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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction

Hello, ladies and gentlemen, and welcome back to my new improved guide, updated after the huge game changes from pre-season 3. Please note that this specific item build, as well as laning and overall teamfight gameplay are still in its infancy. A lot has changed since the pre-season patch, and it was really hard to keep up with the growing meta, especially for melee assassins. Well, supports and junglers changed more, but... YOU GET THE IDEA.
So, what happened was this: before the season 3 update, I had





So, sit back and drink even more dozen cups of coffee while you try to stay awake and read through this guide.
Pros
* Burst
* Easy to chase escaping enemies
* Dodges and escapes :D (

* Crazy snowballing
* Damage over-time!
* EAT ALL THE YORDLES MAWHAHAAHA
* Amphibian! (Well, sort of) *Actually, according to Riot, he is "an ancient water-dwelling species." Huh.
Cons
* Squishy (comparable to

* Need early farm and sustainable gold mid-game
* Hard to be involved in team fights if

* Heavily item-dependent
* Difficult to master

Runes










Ability Power for damage.
Alternative Runes:




















*Please note that the item purchase order is entirely situational to who you're laning against and who on the enemy team is fed. For example, it may be ideal to buy an earlier

Boots +
Health Potion x 3: Always always start with these and not a
Doran's Ring.
Fizz needs the mobility, regardless of enemy champion.
Doran's Ring: Doran items are, by far, the strongest items in early game. Get some rings and dominate that lane.
Sorcerer's Shoes: Once you get this, you'll have even more magic penetration...and even more damage! I generally rush
Sorcerer's Shoes for the movement speed.
Haunting Guise: Rush
Haunting Guise if you're ahead (generally get it at 6-8 minutes).
Sheen: This will help you with your burst; extremely efficient if you're ahead.

Rabadon's Deathcap: Obviously, all offensive ability casters need this item. If champions haven't started building magic resistance by now, you will create terror.
Lich Bane: NO MORE MAGIC RESIST NOOOOO. Well, at least the movement speed is still there... and the passive has been nerfed a bit T.T
Still, it's basically THE item forFizz.
Guardian Angel: Guardian angel. No explanation needed.

- Need tankiness? Get
Rylai's Crystal Scepter.
- That
Ziggs or
Karthus ult making you lose team fights? Get
Zhonya's Hourglass or
Abyssal Mask.
- Not enough damage? Carry
Void Staff.
- Want to burst down the ADC while 5v1 and make it out alive? Well, you can already do that, because you're Fizz.

Hextech Gunblade: When
Fizz first came out, a lot of people built this on him, probably because of his attack damage scaling on his Q. Then people realized that spell vamp doesn't really help
Fizz as it does on other champions. So, no one buys it anymore, and you probably shouldn't either. Don't buy
Will of the Ancients either.
Deathfire Grasp: *-* dat active. Like a single-target mini
Vladimir ult. Damage amplification won't really help
Fizz because one combo late game will insta-kill the adc anyways. However, mid-game, it is extremely effective.
Rod of Ages: This item is good if you can get it around 15~16 minutes; otherwise, it won't help at all.
Liandry's Torment: More damage over time is really nice, plus amplified damage if you land your ult or E first. This also synergizes well with
Rylai's Crystal Scepter, since all your spells will impair their movement. However, it's not really the item for
Fizz; there are better options out there.
More to come as I experiment with different items!

PASSIVE





*TIPS*
- When enemy champions come up in front of you and you have to escape, try to walk through large bodies of minions (this can slow enemy champions down as they try to walk through as well, and it can get you out of range from a possible CC).
- Conversely, use it to walk through minion waves to catch up to escaping champions. The damage reduction will make minion aggravation bearable.
- Allows for easier jungling!
- This passive does not make you indomitable. It may allow you to escape with 3 health left, however, giving you an oh-so-slight advantage.
Q





*TIPS*
- Use this to close the gap from enemy champions, whether it be using it on them, or a nearby minion.
- Use this to widen the gap from enemy champions, whether it be using it on them, or a nearby minion.
- This ability will allow you to dash through narrow walls or ledges. If you have sight on some neutral creatures in the jungle, using this on them can really aid in your escape. Use it to your advantage!
- Note that you won't pass through terrain if you
Urchin Strike on an enemy on the same side as you are.
W


