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Fizz Build Guide by Saiyans

Middle 「13.21」Saiyans' Challenger Fizz Guide

Middle 「13.21」Saiyans' Challenger Fizz Guide

Updated on October 26, 2023
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League of Legends Build Guide Author Saiyans Build Guide By Saiyans 480 24 888,657 Views 37 Comments
480 24 888,657 Views 37 Comments
League of Legends Build Guide Author Saiyans Fizz Build Guide By Saiyans Updated on October 26, 2023
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Runes: Precision Secondary

1 2
Domination
Electrocute
Sudden Impact
Eyeball Collection
Relentless Hunter

Precision
Triumph
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite


TWITCH

YOUTUBE

TWITTER
Hello everyone and welcome to my Fizz guide. I'm Matt, but most people know me as Saiyans. I have been playing League on and off since 2011 and have been consistently Challenger since season 8, playing Fizz as my main champion.

For most of my League career I have been in love with melee assassins. Prior to playing Fizz, I one-tricked Diana for multiple seasons. As I got better at the game, I realized that Diana did not cut it at the top levels of play. This led me to Fizz; a champion with many similarities to Diana who gave me better results in higher elo.

Over the years of playing Fizz, I have played on multiple accounts through low to high elo. I would like to share my experience with you through this guide and hopefully help you understand more about Fizz and his role in each game.

I stream on Twitch so if you enjoy this guide and want more Fizz content, feel free to drop by and I'll answer any questions you have beyond this page.

Cheers!











STARTING ITEM


CORRUPTING POTION
Always start corrupting potion. This will help provide the HP and mana sustain for early stages of the game.

FIRST BACK


DARK SEAL



AMPLIFYING TOME
Prioritize buying dark seal. Replace Amplifying Tome with Boots if less than 750g on first back.

CORE ITEMS


HEXTECH ROCKETBELT




SORCERER'S SHOES




ZHONYA'S HOURGLASS




LICH BANE

Bread and butter item on Fizz. Gives him additional MS and added burst to all of his combos. Consider buying this on item 3 if you need extra burst and the enemy does not/will not build MR.

This is the item I usually pick up third if I notice I have low gold income during the mid-stages of the game.

SORCERER'S SHOES

Alternative to Ionian Boots of Lucidity, buy on optimal gold amounts over Ionian especially if when there are squishy, high damage target(s) that must be dealt with in a single rotation. If you don't see your team winning fights unless you instantly deal with the target (such as a fed ADC) then pick these up to aid in burst potential.

VOID STAFF

Buy if 2 or more squishy threats are stacking MR. Generally this will be a fourth item, but can be purchased as item 2 or item 3 depending on how much and how fast the enemy team buys resistances. Keep this item in mind when you draft full AP compositions.

RABADON'S DEATHCAP

Look to purchase deathcap as early as your third item if you do not forsee the enemy building any MR. Deathcap offers you an insane powerspike if you can complete it. Because of how expensive it can be, look to prioritize other items like Lich Bane or Void staff third if you cannot consistently pick up the components for deathcap, or if enemy is building magic resist.

This is the item I pick up third if I have high gold income in the mid-stage of the game.

NASHOR'S TOOTH

The components of Nashor's Tooth are terrible to sit on relative to Lich Bane. From my testing, whether you buy Nashor's Tooth or Lich Bane on item 3 you will still be able to burst squishy targets regardless of what you build. However, Lich Bane allows you to position yourself better due to the movement speed passive. Only consider buying this item if the enemy team has bulky threats that you need to deal with.

MEJAI'S SOULSTEALER

This item is a double-edged sword in many games. Though it gives you heavy carry potential, if the games are too close, this could delay your core and throw your item advantage. Determine whether delaying your build is worth the purchase. Generally this will be fine if you have perfect gold amounts to do so, or if you determine that restacking Mejai's Soulstealer will be easy even if you die.





In previous seasons, cookie-cutter builds; building the same items game after game was staple for many champions including Fizz. This brought a lot of issues to assassins like Fizz, as versus certain team compositions you were doomed for failure. However, the introduction of Mythic Items in Season 11 has brought many opportunities to champions like Fizz to strive. Fizz now has options versus tanks, duelists, and of course, squishies. Getting to know what situation calls for what build path is crucial if you want to not only learn Fizz, but effectively improve as a player.

HEXTECH ROCKETBELT

From my testing, Hextech Rocketbelt is the best mythic on Fizz. Riot has made the item more useful by changing the components, stats, and modifying the amount of mana fizz needs as a whole. It provides the durability to survive initial bursts from assassins, or CC from mages/supports. You can play Fizz as a true skirmisher with this item and look at force your lead & give your team the advantage with less worry of being bursted before you can use your abilities.

However, using Rocketbelt can prove difficult. There is a learning curve in understanding the combos and angles you can look for by using this item. Furthermore, understanding how/when to reset on Fizz to replenish his mana is key in making this item successful.

LUDEN'S TEMPEST

Luden's Tempest is a strong item on Fizz. After testing, Fizz can consistently reduce the cooldown on the passive with the damage over time on his W. It gives Fizz much needed mana for the mid and mid-late game transition. Consider purchasing this item over Rocketbelt if you determine that you will need the damage from multiple combos to kill the enemy in skirmishes. In other words, if the team has a very bruiser-ish composition.

The weakness in Luden's Tempest lies in the little durability it provides. Since you need to be near people to do damage, you make yourself vulnerable to getting bursted before you can get full use out of the passive and damage Luden's Tempest provides.

CURRENTLY NOT CONSIDERABLE


LIANDRY'S ANGUISH

NIGHT HARVESTER

EVERFROST





HEXTECH ROCKETBELT BUILD


SORCERER'S SHOES

HEXTECH ROCKETBELT

ZHONYA'S HOURGLASS

LICH BANE

VOID STAFF

RABADON'S DEATHCAP

LUDEN'S MANA BUILD


SORCERER'S SHOES

ZHONYA'S HOURGLASS

LUDEN'S TEMPEST

LICH BANE

VOID STAFF

RABADON'S DEATHCAP












PRIMARY
SECONDARY
SHARDS
This rune page aids Fizz in accomplishing what he does best, to assassinate. Electrocute is by far the best option for Fizz to aid him in bursting enemies. This adds much needed damage to his combo at all stages of the game, allowing you to obtain kills that would not be available had you not taken it.

