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Recommended Items
Runes: Regular
1
2
Domination
Precision
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash goes on f dammit
Flash
Ignite
Items
Ability Order Standard as h*ck
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Lissandra
Assuming she takes aftershock, she can essentially negate your whole combo with her w. Only fight when she has no ult or you will lose.
Ideal
Strong
Ok
Low
None
Champion Build Guide
ME
Aight, I've gotta start by saying that I'm not a god at the game. But after 4 seasons of being a hardstuck Bronze legend, I had an attitude change and got myself to Plat, so I'd like to think I'm qualified to talk about climbing, at least in low elo. I've got a ****ty twitch stream on which I play Fizz most days, and I've been told that I'm somewhat entertaining as I do so. I'm a Xerath main - I have ~500k mastery on my main account at the time of writing, and a further ~350k on a smurf which ended up surpassing my main account's rank. But when I want to have some agency and not die to every single gank, I play fizz - he's kind of my secondary pick.
Why Pick Fizz
--12.10 DISCLAIMER--
The durability patch has not been a good one for fizz. I really don't reccomend picking him right now.
The answer to this is pretty simple: you hate your opponents with a passion, and in particular you hate people who have the AUDACITY to play adc. You get some kind of sick twisted enjoyment out of nuking the **** out of a squishy and then flip-flopping your way to safety. You want everyone else to suffer.
Seriously though, here are (in my opinion) the main pros and cons of the champ.
Hyper Mobile
This is really the major selling point for this champion. In the modern game, being able to duck and weave in and out of teamfights and skirmishes is a really vital aspect of a champion's viability. If you look at high elo meta, almost every champion commonly played has some form of dash or blink.
Crazy snowball potential
Essentially, if you get far enough ahead you can kill any adc/mid laner with
Urchin Strike, an auto attack, and
Seastone Trident - and still have 3 out of 4 abilities off cooldown. At this point, any team below about diamond elo is pretty much gonna ff the game and give you free lp.
Amazing BM
Not really gameplay related, but holy **** can you tilt your opponent by spamming Fizz's annoying *** laugh and his play dead taunt. I love it.
Pretty unfun when behind
As an assassin, your job is to dive in and kill an enemy carry. When you're behind enough that you can't do that job even with your full combo, your utility approaches 0. Try to farm up and get back into the game.
No range
You're really only ever useful at melee range, so against a heavy poke comp your choices are often either to take a bad engage, or lose your entire hp bar with no answer.
Overall, if you really just want every other player in the game to feel yucky, play Fizz. Especially great in low elo, where a lead is easy to obtain.
The durability patch has not been a good one for fizz. I really don't reccomend picking him right now.
The answer to this is pretty simple: you hate your opponents with a passion, and in particular you hate people who have the AUDACITY to play adc. You get some kind of sick twisted enjoyment out of nuking the **** out of a squishy and then flip-flopping your way to safety. You want everyone else to suffer.
Seriously though, here are (in my opinion) the main pros and cons of the champ.
Pros
Hyper Mobile
This is really the major selling point for this champion. In the modern game, being able to duck and weave in and out of teamfights and skirmishes is a really vital aspect of a champion's viability. If you look at high elo meta, almost every champion commonly played has some form of dash or blink.
Crazy snowball potential
Essentially, if you get far enough ahead you can kill any adc/mid laner with


Amazing BM
Not really gameplay related, but holy **** can you tilt your opponent by spamming Fizz's annoying *** laugh and his play dead taunt. I love it.
Cons
Pretty unfun when behind
As an assassin, your job is to dive in and kill an enemy carry. When you're behind enough that you can't do that job even with your full combo, your utility approaches 0. Try to farm up and get back into the game.
No range
You're really only ever useful at melee range, so against a heavy poke comp your choices are often either to take a bad engage, or lose your entire hp bar with no answer.
Overall, if you really just want every other player in the game to feel yucky, play Fizz. Especially great in low elo, where a lead is easy to obtain.
Summoner Spells
Runes

