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Fizz Build Guide by mignuts

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.


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League of Legends Build Guide Author mignuts

Fizz - Defensive Burster

mignuts Last updated on January 13, 2012
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Ability Sequence

1
8
10
12
13
Ability Key Q
2
3
5
7
9
Ability Key W
4
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

I absolutely love Fizz! He has the mobility to close gaps, burst to kill an enemy from full life, dodging to get out of hairy situations, and silly antics to keep you happy all day.

BEST OF ALL, YOU HAVE A SHARK!!!! XD

This is my guide on how I play Fizz, feel free to take tips or reference of it, but if you'll make a guide based on it please give credit for it :)

UPDATES:
(Jan 10, 2012)
- Guide was created
- Masteries Updated

(Jan 12, 2012)
- Updated Items and Items Section
- Changed Defensive Masteries


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Background Story


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 sharp cleverness that let him skirt danger with 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 seastone trident from the ruins and set out alone.

Fizz wandered the ocean in search of his people for years, 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 inadvertently 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 creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.

“Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he’s on our side.”
- Miss Fortune, the Bounty Hunter


Guide Top

Brief of the guide

I play Fizz very defensively early in the game -- well until level 4 :D then I can start getting kills, at least against slow-reacting players :) Don't be fooled by my choosing the Defensive mastery tree over the Offensive tree, I play Fizz aggressively once we hit mid-game, and most of the time end up carrying the team :P

This guide uses Fizz as a anti-carry semi-tough Burst. I say Semi-tough because I play him as a soft character like LeBlanc. SO yeah, Semi-tough :D Not tough enough to be tanky but tougher than MOST of the AP bursters out there, there are always exceptions.

Anyway, we'll go through the Pros and Cons of Fizz, explanations on why I choose those runes, why I choose to use the defensive mastery tree as primary, why go with that skill build, what Items I prefer to use and finally some playing tips.

Blah, blah, blah, continue on!


Guide Top

Pros / Cons

PROS:

- Great Mobility
- Crazy Burst
- Good Survivability
- Ulti is easy to land
- Nice slow utility (with Ulti)
- Nice knock-up utility (also with Ulti)
- Can jump over some walls

CONS:

- Inherently Squishy
- Mana hungry
- No CC Escape (Playful/Trickster is a dodge not escape)
- Ulti is skill shot dependent
- Needs fast reactions
- High learning curve


Guide Top

Runes


We'll be playing Fizz as an AP burst, so why not start with +15 AP?
Standard for more AP Burst characters.


Also, another standard for AP Burst Characters, getting these greatly increases your damage output.


We take some CDR here so that we aren't too item/buff dependent on getting CDR.


Finally, Fizz is mana hungry, specially if you use Playful/Trickster a lot (and we will), so extra Mana Regen is good.


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Masteries

Like I said I take the Defensive Tree instead of the Offensive tree.
I believe Fizz already has suitable amount of burst, and does not need more Offense. Whereas he's actually really squishy and having Masteries in the Defense tree helps off set that.

Offense Tree:



Summoner's Wrath - Gives better utility to the Ignite Summon spell we will bring. We'll almost always keep that spell on CD, so having +5 AP and AD for 1 point always nice.

Brute Force - It was a tossup between getting this and getting 3/4 Mental Force . After some table napkin math, getting Brute Force was the better of the 2. It helps when you're just auto-attacking / last-hitting creeps, It's fully added when you Urchin Strike (versus 60% of AP), Seastone Trident needs you to attack so its added there too. So I went with +3 AD instead of +3 AP.

Sorcery - Easy choice, getting more CDR since we're playing Burst.

Arcane Knowledge - All of Fizz's skill deal magic damage, having 10% Magic Pen helps tons.


Defense Tree:


Resistance + Hardiness - These both help with his early game. It also helps you harass and take the return fire.

1/2 Tough Skin - Is a filler Mastery, but its still nice reducing creep damage when you walk up to stab the opponent.

Durability + Veteran's Scars - I took these to survive the enemy burst/FF/CC, especially in the early game and having more health helps with this. After their onslaught, just Playful / Trickster out of there!