The Precision tree secondary has been my staple take for many years. Triumph and Coup de Grace double down on Fizz’s strengths, both diving and killing.

Triumph boosts your playmaking and dives. It will help you survive at key moments and oftentimes be a game deciding factor.

Coup de Grace gives you a boost in damage for enemies under 40% HP. Though the numbers will almost certainly be low, the damage is significant; it will be the deciding factor between you getting the kill or not.







PRIMARY
SECONDARY
SHARDS
Currently testing, high potential.

Situationally can replace secondary for Resolve depending on game. Adds to Fizz’s beefiness late game with Overgrowth combined with Hextech Rocketbelt/ Night Harvester.

Bone Plating gives you resistance to burst and also aids in early laning pressure.









FLASH

Flash is useful in many situations, and is a must take on Fizz. It can extend the range of his Q, E, and R abilities to catch people off guard. It can be used defensively if you are caught out. Flash will give you much needed mobility to finish off kills. Overall very strong summoner.

IGNITE

Ignite has been the summoner spell of choice for the past year or two. It gives you much needed damage to threaten kills when enemies over extend (especially when versus mages such as Orianna). It is a useful source to proc your electrocute in the mid game to burst squishies without having to hard commit with your E. Furthermore, as of Season 11 there is a large amount of omnivamp and healing in the game. Since you cannot build Morellonomicon, Ignite gives a useful source of Grievous Wounds.

TELEPORT

Take into extremely difficult matchups such as Azir/ Orianna paired with the fact that you have a jungler that cannot help you early (such as Shyvana or Master Yi). ALWAYS replace flash over ignite if taking TP. After testing with above conditions I've had great results .

EXCEPTION: Consider taking flash even with above conditions if enemy comp has many squishy backliners that are hard to reach / find angles on . (i.e. ZIGGS)













FIZZ, THE TIDAL TRICKSTER
Fizz is an AP melee assassin who relies on his mobility and burst damage to outplay opponents. His versatility allows him to adapt to different situations as he playfully jumps in and out of team fights.

STRENGTHS

High burst - ability to instantly impact a fight.
High mobility - ability to stick to immobile squishy threats, hard to gank.
Punishes mistakes hard - One mistake will cost enemies a lot more relative to other champions.
Good roams - Able to utilize avoiding tower shots with E paired with high burst to clean up weak or overstepping side lanes.
Strong in side lane - reliably get gold in sides during the mid-late game.

WEAKNESSES

Easily bullied early - Mages such as Zoe or Orianna start the game with advantage, putting you behind 20-30 cs when played correctly.
Weak to correct itemization - Early MR stunts Fizz’s burst and slows down his snowball.
Hard to be useful when behind - Often times when you are behind you will not be able to instantly burst someone, if at all.
Relies on enemies to make mistakes - Fizz relies on mistakes from enemy’s to get gold and start snowballing. As players get better, they make less mistakes.





PASSIVE: NIMBLE FIGHTER

Fizz’s passive allows him to ignore all unit collision and reduces damage dealt to him by a small amount.


Q: URCHIN STRIKE

Provides a short ranged dash to target location.

One of the abilities that enables you to stick and get to targets. Can be combo’d with your W to instantly proc both abilities at the same time. Can be used on champions, minions and monsters. This makes it extremely useful to use Q on a minion (to close the distance) then R on opponents who play far back. Simple and useful.

W: SEASTONE TRIDENT

Empowers and resets your next auto attack which provides a damage over time effect on hit.

This ability resets on minion kill, meaning it is an important source to be able to farm effectively at early stages of the game. W is part of your bread and butter trading pattern early game, which is Q + AUTO + W. This ability will aid in your burst, especially at the later stages of the game with Lich Bane.

E: PLAYFUL/TRICKSTER

Fizz jumps on his trident becoming untargetable for a time. When he crashes down, it deals AOE damage in a radius around Fizz, slowing all enemies hit. As you’re falling, you can input directional keys to fall in the direction of your choice by right clicking where you would like to land. You can reactivate this ability to jump again, dealing damage in a smaller radius with no slow effect.

This is Fizz’s iconic ability. Useful in so many scenarios. Since you max it first it does a large burst of damage, allows you to be immune to most sources of damage for a short time, provides extreme mobility and safety from enemy threats. Very useful to clear minion waves, and can be used to jump over walls. The reason this ability is so good in duels is due to the fact that used correctly, you will always get YOUR damage off first before the opponent is able to react. Played correctly, you can kill an opponent 100-0 with no counter play.

R: CHUM THE WATERS

Fizz throws a skillshot which grants true vision of the target it hits. After a short time, a Shark will pop up dealing damage, knocking up, and then slowing all enemies hit. The damage dealt and the size of the AOE is dependent on the distance travelled by the skillshot from Fizz.

Fizz’s shark provides a long range nuke and much needed CC to his kit. Paired with his other abilities, the amount of burst you have when you hit your shark is second to none. Useful for opponents who play extremely safe at a distance. This will be your main source of engage/pick for mid game skirmishes or late game teamfights. Around objectives enemies will have to respect the flank potential or engage that this ability provides.






ABILITY
SEQUENCE
1

E
2

W
3

Q
4

E
5

E
6

R
7

E
8

W
9

E
10

W
11

R
12

W
13

W
14

Q
15

Q
16

R
17

Q
18

Q




After familiarizing with Fizz's skills, check out these combos that can be utilized in different situations throughout every game.


HOVER TO EXPAND
Most common combo you will use at the early stages of the game. Since your W is an auto reset, this will allow you to get much needed efficiency out of your trades. Look to either walk out or E away depending on the matchup.

Utilize this combo to set up kills before looking for an all in. Your goal with this trade is to deal as much damage as possible whilst also taking as little damage as possible.

Note: As shown in the clip, you can do the full combo under tower without tanking a turret shot. Whether or not you take the tower shot is dependent on your distance from the tower, timing of the shot, and how fast you can do the combo.

