Fizz Build Guide by eiDyMgnilraD
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.
Few words about me...
Hey guys, my nick is eiDyMgnilraD, people often call me in LoL simple eiDy, but in fact If You read this nick backword starting with every big letter from left to right You ll see why it is that weird ^_^ (had to take this one, coz normal one was occupied, damn T.T). I play LoL for like year now, got near 500 wins on normal, never played ranked though (dunn see sense of playing them without a proper teammates), but what I want You to know before even readin' this guide, that's I know what I'm writing bout' from experience and hours of playing LoL and in this case recent hours spent in LoL as Fizz, so feel free to check my match history in game :)
One last thing...why this nick? Below is the answer :]
Let's start with official spotlight of Fizz and give Phreak few minutes to say some...
Ok, now's my turn :]...overall, Fizz is still fresh champion in LoL universe, role assigned to him by Riot are Assasin, Fighter, Melee. His abilities scales with ability power but he can be played in many different ways, just see all those guides out there ^_^...well I decided to create my own Fizz guide coz I think I found one of most effective ways of playing him, and that is Tanky AP Assasin way, so let's get it started, shall we?
Nooooo, leave us alone!!! :O...Ok, nuff kiddin' we ll go through it together dammit! >:]
Pros / Cons
As it comes to pros and cons...
PASSIVE Nimble Fighter
Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks.
Pretty nice passive, makin' You not to worry bout nothing but where's Your enemy, You can walk through minions, easily hiding between them and in addition You get decreased dmg from autoattacks which helps Your tanky side. In practice it helps a lot in escape through minions wave, to place an attack on enemy champ and to hide from being caught by for example Morgana snare or Blitz arm.
Q Urchin Strike
Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 40 / 70 / 100 / 130 (+0.7 per ability power) magic damage to it. The ability will also apply on-hit effects.
Very nice skill, Your main source of damage and harassment, use it wise though since it ll dash You a lil bit behind Your enemy line, means, after using it, You can land in deep ****z If Your E is on cooldown and You used it near enemy turret :] on the other hand this one is one of best skills to wipe enemies with low health when they hidin' near their turrets :] ll write more bout it in combo section though. Last thing to add, coz of this skill You may hear from time to time that You are kser :], I often land it on running low healths, once my W is active it almost always grant me a kill, DoT ll do the work. :)
W Seastone Trident
(Passive): Fizz's autoattacks rend his target, dealing 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) magic damage over 3 seconds that strengthens by 4 / 5 / 6 / 7 / 8 % of the target's missing health. Multiple autoattacks will only refresh the duration.
(Active): Fizz's attacks are empowered by 10 / 20 / 30 / 40 / 50 (+0.35 per ability power) for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
This one makes You so deadly, absolutely great ability, stayin' in fight even with tanky types You ll see how their HP melts coz of You using this, and the more HP they missing the biggest damage, You gotta love this one! Scales with AP so that's another reason to invest in AP items :)
Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.5 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage and slowing nearby enemies by (40/45/50/55/60)% for 2 seconds.
Trickster (Active): Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
This is Your personal Flash, life savier, out of mess maker, creep waves cleaner (late game) in fact playing Fizz without knowin' how to use this properly doesn't have any sense. And You can use it both ways, first escape machanism, jumpin' through the walls or combo part which I ll write bout later on. Dunn waste this skill If You not sure You are 100% safe, coz believe me when ****z happens You ll regret having this on cooldown :]
R Chum the Waters
Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing 200 / 325 / 450 (+1.0 per ability power) magic damage, knocking up and slowing all enemies by 50/60/70)% in the area for 1.5 seconds.
No doubt, one of most breathtakin' ulti animations so far in LoL, but that's not the only reason You ll love that shark :]...first of all it's targeted skill, You need to practice aim a lil so You didn't miss it, second it deals great AoE damage once Your build is complete, moreoeve knockin' back enemies (breaking chain abilities) and slowing enemies by 70% at max level so...is there anythin more to add, this skill is godlike :] one of best ultis in game. How to use it, best way is to use it as Your combo/gank starter, another very nice way is to throw it in middle of teamfight to mess enemies positioning, another good way is to help Your friend and secure his escape by throwing this on the guy who's chasing him and in the end, If You dunno what to do with it and Your enemies are dead waitin to respawn...You can always clear creep wave with it ^_^ but in other cases it's waste to use it on creeps :]
Skill Sequence & Skill Combos
Few words bout skill sequence...
Ok, skill sequence is easy to remember You start with Seastone Trident, then going one point in playful / trockster, after that third goes into Urchin Strike, this way You get all Your skills despite Chum the Waters which You ll get at 6.
The maxing order is:
Playful / Trickster
Of course, remember to max Chum the Waters whenever You are able to. that is LV6, LV11 and LV16 :]
Questions to answer...
You may ask, why Playful / Trickster before Urchin Strike?
