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Spells:
Flash
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Summoner Spells
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SPACE |
Summoner SpellsI chose ![]() I also carry ![]() ![]() ![]() I threw in ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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SPACE |
MasteriesMy masteries are pretty generic for AP, get ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The rest I put in the defensive tree, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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SPACE |
RunesMy runes are very simple, but effective. I get ![]() ![]() ![]() |
SPACE |
![]() Greater seal of replenishment |
Summary
Okay, so after seeing my Runes, Masteries and Summoner Spells you can probably see how I play









I am NOT saying that my Runes are the best and that you NEED to use them, they are just my personal preference and they fit my playstyle much better. Experiment and find what works best with you.

Nimble Fighter
Fizz's dexterity allows him to perpetually ignore unit collision and take 4/6/8/10/12/14 reduced physical damage from autoattacks.

Urchin Strike
Cooldown:10/9/8/7/6Cost:50/55/60/65/70
Range:550
Damage:10/40/70/100/130(+60%AP)
Description: 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

Seastone Trident
Cooldown: 10 seconds
Cost: 40 mana
Damage:
30/40/50/60/70 (+35%AP) (+4%/5%/6%/7%/8% of target's missing health) FOR PASSIVE
10/15/20/25/30 (+35%AP) FOR ACTIVE
Description:
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).
Playful / Trickster

Playful
Cooldown:16/14/12/10/8
Cost:90/100/110/120/130
Range:400
Damage:70/120/170/220/270(+75%AP)
Slow:40%/45%/50%/55%/60%
AOE:500
Description: 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. If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.

Trickster
Cooldown:16/14/12/10/8
Cost:90/100/110/120/130
Range:400
Damage:70/120/170/220/270(+75%AP)
AOE:300
Description: 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.

Chum The Waters
Cooldown:100/85/70
Cost:100
Range:1275
Damage:200/325/450(+100%AP)
Slow:50%/60%/70%
AOE:500
Description: 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 emerge 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.
This is how I level my skills
Basic Combo
Explanation:
- I max my
Seastone Trident first; reason being is because since
Fizz is a melee AP you are going to be fighting up close. Second reason, if you read the passive effects it does damage over time based on a percentage of their health. So it's also a good ability to use to farm (IF YOU CAN'T LAST HIT, LAST HITTING IS VERY IMPORTANT WITH ANY CHAMPION), as well as harass since you are able to escape easily with
Playful / Trickster.
- The reason I max
Urchin Strike second is because it applies on-hit effects, so it works perfectly with
Seastone Trident.
- Lastly, I max
Playful / Trickster I do this for the simple fact that I ONLY use it for escape purposes, to me it is to valuable a skill to waste on a kill, when it can be easily done with
Seastone Trident,
Urchin Strike, and
Chum the Waters.
Alternative Skill Guide
This skill sequence is becoming MUCH more popular, although it's not what I prefer, I will show it anyways
Explanation:
- The reason people choose
Playful / Trickster, over
Seastone Trident is that
Playful / Trickster has a MUCH higher AP a ratio, and MUCH higher base damage. Then combine this with the high damage of
Seastone Trident when you level that afterwards, you have a MASSIVE burst.
- However, I told you my reasoning for leveling
Urchin Strike and
Seastone Trident before
Playful / Trickster. The spell to me... is just to damn useful to be used on offense when another way can produce the same results.
Build Sequence
Item Sequence






Lich Bane
3200

Rabadon's Deathcap
3600

Void Staff
3000

Abyssal Mask
2650

Zhonya's Hourglass
3250
Starting Items




This is my favorite starting build because combined with his passive


If you chose to get resist runes, or movement speed quints, then I recommend

First time back

Either finish your boots,


Or buy an item that builds into




Mid-Game

By now




You should also have



Mid-Late Game

This is certainly an OPTIONAL item, it's one of my favorites however, and thats why I decided to put it in the build. I like it because of the 40% Magic Penetration which can be vital if there team decides to build Magic Resistance. But a great subsitute would be


PERFECT item for


Both of the items SHOULD be completed by this time, Mid-Late Game is a very broad time range but if you have been keeping up with farm and participating in team fights you should be golden.
Late Game

Great item for AP and Armor if they have a pesky AD carry, and the Passive is incredible; granting 2 seconds of invulnerability can be crucile if you are waiting for


By now you should also know EXACTLY what the problem is on the enemy team, and what you need to stop them, thats why I threw in



Build Sequence
Item Sequence






Deathfire Grasp
3100

Rabadon's Deathcap
3600

Lich Bane
3200

Guardian Angel
3200

Zhonya's Hourglass
3250
Starting Items





First time back

kage's lucky pick
Buy kage's Lucky Pick and hopefully if you can


Mid-Game

First chance you get, go back and buy


Mid-Late Game


Gives both Armor and Magic Resistance, and allows you to be a crazy as you want thanks to passive which revives you. As soon as you revive,


Late Game

For detail's on items I left blank, refer to first build!
- Now, if you are a good Fizz and are playing him correctly, you SHOULD be winning your lane.
- Once the other mid realizes that if you land your ult he will be killed, he will play VERY defensively. Take advantage of this.
- Go help out your team and gank, Fizz does a better job at ganks then most junglers due to his skill set.
- Go bot, or top... wait for opportune moment, throw your
Chum the Waters and then use your combo, its that simple.
- Fizz can tank turrets well due to
Playful / Trickster so you draw the turret aggro, then when you feel you should get out... jump out.
Items


Well, now hopefully you are ready to play Fizz!!! I will leave you with one more piece of GOLDEN information...
THE Fizz power song..........
Special Thanks to Dragon20217, Alpha Potato, and throatslasher. This was my first guide and they gave me the advice with what needed to be changed, added, or removed!
THE Fizz power song..........
Special Thanks to Dragon20217, Alpha Potato, and throatslasher. This was my first guide and they gave me the advice with what needed to be changed, added, or removed!
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