Extended version of Q + AUTO + W. Utilize this combo in matchups you win all ins against. Note that this combo can be risky at certain stages of lane if you do not know where the enemy jungler is as it puts you at risk of being ganked. Used correctly, it is devastating for the enemy mid laner.

Be careful using this combo against Phase Rush users ( Orianna, Syndra, Viktor).


HOVER TO EXPAND




HOVER TO EXPAND
( TO MINIONS )
This will be one of the most important combo you learn. This combo will be used mostly when your wave is either near your tower or centralized in mid. The usefulness of this combo is difficult to sum up in a few sentences. The amount of kill angles you can get is massive. It aids in snowballing, sets up your jungler for ganks, is fast and therefore hard to predict, hides the animation of your shark, and allows a somewhat inconsistent R ability to be much more consistent and deadly.

( IN TEAMFIGHTS )
Application of above concept. Your Q when spaced correctly will put you behind the target you cast it on. This will allow you to Q + R into the backline and catch unsuspecting squishies. One trick you can play in teamfights if a flank is not available. Fizz has so many uses on his abilities sometimes you need to get creative in hard situations.


HOVER TO EXPAND




HOVER TO EXPAND
This combo is extremely useful for those mages like Orianna and Syndra who are hard to approach. Moreover, if an opponent is playing extremely safe utilize this combo if they come into range of it. Not every opponent will let you Q + AUTO + W them. Use this combo if that is the case.

Notice in the clip after the initial E + AUTO + W, I use my Q to extend the trade knowing I could all in and kill Syndra. If you determine that you will not be able to kill the enemy in a reasonable time (jungler, counter damage, etc) then you can just use your Q to dash to a minion & safety. See the minion positioning in clip for further insight.




This combo is useful as a change up to the Q + R. Sometimes you will be in range of the opponent and will need every bit of damage to kill on the opponent. Not very useful versus champions with mobility.

Also recommend this combo if enemies do not have Flash (as in the clip). Knowledgable players will know you’re looking for Q + R and dodge when your press Q. If you just throw the R they will not expect it.


HOVER TO EXPAND



You will be using Hextech Rocketbelt to engage (start your combo) or to extend your E. There will be circumstances where Hextech Rocketbelt will be useful as an added source to quickly proc Electrocute to 1 shot unsuspecting enemies. Other times, you will use it as coverage to catch out enemies by extending your E. Same goes for Flash, you can use your Flash to get into range to W + Q or direct your E to another location.


HOVER TO EXPAND

HOVER TO EXPAND





CLICK ICONS BELOW TO NAVIGATE





PASSIVE
Q
W
E
R
My #1 favorite jungler when playing Fizz. Kindred’s strong early game and high gank pressure at 3 complements Fizz’s level 3 power spike and enables you to look for aggressive kills early. Kindred alone can essentially solo kill your laner at level 3 with her damage, and Fizz is amazing at setting up ganks at this stage. It’s almost like these two were made for each other. Kindred also makes it hard for anyone in the game to itemization magic resist early. If they do, Kindred will make quick work of them for you. S tier.




PASSIVE
Q
W
E
R
Though Nunu & Willump is another source of AP on your team, the sheer pressure skillful Nunu & Willumps' apply to laners at the early stages of the game is second to none. As Fizz, early laning is the hardest hurdle to overcome versus good players. Insert Nunu & Willump who runs at your laner at level 2 like we’re back in season 3. Good players will have to respect early pressure from Nunu & Willump, making it easier for you early on. If not, a single gank from this monster can win you the lane in seconds. If the mid laner ever loses their flash early versus a Nunu & Willump they will die on repeat with correct wave management from your side.




PASSIVE
Q
W
E
R
AD assassin threats. Hard for the enemy team to itemize due to having two assassins from both sources of damage. Good diving partners.










PASSIVE
Q
W
E
R
Similar to Kayn, it is hard for the enemy team to itemize due to having assassins sourcing from both damage types. Also a good diving partner.









PASSIVE
Q
W
E
R
If this champ ever makes it out of lane and latches onto you as Fizz, you will be near unkillable with Zhonya's Hourglass. Yuumi's heal grants movement speed and can provide you with more AP/CDR utilizing staff of flowing water. Yuumi increases your burst, survivability, mobility, and pick potential. She enables you as Fizz.







PASSIVE
Q
W
E
R
Kai'Sa is great to have on your team as an assassin. Due to Fizz’s ability to instantly gain pressure through a pick, Kai'Sa will enable you to push your lead. A pick in the mid game can turn into an early Baron Nashor call. The amount of damage Kai'Sa does to objectives is insane. Furthermore, she can use her ultimate to dash to the target you knock up with a shark.






PASSIVE
Q
W
E
R
Every once in a while Xin Zhao becomes playable in the jungle. Similar to Nunu & Willump, Xin Zhao’s ganks at level 2 are strong. This pressure will often aid in hard matchups and get you snowballing early. Xin Zhao also offers an important source of frontline and/or dive to aid you in skirmishes or teamfights.








PASSIVE
Q
W
E
R
Bard covers Fizz’s weakness and amplifies his strengths. Good Bards will get you kills early to get you ahead or cover your lane when you’re behind. Bard’s R synergizes well with Fizz’s R, leading to free kills when setup properly.









CLICK ICONS BELOW TO NAVIGATE





PASSIVE
Q
W
E
R
Blitzcrank’s knock up on his E cancels out your E, and he has a silence on his R. Extremely difficult to play out team fights especially diving if Blitzcrank has even the slightest knowledge of interactions with Fizz. If you get hit by a hook no mobility will save you.








PASSIVE
Q
W
E
R
Lulu makes a fed ADC unkillable. This makes it hard to do your job as Fizz. You want to kill their squishy threats, but she will make them tankier. Furthermore, if you misposition she will make you unable to act with her W.









PASSIVE
Q
W
E
R
Rakan makes it hard for you to look for engages and picks. If you misposition, the crowd control on his R + W can intercept you lead to you getting chain CC’d to death.










PASSIVE
Q
W
E
R
Similar to Rakan, Gragas can catch you off guard with his anti-melee CC in teamfights and disrupt what you want to do as an assassin. Paired with his natural tankiness and Zhonya's Hourglass core, this champion is a threat that you need to be mindful of when playing out the mid-late game.








