Fizz Build Guide by Flu0stift
Not Updated For Current Season
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.
Pros / Cons
- Can dodge abilitys
- High damage
- DOT ability
- Easy to learn
- 1 Gapcloser
- Ult slows much
- Fun to play
- Needs some practice
- Can be caught easy
- 1 Gapcloser (once used and then ganked after, cant escape anymore)
Greater Glyph of Ability Power
Greater Glyph of Armor
Greater Mark of Ability Power
Greater Seal of Ability Power
Greater Quintessence of Ability Power
For masteries, i recommend going full AP in Offense, taking some usefull things such as faster recall and further trinket placing range in utility, and some HP and Mana regen in Defense.
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.
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.
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.
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.