Introduction
Hello everyone!
In this
Fizz guide I want to show you that assasin
Fizz is
really viable. If you know how to use him,
you will deal tonns of damage.
While there are guides on
MOBAFire which say that assasin fizz can ve viable, I didn't find any that would show a build guide and explain the mechanics. So I decided to do it, because
I want more players to try this fun and deadly way to play
Fizz.
NOTE:I am doing this guide right now, and its not complete yet. I'll be adding more sections as soon as I can. Please leave a comment and let me know what you think.
Sorry, I am not having too much free time lately, I will update the guide as soon as I can!
Skins
I decided to add this section, so that you can review
Fizz's skins.
Fizz came out with 3 skins: Classic, Atlantean Fizz, and Tundra Fizz. On 2 of April Fisherman Fizz was released.
A big Thank you to SkinSpotlights channel for letting me use his skin spolights in my guide. You can click on the name above to go to the channel.
Pros / Cons
Assasin fizz pros and cons
Masteries
| Masteries |
|
1/1
|
4/4
|
4/4
|
3/2
|
4/1
|
4/3
|
1/4
|
3/3
|
1/4
|
4/3
|
1/2
|
Summoner's Wrath
- As we are taking
Ignite , this will give you 5 extra AP while
Ignite is on cooldown- a decent early game boost.
Mental Force
- I take it for extra early game ap.
Alacrity
- More attack speed is never bad for an assasin.
(
NOTE: I dont take
Sorcery
, because I belive that on assasin
Fizz extra attack speed is a lot more efficient than some cooldown reduction).
Havoc
- Increases all your damage by 1.5 percent. GREAT!
Blast
and
Archmage
- Some more Ap
Executioner
- A Must have for all. Its works really great with
Seastone Trident - you'll finish off your enemy with only few hits when they get below 50% hp.
Resistance
- As you are going mid, you have about 90% chance to face an ap champion. Magic resist will decrease damage you take from him.
Hardiness
- For a passing point some armor is great.
Durability
and
Veteran's Scars
- Give you more hp, so you can survive farming better.
(NOTE: As you are an assasin at mid, you will get harder time farming than ranged ap carries. They will poke you few times while you farm, so I get more hp for more sustainability at lane).
Runes
| Runes |
Greater Mark of Magic Penetration
9
|
Greater Seal of Armor
9
|
Greater Glyph of Magic Resist
9
|
Greater Quintessence of Ability Power
2
|
Greater Quintessence of Magic Penetration
1
|
Greater Mark of Magic Penetration -
Gives magic penetration. As most of the damage from you basic attacks will be from
Seastone Trident - magic damage. So with magic penetration you will deal even more damage to the enemy.
Greater Seal of Armor -
Gives armor. As
Fizz is
very fragile, I prefer getting armor seals.
Greater Glyph of Magic Resist-
Gives magic resistance. Most likely you will face an ap champion in mid, so more magic resistance you have, less damage you will take from them.
Greater Quintessence of Ability Power -
Gives 4.95 ability power. As you will have 2, that means 9.90 more from level 1 -
very good early game boost
Greater Quintessence of Magic Penetration -
Gives magic penetration. More mpen- less magic resistance they have- more damage you deal.
NOTE: Always remember that I'm just suggesting runes I use. If you want to try some other runes- go for it. There are many viable choises.
Summoner Spells
Summoner spells I usually take:
Flash gives you even more mobility. You can use it for cool things, which I will describe in the "Useful tips" section.
Ignite- With ignite and
Seastone Trident no one will run away with low hp.
NOTE: You know how great it feels when an enemy escapes with about 200 hp, and after few seconds you hear: "
You have slain an enemy!"? Well I'll tell you it feels
epic. You dont know untill you try it yourself. Thanks to
Seastone Trident and
Ignite.
Summoner spells that are viable on an assasin Fizz:
Ghost is good to chase running enemies ot run away yourself. With
Playful / Trickster,
Urchin Strike and
Ghost you will catch up to almost any running champion.
Exhaust will let you slow down you enemy to ensure a kill on mid or weaken enemy ad champion, so you can easily kill him.
Heal is self explanatory. It is viable for almost any champion. Ususally and ad or ap carry takes it, so if someone on your team took it already, I dont recommend taking it.
Surge will give you a huge ap and attack speed burst. On assasin Fizz using
Surge you will kill your enemy in seconds. I recommend to take it if you don't want to take
Ignite.
Teleport lets you come to your lane quickly if it is being pushed while you are on base. It also lets you move around map pretty quickly. Some mid players like to take it, but personally, I don't, bacause I usually push mid before recalling, and I seldomly need to come back to lane very quickly if I go base.
Note: I recommend you not going base if your lane is not pushed, and minions are near your tower, or some of other lanes are MIA, because by doing that you let them push your tower which after a few pushes will result into tower loss.
Ability explanation
Passive
Nimble Fighter lets you ignore unit collision, and you take 4/6/8/10/12/14 less damage from basic attacks. I really like the unit collision part- you might not think of it, but being able to walk through minions is
very helpful. Have you ever been in a situation in early game, when you wanted to poke an enemy with an ability and reatreat, but you got stuck in enemy minions and they took of half of your hp? Have you ever stuck in a huge crowd of minions, unable to move for a few seconds? Well, that's why this passive is so cool-
you'll never encounter anything like that. It is also very useful when
chasing enemies- if you face a big group of minions on your way, you can just run past them with the help of
Nimble Fighter instead of going around the group. That can save you a second or 2, and you will get a kill, when yousually your enemy would escape.
