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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
LOL
I recommend Ignite for securing kills. Sometimes ppl will be very lucky, so this can help you by a lot. Combining this with your Seastone Trident is incredibly strong DOT.
Flash is a basic spell, but still. Can be used to escape or chase enemys and troll them a bit.
I recommend Ignite for securing kills. Sometimes ppl will be very lucky, so this can help you by a lot. Combining this with your Seastone Trident is incredibly strong DOT.
Flash is a basic spell, but still. Can be used to escape or chase enemys and troll them a bit.
LOL
Nimble Fighter is Fizz's passive. This allows him to walk through enemy units.
His Q is called Urchin Strike. Fizz dashes to a target enemy unit, dealing damage and applying his W, wich will be noticed later.
Seastone Trident is Fizz's W. Fizz passivly adds a DOT (damage - over - time) effect on his basic attacks. Upon activation, Fizz empowers his trident to deal bonus DOT for 5 seconds, and adding Grievous Wounds, wich reduce healing effects on the target.
Playful / Trickster is his E. Fizz jumps to target location on his trident, becoming untargetable for 0.5 seconds. When activate again, Fizz Jumps down from his trident. Can be used to dodge things such as Super Mega Death Rocket!, Trueshot Barrage, etc
Chum the Waters is Fizz's ultimate. Fizz throws a fish in target location, after 1.5 seconds, a shark comes out of the ground, dealing high damage and knocking everyone in a small area aside. The fish attaches to the first enemy champion it hits -note that its a skillshot- , and if it does not hit a champion, it stays on the ground for 1.5 second. If any enemy champion steps on it, it will attach to it. If not attached it still hits enemy minions and monsters. Cool to know: If the enemy is a yordle ( Teemo, Tristana), and Chum the Waters done the final blow, the shark will swallow the body. If the target is not slain by this or is not a yordle, the body will just be there as if u usually would die.
Nimble Fighter is Fizz's passive. This allows him to walk through enemy units.
His Q is called Urchin Strike. Fizz dashes to a target enemy unit, dealing damage and applying his W, wich will be noticed later.
Seastone Trident is Fizz's W. Fizz passivly adds a DOT (damage - over - time) effect on his basic attacks. Upon activation, Fizz empowers his trident to deal bonus DOT for 5 seconds, and adding Grievous Wounds, wich reduce healing effects on the target.
Playful / Trickster is his E. Fizz jumps to target location on his trident, becoming untargetable for 0.5 seconds. When activate again, Fizz Jumps down from his trident. Can be used to dodge things such as Super Mega Death Rocket!, Trueshot Barrage, etc
Chum the Waters is Fizz's ultimate. Fizz throws a fish in target location, after 1.5 seconds, a shark comes out of the ground, dealing high damage and knocking everyone in a small area aside. The fish attaches to the first enemy champion it hits -note that its a skillshot- , and if it does not hit a champion, it stays on the ground for 1.5 second. If any enemy champion steps on it, it will attach to it. If not attached it still hits enemy minions and monsters. Cool to know: If the enemy is a yordle ( Teemo, Tristana), and Chum the Waters done the final blow, the shark will swallow the body. If the target is not slain by this or is not a yordle, the body will just be there as if u usually would die.
LOL
Starting items
2x
First B
->
Final Build
About them
When u manage to kill an enemy champion, it gives you 2/20 stacks. Assists give 1 stack. Each stack stands for 8 AP. 1/3 of stacks is lost upon death.
Gives you 120 AP. Unique passive: Increases AP by 30%.
+80 AP, 250 Mana and 5 Movement Speed. When casting a ability, your next basic attack deals 50 (+75% of your AP) in Magic Damage.
+120 AP and 50 Armour. Upon activation, u turn into a stance that makes u untargetable (u cant do anything to!) for 2.5 seconds.
+120 AP and 10% CDR (Cooldown Reduction). When activated, u deal 15% of ur target's Maximum Health. (60 Seconds Cooldown)
+80 AP and 500 HP. Unique Passive: Your spell damage will slow your target's Movement Speed by 35% for 1.5 Seconds.
Just some more AP, does not require a free inv space, it will be activated once u buy it if ur inventory is full.
Starting items
2x
First B
->
Final Build
About them
When u manage to kill an enemy champion, it gives you 2/20 stacks. Assists give 1 stack. Each stack stands for 8 AP. 1/3 of stacks is lost upon death.
Gives you 120 AP. Unique passive: Increases AP by 30%.
+80 AP, 250 Mana and 5 Movement Speed. When casting a ability, your next basic attack deals 50 (+75% of your AP) in Magic Damage.
+120 AP and 50 Armour. Upon activation, u turn into a stance that makes u untargetable (u cant do anything to!) for 2.5 seconds.
+120 AP and 10% CDR (Cooldown Reduction). When activated, u deal 15% of ur target's Maximum Health. (60 Seconds Cooldown)
+80 AP and 500 HP. Unique Passive: Your spell damage will slow your target's Movement Speed by 35% for 1.5 Seconds.
Just some more AP, does not require a free inv space, it will be activated once u buy it if ur inventory is full.
LOL
For some safe harass, i recommend u doing the Q-E or E-Q (depends on what u prefer) combo's. The point is Dashing through ur target with Urchin Strike and then going untargetable with Playful / Trickster while jumping away at the same time. When activating Playful / Trickster 2x very quickly u can jump a big distance, and cross walls (Chapter 9). When ur going for a kill, open up with Chum the Waters, followed by Urchin Strike, Seastone Trident and maybe an Ignite. Then escaping back with Playful / Trickster for incoming enemy's, or if he isnt slain yet dealing the killing blow on ur target.
For some safe harass, i recommend u doing the Q-E or E-Q (depends on what u prefer) combo's. The point is Dashing through ur target with Urchin Strike and then going untargetable with Playful / Trickster while jumping away at the same time. When activating Playful / Trickster 2x very quickly u can jump a big distance, and cross walls (Chapter 9). When ur going for a kill, open up with Chum the Waters, followed by Urchin Strike, Seastone Trident and maybe an Ignite. Then escaping back with Playful / Trickster for incoming enemy's, or if he isnt slain yet dealing the killing blow on ur target.
LOL
As Playful / Trickster allows you to jump over walls, Fizz can do some very tricky stuff on the fields of justice. The walls you can jump over are red in the direction u can.
As Playful / Trickster allows you to jump over walls, Fizz can do some very tricky stuff on the fields of justice. The walls you can jump over are red in the direction u can.
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