These are the runes that I swear by for almost every matchup.
Here, I talk about the choices for whoever cares about that kind of ****.
![]() |
This is the absolute bread and butter of your kill potential. I don't really think Fizz ever benefits from a different keystone more so than electrocute, it really just puts your damage combo up a notch, and it's amazingly easy to proc with the auto-attack reset from ![]() |
![]() |
![]() ![]() |
![]() |
I have to be brutally honest here, I'm not a good enough player to really use ![]() ![]() ![]() |
![]() |
By the time you reach late game, your full combo does upwards of 3k damage, so you're going to be healing for a few hundred over the course of the fight. It's often just enough to make the difference. ![]() |
![]() | As an assassin, you're pretty often going to be in the situation where you get a kill with about 30 hp left and an ignite/D.O.T/turret shot ticking on you. Triumph saves you about 10% of the time here, and when it happens it can be game changing. |
![]() | You're an assassin, you want to do damage to low health enemies. Go figure. |
Minor Runes | Double adaptive force, and then take either armor or magic resist depending on your lane matchup. |
Itemisation
Core build
![]() |
I start every game with a corrupting potion. The sustain is amazing, it has excellent synergy with ![]() |
![]() | If you can back with 1050g at about level 5, you're in with a 90% chance of getting a kill when you return to lane. No one really expects the burst that it offers so early in the game, and the stats by themselves are worth the cash. |
![]() |
Given the aforementioned synergy with your ![]() ![]() ![]() ![]() |
![]() | I CANNOT STRESS ENOUGH THAT YOU NEED TO BUY THESE!!! If you're already a high elo player you can skip to the next section - but speaking as someone who's climbed out of the depths of elo hell, buying control wards is unimaginably important. I honestly didn't start buying these consistently at all until about September last year. Coincidentally, I hit Platinum on the 1st of November. |
![]() |
Once laning phase is starting to end, you don't really have much need for your ![]() |
![]() |
For a while, I was stuck in my ways and didn't believe in this item over ![]() ![]() |
![]() |
Now we really get to the good part of playing fizz. By the time you have ![]() ![]() ![]() |
![]() |
If at any point you have the luxury of 650 spare gold, pick up a ![]() ![]() |
![]() | Since your base damages are already quite high, you don't actually need to prioritize heavy AP until quite far through the game, as you're still likely to one-shot ADCs and mages even with as little as 200 AP built, until around 25-30 minutes. Not a lot to say, but getting it 4th or 5th item is really just ensuring that you keep your damage on par with their survivability. |
![]() | This is the final item I would consider to be part of the 'core build' for Fizz. Again, evaluate the enemy team and see how much magic resistance they have built. As long as there are at least 2 targets that have built at least one full magic resistance item, void staff is a worthwhile purchase. |
Situational Items
![]() |
While usually an item reserved for smurfs and normal-game pubstompers, I think that Mejai's is a very viable purchase on Fizz, due to his unbelievable kill potential, and the excessive slipperiness afforded by ![]() ![]() ![]() ![]() ![]() |
![]() |
Although it's not optimal, the extra health can make you into a pseudo-bruiser which in some team-comps can be useful. I really only build this into ![]() ![]() ![]() ![]() |
![]() |
Kinda troll, but if you're facing some speedy gonzalez ******** like ![]() ![]() ![]() ![]() |
![]() | If you're like 30 kills up and already hit full build, you can get away with selling your boots for the s p e e d o r b. Not really a common situation, but it can keep you relevant as other champions reach their 6 items anf you start to fall off. |
Abilities and combos
![]() | This ability is actually pretty slept-on. People really underestimate minion aggro and minion block, when in fact these are pretty important parts of the laning phase. Fizz's passive significantly reduces the former, and negates the latter, so you have way more freedom to play in and around the enemy minion wave than other champions might. Try to abuse this with aggressive lane positioning where possible. |
![]() |
Fizz's standard method of engaging fights. A short range dash that does damage and applies on hit effects - a big part of the reason ![]() |
![]() |
The most important tool for wave management, quick trades, and assassination potential. Make sure you're comfortable using it to auto-attack reset - as you will need to be able to quickly and consistently aa-reset in order to proc the 3-hit ![]() ![]() |
![]() |
This is the ability that gives fizz his identity as a champion. I almost always max this, occasionally I will take 3 points and then max ![]() ![]() |
![]() |
Although it has a fatty hitbox, this ability is quite easy to dodge if thrown at max range from vision. Try to use it from fog of war, either by faking a roam and doubling back to mid, or from the bushes above botlane. If using in a 1v1, don't be afraid to use it at minimum range - while it will do less, the damage is still extremely significant. I demonstrate below how to throw an 'undodgeable' ult while dashing in ![]() |
Below are a few videos of basic Fizz combos.
Early lane poke quick trade with electrocute proc (Q -> AA -> W -> AA -> E to safety):
Undodgeable ult, press R while still travelling in

Mid to late game full damage combo, over 3000 damage:
Gameplay basics
Early game
In most matchups, you're going to look for an all-in around level 3-4. You can trade before this, but you should be very careful to minimise the length of each trade - you basically want to pop your





Take recalls when you can afford




Mid-late game
Your number one priority throughout the mid-late game should be assessing which of the enemy champions is the strongest threat to your team, and figuring out when you can safely assassinate them. Try to flank as much as possible in teamfights, be constantly alert for opportunities to catch enemies by surprise with


Conclusion
Have fun on the rift my fellow fishmongers!
I'll be updating this guide when I can, and hope to improve whatever I am able to. Let me know if there's anything I should add or change. I'll be streaming daily while this ******* pandemic keeps going on at https://www.twitch.tv/crabbix.
If you've got this far and you enjoyed the guide, please be sure to give it an upvote - it improves the visibility and helps me out as a streamer!
Check out my other guides here:


That's all for now, Crabbix out!
I'll be updating this guide when I can, and hope to improve whatever I am able to. Let me know if there's anything I should add or change. I'll be streaming daily while this ******* pandemic keeps going on at https://www.twitch.tv/crabbix.
If you've got this far and you enjoyed the guide, please be sure to give it an upvote - it improves the visibility and helps me out as a streamer!
Check out my other guides here:


That's all for now, Crabbix out!
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