Fizz Build Guide by marxmann
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
The Tidal Trickster Emerges
|Lore: Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted trident from the ruins and set out alone.
For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
EDITS and UPDATES
- Released this guide
- Added in some items and Glass cannon build
- Added Atmogs into Other Items
- Added a secondary build aimed for a lot of damage output
- Added a second item guide for the recently added Fizz build
- Changed Runes and Item Builds
- Replaced Armor and Magic Resist to per level instead of flat to account for better mid game defense.
- Replaced Infinity Edge with The Bloodthirster. About the same damage and cheaper and more sustain
- Added more shoes options.
- Renamed Guide
- Edited chapters to make it look nicer
- Ahri Nerf Changes
- Deleted Secondary build/hybrid
- Switched to pure AD/Bruiser
- Taken out Rylai's Crystal Scepter from the core build.
- Changed runes to give more AD instead of armor pen, might also be changed into hybrid runes in the future.
Ahri Patch Note
Okay not the biggest nerf we've seen and AP Fizz still works but with this update I've decided to take out Rylai's Crystal Scepter from the build (I usually go for atmogs straight anyways) and it still works. The update does not really affect this AD build except for some base damage nerfs.
Also took off the secondary Hybrid build because, well.. too costly and I never use it as fizz so I can't really vouch on how good it works.
Also Changed the skill sequence, prioritizing Q over E for more burst damage.
Other than that AD Fizz is still pretty much... AD.
Too Long Don't Wanna Read?
SkillsSeastone Trident, then Playful / Trickster for lower cooldown, maxing Urchin Strike last.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Ability Power
Greater Quintessence of Movement Speed
Greater Quintessence of Ability Power
- Rune set up designed to provide enough Armor, Magic Resist and Ability Power to last through out early game to mid game without buying items with these attributes.
**Subject to change** Since the release/update of the Masteries has been fairly recent, I might find a better build for Fizz as I experiment more with the new Masteries. However as of now, a hybrid tree in Offense with 23 - 0 - 7 is pretty viable.
*Core build of this guide is really just Trinity Force and Sorcerer's Boots. Most games usually end before you finish your 3rd Item.
After you have finished your whether you start to build or buy your Infinity Edge, Rylai's Crystal Scepter or Zhonya's Hourglass all depends on your situation. Everything going fine and getting lots of kills? Go straight for B. F. Sword]; Finding your self almost always low on HP after fights? Giant's Belt for your Rylai's; Enemy Team is all up your Fizz' Bizz' and focusing you down everytime they see you? Build that .
*Everything after can be built in any order and are even okay to be replaced with similar items such as The Bloodthirster instead of Infinity Edge, Rod of Ages instead of Rylai's Crystal Scepter, or Rabadon's Deathcap instead of Zhonya's Hourglass.
Every Score in this match history page used the same build and mastery, with some minor tweaks in Item purchase order. The blotted out part was an out-of-place game of mine with Shyvana so I took it off.
Introduction: My time with the little fella and why AD/Hybrid
is a very tricky and fun character to play. His mechanics is quite easy and yet complicated to understand. At heart he is a melee assassin but he is somewhat confused because he has a lot of magic damage going on. As a matter of fact, all his abilities weigh in Ability Power and does not have any Attack Damage factored anywhere.
So why should I build him AD/Hybrid when he obviously scales in AP?
The answer is pretty simple and can be seen just as easy. With AP, most of your damage come from your abilities and a huge chunk comes from your auto-attack and Seastone Trident's passive.
However with AD and a small amount of AP, your initial damage is large, your abilities ALREADY have decent base damage, with just a hundred more AP then your auto-attacks and Seastone Trident's passive damage is greatly increased. Not only that but you burst for more and also get to farm easier.
Just because all abilities scale in Ability Power doesn't mean it is the one and absolute way to build a champion. I've had more multi kills with this build than when using the standard + Combo
Over all I would just like to say, try this build before you say AD doesn't work with him.
Pros / Cons
I tend to go with
Since I want my enemies to fear me. And bringing these two Spells with you ensures you will win most one on one fights whether it be at solo top or in mid against casters.
***However, by choosing these two Spells I restrict myself from overextending too far or being in the front liens of teamfights Having no escape spells like or means playing extra carefully and preserving your Playful / Trickster as your escape route.
My large amount of deaths is because I don't follow my own rules and I often find myself turret diving at early levels and over extending too much. All because of my newly found love and admiration for Fizz.
That said I recommend with or [ with , or any combination of the four.
Seems Ideal for Fizz however not really sure if it is all that helpful even after playing 2 games with it. PLAY AT YOUR OWN RISK
Pretty good replacement for flash. The main reason you would want this is because the other team is CC heavy and also have a lot of ignites.
Runes and Masteries
*SUBJECT TO CHANGE*
Still pretty much testing the new Masteries around and so, my current mastery build might be replaced when I find something that works better.
Other than that it is plainly what it is. Runes to keep you from buying unnecessary items during early game and Masteries that give you enough damage to be a menacing assassin.
