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Fizz Build Guide by PewDiePie

The Nuker-A Fizz Guide

The Nuker-A Fizz Guide

Updated on June 30, 2012
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League of Legends Build Guide Author PewDiePie Build Guide By PewDiePie 18,928 Views 9 Comments
18,928 Views 9 Comments League of Legends Build Guide Author PewDiePie Fizz Build Guide By PewDiePie Updated on June 30, 2012
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Fizz's champion spotlight

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I Just Love Playing Fizz

Fizz The Best Ap Nuke
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AP (viable) vs. DPS Hybrid (viable) vs. AD (not viable)

AP (viable) vs. DPS Hybrid (viable) vs. AD (not viable)
    Ability Power

    Pro's
    + Best Burst Damage
    + Good Survivability
    + Hard to Focus
    + Decent Sustained DPS
    + Very Strong Mid-Late Game

    Con's
    - Less Sustained DPS

    In my opinion this is the best build. It synergizes best with your abilities as it boosts the damage done by all of them. It gives more spell pen to increase your damage and will yield the greatest damage in the late game. Your abilities all enable you to enter and leave a teamfight and your ultimate has a 1:1 AP ratio. This seems most logical path as it makes use of all your abilities. This is best against teams with heavy CC and DPS. E.g. Xin Zhao and Sion. vs
    Attack Speed / Ability Power


    Pro's
    + Decent Burst Damage
    + Best Sustained Damage
    + Very Strong All Game
    + Can Push Turrets!!!

    Con's
    - Lack's Survivability
    - Easy to Focus
    - Expensive

    Now in my opinion what makes this viable is not only your W and increasing the amount of hits you can get off while its still active, but the cooldown and MR reduction given by malady and Nashor's. Your cooldowns will increase your DPS and the reduced MR that you deal is better than the spell pen on a full AP build. This also gives DPS faster because your W is the only way of dealing sustained damage. This build is great because it is difficult to counter as well. Best if your team lacks pushing power (in 3v3) or against very tanky teams e.g. Rammus, Olaf or Renekton. vs
Attack Damage


Pro's
+ Good Sustained Damage
+ Multiple Gap Closers
+ Great Late Game

Con's
- Lack's Survivability and Sustain
- Inefficient; damage severely lacking to flat AP and Hybrid
- Weak early game

I'd say this is just bad. Lol. Some people are making offtank trinity atmog builds but these are horrible IMO. It seems better to just build these items on Anivia by the same logic seeing as she has a longer attack range. None of Fizz's abilites scale off AD and so its hard to see why this build is even considered as viable. As a jungler you kind of have to take some AD when buying Madred's however this is out of necessity for jungle speed. Even Madred's bloodrazor offers attack speed though.
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Fizz's Story

Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.


Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.

“Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he’s on our side.” – Miss Fortune, the Bounty Hunter
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Patch update and fizz basic stats

Damage 51 (+3 / per level)
Health 414 (+86 / per level)
Mana 200 (+40 / per level)
Move Speed 310
Armor 13 (+3.1 / per level)
Magic Resist 30 (+1.25 / per level)
Health Regen 1.8 (+0.14 / per level)
Mana Regen 1.22 (+0.09 / per level)
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Provocative Pros/ Confusing Cons

Pros / Cons


Pros



+ Good Initiator
+ Great Chaser
+ Good Scaling
+ Great burst damage
+ Great sustained damage
+ Great Escape Mechs
+ Can dodge enemy harass
+ OP with a sheen
+ Saves cute little hawaiian girls



Cons



- Hard to master
- Gold Dependent
- Hard to make use of Auto Attacks
- Early game he is squishy (who isnt?)
- No robot laser shark skin yet
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Runes

Runes i love for Fizz

Greater Mark of Insight
9
Greater Seal of Replenishment
9
Greater Glyph of Focus
9
Greater Quintessence of Potency
3

Ability Power Quints: Sorry if the title misled you, this isn't very risque, its pretty standard. Fizz is primarily a burst damage champion. Even his auto attacks do damage based on AP and missing health rather than amour pen or AD. Flat AP will give you the ability to control your early game lane as well as land successful early ganks. Here you do have a few options though, mainly CDR and mana regen. Fizz is very difficult to master in lane and so for newer players I recommend just because between dodge and harass you will be mana starved quickly. With this build lacking CDR, that is a viable choice as well.