Indomitable - THIS IS AWESOME, getting this makes their return fire hurt SO much less, coupled with Fizz's passive Nimble Fighter and Tough Skin ranged creeps will hit you for as low as 4 damage, and melee creeps will you for... ZERO hahahaha! Hero Auto-attacks will hurt you so much less, and in a stand up fight with AD characters they'll wonder how it you won and they're lying on the ground :D

Vigor - I noticed early game you can get easily harassed with well timed spells, the extra Health Regen helps you stay in lane longer to last hit and get more XP. If you feel you don't need the extra HP regen early on (Maybe cause you're using different runes or perhaps you're playstyle is different, then you can swap this for Initiator or Enlightenment )

Honor Guard - Again Helps with the CC/FF on Fizz if you don't have Playful / Trickster to dodge it.

Juggernaut - Another skill to help with the CC/FF on Fizz again. Also, 3% more HP helps on top of Durability and Veteran's Scars


Guide Top

Summoner Spells


I take Flash for it's utilty. Flashing over walls to get into position to Urchin Strike or Chum the Waters, or Flash to get away from a gank attempt, and finally to get close to land that last Urchin Strike to kill the running opponent.


Having Ignite helps tremendously. A lot of your damage comes from the DOT you apply with Seastone Trident, couple it with an Ignite and you can be sure your target will die, even if you died first :)

Other Viable Spells:


- Helps with that chase, but really with Fizz's passive you can already walk through minions, so you're only getting this for the movement speed buff.

- If you wanna stand and fight, this is the spell for you. Makes trading blows much easier, chasing easier and landing Chum the Waters easier too. I'd rather take Ignite though, play style preference :) Of course it helps with them pesky AD's, by halfing their damage, such as Yi, Tryn, Cait, Miss Fortune, etc.

- Extra AP and AS is always good for Fizz, just not my playstle. It's really personal preference.


Guide Top

Abilities

Fizz's Passive:


- Abuse walking through creeps and abuse taking less damage from auto-attacks. If you see the opponent staying by the melee line, walk up, turn on Seastone Trident, Stab and walk away :)

Q SKILL


- Fizz's Main attack, with Seastone Trident active, it'll deal massive damage, couple with Sheen and Fizz starts to get OP. Get more AP and a Lichbane and you can burst almost anyone from full life.

W SKILL


- This is where most of Fizz's damage comes from. Urchin Strike may be his MAIN attack skill, but this is the backbone from where all that damage comes from. Max this ASAP.

E SKILL


- Fizz's main escape, and utility spell. Mastering the use of this spell makes or breaks a good Fizz player. You can also use it to hop over small walls for quick maneuvers. Playful / Trickster when use makes creeps de-target, turret fire disappear, even Caitlin's ultimate useless, use it wisely.

Ultimate


R SKILL


- This Ultimate is SO FREAKING FUN TO USE! Seeing a Shark come up and eat the enemy is priceless! Not to mention the damage is crazy good, with a 100% AP conversion, at level 18 with Rabadon's Deathcap this spell alone can deal over 900 damage! Take whenever available, 6,11,16.


Guide Top

Items

CORE ITEMS:



Yup it's just those 2! :D


Below are the common items I'd take during a game, with the reasons behind those items and in which order:

Early game:




Doran's Ring allows for early lane presence and good harass and survivability.
Boots of Speed needed to get around.
Sheen rush to sheen for greater damage output, to start becoming OP.


Mid game:



-- Optional:

Sorcerer's Shoes
Gives you the much needed Magic Penetration early game. You'll notice that your stab with Seastone Trident and your Urchin Strikes will hurt more :)

Stinger
Grabbing Stinger gives you the CDR you need and the attack speed to land more Seastone Trident strikes. You want to abuse the damage you can get with Seastone Trident, and then hop out of there with Playful / Trickster and watch the opponent die with your DOT.

Nashor's Tooth
Upgrades Stinger with more CDR, MP/5 and Ability power, from here on out, it's so much easier to get kills.

Lich Bane
By the time you complete Lich Bane, you should be sitting on roughly 200 AP, that means when you do a skill your next attack will deal +300 damage. Meaning activating Seastone Trident and Urchin Striking will do 70+70(passive) + 30+70(active) + 120+130(urchin) + 300(LichBane) = 790 raw magic damage + your roughly 100 AD -- ALL FOR A FREAKING POKE! Once every 5-6 seconds? :D yes please!

Doing a combo of Ulti->W->Q->Autoattack->Ignite->E : you can kill squishy enemies even with full life.

