Fizz Build Guide by SkunksAR15
Not Updated For Current Season
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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.
Fizz is my favorite champion in League, and is the only one which I have ventured into creating a more customized build for. I play in a team oriented manner where I try everything in my power to win team fights and provide the best opportunities for my teammates, and myself. You might find yourself at a disadvantage solo-queuing with this build as it requires a good teammate in your lane. This build focuses around two main ideas; reducing healing effects, while maximizing damage over time (DoT).
This build was initially built with Greater Glyph of Ability Power and Greater Quintessence of Magic Penetration but I found that it actually provided less AP and Magic Pen than using Greater Glyph of Magic Penetration and Greater Quintessence of Ability Power. Fizz is extraordinarily weak so I went with Greater Seal of Armor but I am still thinking of picking up something else to try for seals. Greater Mark of Attack Speed is a must for this build as it is designed for maximizing the damage of Seastone Trident. The more often you hit them, the more they feel the pain, and the more they feel the pain the better.
Why I don't take other popular summoner spells:
You already have a dash with and can cover more range than a flash can with the bonus of a nice splash damage at the end.
Pretty much the same as above. You should have enough abilities to catch your enemies anyway. Exhaust would be better for you than flash however as it would allow you to get more hits in.
Yes, Fizz is squishy, but Fizz is not the place for a summoner heal. You are going to lose out on a nice attack speed boost, or enemy healing reduction if you take summoner heal.
The idea of this build is to be in bottom lane. With a partner and promote you will be pushed so hard you won't get a chance to pick-up kills and get your AD carry fed or yourself fed.
Buy wards. If you don't buy wards and get surprised going into a bush.
I use 21 points in Offense traveling the AP side while picking up some Attack speed where possible and Summoner's Wrath to further boost both Surge and Ignite beyond any other masteries, this one is the most important. My points into defense are to make Fizz's squishyness somewhat bearable. This bonus resist and armor will allow you to harass more effectively with Urchin Strike and Playful / Trickster while taking as little damage as possible.
Start with Doran's Ring. Good AP health bonus and some mana regen to boot. Fizz is great at escaping and chasing so get Boots of Speed to supplement this for your second item. If you are harassing hard you may want to Sapphire Crystal before Boots of Speed but at least by your 3rd item. Build that crystal into catalyst the protector before you complete your Boots of Speed into Sorcerer's Shoes. You'll then want to get a Blasting Wand to build Rod of Ages. Rod of Ages will provide the necessary mana you need to harass throughout the rest of the game while providing a nice AP boost and a much needed significant health bonus. Now that you have some staying power its time to start ramping up attack speed with Nashor's Tooth and Ionic Spark. Lich Bane and Rabadon's Deathcap or Zhonya's Hourglass are your finishing items.
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I personally have issues remembering to activate items. If this is a problem you have also, then don't worry too much about building this item. If you are proFIZZpro and don't have problems with remembering to activate items. Yes, build it. Maybe drop Ionic Spark or Lich Bane for Zhonya's Hourglass.
Take Seastone Trident first. This combined with your Surge and Ignite makes you very dangerous to bushwhackers and is likely to get you first blood. Especially if you lane with a partner with a stun or some other crowd control (cc) ability. By level three you should have all of your base abilities and then you proceed to max Seastone Trident as quickly as possible without missing Chum the Waters at level six. After maxing Seastone Trident I work on Urchin Strike which is a big portion of your initial splash damage. I save Playful / Trickster for last because I use it mainly for maneuverability, escaping, and chasing rather than it's actual damage.
Team Work and Play Style
As I mentioned in the Introduction, this Fizz build is meant to be a team player. I find it very difficult to go solo with this build. You might find yourself having a hard time finishing kills or sustaining yourself in a lane alone. The idea here is to lane with one of two types of champions.
1. A partner with a good stun, snare, fear, or some such cc will allow you to maximize your damage and make it very annoying for anyone who happens to get a little too far from their turret. You will be finishing kills with Urchin Strike due to its short cool down and excellent range or with Playful / Trickster against those really resilient enemies who are just about to get away. Fizz is also great for turret diving despite his squishy nature. Urchin Strike in for the kill and Playful / Trickster away from the turret shots.
I have had excellent luck laning with Sion, Rammus, and Taric.
2. If you end up laning in bottom with an AD carry you can be essential in feeding them the kills they need to rule the game. Harass by diving in with Urchin Strike activating Seastone Trident on the way to your target and getting in a couple good hits before jumping away toward your AD carry with Playful / Trickster. Fizz is extremely difficult to target, and even if they do manage to get something locked onto you Playful / Trickster will get away so you can use your acrobatics at lower health to keep a champion occupied while an AD carry tears them apart.
With Caitlyn being popular when I was playing Fizz I had some really great games. Also had excellent luck with Master Yi, Xin Zhao, and Tryndamere
When it comes time for team fights, Fizz is a great initiator and finisher. A well timed Urchin Strike and Playful / Trickster combo should be enough to lure the enemy team into running into a trap while you escape and leave the enemy team members looking for a new target. This leads to confusion and lack of focus fire while you sneak back around to start finishing off kills. Chum the Waters is a great fire and forget finisher and it will be incredibly strong late game.
You need to always be in the right place at the right time with Fizz and if you can, you will be able to get your teammates out of trouble, distract the enemy team, and cause massive confusion in team fights. Heaven help them if you get fed.
Seastone Trident is essential for this and is another reason why I max it first. You can eliminate all the castor minions with straight auto attacks in time to pick up many of the melee minions. Mid to late game your Playful / Trickster will be able to destroy entire waves of minions at once. (Yes, even artillery minions)