Magic Pen Marks: Here you only really have two viable options: magic pen or armour pen Magic pen is useful throughout the game on all your spells, even your auto attacks. Remember penetration is the key to dominance.

CDR Glyphs: The thing is fizz had pretty long cooldowns. You could change these for flat AP but with a 10 second cooldown, 10% is already one second. It adds up to a lot in the long run but its more of a personal preference thing here. If you go all out AP glyphs, seals and quints it tends to work well on most burst champs but I have yet to try it out. CDR is nice but if your feeling frisky I'd say go AP.

MP/5 Seals: Stamina is the key to victory. If you lack stamina how will you ever maintain your dominance? Here it would be viable to take more flat AP but you wouldn't be able to harass very long. The return is greater on Mana/5 and considering how mana heavy fizz is in the lane it would be frustrating IMO not to have these. To avoid harass it is mandatory to learn how to use Playful/Trickster but this ability does cost a lot of mana and so regen is very important. Even if you take mana regen quints, it still helps because if you get mana starved early on say goodbye to your lane control and a whole bunch of gold with it.

Risque Runes: The Second (Alternatives)

Alternative Runes

Magic Pen Quints These are just as good if not better than AP. See the chart I include in the item sections on the effects of magic pen. I would say health quints but they got nerfed waaay to hard for me to even look at them. They just remind me of 6000 wasted IP. Sometimes its just too hard to look back.

Attack Speed Marks: Meeh if your building AS route these are very viable. If you are maxing W first these will definitely give you the best returns. Take magic pen quints if you do this though. Remember speed is not a substitute for power...

AP Glyphs: Yeaaa these are pretty necessary. Like if you don't take cooldown I would recommend MR just because the early game damage is so important. If you read my laning section you'll see that Fizz is a veryyy aggressive laner. Without strong harass you will need more harass which will leave you at lower health with less mana.

Armour Seals: So some people dont like mana regen. Ok, I get that. These a great boost to your survivability and stack great with your passive. If you harass in lane it minimizes the damage taken from minions as well.
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For my AP build it is pretty straightforward why I take 21 points in offense. The final point is simply too good to miss out on. As a burst champion that excels at taking down low health targets it is perfect. It stacks perfectly with ignite and Fizz's E allowing you burst enemies down from half in early in lane and later in team fights. I take AP where it is available because flat AP will be the base of your damage. The two points in AS however are more out of necessity. Fizz's abilities do not scale with AD and only one with AS, but its still better than AD. I know some people like to take malady, despite losing health and burst. I also take CDR because with cool downs like Fizz - its worth it.

The offensive masteries also work extremely well with the attack speed build as they support attack speed and AP. I take AP boosts and CDR same as in my previous mastery tree for AP. In my attack speed tree it goes without that one should take alacrity for the attack speed boost which synergizes with your AP. What cannot be ignored is the attack damage that will come from your attack speed and there fore I take the 10% armour pen and the flat armour pen . Because there are less points left to put into defense, I invest these into life steal for sustain. I also take a point in demolitionist because with boosted attack speed, you'll be able to push turrets very well for an AP champ. In 5v5 you can even BD (backdoor) late game.
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Well, in order to know how to play Fizz 3v3 you will need to know how 3v3 works period.




Map Control:
Because the map is so small and there is only 3 players there will be a lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Not to mention buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to barely win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle.

Getting Gold:
Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredible stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time.

Laning:
Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. As a burst champ it is possible to be more aggresive in lane without overextending so take advantage of this. Your enemy may be unable to DPS you if you stay further back in your lane. Careful when finishing kills though because despite their low health, chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill.

