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Fizz Build Guide by PGM Yukiko

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League of Legends Build Guide Author PGM Yukiko

45% CDR Fizz - How to Tilt the Enemy

PGM Yukiko Last updated on September 13, 2016
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Ability Sequence

3
8
10
12
14
Ability Key Q
1
13
15
17
18
Ability Key W
2
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Fizz with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Anivia Pre-6 and Post-6, Fizz can E out of all of Anivia's damage and over her wall. This is a very easy lane.
1
Brand Similar to Ahri, if he doesn't land his stun, he wont kill you. His ultimate can be wasted if you E while it is on it's way to you. This makes for a very upset Brand as it will then go on cooldown.
1
Cassiopeia Don't see this match-up often. If she lands her ultimate, bad news for you. If not, easy lane.
1
Karthus All-in him early. Don't stand still and let him land Q's on you. He has no mobility so he is an easy kill. Post-6 is the same, just use E to avoid ultimate.
1
Twisted Fate This is the easiest lane for Fizz. You have more burst, more mobility, and more survivability. As long as you dodge his yellow card, he can't do a thing to you.
1
Xerath There should be no reason to lose this match-up. He is very immobile and everything he does is a skill shot. He even stands still for his ultimate. This guy is just asking to get devoured by a shark.
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Introduction

Welcome to my first ever guide on MobaFire. My name is PGM Yukiko and I've been a Fizz main since Season 4. I may not be the highest ELO Fizz main out there, but the amount of games and time I have put into playing Fizz, I have very intimate knowledge of everything he can do. I fell in love with Fizz after I saw how aggressively he could play and still come out safe, not to mention how easy it is to aggravate people by dodging absolutely everything they throw at you. To me, Fizz is the most slippery champion with one of the highest burst potentials in the game. Whether you are here to pick him up for the first time, or you are here to increase your mastery of Fizz, you will find a load of information below on how to succeed and become a better Fizz player.


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A Little Bit About Fizz

Fizz's best role to fill is the high-burst assassin role. Of course there are other options out there; like bruiser Fizz (RIP since patch 5.17), and damage-on-hit Fizz, but Fizz thrives the most when taken mid lane and built as an assassin. There are many options to fill the role Fizz falls under, like Zed and Leblanc, but Fizz's kit allows him to, in a way, be more bulky than other assassins by using his Playful/Trickster to avoid almost all damage. There's a reason Fizz is one of the most hated champions in all of League of Legends (besides Teemo... little ****), Fizz is hated because he is VERY good at what he does. He throws out his fish, dives into the enemy team eliminating squishies in the blink of an eye, and gets out untouched. If anyone tries to chase him, good luck catching him while he can jump over walls and avoid crowd control on a 4.4 second cooldown.


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Pros / Cons

-_- Pros -_-
- High mobility
- High damage
- Easy to pick up
- Very fun
- Can outplay the enemy completely with a single well-timed Playful/Trickster
- Snowballs hard


-_- Cons -_-
- Enemy team will hate you
- Fairly rigid build options
- Hard to master
- Hard to stay relevant when behind


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Passive - Nimble Fighter

INNATE: Fizz is perpetually ghosted and takes 4 - 14 (based on level) less physical damage from basic attacks.
- Nimble Fighter's damage reduction occurs after armor reductions.

This ability allows Fizz to trade more effectively than other champions, especially in a minion wave. His passive reduces the damage taken by auto attacks (from champions and minions) and he also ignores unit collision. When going in to trade with Fizz, you can simply walk up through the minion wave, and auto attack a couple times with your W - Seastone Trident, and retreat through your minion wave where your enemy laner can't follow. The damage reduction part of Fizz's passive is good early game, but falls off towards mid-late game. Everyone will be doing so much damage that you hardly even notice the mitigation. However, the unit collision part will never fall off. Have you ever gone in for a trade and tried to back out, only to be creep blocked and die because of it? That will NEVER happen to Fizz.


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Ability Q - Urchin Strike

ACTIVE: Fizz dashes a fixed distance towards the target enemy unit, dealing 100% AD physical damage plus bonus magic damage. The physical damage applies on-hit effects and the magic damage applies spell effects.

RANGE: 550 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6
BONUS MAGIC DAMAGE: 10 / 25 / 40 / 55 / 70 (+ 35% AP)

***Urchin Strike can be dodged with sufficiently fast displacement once Fizz has cast the ability, resulting in no damage dealt.