Simple answer, Urchin Strike on early levels without having Playful / Trickster in Your arsenal ll bring You nothin' but troubles, remember it ll move You behind Your target, If You won't have Your escape mechanism, You can easily get focused and CC'd and simply die (especially If You play on top/bott lane). I can agree sometimes on low levels You ll regret not having it earlier, like the situation enemy is running with one HP bar and You can't get that last hit on him but well I feel like getting nice escape mechanism to secure Your *** on lane is more important, that's why I get Playful / Trickster before Urchin Strike.
You may ask why to start with Seastone Trident instead of Playful / Trickster or Urchin Strike?
Well, the answer is simple once again, it makes Your basic attacks so deadly adding DoT to them, it don't cost much mana early game so You won't be mana starving and secondly, Playful / Trickster and Urchin Strike before it, won't work towards Your lane sustainability.
It's combo time!!!...
1) >>Shark Feast<< R-W-Q-Autoattack-E-E
This is the main, full one, that at lv 6 often grants me a kill, If You are on mid lure Your enemy a bit closer Your turret, shark him, then activate Your Seastone Trident, immediately after it move towards him with Your Urchin Strike, then make 1-3 autoattacks, land Ignite and run with Playful / Trickster or If You see You need some extra damage, use it to finish him :]...checked, tested, working great :] in fact, just landing shark on Your enemy is triggerin' escape machanism on them :] wonder why hmmmmmm :D...small note to add, care If You face champs with disable/stun abilities, they can ruin it :]
2) >>Turret Dive<< W-Q-Autoattack-E-E
This one for bastards with few HP bars left who tries to hide near turret knowing Your ulti is on cooldown :], simple trigger Your Seastone Trident, then go for em with Your Urchin Strike, if You feel like taking some hits from turret's land some autoattacks as well, then escape from turret with double tap Playful / Trickster :)
3) >>Rabbit Chase 1<< W-Q-E-E
Situation: You have enemy champ in range
This one is almost same as Turret Dive, with one difference, this time You need to catch some running champ, trigger Seastone Trident, follow with Urchin Strike if You find it's still not enough, finish him with Playful / Trickster
3)' >>Rabbit Chase 2<< E-E-W-Q
Situation: You have enemy champ a bit out of range
This version we start with Playful / Trickster, especially when Your enemy is out of Your Urchin Strike range and If it's fast moving bish, start with Playful / Trickster to get him in Your Urchin Strike range, then fast W and immediately follow by Urchin Strike so he didn't ran from it's range :]...remember that after it Your escape mechanism may be still on cooldown :]
What else to add, combo 2), 3) and 3)' can be completed by Your Chum the Waters if its not on cooldown, then simple start with Your ulti to slow enemy down, and secure death, also remember to add some autoattacks to it whenever it's possible coz as Phreak stated in Fizz Spotlight, his autoattacks hurts :]
That would be all in this section.
As it comes to runes...
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Ability Power
...and a short justification for them...
- 9 Greater Mark of Magic Penetration -> AP Assasin = need of magic penetration
- 9 Greater Seal of Armor -> Tank/Survivability = need of additional armor
- 9 Greater Glyph of Scaling Magic Resist -> Tank/Survivability = need of magic resist
- 3 Greater Quintessence of Ability Power -> AP Assasin = need of ability power so as some early game threat
These runes makes for a pretty nice early game survival, and comes in handy late game, You may argue If not to replace those Seals and Glyphs with some other AP or HP runes, but once again, it's tanky assasin build and believe me, You ll find those I pointed above most useful for this role :), nevertheless feel free to suggest others in comments I may add some alternatives to this section.
Moving on to masteries...
As You can see...
I went deeply into Offensive tree - 26 points, adding that last 4 into Utility to boost my summoner skill and reduce time spent dead.
...and now question time...
The most obvious one in this case is - WTH, this guy is writin' bout tanky assasin build and going 0 in Defensive tree???Noob!!! ;)
That's ryt I invest that much in Offensive coz have tried Defensive as well and to be honest, after recent changes in masteries, Offensive is givin' ya much more than other trees, You could get some points in armor and magic resist, some HP, some damage reduction from Defensive but in fact, Fizz dunn need those, with those items we plan to get in my build and with his basic stats he ll be tanky bastard and deadly at same time...the most important thing is, all those points invested in Offensive tree are boosting Fizz way of play so as his skills, so ya...for me the obvious choice as for Fizz is deep Offensive - end of story :] but You may always argue, waitin' Your comments, now let's move on to Summoner Spells.
Time to say few words bout summoner spells...
After recent changes, there's no more ****ty spells, in fact we can choose between any of those available but...always take into account two things, etc. Your general playstyle and Your champion playstyle, all in all, in most of the cases, You ll find Yourself in this situation: MOBILITY VS DAMAGE DILEMMA and my answer to that is BOTH :], grab one offensive spell and one for mobility, this way You ll get from em what's best and in Fizz case I prefer to use Teleport along with Ignite.
