABILITY TWO (W): Annoying high DPS DoT that increases it's damage when your target's health drops. Oh, right. It also scales of your monstrous AP reserve. Can be activated to deal some extra flat damage. A very important ability all around.
-
ABILITY THREE (E):
Fizz' escape, initiate, dodge... A very, very good ability, and there's debate if this is OP or not, seeing how it can completely negate any damage for 0,5 seconds, and allows you to dodge abilities like
Karthus'
Requiem. Also works as a gap closer or an initial part of your burst. Very goooooddd.
-
ABILITY FOUR (R): This is the ability that makes
Fizz who he is. He throws a harmless little fish, which latches onto the first champion it hits... Then it comes back as a shark, an armored killer shark or an orca, depending on your skin. 1:1 AP scaling, works as a slow, hard CC, finisher AND a zoning tool, seeing how no-one wants to walk over the area that it leaves behind if it doesn't hit a champion...
First, I max


I max







... Of course, take a point in

-
: Magic pen. One of the three good boots for AP carries. Take
Mercury's Treads if there's a lot of CC, and take
Ionian Boots of Lucidity if the "long" cooldowns on
Fizz' abilities irritate you.
-
: Amazing item for nearly every AP carry. Sustain, health and mana, a nice boost over time to AP, Health and Mana. Rushing this item WILL make staying in lane WAY easier.
-
: A MUST! You CAN'T play
Fizz without it! Why not?
Fizz is a melee AP assassin, so he needs to be auto attacking as well! And with your HUGE AP reserve, this beast's passive is going to be BANANAS! The AP and magic res bonusses are nice as well.
-
: Health, AP and a slow. All you need for quite a long time. Very good item for
Fizz.
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: The FILTHIEST, HEAVIEST AP item in the ENTIRE game. 140 AP + 30% of your AP + the 140 AP seems pretty bananas to me. :D An AP carry should never not get this item.
-
: Seeing how you're using your abilities a lot, you'll gain a lot of mana thanks to this item's passive, and 3% of that will be morphed into AP. It's a nice item, but you can replace it with a second
Rabadon's Deathcap.



FOCUS ALL THE SQUISHIES! It's YOUR job to make AD Carries run for their LIFE! You



As you've probably learned by now,

Thank you for reading, please leave your feedback in the comments and thumbs up if you like this build. :>

Credits to jhoijhoi for the template, which you can find here.
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