[8.20.1]Trollpoll to Victory!

by FlyingWailord

(Last updated on October 15, 2018)

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Summoner Spells

Hide Notes
  • Flash
  • Ignite

Flash- Pretty standard summoner on almost every champion.An assassin like fizz can flash in for a kill, or flash out to safety. Further, you can do combos such as flash into Q and E into flash.

Ignite- Very nice summoner spell to take if you want to get kills early and snowball hard. Take this especially into melee matchups.


  • domination
  • Electrocute
  • Sudden Impact
  • Eyeball Collection
  • Ingenious Hunter
  • sorcery
  • Celerity
  • Scorch
Bonus :

+11 Attack damage or +18 ability power, adaptive

Electrocute- You will always take electrocute as your primary rune, as you will be able to proc it through any combo and will give lots of burst damage.

Sudden Impact- Q and E will both proc this rune which are both your engage tools. Since Fizz's damage also comes from auto attacks, Fizz will benefit off the lethality and magic pen.

Eyeball Collection- You can take zombie ward over Eyeball Collection if you prefer vision over damage but I personally think that Eyeball Collection is the better option being an assassin.

Ingenious Hunter- I like to take Ingenious Hunter because it will give lower cool-down on your protobelt and your hourglass which is a lot more useful then the other runes.

Celerity- With this rune, Fizz will be able to crush any non-celerity user and blow them up.

Scorch- Scorch gives that extra little bit of damage that guarantees the kill.



  • Corrupting Potion
  • The Dark Seal

Corrupting Potion- You will take this as your starting item in a lot of different games since the sustain against ranged champions is very crucial. This item is also really good for Fizz since it also gives mana. Fizz is a heavy mana user because his E uses 90 mana. I highly recommend buying Dark Seal after first back for the extra potion healing.

Dark Seal- If the enemy laner is melee, Fizz doesn't need corrupting potion for the sustain. You can buy dark seal for better trades.


  • Hextech Revolver
  • Boots of Speed
  • Kindlegem

Revolver and Kindlegem- Both builds into protobelt, an important core item. Build Revolver then Kindlegem

Boots- Extra movement speed helps Fizz jump on an enemy, or survive with a little health left.


  • Hextech Protobelt-01
  • Sorcerer's Shoes
  • Lich Bane
  • Zhonya's Hourglass
  • Void Staff
  • Rabadon's Deathcap

Protobelt- You will rush this for many reasons. The active allows you to get in range for your Q, E, or R. It is also pretty cheap so you can buy this early.

Sorcerer's Boots- You will want to build this if you are ahead or for more damage. You can also build ninja tabi if they have a heavy AD team comp, and Mercury Tread's if they have a lot of AP damage or crowd control.

Lich Bane- This item has some synergy with your W and all your other spells, which gives a lot of damage to your kit. It also gives movement speed which is good for an assassin like Fizz.

Zhonya's Hourglass- As an assassin, your role is to kill the squishy target and make it out alive. This item allows you to stall for 2.5 seconds for your team to catch up, or waiting for your abilities to escape.

Rabadons and Void Staff- If the enemy squishy is building magic resist, build Void Staff. If not go Rabadons. They both gives a lot of AP.


  • Morellonomicon
  • Mejai's Soulstealer

Morellonomicon- If the team has a lot of healing (Warwick, Soraka) you would want to build this instead of Void Staff.

Mejai's- This is an extremely risky item and you will only buy this if you're fed and you are confident to get even more fed. Go straight into hourglass if you build this item, so you wouldn't lose your stacks.

Ability Sequence

  • Nimble Fighter

    Nimble Fighter(Passive)

  • Urchin Strike
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • Seastone Trident
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • Playful / Trickster
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • Chum the Waters
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • Playful / Trickster
    Seastone Trident
    Urchin Strike
    Playful / Trickster
    Playful / Trickster
    Chum the Waters
    Playful / Trickster
    Seastone Trident
    Playful / Trickster
    Seastone Trident
    Chum the Waters
    Seastone Trident
    Seastone Trident
    Urchin Strike
    Urchin Strike
    Chum the Waters
    Urchin Strike
    Urchin Strike

Max r first being your ultimate. Then max e for the lower cooldown, burst, and waveclear. Max w next for more damage. And finally, max q.

Vs. Champions

  • Aurelion Sol
  • Katarina
  • Veigar
  • Zoe
  • Akali
  • Azir
  • Galio
  • Yasuo
  • Zed
  • Difficulty
  • Champion
  • Notes
AurelionSolAurelion Sol

When you engage on him, make sure you dodge his cc with Playful/Trickster. After that, he’s a sitting duck.


Make sure you dodge her dagger damage with your Playful/Trickster. Then, she will have no damage to kill you.


Just simply jump through his cage with your Playful/Trickster and proceed to kill him.