*TIPS*
- If enemy champions are attacking your turret early game, don't be afraid; go up to them and start auto-attacking with this active. They can't really do anything about it.
- Activate this during the animation of the dash of
Urchin Strike so that it'll be up when
Urchin Strike hits.
- Don't rely on this for harassing enemy champions early on, as you DO have to get real close to them to do any damage.
Ignite +
Seastone Trident = dead enemy champion.
E






*TIPS*
- As I've mentioned, activating Playful makes you untargetable (yes, UNTARGETABLE) for 0.75 seconds. This means you can dodge a majority of abilities with correct timing.
A few examples of abilities to dodge:Karthus'
Requiem;
Ziggs'
Mega Inferno Bomb;
Zilean's
Time Bomb;
Ashe's
Enchanted Crystal Arrow;
Ezreal's
Trueshot Barrage;
Fizz's
Chum the Waters; you get the idea.
- Using this ability will cancel minion, turret, and monster aggravation. This is why
Fizz can be a good tower diver.
- This ability can be used to leap over narrow walls and ledges. If you are getting chased in the jungle (or if you're chasing an enemy in the jungle), use it to your advantage; IT CAN SAVE YOUR LIFE.
- If you're following this guide to the letter, you have NO defensive runes. Therefore, CONSERVE this skill until you get decent CDR (i.e. DO NOT use it to kill minions).
- If you are jungling, only use this ability on neutral monsters before you begin attacking. Remember that this ability cancels monster aggravation; therefore, using it when jungling will reset the monsters.
R










*TIPS*
- Land it on an escaping champion to slow them down.
- Only if necessary, use it on enemy champions when you're getting chased, or if a teammate is getting chased (I really don't recommend this as
Fizz has
Urchin Strike and
Playful / Trickster for escaping purposes).
- You MAY be subjected to spam this, as the cool down gets pretty low. Talk to your teammates.
- This is a skill shot. This means YOU CAN MISS. However, it also means you can use it in the Fog of War if you know someone will be there (hopefully they'll have 100 health).
- Landing this in a vacant area and having an enemy champion run through it will cause
Chum the Waters to latch onto the champion.
- There is a slight knock-up / knock-back when this is executed. Use it to your advantage.
- Spell shields such as
Banshee's Veil will drop the ult onto the ground instead of latching.

Here are some general skill combos to help you in your lane!
-
The only combo you need to know about.
Ok, but seriously, with this, you can counterDr. Mundo,
Fiddlesticks,
Volibear,
Swain,
Master Yi,
Sona,
Taric,
Vladimir, etc. etc.
Other (not as useful) combos:
-
+
I don't recommend this. Don't initiate withPlayful / Trickster.
-
+
This is actually such a simple but highly effective combination. UseUrchin Strike to lock onto a target beyond your range. Then quickly tap E twice; using
Playful / Trickster keeps
Urchin Strike locked onto your target. This means that as soon as you land from E, you will immediately
Urchin Strike to the target, if it is within range.
-
+
+
This is your burst.Urchin Strike as soon as you land
Chum the Waters while activating
Seastone Trident for enhanced basic attacks. You can also add in a
Playful / Trickster and/or an
Ignite in there too.
-
+
+
+
LandChum the Waters then quickly use the active on
Deathfire Grasp before your ultimate initiates, dealing as much damage as possible. Basic attack them with
Seastone Trident active while they become knocked-up, and
Urchin Strike when they try to run.








Alternatives













Secure first blood. Win lane. Gank other lanes. Get fed. Have enemy surrender at 20. GG. And, of course, three question marks proceeded by profit.
Ok, seriously, just last hit, Q the enemy if you have the minion advantage and they used their main attack spell on minions, and that's all. Ideally you want to either: freeze lane just beyond your turret; or push lane and gank other lanes.