PASSIVE
Q
W
E
R
Galio is by far the biggest counter to Fizz multiple seasons running. Even if you kill this guy 5 times pre-10 minutes he will get to a point where you can’t kill him, regardless of item differential. Galio has heavy CC, a magic damage shield, and an ultimate which makes his target (and team) insanely resilient to magic damage and burst. His ability to push the minions under tower quickly makes it difficult to find reasonable time to roam. If you do find an open window to roam and leave lane, he has a near global ultimate to respond and follow. Galio has an answer to everything Fizz excels at.





PASSIVE
Q
W
E
R
Though Morgana has seen little play as of recent times, she is still a hard champion to play against as Fizz. Both her Q and R counter Fizz’s mobility, and the tether interaction on her ultimate goes through both your E and Zhonya's Hourglass. She has a magic damage spell shield that makes it very hard to gauge if someone is killable or not. Not the most threatening support to face, but definitely one that hinders Fizz’s burst and mobility.






PASSIVE
Q
W
E
R
Orianna has traditionally been a hard matchup for Fizz especially at higher levels of play. With her innate tankiness and high harass at the early stages of the game, this makes it hard for Fizz to survive lane and generate gold. Oftentimes, Orianna will buy early MR making it impossible to kill her. Paired with Phase Rush, if you don’t kill her in a single combo she will run you down.







PASSIVE
Q
W
E
R
Renekton is a soft counter to Fizz. Due to Renekton’s tankiness and high damage output, as Fizz you have very little counterplay in how to conduct the lane. Oftentimes, you simply have to farm it out and play safe in lane. If you misspace early, it is not uncommon to get 100-0’d by Renekton with Press the Attack/ Ignite.








PASSIVE
Q
W
E
R
A good Shen will deny you many kills. When you have kill pressure at 6, Shen can deny kills with his global ultimate giving enemies a large shield. This can stop your snowball entirely and bait you into getting killed. At later stages of the game, the targets you want to assassinate are much more difficult to kill because of Shen.








PASSIVE
Q
W
E
R
Shaco’s early pressure can stop you from looking for trades entirely. He can look to gank you from many different angles. Be extremely careful in winning matchups where you can push your lead early. Overextend for a trade and Shaco can punish you through ganks.








PASSIVE
Q
W
E
R
Tristana has self-peel on her R, a jump to get away, and high burst damage. When Tristana finishes her first item, be extremely careful when looking for an all-in. If you don’t kill her instantly she will R you away and burst you before your next set of cooldowns come up.








PASSIVE
Q
W
E
R
Diana in a 1v1 setting can be extremely hard with Fizz to deal with, especially for the first 5 levels in lane. She is durable and has enough damage to kill you in extended trades. Though she is weak to ganks, some games you are destined to fall behind as you are not guaranteed to get help from your jungler. Furthermore, she is impossible to deal with in the side lanes when ahead. There are ways to play around her early if she uses her cooldowns poorly.






PASSIVE
Q
W
E
R
Hecarim is very similar to Shaco in the sense that in your winning matchups he can make it hard to actually look to trade or all-in in fear of ganks. The number of ganking angles available to champions like Hecarim and Shaco make it hard to play out the lane as aggressively as you'd want to.








PASSIVE
Q
W
E
R
Pantheon is extremely hard to survive the lane when versus a competent player. You must dodge his stun with your E or else you will lose 50% of your HP. When you try to look for a countertrade, his E can block your high damaging abilities. Though there is counterplay, it’s mostly available due to the mistakes made by Pantheon.








PASSIVE
Q
W
E
R
Zilean makes it difficult to do your job as Fizz. He can prevent you from looking for kills with the revive on his ultimate. This makes it much harder to snowball with him in the game. One of the worst champions for Fizz if playing from behind, as it will be difficult to look to kill carries with shutdowns.








PASSIVE
Q
W
E
R
Zoe is a variant matchup. If Zoe falls behind and you blow her Summoner Spells you will kill her multiple times in lane. However, in some games she will get a free summoner from each minion wave with her W passive, making it impossible to survive early lane or look for trades. This early RNG will lead to you dying or missing many minions.







PASSIVE
Q
W
E
R
Lucian is a staple counter to Fizz. Versus a competent player, you will be behind 30-40 cs by 8 minutes. The only way for you to survive or win this lane is if the support or jungler give you assistance. If you get ahead early and end up getting seekers, Lucian will have a hard time dealing with you. However, most of the time you will start the game with a gold/XP disadvantage.







PASSIVE
Q
W
E
R
Akali is a hard matchup for Fizz. With Fleet Footwork and Bone Plating at her disposal, she is almost impossible to push out of lane or trade with early on. Both champions have the potential to get their damage off first and usually it will be Akali. At 6, your shark can reveal her in shroud, allowing you to kill. The difficulty will be landing your abilities, as she is extremely mobile and can dodge nearly all your damage when played correctly.






PASSIVE
Q
W
E
R
Garen has a silence, an execute, and innate tankiness. It’s impossible to whittle Garen down in lane as his passive gives him regen and he usually starts Doran’s Shield. Essentially, your only job is to farm in lane and look for roaming opportunities. As an assassin, you want to snowball and Garen will prevent that. If you misposition or overcommit you will die in silence during teamfights or skirmishes.







Matchup guide will update periodically throughout season 11 as I get gameplays and post them on the guide. Only the most frequently asked matchups will be covered for the early laning for now.

CLICK ICONS BELOW TO NAVIGATE






PASSIVE
Q
W
E
R

GENERAL TIPS

► You can dodge Zed's R with your E. Press E before he reappears to do so.
► Rush Seeker's Armguard ASAP. If you can't get it on first back prioritize Dark Seal/ Doran's Ring.
► If you get ahead at any stage it is really hard for Zed to get back in the game.
► Focus on avoiding early harass. Movement must be good in ensuring you have enough resources to look for all ins.
► Do not allow Zed to dodge your R with his R. Learn the spacing.

WAVE MANAGEMENT (PRE 6)

Try your best to keep the wave centralized and/or SLIGHTLY near your tower. The biggest mistake is having the waves shoved under either tower. If you allow Zed to shove you under tower he will poke you. If you have it shoved under his tower, you cannot look for trades and it allows him to use his W for free.