All her skill shots are dodgable with your Playful/Trickster. Super easy to ult her whenever she uses her ult, as you should aim your Chum The Waters at the spot she would return to.


You must dodge his tornados and watch out for his wind walls when you are planning to ult him. You can fake a roam and try to get to fight him in the jungle where there are no minions for him to dash on. As for landing your ult on him, you should use the short ranged R (check abilities) and try to burst him down.


Dodge his shirikans early game, but when he hits 6, you NEED to save your Playful/Trickster for his ultimate. Make sure you E before he hits you with his Death Mark. If you managed to land your ult on him, Playful/Trickster when you get near him so he has no target to ult on.


MUST BAN! If you try to engage on her, she will just use her smoke bomb, and will proceed on killing you. Same thing if she jumps on you.


He will literally poke you death. If you try to jump on him, he will dish out a ton of damage, and it gets worst when he has access to his ultimate. You must take teleport against him and wait till 6. When you hit Chum The Waters on him, save your E for his ult when you engage onto him. If it’s a bad Azir, however, you will crush lane.


You can’t engage on him and hope for a kill. Ping for a gank if you want to kill him. Take teleport against him.


Nimble Fighter Nimble Fighter- Fizz's dexterity allows him to move through units and take less physical damage from auto attacks.


             This passive basically lets you take less poke, and is a  free phantom dancer passive.


Urchin Strike  Urchin Strike- Fizz dashes through his target, dealing magic damage and applying on hit effects.

              A point and click dash to engage on an enemy. This attack is usually used to get on the squishy, and blow them up. Since Fizz goes behind the enemy. You can use it disengage to safety, or get in range for Chum the Waters.


Seastone Trident Seastone Trident- Fizz's attacks bleed his enemies, dealing magic damage over several seconds. Fizz can empower his next attack to deal bonus damage and empower his further attacks for a short time.

            Seastone Trident will be your last-hitting tool when the minion wave hits your tower. You have to be careful of securing the minions since you have a lack of waveclear early. And for a lot of damage, you can use this spell before you use Urchin Strike and it will apply the extra damage from Seastone Trident before you dash .


Playful / Trickster Playful/Trickster- Fizz hops into the air, landing gracefully upon his spear and becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.


           The reason everyone hates Fizz is because of this ability. Playful / Trickster gives insane mobility, invulnerability, and his waveclear and burst. You should't use this ability a lot in lane due to it's mana cost, and cooldown. Maxing out this ability can one-shot ranged minions with one cast of the spell providing great waveclear. Playful / Trickster can also be used to jump over short walls. You will usually want to save this ability for dodging important skillshots, or escaping. You should't recast this ability for the extra area and the slow. This ability can be used with flash by using the FIRST cast of the spell, and then using flash WITHOUT using your second cast.


Chum the WatersChum The Waters- Fizz tosses a fish in a direction that attaches to any champion that touches it, slowing the target. After a short delay, a shark erupts from the ground, knocking up the target and knocking any nearby enemies aside. All enemies hit are dealt magic damage and slowed.

              Chum the Waters is usually a short guaranteed knock-up, or a long ranged high risk nuke. You will  want to cast it if your laner walks up to get farm, when you're out of vision (usually in a bush or behind a wall), or mid way through Urchin Strike. To use  Chum the Waters while in the middle of Urchin Strike. Just simply Q a minion then useChum the Waters

while mid-Urchin Strike. To use the short range Chum the Waters. You use your Q on the enemy champion and then use yourChum the Waters while hovering your curser over your target.


              I normally start E into ranged matchups to dodge level 1 poke. Try not to use this ability too much against poke or else you will quickly run out of mana. Level W next for farming, and finally q. When I hit level three I usually try to look for a kill against the enemy laner. In melee matchups I start W since I don’t need E to dodge poke. Sometimes against a Zed, Talon, and Katarina, I might start E since they have some poke.


In mid game, you should try to switch to other lanes to look for kills, or split-push. You don’t really need to be with your team if they are doing dragon or baron. If you are taking down towers and the enemy team tries to kill you. Your team secures free dragon/baron. If they try to stop your team from taking objectives, you can either secure the tower if it’s low, or team-fight with your team.

Late-game teamfights

          When you are team fighting, you generally want to look for your enemy’s back line. You need to know before diving in, who you can one-shot, and who pose the most threat to your team. You also need to keep in mind which defensive items they have (zhonya’s hourglass, guardian angel). Before you dive in as Fizz, you must wait for the frontline cc to be used, so you won’t instantely get bursted. You also need to watch out for backline cc, which you will probably dodge with your Playful/Trickster. When you succesfully killed an enemy squishy. You could either try to look for the next squishy, or use Zhonya’s Hourglass to wait for your cooldowns.

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Comments :1

  • 0

    level 1 FlyingWailord

    Hope this guide helps!

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