So, you're playing draft pick or ranked, and you're wondering when you're going to want to play


The next thing to consider is that you have a built-in Grievous Wounds. So champions that rely on healing themselves are good for countering with Fizz. This includes, but isn't limited to:
Finally, the last thing to consider is

Brand, notably with
Pyroclasm
Ezreal, notably with
Trueshot Barrage
Karthus, notably with
Requiem
Lux, notably with Finales Funkeln
Ziggs, notably with
Mega Inferno Bomb
Now, when do you not want to pick

Brand (provided you can't dodge his skill shots)
Cassiopeia (provided you can't dodge her skill shots)
Malzahar
Mordekaiser
Ignite
Next,

Finally,

Well, that's all for now. I might expand this later to explain laning against every single mid champion, but...I'm too scared to do that. Hopefully, this will be sufficient for now. D:

Sometimes, I pretend I'm a really fast scorpion (

- Roam the jungle with your team
- Ult an unsuspecting player
- Kill said player
- Proceed to take buffs / turret / dragon / baron.
Sometimes, I pretend I'm a rat (

- Stay hidden from enemy view
- Meanwhile get in perfect positioning (preferably flanking the team from behind)
- As the enemies initiate a fight, ult the ADC / AP carry / squishy fed player from behind
- Kill said player
- Hop to your team
Or sometimes, I pretend I don't give a damn about anyone (

Chum the Waters right in the middle
- Hope that you manage to do damage to all five enemies
- Chase the left overs
Things to look out for in a team fight:
- Spell shields. Including:
Banshee's Veil,
Quicksilver Sash,
Cleanse,
Nocturne,
Sivir,
Gangplank, etc.
- Invulnerability. Including:
Fizz,
Vladimir,
Zhonya's Hourglass,
Shaco,
Zed,
Tryndamere,
Kayle etc.
- Second-lives. Including:
Zilean,
Guardian Angel,
Yorick, etc.
- Magic Resist
- Position of AD carry, AP carry, squishy fed players

Can I ask you a question?
- Yes! :D
Can you actually play

- Nope. D:
Does this build/guide work?
- This guide is specific to my play style, so it may not be beneficial for all players.
Y U GET W NOT E OR Q LEVEL 1?
Seastone Trident's damage at level 1 is crazy. It is simply over-powered.
Not using

- Using it often loses a bunch of mana and potential escapes as well.
15/06/12 -- Added Skill Combinations Section
16/06/12 -- Changed the guide's name...not very original though, haha.
17/06/12 -- Slight formatting adjustments
20/06/12 -- Major formatting adjustments to item section
20/06/12 -- Added Q&A Section
21/06/12 -- Added (a completely lame) Laning Section
25/06/12 -- Minor adjustments and additions
28/06/12 -- Adjustments to item purchase order
07/07/12 -- Major changes to runes and items
08/07/12 -- After seeing

18/07/12 -- Added a second build! Mostly because I got complaints from people with

22/07/12 -- Changes to Items Section (now broken up!). Minor formatting adjustments
24/07/12 -- Completely reworked my build. Also added a really small Counter Section. Enjoy ~
27/07/12 -- Minor renditions
07/08/12 -- Added a few items, changed my view on

07/08/12 -- Third build added, Laning section reworked, changed runes, other unnoticeable changes
12/08/12 --

14/08/12 -- Minor changes to item build, many changes to item section, fixed errors, etc.
17/08/12 -- Fixes much grammar tingz now understndble is me guide !
22/09/12 -- Slight changes to item build
23/09/12 -- Really small change to skill order. (Q and W order)
23/09/12 -- Changes to Laning Section
08/10/12 -- Changes to masteries and items section; other small modifications
28/10/12 -- Addressed the nerf of

08/11/12 -- Addressed changes to summoner spells for season 3 (NOOO HEAL NOOO)
22/11/12 -- Few little changes
18/12/12 -- S3 changes
Going to add:
- Expect many slight changes as I try more stuff with
Fizz. This guide is still in its early stages and needs to be tested further.
- I've been looking more and more into "counter-initiate
Fizz", meaning leveling up E first. This basically goes against everything I've ever known, but I heard it counters a bunch more champions, making
Fizz very flexible. I will look into this further.
Ask me any questions or whatever, and I'll either answer them via comments or PM, or add them here. Requests for items, builds, etc., I'll gladly try out and modify my build accordingly.
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