Now for Fizz.
As Fizz it is definitely preferable to take the top lane. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. Catch your opponent offguard when the minions have dwindled for the best results. Make sure to watch the map. Gank whenever it is humanly possible. The early laning phase will pass quickly and make sure you do not have to go back more than once but dont worry too much about farming. At lvl 6 your team is going to want to rush dragon. Make sure it is counter warded first, as otherwise you will end up losing a teamfight. Once this is over the two teams will basically end up taking turns pusing lanes and fighting for jungle control. Getting an early sheen will definitely help you win the early jungle fights. What to do at this point is simply push lanes with a partner if possible and take jungle creeps whenever you can. You shine mid-game however because of you ultimate. This will allow you to initiate a 2v2 gank very easily or even a 1v2. Simply open with your shark from a far distance and use your gank closers to finish the target. The trick is using your amazing mid game damage to win your ganks and push turrets. The gold from these will help you snowball into your Rabadon's and continue to carry late game. If you are losing these, not to worry, simply play more defensively and continue to control dragon. Fizz is not the greatest in teamfights here because he cannot take as much damage and therefore relies on his teammates survival to avoid aggro and deal damage. Basically a few teamfights will decide the game here. These teamfights are usually decided by team gold, e.g dragon control and turret pushes. Make sure to use your mid game potential to gank and get your team fed. Otherwise you will drop off late game and be unable to survive or deal as much damage.
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Spells

Summoner Spells


Ghost : When you play Fizz your probably thinking faster daddy, faster. When you take ghost, too fast daddy! Lol sorry childhood joke, probably not funny. Anyway, with the nerfs to flash and all I just don't find it useful for escaping anymore and its just always on CD. Ghost has a lower CD and is better for both offence and defence. The fact is Fizz already has a blink that makes him invincible for a moment so flash in unnecessary. Use your already great mobility to make up for not having flash (e.g be more careful with E).
space


Ignite : For a burst damage caster, this is much more useful than exhaust. The enemy will be dead before they realize what is happening. Also fizz has slightly long cooldowns and so it may be difficult to chase after his initial burst, ignite enables you to finish your kills much more easily. Also ignite and your auto attacks synergize perfectly and are probably why fizz is considered an assassin.




Surge: My other choice was teleport for 5v5 but I guess its just not as useful on Fizz as this is. AS and AP stacks flawlessly with and attack speed build as well as AP. I don't use it much cuz I'm an old timer but it has great potential.



Smite: For if you are jungling. This is a must. Surge is not a replacement for smite.


Exhaust: Another personal preference. In situations where ignite is needed for the advantage in a DPS fight or for finishing an enemy, three times out of five exhaust is more useful. For burst damage ignite can be more useful. Considering your passive ensure a kill on a weakened target, exhaust should not be needed to chasing or fighting. (you are a burst assasin). Always counter pick summoner spells based on the champs the enemy has picked, however in most cases take ignite.



Flash: I have always had serious preferences on which characters I take flash over ghost. Personally I only ever use flash. I suppose both are viable on Fizz however personally I like the possibilities of flash more than those of ghost. With abilities it is easy to escape, initiate or chase. Therefore I do not think that ghost is necessary because in the situations where it is, you can use your abilities. In terms of chasing Fizz is not a DPS champion anyway, he is more of a burst and so ghost would not be very useful either. With flash it is possible to chase through walls and escape in situations where ghost would have no effect. I will put up videos to demonstrate some of these uses. EDIT: LOL JK GHOST IS WAY BETTER. They nerfed flash range and its useless now. Its best used offensively e.g. it sucks.
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Items why?

Items
Early Game Core


Sheen : It took me a while to figure out, funnily enough, but this is your cocaine. Once you get this you get like fifty times scarier. Your urchin applies on hit effects and when you follow up on Playful/Trickster with your auto attacks, its that much scarier. This is your main source of early game damage, and don't forget it.
Boots of Speed : Whats the point of having great chase or escape without boots, right? Kidding, but seriously these will help you gank, land your auto attacks and overall be able to have a greater presence. If you take these early, the pots are a great boost to survivability. Also many people are afraid of Fizz early game because of his DPS, burst and ability to path through minions. By having greater speed it becomes possible to harass the enemy if they insist on staying out of reach. Boots are pretty much standard in any early game situation. I save sorcerers shoes, ionian boots, etc. for mid game though.

Mid Game Core

Rod of Ages : What bothers me about any burst champ who relies on auto attacks is the lack of survivability. If your going to throw yourself at the enemy and get in range, then hope they wont focus you, keep playing normal but don't ever try ranked or youll be very sad. Rod of Ages is great for mana issues when regen is not enough. It also gives you the illusion of tankiness as well as great AP. Get this early and it becomes the gift that keeps on giving. From early to late, it remains useful all game. Also Catalyst is your only means of early game sustain
Lich Bane : You can take Rabadon's first but with sheen, its relatively inexpensive and simply gives amazing returns. I could not believe the damage I was doing when I first got this. Imagine Urchin strike applying on-hit with massive burst and physical, then followed by your Spear Hop and Seastone Trident? Its pretty scary. The move speed also helps tide you over till you get sorcerers shoes. I got a comment "Solid AP Guide and nice layout. The only thing that bothers me is your Lich Bane. Aren't you getting it too early? IMO, you should get Deathcap right after Sheen then finish your Lich Bane. Well that is how I do it anyways." This is pretty true but it depends which build your using. To get lich bane you need solid AP otherwise its pretty much useless. I only get it first if RoA is fully charged. Otherwise it is better to buy Rabadons or at least part of it before getting Lich.