This ability is why you want to rush a Sheen on your first back. The damage output from this ability combined with W - Seastone Trident and Sheen proc leads to some really strong burst damage. ***Something worth noting that a lot of players don't realize, Urchin Strike, though it is a targeted ability, can miss. For example, if Fizz activates Q on an enemy who then flashes out of the way, your Q will do no damage. Also, your Q will always cause you to travel 550 units, no matter where the ability is cast from. Be cautious of this, if you Q an enemy at point blank range, you can go through thin walls (when angled correctly) and you may find yourself under the enemy turret, or just a bad place in general.


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Ability W - Seastone Trident

PASSIVE: Fizz's basic attacks rend his target, dealing magic damage over 3 seconds, capped against minions and monsters.
ACTIVE: Fizz's basic attacks deal bonus magic damage for the next 6 seconds.

TOTAL MAGIC DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 45% AP) (+ 4 / 5 / 6 / 7 / 8% of the target's missing health)
MAXIMUM NON-CHAMPION DAMAGE: 320 / 330 / 340 / 350 / 360 (+ 45% AP)
BONUS MAGIC DAMAGE: 10 / 15 / 20 / 25 / 30 (+ 30% AP)

I love this ability. It is incredibly powerful and a lot of the time, your enemy wont even realize just how much they lost the trade. Landing a couple auto attacks with this ability activated will start to chunk down even the most bulky enemies. Even a Dr. Mundo will rapidly lose health if you keep poking away at him with this ability. There have been countless times where I attempt to all in someone and they escape with very low health and flash away, but wait a couple seconds and the poison will tick away their last bit of health. I love complimenting this ability with Ignite. It's like the good old days when Seastone Trident used to apply Grievous Wounds (reduces self-healing of the target by 40%). Seastone Trident active + Ignite can easily finish off a kill that most enemies won't expect will kill them.


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Ability E - Playful/Trickster

FIRST CAST: Fizz hops onto his trident towards the target location, becoming untargetable for 0.75 seconds, before splashing onto the ground below him, dealing magic damage to nearby enemies and slowing them for 2 seconds.
SECOND CAST: Fizz immediately hops off his trident towards the target location, dealing magic damage to nearby enemies.

RANGE: 400 / 330 / 270 COST: 90 / 100 / 110 / 120 / 130 MANA COOLDOWN: 16 / 14 / 12 / 10 / 8
MAGIC DAMAGE: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
SLOW: 40 / 45 / 50 / 55 / 60%

By far my favorite ability in the entire game. There are a few intricacies to using this ability properly, and it's what separates the good from the bad Fizz's.
- Only using the first cast of this ability, and allowing it to time out will cause the AOE (area-of-effect) to be larger.
- The slow is only applied to the ability if only the first cast is used. Activating both casts of the ability will cause a smaller AOE and no slowing effect.
- Activation of the second cast should only be used for the following
- Close the gap between you and your target.
- Increase the distance between you and the threat.
- Closing the gap using this ability can be very dangerous. It is what keeps Fizz safe. If you E into a fight, there is a ~5 second window where you are vulnerable. Most of the time, you are going to want to save this ability to get you out of a sticky situation.

That being said, this ability is incredibly useful. Use it wisely.


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Ability R - Chum the Waters

ACTIVE: Fizz throws a fish in a line that binds itself onto the first enemy champion it hits, slowing them for 1.5 seconds.

For the next 6 seconds, Fizz's magic damage against them is increased by 20% for 6 seconds, excluding Chum the Waters's damage.
After 1.5 seconds, a shark comes out from the earth to eat the fish, regardless of its position. Enemies hit are dealt magic damage and are slowed for 1.5 seconds afterwards.

If a champion has the fish attached to them, the shark knocks them up for 1 second. Other nearby enemies are knocked away instead. The fish provides true sight of its area of effect, and stays at the location it was thrown to until it binds to an enemy champion or is eaten.

RANGE: 1275 / 250 SPEED: 1300 COST: 100 MANA COOLDOWN: 100 / 85 / 70
MAGIC DAMAGE: 200 / 325 / 450 (+ 100% AP)

Although many Fizz players were sad to see Deathfire Grasp depart from the rift in patch 5.2, Fizz was compensated for his loss. The enemy tagged with Chum the Waters takes 20% increased magic damage for 6 seconds (YAY DFG LIVES ON). This is what allows Fizz to 100%-0% most targets without any problem. The skill shot is very slow moving and very noticeable when cast at long range, so it can be tricky to land sometimes against good players who will see it coming and dodge. A good way to land the ability is to not give them time to react to it. If you can just walk up to them, that works, but most players won't let that happen. When in lane, you can Q - Urchin Strike through a minion and throw out your ultimate while mid-dash to not allow your enemy to dodge as effectively. Since Fizz's cooldowns are very low to begin with, your Q - Urchin Strike will be back up by the time you need to chase them down when the slow wears off. Another good use of this ability is to escape through choke points in the jungle. The first person who steps on the fish will then be tagged, and carry it with them, causing a slow and knock-up to any would-be pursuers.