If done correctly, you can look to punish him with extended trades when he wastes his W to poke because you have plenty of room to look for extended trades.

GAMEPLAY (POST 6)

Zed will likely try to stay in side lanes and push. Avoid staying in the side lane too long versus Zed. Try to get the side wave shoving and look to rotate and look for picks.





PASSIVE
Q
W
E
R

GENERAL TIPS

► Use any resources necessary to get her egg pre 6. Look for solo kills post 6 with Shark when her egg is down.
► If she wastes her Q that is the best time to trade. All in/look for a trade if she uses it.
► If her Q is up DO NOT use your Q from max range. Space yourself near her and/or use your E to set up the start of the trade. If you Q from max range it is extremely easy for her to line up her stun and kill you.

WAVE MANAGEMENT (PRE 6)

Let Anivia shove the wave. It is impossible to get her egg pre 6 if you shove the wave or slow push it. You want as much room as possible to look for trades at level 3.

GAMEPLAY (POST 6)

Anivia dies if you connect a mid-max range shark and you have Ignite. If you played out the early laning correctly this is your time to start snowballing. Most Anivia players will hard shove the wave into your tower. If she does this you have 15-20 seconds after you farm to look to roam and get vision.







PASSIVE
Q
W
E
R

GENERAL TIPS

► Matchup will be difficult if you lose too much HP early. Give up CS in the first 2-3 waves in order to regain tempo.
► Dodge her W with your E in early laning. High value E's will allow you to look for aggressive trades at level 3/4/5.
► Don't be scared to trade post 3. You have more damage/durability than LeBlanc. Learn the spacing for her E and work around her mobility to gain a lead in resources.
► If you are even with LeBlanc post 6 you win. Fizz has more damage/durability than her. You can kill her without shark at this state.

WAVE MANAGEMENT (PRE 6)

Collect the first 3 minions with E (fade away from her W) and sit back. Do not touch the wave & do not let LeBlanc auto attack you near minions. Let her shove the first 2 or 3 waves under tower. This will allow you to look for trades at level 3 from the safety of your tower.

GAMEPLAY (POST 6)

If Leblanc missteps or wastes W post 6, you can look to shark her or kill her. She does not have enough burst to kill you before you get your damage off.





PASSIVE
Q
W
E
R

GENERAL TIPS

Kassadin is very weak to ganks. Identify if your jungler is strong at ganking Kassadin and plan accordingly.
► Track enemy jungle pathing. If you end up falling behind because of an enemy jungler ganking you, the lane is doomed. You cannot afford to play this lane from behind.
► If Kassadin takes Teleport do not be afraid to force an all-in level 3 and onwards. Fizz has kill pressure on Kassadin so long as you correctly manage the wave.

WAVE MANAGEMENT (PRE 6)

If Kassadin takes Bone Plating/ Electrocute, let him push the wave early. Look to play back and let him shove the first two waves under your tower. On the third wave your goal is to build a stacked wave. After hitting level 3 look to trade with Kassadin near your tower with the goal of stacking the wave for a crash (or a solo kill if he contests the wave).

Your goal is to get a free reset and freeze the wave near your tower when you return. This will put Kassadin into a position where after the wave bounces back near your tower, he will be extremely vulnerable to ganks or all-ins from Fizz.

Note: If he starts Q just hard shove the wave. With minion advantage he will not be able to harass you with W at level 2 as he would at level 1. In this case you will reset after the 3rd wave crashes and freeze on your return to lane.

GAMEPLAY (POST 6)

You will be able to kill Kassadin if you are extremely ahead or if you have Ignite + R available. Look to set up slow pushes to stack the wave, and when it crashes look to roam the map. Kassadin has a hard time getting priority versus Fizz when even/behind.

If the early lane was played correct, Fizz has kill pressure on Kassadin post 6. Be wary as you must commit all your resources to finish him off which can leave you vulnerable to ganks. At this stage it is often optimal to get priority in mid and look to impact the map through roams rather than over commit to killing Kassadin.







PASSIVE
Q
W
E
R

GENERAL TIPS

► Save your resources to trade at level 3. Playing near your tower early is ideal since it gives Yasuo little space to get extended trades.
► Don't trade aimlessly early. Yasuo has built-in sustain with his shield and Fleet Footwork/ Doran's Blade. Best time to trade is when you have a wave stacking near your tower. This will allow you to trade, back up, and then trade again when his shield is down.

WAVE MANAGEMENT (PRE 6)

Let Yasuo shove the first two waves. Push back on 3rd wave and look to trade as soon as you hit. If he takes a bad trade at this point, look to dive at level 4.

If you get ahead early, consider freezing near your tower. Yasuo will int or fall further behind.

GAMEPLAY (POST 6)

If Yasuo ever gets ahead post 6 he will be impossible for you to solo. His wind wall can block your shark and he wins the extended trade. Paired with a Immortal Shieldbow he will outscale. It is key to make sure at this point you are ahead (through roams/laning).





PASSIVE
Q
W
E
R

GENERAL TIPS

► Learn the spacing of her abilities. Avoiding early damage is critical if you want to look for trades post 3.
► You will be giving up many CS early in order to stay relevant in the lane. Better to give up minions early at the cost of many waves in the future.
► Identify what bad spacing looks like. When you play versus Orianna players in low MMR, chances are they will space poorly at some stage. It is key to punish and take a favorable trade at key moments.
► Look for opportunities to trade the instant she looks to poke you. A common mistake I see from Orianna players is getting too close to Fizz when they look to use all their abilities. If this is the case, engage with your E and look to get a favorable trade or all-in.

WAVE MANAGEMENT (PRE 6)

Collect first 3 minions and let Orianna shove. Do not touch the minions and do not let her auto attack you. Let her slowly shove the first two waves.

You can look for trades at level 3/4 if the wave is near your turret. Be careful looking for trades away from your tower. Orianna paired with Phase Rush can run you down if you are not careful.

GAMEPLAY (POST 6)

If you don't fall too far behind early and Orianna doesn't decide to itemize MR, a shark will kill her easily at level 6. Look to split push and force her into a side wave. Orianna does not want to be in the side lanes. This will allow you to look to all in and kill her OR rotate and force a favorable fight elsewhere.







