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Choose Champion Build:
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Tabzz Runes and Masteries
Introduction

Click for my Fizz penta (currently have two pentas with him, and an uncountable number of quadras)

Fizz is an ability power assassin that can burst down the opponent carries in a second. A fed Fizz can almost onehit the enemy carry with a single


















Although when you're against a ranged ap carry like










The matchup against

















Pros
-
Playful / Trickster. Need I say more?
-
Chum the Waters is a great engage, if you can hit it.
- Extremely fun to play
-
Urchin Strike combined with
Seastone Trident and
Lich Bane deals heavy damage, can almost onehit squishies lategame.
- Ignore unit collission from
Nimble Fighter
-
Seastone Trident makes it a bit easier to CS, both under tower and regulary.
-
Fisherman Fizz
and
Tundra Fizz
are awesome skins.
Cons
- Mana hungry early game
- This really does not happen often, but I have a fee times discovered
Playful / Trickster dealing no damage and stuns Fizz for about 0.5 - 1 second.
- Squishy obviously, since he is a burst assassin.
-

-

- Extremely fun to play
-



- Ignore unit collission from

-

-


Cons
- Mana hungry early game
- This really does not happen often, but I have a fee times discovered

- Squishy obviously, since he is a burst assassin.
I go
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Ability Power, aka standard AP runepage. If you're against an AD mid or don't think you'll need the magic resist, consider
Greater Glyph of Scaling Ability Power
Although Tabzz prefers greater mark of hybrid penetration for
Fizz, and I had to ask him why. The answer was, that he usually goes 28-1-1 masteries and pick AD and Armor Pen masteries, and usually buy
Elixir of Fortitude. Overall, it gives you a better early game.





Although Tabzz prefers greater mark of hybrid penetration for


Srarting items
Hard Lane
Crystalline Flask
Health Potionx3 - It's kind of not worth it after the change, probably a better choice to go 9 pots 2 wards
All In Lane
Elixir of Fortitude
Health Potionx4 sight ward - This combined with greater mark of hybrid penetration and
Sunder
will give you a super strong early game.
vs AD
Cloth Armor
Health Potionx5 - Rush
Seeker's Armguard
On your first back, try to get 1 or 2
Doran's Ring and a
Sheen to rush that
Lich Bane. After
Lich Bane you should pick up a
Needlessly Large Rod. Did you get a
Seeker's Armguard earlier or being too focused? Get
Zhonya's Hourglass. It's a super item for
Fizz, you can use
Playful / Trickster first and then
Zhonya's Hourglass for intouchable fish awesomeness wait cooldowns move. You should get either one of
Zhonya's Hourglass or
Rabadon's Deathcap or just both. From this point there are a lot of items to chose from, but I like getting
Void Staff here, and
Guardian Angel or
Warmog's Armor makes you a bit more tanky.
Liandry's Torment,
Abyssal Mask and
Deathfire Grasp are examples of good late game items.
Twin Shadows might be fun to get at some point of the game.
Hard Lane


All In Lane



vs AD



On your first back, try to get 1 or 2




















Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
The first part of this passive let's you ignore unit collision, you can wall through monsters and champions. This means you don't have to worry about minion blocks and such. The second part makes you take reduced damage from minions, which means you take less damage from minions in early game trades. Not really noticable lategame. Might be fun to combine this with



Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Good gap closer, it applies onhit effects which means it works as s basic attack, you can apply seastone trident and proc




Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
Active: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds (50% healing reduction).
The passive makes lasthitting much easier both under tower and not, since it scales of missing hp. This ability is a DoT, a Damage over Time, and combining this with

The active can be used for easier lasthitting under tower. To farm the melee minions you need to let the turret attack twice and then you can finish it off just with the W passive. Although for the caster minions you can either attack, let turret attack, attack or let the turret attack first then attack with the active. The active also afflicts grievous wounds, reduce healing efffects by 50%.

Playful: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends to make him able to jump once more.
If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
Trickster: Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.
There are lots of ways to use this ability, to gap close, to escape, to deal damage, to dodge abilities and AAs, to get through obstacles and walls, to wave clear. You usually max this first since you will mostly face ranged ap carries. When this is maxed, and you have bought a little bit AP this will onehit a whole wave (not the siege minion).

Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed.
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage, knocking up the target for 1 second, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds afterwards.
It's an awesome engage, hitting the carry with this will secure a dead carry, unless he uses


Fun fact: Most of the yordle characters like


I don't have too put too much details into this, just:
vs Ranged/poke
Chum the Waters>
Playful / Trickster>
Urchin Strike>
Seastone Trident
vs Melee trades
Chum the Waters>
Seastone Trident>
Playful / Trickster>
Urchin Strike
vs Ranged/poke




vs Melee trades




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