Fizz' Passive which is pretty handy when it comes to going in, do some damage then bouncing out play style that Fizz has.
Q: Fizz rushes towards his target in a set amount of distance (Meaning you will always travel the same amount of space no matter where your enemy is, as long as he is within that range) doing damage. This is my Initiator and sometimes a very good Juking skill when learned properly. I max this last simply because Seastone Trident's damage is more important and Playful / Trickster's cooldown follows next.
W: Fizz' main source of dish. Seeing how this ability effects all your auto-attacks, and at such good amount and side effects, this ability is simply Over Powered that I am not surprised if they Nerf it right away.
E: My personal favorite. Not only does it makes you invulnerable to attacks for a whole second and a half, but it also cancels incoming spells/missiles/ultimates/abilities coming your way! This is pretty much Vladimir's Sanguine Pool on a stick. A good Fizz can probably avoid massive amount of damage by using this to runaway, but a Better Fizz will avoid damage AND continue to fight by dancing around the field using this ability in connection with Urchin Strike.
R: My favorite Ultimate in the whole game. Not only because it never gets tiring to watch that shark eat an enemy whole in their own fountain, but also because with this build, it makes it so that there is no escape! Also, it is very easy to land, even if you miss your target as long as you aim it ahead of them, once they step into the puddle of water, the fish will stick to them.
- The core of this build, with Sheen as your first Item, you can immediately see the increase in your damage output.
- A necessary item to boost your Attack Damage therefore increasing your Damage output. Also cheaper than Infinity Edge and gives some sustainability.
Most games I buy this right away after tri-force.
- the 80+ Ability power and 500 increase in HP is beautiful to me, the slow is a bonus.
- your last AP item, unlike the other 3 items before it I don't really see this as a must buy but it is definitely useful and worth it. It can save you during times when you are being focused and your Playful / Trickster is on cooldown.
The armor that it gives and the lower price it has makes it a better choice compared to Rabadon's Deathcap. However if you are going full AP then the latter is the better choice.
Pretty good 6th/final item but ever since the Nerf, I don't think it is what its worth anymore. Only buy if you have tons of extra money.
When you are getting fed and you don't see the need to buy a Rylai's Crystal Scepter I say go for it!
Decent Last Item
as a replacement for Rylai's or in addition to the core build for more HP, MANA and Ability Power
As a replacement to Zhonya or as a final item whenever you just wanna wreck your enemies hard.
combined with and makes for a really formidable late game for our little buddy.
My default boots for Fizz. Only because 3/4 his abilities deals magic damage and even his auto-attacks do bonus magic damage.
A nice alternative to Sorcerer's Shoes get it when laning against champions with terrible combo's like Ryze or Anivia.
or Mobility for when you feel like mid is an easy lane and you want to gank top/bot/jungle. Swiftness or Mobility can be used for the same purpose.
Personally I think this is NOT a good item for Fizz, unless you are building On-hit/crit/AS. Just my opinion.
I have never used this boots on Fizz but I can see myself building this when laning against a heavy burst AP champ like Annie or Leblanc or http://www.mobafire.com/league-of-legends/edit-build?edit=149460#if the enemy team just have a lot of CC.
Second Fizz Build
TESTED and works however, you should only ever use this kind of item build when you have met these conditions:
*Team has 2 or more beefy champions
***Enemy team have less than 2 stuns/snares
*Enemy team is extremely squishy
Without a lot of CCs this build is gonna own the other team. It is a straight up glass cannon build but since Fizz is very mobile thanks to his Playful /Trickster that should be okay as long as you know when to use said ability. Also Flash is necessary for this build, yes I know it has been nerfed but it is important to as your last resort during team fights.
Laning *Basic Tips*
I won't go very in detail about what you should do during laning phase and so but I will just list these general tips to help you play better:
- Solo mid or solo top, take it whenever you can. Having to go bot against 2 other players can prove tricky for your early game.
- level 1 to level 3. Farm, you need it. Don't be an idiot and try to get firstblood or harass this early in the game. It is possible specially if you are carrying Ignite and Exhaust with you however without all 3 skills it is quite risky.
- Don't be scared to dash in and approach a ranged carry/caster, time your Playful / Trickster properly as to not escape too early and not deal enough damage or escaping too late and getting too much damage.
- Practice makes perfect. Practice Playful / Trickster over walls to see which ones you can go through and which ones you can't. Keep a sharp eye and use this ability whenever an Ult or other high damage ability is going your way.
- Never initiate using Playful / Trickster unless catching up to runaway low-hp enemies. And even then take into consideration whether you might get ganked or not.
- When using your ultimate Chum the Waters, You have a higher chance of sticking it to them by placing it in their paths (If they are running away) or by slowing them down with your Playful / Trickster first.
- Your Urchin Strike always have the same set of distance everytime you use it. Remember that well and use it to your advantage. When getting ganked in top or anywhere with a bush, remain there and wait till the enemy is right in front of you then use this ability followed by Playful / Trickster to ensure escape.
Thank you for reading my Guide. Pls, if you have any comment about my guide be it bad or good, please comment. I am always looking forward to being enlightened.