Q ability
Urchin Strike lets you charge to your enemy sometimes going past it , applies on hit effects. This is a very good charge. Some people would say: "Why is it a good charge ability if it deals not so much damage?" Well there are few things,
the first being that it applies on-hit effects. It's
perfect for an assasin fizz. You activate your
Seastone Trident, use
Urchin Strike and the enemy already has a
debuff, which cuts down healing effects on it by 50%, their magic resistance is
reduced by 20 from
Malady, and they get 20 damage from
Malady, and a lot ( depending on level) from your
Seastone Trident.
The second thing that I love about
Urchin Strike is that it's not just a charge to an enemy, but in some occasions it's a charge
behind your enemy. How do you know if you're going to go through the enemy or not?
It's pretty simple. If you charge to an enemy who is standing at max range of
Urchin Strike you'll just charge to it. But if the enemy is closer to you, you'll charge
past it. So if the enemy starts running from you, and is not still too far away, you can use your
Urchin Strike, charge through the enemy, and be able to land a few hits before chasing.
W ablility
Seastone Trident has an active and a passive stage. When you level it up, your basic attacks deal 30/40/50/60/70 bonus magic damage and 4/5/6/7/8% of enemy missing hp over 3 seconds. When you activate it it gives your basic attacks 10/15/20/25/30 more magic damage, and reduces healing effects on the enemy by 50%. So when it's active, you get a bonus of 40/55/70/85/100 + 4/5/6/7/8% of enemy missing hp over 3 seconds to your basic attacks. This is your
main damage output ability. Building attack speed and ability power will kill your enemy very fast. You should be clever about this ability: It deals very little damage to a champion with
full hp, but
it begins to deal more and more damage the lower hp of your target is. IT also deals more and more damage the longer you attack, because you get stacks of
Guinsoo's Rageblade, getting more attack speed and ability power.
The lower you bring your enemy,
the stronger you hit, so I would suggeest you a tactic when you have to face a full hp champion 1 vs 1: Activate
Seastone Trident,go in with
Urchin Strike, land a few hits, use
Playful / Trickster once to become untargetable, while they keep taking damage from
Seastone Trident (
It deals damage over time, don't forget), then when [fizz] hops back onto the ground, use your ultimate
Chum the Waters, and keep autoattacking, using abilities as they come off cooldowns. If your enemy gets low, and you still have a safe amount of hp, save your second/third
Playful / Trickster in case your enemy uses
Flash to catch up and grab a kill. IF you're both low, just uses it as extra damage and few seconds invulnerabilty.
E ability
Playful / Trickster -
Fizz jumps on top of his trident, becoming untargetable for 0.75 seconds. After that he jumps back on ground dealing damage and slowing enemies around. If you click
Playful / Trickster again, while
Fizz is on the trident, he will hop in the direction of your mouse cursor, dealing damage to enemies in a smaller area and not applying slow. This ability is what I beileve makes
Fizz so
unique and fun to play. When laning, you'll dodge enemie's skillshots using
playful/ trickster, making yourself safe and them mad. You can dodge stuff like
Blitzcrank's
Rocket Grab or
Nidalee's
Javelin Toss or
Karthus's
Lay Waste and
Requiem. To dodge a skill shot, simply use
Playful / Trickster right before you get hit by the enemie's ability to become untargetable.That will just let you dominate your lane. You can also
dodge a tower shot using this ability. When you dive in for a kill, get extremely low and see that tower hit, which will finish you off coming, just use
Playful / Trickster and you won't get hit! It's also good to use it to
catch up to an enemy/ run from gank. One
very fun part of this ability is that you can jump over small walls, like walls around mid bush, wall near exit from blue. I will post an image of which walls you can jump over some time soon.
Ultimate ability
Chum the Waters-
Fizz throws a fish which attaches to the first enemy champion on it's way, slowing it. After a 1.5 second delay, a shark will emerge from the ground to eat the fish, dealing damage to all enemies around and knocking them up. If the fish doesn't attach to anyone, it will stay on the ground, attaching to an enemy who walks through it, or , if no one walks through it, will just activate on the ground. I absolutely
love this ultimate. It has both an AoE slow and Damage. If you have a champion who is running away from you, you can use
Chum the Waters on him/her, and he/she will get
slowed and knocked up, so by the time he/she reaches the ground, you'll catch up. It is also a good tool to
initiate a fight/ teamfight.
My Scores
I am going to post some screenshots of my games with this build, so you can see that it works


What I am going to add to the guide
- Item explanation
- Viabe Items
- Alternative builds
- Tips and tricks
- Some videos
- Situational items
- Skins
Summary
Thanks so much to JhoiJhoi! Her guide helped me SO MUCH <3, it can be found here
Change log
August 12-13: Added: Introduction, Pros/cons, masteries, runes, summary, summoner spells.
August 14: Added: Ability sequence order, q and w ability explanation, what to be done next, my scores.
August 26: Added: Skins, change log, the rest of ability explanations.
Changed: Masteries