PASSIVE
Q
W
E
R

GENERAL TIPS

► Be tricky with your movement when you look to last hit. Don't allow Syndra to predict where you will go next. Good movement will prevent much damage in this lane.
► You will be giving up many CS early in order to stay relevant in the lane. Better to give up minions early at the cost of many waves in the future.
► Identify what bad spacing on Syndra looks like. If she allows you to get into Q range you can look to punish. Tethering is an important aspect in this matchup.
► Learn the cooldown of her abilities. Syndra's E has a high cooldown so you can look to punish her when she uses this.
► Make use of double E to start a trade with Syndra. Often times Syndra players will space outside of your Q range. Your double E will allow you to get that extra distance to start a trade if needed.

WAVE MANAGEMENT (PRE 6)

Collect first 3 minions and let Syndra shove. Do not touch the minions and do not let her auto attack you. Let her slowly shove the first two waves.

You can look for trades at level 3/4 if the wave is near your tower. Be careful looking for trades away from your tower. Syndra can run you down with Phase Rush and punish if you overstep.

GAMEPLAY (POST 6)

If you don't fall too far behind early and Syndra doesn't decide to itemize MR, a shark will kill her easily at level 6. Look to split push and force her into a side wave. Syndra does not want to be in the side lanes. This will allow you to look to all in and kill her OR rotate and force a favorable fight elsewhere.





PASSIVE
Q
W
E
R

GENERAL TIPS

► One of the hardest lanes for Fizz. Identify if they play Galio or if they're counter picking you. Against a good Galio player, you will have almost no opportunity to get a lead. It is important to know this going into the game.
► Learn the range on his passive auto attack so you can effectively hit the wave early without taking damage.
Galio's damage is front loaded. He has little damage past his initial burst, meaning you can look to take extended trades versus him if he oversteps when the wave is centralized or near your tower.
► When looking to all in, be sure to body block his E so he can't disengage and escape.
► When roaming, make sure Galio cannot respond with R. This can massively affect whether or not a roam is good or bad.

WAVE MANAGEMENT (PRE 6)

Try to keep the wave centralized early. Galio naturally shoves the wave with his passive so it is key to hit minions early if u can. E on top of the wave (and him) to dodge his Q early and shove the wave.

If you're successful in keeping the wave centralized at level 2/3 u can look to aggressively punish him by forcing an all in or extended trade. Fizz wins these trades at this point in lane.

GAMEPLAY (POST 6)

Look to trade with Galio before throwing your R. Ideally you want to force him to use all his abilities THEN use your R to finish off the trade. He has too much damage reduction on his W to engage with Shark, and it will be mitigated by a large amount.

In skirmishes, be wary of diving the backline, Galio excels at preventing this with his R. Only look to dive if you know you can finish off a high priority target before he lands.







PASSIVE
Q
W
E
R

GENERAL TIPS

► Landing R grants true vision of Akali, revealing her in shroud. This gives you an interval to get all your damage off before she goes invisible in her shroud.
► Generally whoever gets the jump on the other will win. Both Akali and Fizz have potential to get their damage off before the other. Look to be the one to catch Akali off guard.
► Predict when she will use her Q and E on top of Akali. High value E's to dodge her abilities can make the difference at level 3.

WAVE MANAGEMENT (PRE 6)

Look to trade with Akali at level 1. After the changes to her Q, she is extremely weak early. Look to bait her Q and dodge with your E to proc electrocute and back up. High value E's are essential early in this matchup.Akali strives against Fizz when the wave is centralized as it allows her to look for free poke on Fizz. Do not hard shove. Rather, slowly build a wave and look to continue to get high value E's on her if she looks to walk up and poke. Once you're level 3, look to W+Q to continue to chip her down and save E to disengage.

GAMEPLAY (POST 6)

You must hit all of your abilities on Akali if you want to consistently kill her. Ideally, land your E as your shark comes up so she cannot avoid it with her E. Be careful playing side lanes versus Akali as she will be able to easily catch you off and kill you. Look to shove the wave and roam the map looking for plays.









Your objective as Fizz is to eliminate the enemy team’s squishy damage dealing threats. Utilizing your abilities, flanks, vision, and high damage/mobility will allow you to easily do so. If you determine that your backline is extremely strong and can carry, look to play front to back with them, rather than diving the enemy squishies. Determine your wincon and play accordingly.





EARLY LEVELS (1, 2)

In the early lane versus almost all matchups you want to collect the first 3 minions with your E and then play passive.

Do not walk up for unnecessary CS at the cost of your HP. This means you may have to give up to 5+ minions as it pushes towards your tower, especially versus ranged mid laners. It’s better to lose a few minions early rather than several waves in the future if you get pushed out of lane. You will need both HP and mana at level 3 to look for trades.

As you get better at Fizz you can push limits, but while you're learning, it’s key to save your resources for the level 3 power spike.

Notable Exceptions: Ekko, Zed, Qiyana, Kassadin. Can look to push the wave versus these champions and contest CS once you have a minion wave stacking.

EARLY LEVELS (3, 4, 5)

Level 3 is where Fizz can start looking for trades and punish bad spacing.

If the early levels were played correctly, you can look to go for a standard Q + AUTO + W trade if enemies misposition. Depending on the matchup, I sometimes like to wait for them to use an ability (i.e. Vladimir Q) on minions and then look to go in for the trade.

Due to conceding the wave early, your wave should be near your tower the moment you hit level 3. Furthermore, your wave will be pushing in the enemies direction. This means you should have a lot of room to get good trades off and since you’re near your tower there’s no fear of you taking a bad extended trade (i.e. versus Orianna with Phase Rush & Akali).

Once you understand your damage a simple trade at level 3 near your tower can lead into a tower dive at level 4. Stack the already pushing wave and look to whittle them down further with another Q + AUTO + W trade if they walk up. If they play extremely safe look to get vision, roam, or reset.

At this stage we have to be aware of potions. Since we start Corrupting Potion, it is very important to gauge how much resources the enemy mid laner has on the first and second resets. This will determine how often you will be able to trade and look for kills during these levels. If they make a big mistake and return with no potions, look to set up kills with a basic trade (Q + AUTO + W) and keep in mind to drink potions before engaging an all in.