Ionian Boots of Lucidity : With so little spell pen I really don't recommend this. Look at the armour and MR chart and you'll notice how important spell pen really is. Still it I suppose its viable on a pure nuke build as the reduced CD's would increase your DPS drastically, however on the AS build with Nashor's, runes and masteries, its somewhat useless.
Sorcerer's Shoes : Big Damage increase. With little magic pen your damage is severely hindered. Check out this chart to see the amount of damage reduced by MR. Anyway movespeed is always useful in teamfights and map control and you can see how much the magic pen helps. Ionian boots are also good. I dont know this really comes down to personal preference. If you focus on W though magic pen is definitely better.

Late Game

Rabadon's Deathcap: God mode - On. This is your late game damage and marks the late game for you. Once you have this item your urchin dash should be merkin your opponents not to mention your trickster and magical auto attacks. Theres not much to say for this item except that you need it. Well no, you want it. It means you can kill your opponents and laugh while theyre trying to figure out where you came from.

Deathfire Grasp: This item came to my attention later because I figured, hey, Fizz is a burst mobility champ that needs all the AP he can get. How wrong I was. As a burst champ you dont want more AP, you want to kill the enemy in less than a second. Deathfire allows you to do just that. By initiating with this you put the enemy a great disadvantage. When you Q and E onto your enemy at this point they should already be past half. Once the shark hits doing 6% bonus damage and your W passive kicks in, the enemy should be dead in one rotation. Course you can always chase them through walls if you see fit - for the lolz. Basically this is a necessity against tanky enemies who you cannot seem to bring past 33%.
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If u like to play 3 v 3

Well, in order to know how to play Fizz 3v3 you will need to know how 3v3 works period.




Map Control:
Because the map is so small and there is only 3 players there will be a lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Not to mention buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to barely win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle.

Getting Gold:
Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredible stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time.

Laning:
Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. As a burst champ it is possible to be more aggresive in lane without overextending so take advantage of this. Your enemy may be unable to DPS you if you stay further back in your lane. Careful when finishing kills though because despite their low health, chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill.

Now for Fizz.
As Fizz it is definitely preferable to take the top lane. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. Catch your opponent offguard when the minions have dwindled for the best results. Make sure to watch the map. Gank whenever it is humanly possible. The early laning phase will pass quickly and make sure you do not have to go back more than once but dont worry too much about farming. At lvl 6 your team is going to want to rush dragon. Make sure it is counter warded first, as otherwise you will end up losing a teamfight. Once this is over the two teams will basically end up taking turns pusing lanes and fighting for jungle control. Getting an early sheen will definitely help you win the early jungle fights. What to do at this point is simply push lanes with a partner if possible and take jungle creeps whenever you can. You shine mid-game however because of you ultimate. This will allow you to initiate a 2v2 gank very easily or even a 1v2. Simply open with your shark from a far distance and use your gank closers to finish the target. The trick is using your amazing mid game damage to win your ganks and push turrets. The gold from these will help you snowball into your Rabadon's and continue to carry late game. If you are losing these, not to worry, simply play more defensively and continue to control dragon. Fizz is not the greatest in teamfights here because he cannot take as much damage and therefore relies on his teammates survival to avoid aggro and deal damage. Basically a few teamfights will decide the game here. These teamfights are usually decided by team gold, e.g dragon control and turret pushes. Make sure to use your mid game potential to gank and get your team fed. Otherwise you will drop off late game and be unable to survive or deal as much damage.
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Normal 5 v 5 games and ranked

So for a typical ranked 5v5 this is pretty much how your game is - or should go.


