Fizz Build Guide by BorkBork
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.
After making this guide a few months ago, I decided I wasn't really gonna update it seeing as I never played Fizz anymore. But a new build I was informed of by a friend made me try him and it's been really fun.
This guide is an all-in early game, snowball into late game build. It's essentially a cheese. Here goes.
Insane level 1/2/3 damage
Only countered by rare picks in normals (you shouldn't be trying this in ranked)
Snowballs extremely easily
Transitions well into late game
Very risky if you dont get an early kill
Very low sustain
Very squishy to magic damage in lane phase
Ignite is required for this build. You need the extra ad/ap and damage from it to get an early kill.
Barrier is my other summoner of choice. It makes it a lot safer and easier to bait then into overcommitting. Then when you use your red potion and barrier, you're not even close to dying.
Teleport is the only other viable summoner spell and I'd only get it in draft. This is for more lane presence and a decent counter if you're up against Twisted Fate or Shen
29/0/1, Shweem? Really? Are you trolling?
Yes, I am. That's the whole point of this build. Get as much damage at level 1 as possible to get a kill as early as possible.
The 1 point in Improved Recall is for safety. After your first kill, you could end up dangerously low, so the less time you spend in lane with low hp, the better. One second may not seem like a lot but it's often the difference between getting stunned/damaged by the jungler, or ending up in your base after a quick panic attack
Mark of Hybrid Penetration is the optimal mark. You want it so your autoattacks and spells do more damage at level 1. Seeing as how at level 1 you have 1 ability on a pretty long cooldown, most of your damage will be coming from autoattacks. With Fizz and Seastone Trident, you'll be doing more on hit damage and more burn damage.
Mark of Magic Penetration aren't optimal but they work pretty well.
Seal of Armor are for your enemy's autoattacks to hurt less. For the same reason as above, you want to take as little autoattack damage as possible. These are also standard for most champions.
Glyph of Scaling Ability Power don't give you the best boost at level 1 (around 1.5 ap) but they help you scale into late game. Kind of a crutch if you failed to get kills early
Glyph of Ability Power can be used instead but seeing a Fizz with 25 ap and with no items at level 1 might scare your opponent.
Quintessence of Ability Power
15 AP, need I say more? Pretty standard for AP mids anyways.
Quintessence of Movement Speed
You can run these, and they'll work fine, but it's riskier than AP quints.
You start with Seastone Trident. You pretty much NEED to forgo the first few cs to get a hit or 2 on the enemy (they should end up around half health or less). This is good, we want to burn their sustain.
At level 2 Urchin Strike will add a lot of damage and fear to the enemy, don't overdo it or they might back or call for a gank. Only commit if you are 100% sure you'll get the kill
At level 3 Playful / Trickster will give you all the damage you need to secure a kill if you haven't already.
The rest of the skill sequence is standard for Fizz
Start Elixir of Fortitude and use it to either bait your opponent into overcommiting, or saving your butt from a losing fight. Even after the original burst, you'll have increased attack damage, which is where your Mark of Hybrid Penetration come in, making you chunk way harder.
Coming back into lane with a Doran's Ring or two at five minutes will let you dominate the lane.
After your first kill(s) rush a Sheen and Boots of Speed.
Once you build your Lich Bane and Mercury's Treads, you should be able to kill anyone as long as they're not a fed bruiser/tank.
The rest of the build is a standard AP assassin build, and you should build situationally after Rabadon's Deathcap and Zhonya's Hourglass.
Laning with this build is easy to understand. Be aggressive, make them back off, let the wave push back, rinse, repeat.
Make them hate you at level 1 by forcing a fight or two. Don't disengage until they start to run.
Activate Seastone Trident and hit em a few times, usually they get really scared at the damage.
Don't be afraid to take damage, just use your Health Potion during and after the fight. If they decide to go balls deep, use your Elixir of Fortitude, Barrier and Ignite. You WILL win.
They'll either back off or die. You should stay alive.
After the first kill, try to cs and punish them any time they come near the minions.
Probably the most important part of laning like this is to buy and use Sight Wards. You'll either not get ganked and get fed off their mid, get ganked and have them fail the game with Playful / Trickster and give the other lanes a break from the enemy jungler, or get ganked and get doubles all day.