POST ULTIMATE (LEVEL 6+)

Level 6 and onwards is where you can truly start your snowball. Q + R will lead to many kills especially if you had previously blown their summoner spells or have solo killed the enemy laner at earlier stages.

Both Assassins and immobile mages will have to respect your all in when the wave is centralized or near your tower. Gauge your damage and look to throw your R and kill your mid laner. If they respect your shark and play safe, look to get priority in mid and impact the map with roams or dive.

By this point you will need to identify your team's win conditions and think about where you want to roam. Identify who will carry the game if given resources. If your bot lane is ahead and shoving the enemy bot lane under tower, look to shove mid and rotate for a dive. If you know where a squishy jungler will be pathing, look to invade and kill them with R. Make it hard for the enemies to play the game. Note that sometimes you may have to roam to side lanes to relieve pressure and prevent your team from falling too far behind.

Lastly, playing with your jungler post 6 is extremely important. Fizz’s skirmish potential is at the core of his gameplay. This is due to the fact that if you play correctly, you will always get your damage off first. This makes it extremely beneficial when you’re ahead to force fights where possible. If you see your jungler looking for a gank or invade, look to play with them to secure the play if you have priority.

Below are some examples that demonstrates playing with your jungler and roaming the map.
FIGURE 1

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CONTEXT: Push mid & roam, playing with your jungler.
FIGURE 2

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CONTEXT: Push mid & roam, tracking the enemy jungler.





Freezing the lane as Fizz can be an extremely useful tool to both deny xp/gold and eventually force pressure and/or kills. Given enough space, Fizz can all in or kill many opponents by keeping the wave in a favourable spot near your turret.

CONCEPT 1

The first concept for freezing the wave (if you do not have immediate kill pressure) is to deny enemy XP and gold. Oftentimes, your opposing laner will be low on HP/mana, looking to push the wave for a reset.

A trick you can use to deny them and obtain a lead is to create a freeze. A freeze is created when the enemy minions outnumber your own minions. One way to create a freeze is by walking through the enemy minions and stalling them. This will make the minions unable to crash under your tower, and will deny the enemy XP and gold if they commit to the reset.

CONCEPT 2

The second concept is creating kill pressure. Once you have a lead in lane, a freeze will lead to opportunities to get kills. If the enemy laner walks up too far to CS minions on your freeze, look to all in and kill them.

TO HELP FURTHER UNDERSTANDING:


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CONTEXT: Syndra took a bad trade and now wants to reset. She pushes the wave. However, I decide to pull the wave and freeze. She can’t stop me from doing so as she is too low on HP. She ends up resetting, but when she comes back, I have an XP advantage and hit level 6 first. This leads to a kill.

If I had let the wave crash and reset with her, she wouldn't lose anything. I would have let her get a free reset for no reason, and the wave would be in a spot where she would be safe upon returning to lane.

You can set up a number of freezes in many ways. The key is to understand the concepts and apply them where you benefit the most.





League is a variant game by nature, any given game can have variance that changes what your goals are and where you should be on the map. A lot of Fizz players get lost when the game starts transitioning out of the laning phase and the mid game begins. They don’t know where they should be or what they should be doing to push their lead or win the game. This section will address this issue by giving explanations and examples of where you should be and what you should be doing at a given point.

MACRO NOTES

Your job as Fizz in the mid game will be to push out side waves (“fix them”) so that the enemy has to deal with them. Often the question that follows will be: "Which side do I go to? Top or Bot?" As Fizz, you want to be in the side wave that is closest to the next contested objective. Of course this is generalized, sometimes your teammates who don’t know about macro will go to the incorrect lane. If this is the case, fix the side wave by pushing it out and then rotate to the opposite lane. You do not want to let your team fight an objective without you. Since your top laner will have TP, they will deal with the lane that is furthest from the objective and then look to group utilizing TP.

Note: Oftentimes you will be in the botside for the dragon. If the dragon will be down for a while and Rift Herald is up, then you would go top side.
WHEN DOES MID GAME START? WHEN DO I GO TO A SIDE WAVE?
In most games, mid game starts (or laning phase ends) after either bot tower falls. This will signal you to be the one to rotate to that lane as dragon will almost always be the next contestable objective. In some games neither bot tower will fall, but you will still rotate. Generally this will be if enemies are strong enough and have enough items to ignore the tower (approx. around the 13-14 minute mark).
WHY SHOULD I GO TO A SIDE LANE AND NOT STAY MID?
Recall Fizz’s strengths. He is good in a 1v1 setting, has high mobility and burst, is hard to gank, and punishes mistakes. This makes him fit to be farming in side waves. If a threat walks up, he will be able to get away with his mobility. Conversely, if a squishy mistakenly tries to contest Fizz in the side lane, it will be a way to collect free gold (i.e. the ADC decides to go bot to farm or an Orianna meets you in the side). In other words, you can push your lead playing side waves.

Furthermore, doing this is a preventative measure from your team giving the enemies free gold. If you do decide to stay mid and farm, someone will have to deal with the side wave. Oftentimes this will be your ADC. Since your ADC is usually immobile, weak to ganks, and underleveled relative to the solo laner, the enemies who do the correct macro will likely collect free gold from said adc for no reason other than bad macro.

Do not make the mistake of staying in the side lane for too long. Fizz is not someone who is meant to stay in the side lane for extended periods of time.
JUST PUSHED A SIDE WAVE, WHAT'S NEXT?
The idea behind pushing out side waves is to get pressure so enemies have to deal with them. If the contesting laner is weak, look for the solokill if given the opportunity. If you decide that you cannot reasonably kill your laning opponent, look to roam the map. Because the enemy has to rotate in order to deal with the wave, rotating at key moments allows you to look for picks with numbers advantage. Your job when you get the roam off is to force a play. Fix the wave, Roam the map, and Force a play. Fix, roam, force. Let's look at two examples below.
FIGURE 3

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Pushing side waves pressure jungler and mid top side. Rotating mid and force a play leads to numbers advantage.
FIGURE 4

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Pushing side wave forcing Syndra to rotate. I then leave and make a play mid with numbers advantage.