1 - Just go solo. In ranked you should always be top or mid. If in mid or top you should probably be defending your blue buff or ganking theirs. If someone CV's and its clear nothing will happen just return to lane or if you think its not too dangerous, leash for your teammate. Now at lvl 1 its hard to harass with abilities because of minion aggro but take advantage of this and your passive and hit your opponents by moving through the minions.

2-3 - Now your gearing up for war. Take your Q and W and the real harass starts. You wanna get them out as fast as possible to ensure your lane dominance and last hits. You have to melee farm meaning you can be zoned out if you have less health than they do. Either E or Q towards your enemy and whack them with W until you take too much minion aggro. Then go back. Try to initiate your harass when the minions have mostly died off. You can see good examples of this is my laning video.

4-5 -At this point, make sure you are farming and try to zone out the enemy from exp. You want to hit lvl 6 BEFORE them so that they wont expect your ultimate. Also the gold you get here is most of what you will be using on your first trip B so make your time worth it. The enemy will be regaining health but not to worry, just keep them below 66% while keeping the minion wave around the middle of the map. DONT let your mana drop past half though. Let them be confident but keep them from healing completely. When you get you whale thing, Willy will be sure to turn their frowns back around.

6 - Yes you made it! Hopefully the enemy is a bit above 66% health and your relatively farmed up with at least half your mana left over. Also care you are not past half. Now use ghost or E to close the gap ASAP before they realize whats going on. Land your shark. They will be slowed. Proceed to use whatever spells you have left along with ignite or surge and they will die instantly I guarantee. With offensive masteries they is no doubt you will get the kill. If you mess up landing your shark no matter really. Just means that on your trip back, you will have less gold.

7-8 - This point should be some free farm if your opponent is dead. Otherwise make the best with what you have. Jungle control is important here as are ganks. You are going to want to start roaming. With no sustain you will have to B soon. Once you go back your shark will be off CD. This means gank. Everytime its off CD. Gank. Whichever lane you gank eventually dragon will be killed and maybe a teamfight will break out. Read my other sections for advice during these scenarios. Between jungle control and teamfighting just farm. Dont gank unless you have shark because you will end up being underleveled. Try to level and get gold. From here on out its all about teamfights really.

8-14 - By this point you have sheen and are probably building RoA. Your health and damage and sustain should be good enough you can gank and switch lanes without having to go B a lot. Sticking with your team is a must at this point. With warded jungles and bushes any solo character who strays for a minute is sure to die.

15 - 18 - Okay once you get Rabadon's and Lich Bane the fun really starts. Take jungle buffs and stick with your team until the tank initiates. Q onto the nearest squishy. The section on teamfighting will explain more on what to do here but basically you kill the enemy carries, carry your team to an ace and proceed to win.
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Team Fights

aace Now Fizz has a few options in a team fight as he can take on responsibilities of a caster and a DPS assassin. If you catch an opponent straying from his team, Playful / Trickster towards him and use your ultimate to initiate a team fight. Only do this if you are sure you wont be focused by members of the enemy team. Otherwise let your tank/AP initiate and save it for during the team fight because casting this on a fleeing enemy almost ensures their death or casting it on a DPS can stop them for a moment. Fizz needs to be built tanky so he can get off his auto attacks without dying but the most important thing about playing fizz is the ability to kite. Once the teamfight has begun, enter using Q saving E for chasing or escaping. Proceed to auto attack and cause mayhem as desired. Make sure to get as much AoE damage as possible from your E and R to give your team the advantage. Once you have used your spells it is best to begin chasing fleeing members of the enemy team and try to finish them off . This is where you excel. Because of Fizz's amazing mobility you should always be focusing the squishies on the enemy team and trying to CC them. Your burst and Auto Attacks should usually be enough to take them down. If you are in danger of taking too much damage, remember, you can always hide nearby and come back in when you can burst down the enemies.