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Early Game

Fizz has a very strong early game. If he gets a lead over the enemy, he is likely to snowball the rest of the game out of control. Lich Bane is a huge damage spike for Fizz, but he still sees a sizable increase in damage output from just Sheen alone. Play safe before level 3, but don't be afraid to trade if you have your W - Seastone Trident. Once you have all 3 abilities, you can win any trade very easily by activating your W - Seastone Trident and using your Q - Urchin Strike. Your Q - Urchin Strike applies the poison from your W - Seastone Trident, and you can throw one or two auto attacks in for good measure before you E - Playful/Trickster out without taking damage. Try to avoid doing this a lot as it will cause you to run out of mana very, very quickly. At level 6, you can easily all-in your enemy and kill them from 60-75% health with your full combo, R>W>Q>E followed by auto attacks, and finished with Ignite. If you have done this properly, congratulations! You are now well on your way to getting fed.


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Mid Game

This is the deciding moment, will you continue to get fed, or will you struggle to stay relevant. Fizz can definitely solo carry a game, but if he gets behind, he's going to need a lot of love to bring him back in. Even then, he may not be one-shotting squishies until late game. It's Fizz's job to assassinate any squishy target before they even realize what is happening. If you are unable to perform that duty, you need to either farm up a storm, or roam to other lanes and get kills there. Careful when roaming to another lane, if you are underfed, there's a chance you could end of feeding other lanes as well. This is a really good way to tilt your entire team and lead to flaming messages towards you and an /ff at 20. Good coordination with the receiving lane should prevent that though. If you get fed as Fizz, your best bet is to roam in the mid game and get your teammates ahead as well. You are not very good at pushing towers, aside from your Lich Bane procs, so don't sit in lane all game and push turrets. By that point, your enemy laner probably isn't worth gold anymore anyways. Get your team ahead and then proceed into late game.


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Late Game

At this point with Fizz, you want to be knocking on their front door with your team if you got fed. Fizz starts to fall of late game when everyone else starts to do just as much damage as you. Late game for assassins becomes, who can burst who faster. This tosses the game in the air leaving it more up to 50-50% chance. If you can get fed and get the rest of your team ahead during the early/mid game, you should have no problem winning team fights.

If by chance you fell behind, you need to ask yourself, "Can I one-shot the priority target"? If the answer is yes, you farmed up properly and can now properly assist your team in team fighting. If not, advise your team to play safely and avoid fighting as you need to farm up and become relevant again. A Fizz is not of much use when his full combo only does 50-75% of the targets health and you die as a result. In this fashion, Fizz doesn't play any different strategically than any other assassin out there. All that changes is how he does the damage and if he can get out alive. By this point, you should have 45% CDR, max level E - Playful/Trickster, and a Zhonya's Hourglass. Once you get to this point, which should be mid/late game, you need to be aware that you are incredibly hard to kill. If you can all-in their carry and kill them, you will draw a lot of attention to yourself. If you used your E - Playful/Trickster already, use your Zhonya's Hourglass to wait for your abilities to come off cooldown. This will allow your team ample time to follow-up and do their job. Right as you come out of the stasis, you can use your E - Playful/Trickster again to avoid even more damage and assassinate the last target.


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Conclusion

That sums up my guide to playing Fizz. Fizz is one of those champions for me that never get old. He's just way too much fun to play. Everything contained in this guide is how I best feel he is played and is not necessarily the one and only way to play him. I have played countless games on Fizz since Season 4, and even I am still learning. Whether you are here to pick him up for the first time, or you are here to increase your mastery of Fizz I hope this guide has helped. I will do my best to keep this guide updated and add some more non-conventional builds for Fizz that I find fun to mess around with from time to time. If you liked this guide, please leave a thumbs up. If you felt I am wrong or missed something, please leave a comment below and I'll look into whatever you bring up. As I said, I'm not perfect with Fizz and I'm learning new strategies every day. Thank you for taking the time to read my first ever MobaFire guide. Now go out there and tilt your enemies.