Consistently being able to perform in teamfights on Fizz can be a major factor in your success in many games. However, straight up teamfighting on an assassin like Fizz is not ideal. The strong suit of melee assassin's is diminished in a 5v5 scenario. In this section I will go over the workarounds to teamfights, and how to play out teamfights if absolutely necessary.

Before going into a teamfight, it’s important to gauge the enemy resources and plan accordingly. Use these questions (or similar) to help aid potential fights.

Does anyone have a Stopwatch/ Zhonya's Hourglass?
Who has their summoner spells up?
Does anyone on the enemy team have Exhaust?
Who built magic resist and how much did they build?
Who can you instantly kill?
How does the enemy win this fight?

To workaround late game team fighting you can either look for a pick before the fight starts OR get in position for a pick. Look for moments where players are split, disoriented, or you have a good flank and use this opportunity to catch someone out. Let your team start the fight with numbers advantage and set them up for success. That is your true goal in every game as Fizz. Again, let's look at these two examples below.
STARTING TEAMFIGHT WITH PICK

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DISRUPTING & CAUSING CHAOS IN TEAMFIGHT

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With that being said, 5v5 team fights do happen and are sometimes unavoidable. The first step is to identify your role.

In most games, your role will be to eliminate their squishy damage dealing threats. Look for an opening or flank where the enemy mispositions and your team is in position to follow up. If your team has heavy engaging champions like Hecarim and Malphite, look to position yourself so you’re able to follow up on their engage and dive with them.

Some games your role will be to peel for your damage dealers. If you have a strong ADC and support, consider looking to help peel and play front to back with them.

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A concept that is important to be aware of on Fizz is the ability to mix up E timings, making yourself unpredictable. The ability to either hold your E or reactivate your E (at different timings) to do a faster version is important as you get better at Fizz and start being able to read your opponents reactions, and adapt accordingly. This becomes even more variant as you can Flash + E, making it difficult for your opponent to predict. The variance increases if you build Hextech Rocketbelt.


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FAST E

In this clip Evelynn flashes, but unfortunately did not expect me to reactivate my E. She tries to react by flashing out, but unfortunately it is too late.




FLASH E

In this clip Sylas was predicting me to release my E early. This is the ex rank 1 player and in previous games, I had killed him with fast E. He thought I was going to do it again, but because I had flash in this instance he dies as long as my reaction time is fast enough.




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ROCKETBELT EXTENSION

As seen in the combo section, interaction when building Hextech Rocketbelt. You can extend your E range and catch out enemies who overstep, and misspace. Previously in this clip Kai'Sa had flashed my Shark and I don’t think she knew that with Hextech Rocketbelt I would be able to reach her from the point where my E started. In this case I knew more than he did.






Spacing and movement is often overlooked when talking about melee assassins. Though it is subtle, it is an important factor to mention.

No matter how much you know about how to play a matchup, at a certain level it doesn’t matter if you have bad movement and spacing. As a melee assassin, the amount of damage you can avoid by spacing yourself from the enemy abilities correctly, or being unpredictable with your movement is a large factor in playing out a matchup correctly.

Let's say you’re versus a Zed. In this instance you’re always getting hit by his Q’s and because of this it’s hard to look for trades at 3 because you lost so much HP early. What caused this? It’s likely because you have predictable movement. The Zed can read your intent every time and poke you down accordingly. The same applies to a champion like Syndra as well. You must keep this in mind when playing Fizz. No matter how well I can tell you to play the matchup, or how many guides you read, many circumstances come down to movement and spacing. Below are two clips to help further understanding.

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MOVEMENT EXAMPLE

Note that if I had poor movement, I would have likely died when Syndra ulted me. This concept applies to the early laning as well. If you can learn to be unpredictable with your movement, you can avoid unnecessary damage. This will enable you to have enough resources to look for trades or all-ins to punish the enemy.



SPACING EXAMPLE

In this clip I use my E backwards, faking that I'm trying to disengage after the initial Q + AUTO + W. Viktor mistakenly walks forward trying to get some damage off after I disengage. However, I notice he walks too far forward and I punish his poor spacing.





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Understanding the concept of vision and where vision is likely going to be is often overlooked, but is very important at this stage of the game for assassins like Fizz. You want to be able to force plays that either the enemies don’t expect or cannot reasonably react to. You want to know if the enemy will be ready for you to look for a play. Generally, I like to break this up into two categories when conducting the mid game: vision when ahead and vision when behind.





Looking for picks when you and your team are ahead is the easiest thing in the world. Why? Because the enemies will not have much vision, if any at all. Both your support and Jungle will be constantly removing vision with sweeper, and be able to defend pink wards. Your team controls more of the map. Because of this, there is very little opportunity to get wards at key control points on the map. Understanding this, you can predict where enemies will likely have vision as you get more experienced. You don’t need a sweeper as you get comfortable playing from ahead. Keeping this in mind as you learn Fizz will help you as you reach higher levels of play.



When playing from behind you have no idea how much, or where the vision of the enemy will be. They control so much of the map, often it’s hard to gauge where wards will be and if they see your roam timings on vision. In this circumstance, getting a sweeper is a must. This will allow you to choose where you want to camp and control vision, allowing you to look for picks and gives you a way back into the game. If you do end up looking for picks & try to ignore this (as I do in dire circumstances) , know that you are likely on vision, and plan yourself accordingly when looking for these sort of plays.



TL;DR: When ahead, enemies do not have much if any vision at key points. Therefore it is more important to get deep wards to track enemies and look to set up picks and push your lead off knowing where they are.

When behind, you do not know where the enemy placed wards. All you know is that they will have a lot of vision of where you will be pathing. Sweeper will be more useful in this instance. It will be difficult to consistently look for picks in this case.










I want to thank my girlfriend, Vivi, for helping me edit and format the guide.
We spent countless hours working on this project together to make the guide the best it can be!
💜 Thanks VIVI! 💜



TWITTER: VEUKIA ━━━ TWITCH: EUKIA


💜 Also thank you to Sateral, maximumh53, and sirsupadupa for catching our typos! 💜

"PLEASE UNMUTE AND LISTEN, THNX" -VIVI









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