-- Optional:
Rod of Ages - I've added this here, since I believe you should get Rod of Ages during mid game if you ever do play to get it during the course of the game. I'd take it right after Lich Bane. By this time you'd already know if you'd need the extra HP/Mana/ or if you just wanna plow through and go straight for Lich Bane.

Late game:




Hextech Revolver
Getting Hextech Revolver after your Lich Bane is a good way to stay in the fight, for very cheap. You only 1200g to get 15% spell vamp, and since you're doing magic damage per Urchin Strike you heal up pretty nicely.

Rylai's Crystal Scepter / Rabadon's Deathcap
Here's where I would normally drop Doran's Ring either cause I need the space for item components or I need space for wards. If I'm doing OK and not getting FF'd much, then I start building Rabadon's Deathcap first. But if I'm normally FF'd then I'd take Rylai's Crystal Scepter to get a bit beefier. I'd get Rylai's cause its pretty late in the game already, and getting a Rod of Ages here will take too long before I can get its full benefits.

Hextech Gunblade
After getting Rylai's AND Rabadon's, this is the next target item. It's really icing on top of the cake. If the game isn't done by then, having the extra Activated slow can help you set up stragglers for the burst combo and then you can have a nice 4v5 clash late in the game, which would normally lead to a win.

Situational Items:



Take if you want to deal more damage, and don't feel that any of them can retaliate fast enough or if the opponents are beefy. Taking out a chunk of their life at the start of the clash then stabbing with the Trident is a quick and effective way to take them out.


They have a lot of AP Burst character's too, and you're being FF'd. Get this to up your Magic Resistance and still get some AP to boot!


This was given as a suggestion, so I'll be adding it in here. Taking Rylai's gives you good HP and a nice slow (15% since its AoE/DoT) which allows you to keep the opponents in range for your team mates to pick off after you initiate with your Urchin Strike


Normally, I wouldn't get this, but I've noticed that in games with a lot of hard hitting AD's, like Tryndamere, Master Yi, Miss Fortune, Caitlin and the like, they seem to be melting my face faster than I can do my skill combo on them. Thornmail helps me close the gap and stay in the fight :)


Guide Top

Playstyle

I start with Urchin Strike just because it is useful for the quick damage, and maybe the nice first blood you can get with it. If you want to start with Seastone Trident go ahead.

Try to take Mid lane if you can, as Fizz can handle most of the characters that normally Mid lane. You also have a quick "anti-gank" skill which makes taking the mid lane a lot easier. If you can't take mid-lane, any lane will do, just warn your lane buddy (if you aren't solo laning) that you will poke in and out and not to follow you in unless you call for it.

Start with Doran's Ring. As I said more health allows you to survive the return fire and keep on dishing out your burst damage. Having the the extra 5 MP/5 and 15 AP is super nice, this item just fits perfectly for the Fizz's early game.

If you can stay in lane until you get enough to get Sheen then do so, instead of getting the boots. Believe me getting Sheen by level 4 or 5 is just... cheats! If you can't then no worries. When you go back purchase your Boots of Speed, 2 Health Potions and at least 1 Mana Potion. Then get your Sapphire Crystal since Fizz is such a mana hungry character, specially in the early game. Finish Sheen and start pwning face.

Once mid game hits, you should be building Nashor's Tooth as fast as you can. Getting Stinger allows you to last hit more efficiently and gives you the much needed cooldown reduction. Not to mention having a faster attack speed makes your Seastone Trident much better. Once you finish Nashor's Tooth, start building Lich Bane. When you finish it, you'll notice that have crazy amounts of burst.

Here's where things get tricky. You can either choose an optional item ( Rod of Ages, Deathfire Grasp, Abyssal Scepter, etc.) from the item list based on the situation, or start building Rabadon's Deathcap.

You have to adapt to the situation and build items accordingly afterwards. More games and Practices gives you the ability to judge the situation.


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Sample Videos

- Available soon! -


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Closing

Well there you have it :)

My build for Fizz, I hope I helped you.

If you want a more in-depth guide, you might want to look at : http://www.mobafire.com/league-of-legends/build/fizzy-pop-a-rys-aberdeen-guide-150036#chapter18 from which I got a lot of playtips from :)

Thanks for reading and send in your comments!