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Fizz Build Guide by Sankat

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League of Legends Build Guide Author Sankat

Fizz - Feel the power of Urf!

Sankat Last updated on July 29, 2012
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Ability Sequence

3
4
7
9
10
Ability Key Q
1
5
8
12
13
Ability Key W
2
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
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Introduccion

Welcome to my Fizz guide! As you may see through the guide, this guide it is not perfect, and it is not one of that "must follow" guides. You can and will have to change it according to your needs or the enemy team!
Also, feel free to give feedback and share your opinions! I will take every single comment into account and even modify this guide according to what this community thinks!


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About Fizz

Before Starting with the masteries, runes, items, etc. I wanted to speak about Fizz and his capabilities.
Fizz is one of the best AP carries of the game, with his Playful / Trickster he can dodge every skill shot in the game and many directed skills also! in addition your Seastone Trident + Urchin Strike + Chum the Waters does tons of damage which can take down lots of champs in a matter of seconds.
A good Fizz can win you a game, and a one can lose you one too...But we dont want that...do we? So the main purpouse of this guide is to give you the tips and tricks to carry your team to victory every time you play as this wonderful champion!


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The lonely champion 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.


''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.


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Champion Spotlight


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Pros and Cons...wait a minute...What cons?

Pros / Cons

spaaaaaaace
Pros


+ Incredibly good early game
+ Great burst damage
+ Great initiator
+ You can not escape from fizz, no one can
+ You can dodge almost everything
space
space
Cons


- With this build you will have to be passive the first 3 levels
- Very item dependant
- Lacks range (You have a very good gapclose though)
- Your whole race is dead :foreveralone:


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Masteries

Masteries
1/5
4/1
1/1
4/5
1/5
1/1
4/1
4/
1/
3/5
3/1
3/5
As Every AP You will need Ability Power in order to work well, so we are choosing a 21/9/0 set. We will need to get as much AP as possible, also we need to amplify that damage (that is what Executioner is for). This will allow us to have a very a good damage output early game and also some defensive stats that let us avoid being super squishy.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
5

Greater Glyph of Scaling Magic Resist
4

Greater Quintessence of Ability Power
3


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Summoner Spells


Flash: With our Playful / Trickster most of the people will think, why do I need flash? Well, Playful / Trickster can not go through every wall, also If you are getting chased I would preffer to use our Playful / Trickster to evade an attack our get out of the enemy spell range. Also it is a great chasing tool, you can Flash and then Urchin Strike to get in range an escaping enemy and finish him.
space
Ignite: So, we are on the first minutes of the game and with our great early game damage we manage to get our lane opponent with almost no health, he starts running to his tower and all of our spells are con CD we can not tower dive at this level, we will die, what can we do? Ignite, Ignite and Ignite. Hopefully he will die.
space
Teleport: I do not like using this spell too much butsome people love the mobility Teleport gives. So this is your choice basically. Another very good Choice that I have not tested yet is Surge, but if you feel like trying it go ahead!


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Ability Explanation


  • Nimble Fighter: This passive allows fizz to ignore unit collition and take reduced damage from phyisical attacks. This is a great passive which lets you exchange hits at low level without being scare of minion aggro. Also you use it to escape from chasing opponents, just run through a minion wave, you will pass like them like if nothing happened and your enemies will have to avoid them.
  • Urchin Strike (Q) Great initiator and escaping tool. This ability does a lot of damage early, mid and late game. this ability will always cover the same distance, so if you hit an opponent which is next to you with Urchin Strike you will get away from him. This is an awesome skill for juking also.
  • Seastone Trident (W): This ability has two effects, your passive applies a posion which does small amounts of damage for each basic attack you make, When you activate it Fizz will deal magic damage with his attacks depending on the enemy missing health.
  • Playful / Trcikster (E): Dodge, Escape, Chase! This skill does EVERYTHING you need. I think it is one of the most usefull skills in the game. It is a bit hard to master, in order to use this ability to the max you will need to activate it twice, one before jumping nad other one will in the air, this will make you jump further and became untargeatable for more time!
  • Chum the water (R): A great ultimate for an awesome champion. With your shark you can slow enemies, initiate fights, finish opponents, catch up with them. Do not underestimate it`s damage, when maxed you literally make the most squishy opponents life bar dissapear when you combo it with Urchin Strike and Seastone Trident


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Ability sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

As almost every champion in the league, your best skill is your ultimate, in this case a badass shark, max it whenever you can. After that it is just a matter of opinion, I personally prefer Urchin Strike over Seastone Trident and Playful / Trickster. Why? The burst damage of a high level Urchin Strike. a normal Seastone Trident and your Chum the Waters can burst down an enemy so quickly they wont even have the time to react.


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Items

  • : Ok, we have to melt our enemies down, but we need more AP as the game goes on and on. well, just buy a Rabadon's deathcap and melt everybody down
  • : The mana and AP from Sheen plus the MR of the Null-Magic Mantle and the AP from the Blasting Wand all combined in one item?!!?! Are we in heaven!?!?! An incredible item for fizz
  • : OK, so here we get plenty of HP thanks to the Giant's Belt and a decent amount of AP from the Amplifying Tome and Blasting Wand combo. A must have on fizz!
  • : A good Item if you can press the hotkey in middle of a battle and throw it, if you are not used to doing this and you have the gold just build a Banshee's Veil.
  • : If no one else in your team is building it get it! you will get lots of AP from the Blasting Wand and a good Magic resistance from the Negatron Cloak. Also it gives a great unique aura, You will reduce the MR of nearby enemy champions by 20 with a very good range (1000 range). Just ensure that you are the only one in your team building it. If someone else has already built it a Void Staff will do. Some people preffer a Void Staff over the Abyssal Scepter, If you are one of those people just build a Void Staff
  • : An awesome Item, here we get some good armor from our Chain Vest and our Cloth Armor and a great Magic resist thank to the Null-Magic Mantle. Also it revives you when dead and it has a relatively short cooldown (5 minutes). Another must have.


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Teamfights

This is where Fizz shines! It does not matter if you initiate or not, most of the times you wont, but if you have to, initiate with your Chum the Waters, ALWAYS, also, try to hit the enemy squishiest member. Your combo will be always the same! Or at least most of the time. Wait for an enemy out of position (remember, you are an assassin, take out always the squishy tragets) and simply do your Seastone Trident + Urchin Strike combo, if he survives Chum the Waters will do the trick (I know I said you should always initiate with Chum the Waters, this is when you catch an enemy out of position, never waste your ult in only one enemy). i have seen lots of fizz saving their ults to chase enemies or escape, this is good, but never do it in a 5v5. A well placed ult in the middle of the enemy team can lower half of the their HP bar, dont underestimate you damage, NEVER. Most of the times you and your AD carry will be focused, so watch out for this. Never be out of possition or it is game over for you...and your team you will need to survive as long as you can in teamfights....Besides all that if you have a little common sense you should be fine.


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End of the line!

Here it ends guys! Thank you all for reading this guide! please leave your feedback for further discussion. I just wanted to say a few things here, first of all this is my first guide and I really hope you liked it. I Fizz as a mid (although I am a dedicated support player), so I can say I know many things about this little guy.
Please feel free to upvote or downvote if you feel necesary, but as I said before, please leave feedback.

I would like to give special thanks to jhoijhoi for the awesome guide on how to make a guide!
To access the guide just click here.
See you later guys!