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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Edits / Updates
Note: I will be adding more builds later on to this guide as I perfect them in ways that make them viable.
-
-Moves between creeps/champs with ease without Ghost
-Escapes enemy champ/turret attacks easily
-Great burst capability
-Strong Mid/Late game
-Summons a gigantic man-eating smiling shark/whale
-FIZZ GETS URF!
Cons
-
-Fizz is rather squishy early game
-Relies pretty heavily on team
-Need to know your capabilities as well as your opponents'
-Tundra skin covers his squid feet

Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
This allows for easier chasing or escaping without the use of


Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.7 per ability power)
This ability can be used to put some distance between yourself and an enemy champion if used correctly or even initiate a fight with one. This ability has a rather quick cooldown and is rather useful in bursting. I personally choose to max this first.

Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)
+ 4 / 5 / 6 / 7 / 8 % of target missing health
Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)
Activating this ability also applies grievious wounds debuff on-hit.
This is great for harassing. Activating this before dashing into a fight can easily make or break a fight with the reduction of healing placed on enemy champions you hit.

Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Learning to use this skill correctly will save you, allow you to catch a fleeing enemy, or even finish them off. Take care to not waste it because you may end up needing it in a fight and it has a rather long cooldown.

Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %
Using this in a team fight can be a huge game changer with the slows and damage it puts out. Also, if you are decent with skill shots, you could even catch that one enemy trying to flee for his life allowing you to catch up to finish him or if he's low enough, watch him die to a gigantic smiling man-eating shark/whale.

Why get this when Fizz's


Why run



Other Viable Summoner Spells

This is a wonderful spell. The slow and extra damage caused from this is amazing. Sometimes I use this based on who I am laning with and what spells they have chosen.

Another great tool for catching up or escaping enemies. I personally don't use it due to how comfortable I am with


This spell can be very useful for initial burst. However, I personally don't use it because when I'm ganking or bursting because I don't make much use of the AS given from it. This would be better used in a On-Hit AS/AP build.

These runes help your abilities cut through resistances.

These runes are a nice addition to the early game boost to help get the ball rolling on kills/assists/cs.

I can't express how much these have helped me catch someone with



These are great for that extra little bit of AP early game.
Other Viable Runes



Until you get used to using Fizz effectively, these runes can help you with your survivability. However, I dont recommend

Core Items



These are your essential items that are worked for everytime. They provide a large amount of AP burst.



Other Items

This is a very good item seeing how we are stacking AP. After using an ability, it makes your next basic attack deal more damage based off of your AP.

This item adds a large amount of AP as well as an ability you can activate to become immune to damage if you find yourself being focused giving yourself time to get situated and let abilities get off cooldown.

This is a very useful item that adds magic resist and health. Also, if you die it will ressurect you on the spot once every 5 minutes. I have started grabbing this item for my last item in games that are long and it has saved a few games and turned some team fights around into a winning direction for my team. This mixed with

Viable Options


Either of these two items would be ok. They both provide spell vamp. However, being a melee champ, Fizz would benefit more from


This item adds some extra health and some magic resist. Every 45 seconds it has a shield that blocks the first ability used against Fizz. This is a great survivability item if you feel the need for it.

This item adds some AP and extra health. Also, don't forget about the slow provided from this item. This is a great item to get early on if you are facing enemy champs with a high burst capability.

This item adds a high amount of AP and well as a large amount of magic penetration. This helps shred through any magic resist defenses your opponents may have resulting in a larger burst.

This item adds a high amount of AP as well as some magic resist. The passive gives you an aura that lowers magic resist of neaby enemy champions. This item is especially useful as a melee AP champ. It offers some magic defense without sacrificing too much magic penetration.
Early Game


Start the game by getting the



Mid Game
By this time,





Late Game
After completing




At this point is where you have some choices to make. Do I want some better defenses or do I want to just all out nuke?




Early Game
After grabbing your




So now the creeps have reached your lane and you start last hitting. Remember, once you've chosen





Mid Game
By this point in the game, you should have





Late Game
This is the phase where team work is essential. If your team cannot cooperate together, you might as well surrender. During a team fight, DO NOT INITIATE. Thats your tanks job. Focus the squishy carries then finish the team and push. Warding enemy jungle points and your own can easily create map dominance. You could also grab an oracle and start ward hunting or looking for


Going for the Gank
This works pretty much the same way in any phase of the game. You found your target and your teammate knows who you are about to burst. Decide whether or not to use






When trying to maintain lane presence, there are a few things to keep in mind. Pay attention to your health, mana, and skills. Also, know what your enemies spells are and whats been used. Keeping all this in mind can help you either get the kill or escape from an accidental over extension.
If you are in the top or bottom lane, use the bushes to your advantage.





Farming
This can be annoying due to




This ability can save you. My advice with this is to start a custom game and go learn which spots you can hop over to escape or even to initiate ganks. This is best done through trial and error. After learning these in custom games you can take it into normal and ranked games without worrying if you are going to waste a cooldown.
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