Teamfights: Your role is basically that of an anti-carry. You are able to go in, deal a BUNCH of damage, then come back out before that caitlyn can even ask for your number. Im specifying this because as a mage the idea is to avoid putting yourself in the fight until it is safe to do so and as an offtank you are taking a good chunk of damage while dealing it out yourself. You are neither of these. You simply ulti the nearest squishy and proceed to Q them and W . Then escape or chase with your E. spaaaaaaaace
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Juicy Juking

Thank Rys for this juking video

And this one
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Laning

Ok so I got some questions on which lane to take. You can be viable in a duo lane but with your low survivability and high damage output, you should be with a strong CC champion or in the solo lane. Now, when your laning as Fizz you want to establish dominance. Without this it will be very difficult to harass and last hit. Because Fizz has weak sustain and pretty weak armour/ MR scaling simply going to last hit as a melee champ will leave you turret hugging in no time. With little mana and survivability you want to use your health potions to push your enemy hard early game. You can dodge and outDPS them so it shouldnt be too difficult. Just hit them behind the minions of they are melee and wait for the minions to die. Once this happens dash to them and hit them around with your W. Also if you run low on mana, you cannot dodge or harass, and will be left out losing gold. Luckily, because your passive you have great mobility in lane and can outmaneuver you opponents with ease and if you follow my build you should have plenty of mana. One of the most crucial aspects of Fizz is the ability to dodge using E. If you can do this you will be able to outplay your opponent avoiding their harass and dealing it back to them twice as hard. Dodge their attacks with E then jump right on top of them. Depending on who you are up against its also easy to simply walk through the minions when last hitting to smack your opponent around a bit. What works well is using your Q to dash in, then following immediately with you E to avoid damage, then running away through the minion wave :) Its really funny and works well. Course you can also Playful/trickster toward your enemy then dash through them to go back. This works better than the other combo if you want to get some auto attacks off before running away. Going in with dash then using E will land your slow and is the combo you should use if you plan on killing your laning opponent. Usually the first time you pull this is at lvl 6 at which point you can auto attack them after you ground slam, then follow up with your shark and ignite, and chase them for an easy kill. The most important thing to remember here is that Fizz supports risky play and once your opponent is below half, they are as good as dead. This is your trump card. After around lvl 7 you will be roaming and you will start jungling, teamfighting, covering lanes and ganking.




Now ExTgT said "I'm screwed against ranged champs in general, and I can't win harass-duels early either. If you start with a Dorans Ring, you might have more health and mana reg, but it leaves you very vulnerable against enemy harass.
If you start with boots, you're not durable enough to withstand enemy harass either, (he's sort of right but also wrong but I'll explain why) and are gonna lose a duel if your opponent decides to force one.
And how are you gonna win your lane if you leave your opponent free-farm, while being able to harass the **** out of you?"



Ok so the thing here is, youshould be able to push your enemy out early. Thats my main emphasis here. Its waaay easier with boots because otherwise if you fail your attack you have to b or tower hug and if they stay out of your zone its hard to get in. If they stand far from the minions its easy to E towards them then Q and follow with your W and auto attacks. Since their squishy it really shouldnt be hard to get them low. Activate a pot before you dash in and you SHOULD come out on top. If they stay inside the minions, just wait tills theres very few left then E on top to slow them and proceed to pound their faces with your oversized rod. To save mana dont use your E until your advance on them and you should have enough for two assaults of Q and W. If you take boots you cant take as much burst, but you can take a whole lot more damage overall. After you harass they should be so scared that they wont come back to harass you. If you can regen health while they stay back your in a prime laning position.


When your laning you have to consider your zone. This is theamount of space you control through the potential damage you can output and take in that space. Distance of skills will create a larger zone such as Urchin Strike. With your burst your zone practically increases zone to 550, the spell range. Because of E you can cover even more distance and if your damage is great enough, you can control the entire lane. By keeping the enemy afraid of taking damage when they last hit you are denying them gold. Abilities are not everything though. Your passive creates a different zone against melee champs because you cant hit them through the minions and run away, giving you a type of control they lack. Bushes create a new zone as against AD carries they cant even hit you here. Minions affect the zone because they can deal A LOT of damage if left unchecked. The point of the zone is not to avoid harass but to be able to last hit safely. People will enter your zone if they can tank the damage while safely getting last hits. To make the best use of your zone you need to be able to last hit. This is simply a skill that comes with practice. Last hitting under a tower is an important skill and very easy to do. Melee minion, you let it tank 2 tower shots, and do a single autoattack on it. Ranged minion, you smack him once, the tower shoots, and then you finish it off with an auto attack.

HUGE NOTE:

Junglers change the zoning hugely. You have to consider the jungler's zone once he enters your lane if he does. Basically this means dont go past half when the jungler is roaming.
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And now!

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This build will let you be a pure nuke in your game but a warning



So witouth any further questions

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And the champion that is your nemesis

Tryndamere


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