There's no other summoner spell which d give ya such mobility, I mean You can move to almost any place of map, teleport to any turret, minion, ward, teemo mushroom's or shaco boxe's, as for me it makes it one of best spells and in Fizz case I can't say how many times it helped my team to show my fishy *** right in a battle where enemy team thought it's won and my shark changed it completely :]
Funny thing, I never was big fun of Ignite, I knew it's awesome coz almost everyone was sayin that, I knew it was irritiating when I died coz of being ingnited but often If I already took it, I actually forgot to use it...how stupid was I, not sayin how blind T.T...Ignite on Fizz is a must, it completes Your combo and grants You a kill so...no doubt bout it :]
And now You may wonder why didn't I choose Flash or Surge...
Why not Flash?
Despite small nerf it's still very nice spell, one of best, but honestly, not on Fizz, we have our E skill which is simply enough and works like flash, You may think this way...ok but taking flash is giving me double flash, I can agree with that but...why to waste space in summoner spells for a spell You already have as champ, as for me no sense...still I can agree it's viable choice If You dunn like Teleport or Ignite
Why not Surge?
First I thought it's awesome, very nice boost from it but goin' through testing on Fizz I figured out Ignite is givin' me way more then this one, maybe it's just my playstyle and You may find it more useful for ya, but as for me I prefer Ignite over this...still, similar to Flash, I consider it viable choice If You feel like it's best for Your playstyle
As for others spells, I consider them not as useful on Fizz as those four stated above, so ll end discussion bout Summoner Spells here :)
Now bout items...
Rod of Ages
Rylai's Crystal Scepter
...well, Fizz feels like more item dependent in comparison to other champs, in fact You ll feel the difference once You complete the first one which in my case is Rod of Ages, then You move on to Your Sorcerer' Shoes, after it Rylai's Crystal Scepter, then some defensive item, Banshee's Veil ll serve that, after it You get Your Rabadon's Deathcap and finally Lich Bane
...justificating item sequence...
Simply provides all You need on Fizz, AP, HP, mana and sustainability, getting it early secure its passive bonuses which grow with time, usually I've my Rod fo Ages completed round 20 min :]
Magic penetration always comes in handy, with Fizz DoT dealing magic damage its very nice to get that bonus magic penetration to counter Your enemies which, believe me, ll stuck their magic resist once they ll see how Your DoT hurt, anyways we get that early also coz of movement speed bonus :]
This one is making You real tanky when it comes to HP, with this item completed the real fun starts on ^_^ You ll feel way safe during teamfights so as goin' 1vs1, nad those tiny HP bars, You gonna love em!Always takin it as 3rd.
Great Passive, very nice magic resist and more HP...enough said
This one ll boost Your AP so much You'll feel being Assasin, Your DoT's ll wipe enemies out, You may consider getting this before Banshee's Veil If You feel there's not that much of more defence at the moement :)
AP, mana, magic resist and movement speed. All very nice on Fizz but what makes this item worth consideration is it's passive after using any of You abilities Your next autoatack ll deal 100% of Your AP...believe me, that's gonna hurt the one You ll face :] I'm takin this to complete my build late game, when enemies already stucked their armor and magic resist ad found it very useful then :)
And now the most important thing when it comes to item build...
...and because of that I have one simple rule etc. my item path is always open for changes, what's stable in it are those three: Rod of Ages, Sorcerer's Shoes and Rylai's Crystal Scepter...next three are always nice but...
Main alternative to Banshee's Veil is...
If Your enemies are heavy AD and less AP go Frozen Heart instead of Banshee's Veil, this way You ll get nice armor boost, mana and CDR which make You spamm Your skills like hell :]
Main alternative to Sorcerer's Shoes are...
If You feel Your cooldowns are too long.
If You prefer to go more tanky than magic penetration You.d get from Sorcerer's Shoes.
Moreover...If You feel Your magic penetration sucks then get this...
You ll not only get nice AP and magic resist but ll low mresist of all nearby enemies
...or this one...
...for even more magic penetration :]
Other items worth consideration on Fizz...
...but only, If Your team isn't ****z and You feel as good and fed You know You ll be able to stay alive so to keep Your stacks :], remember at 20 stacks Your cooldowns are also reduced by these :]
I consider it useful, If You feel Fizz low cooldown's arent as low as You d like em to be, If You decide on this I'd suggest it just after those 3 I always build in, or as first item, before Rod of Ages
Another item worth consideration If Your're lookin for cooldowns reduction along with nice attack speed which in Fizz case is also nice
Again, nice one, worth using If You're going to boost Your DoT even more...but in my opinion, stackin more AP's is workin better for Your DoT than this passive from Malady
There's a lot of tanky bishes in enemy team, this one could come handy, but in other cases, I wouldn't go for it
What about other items?
As for the other items like Trinity Force or Will of the Ancients, well I woudln't recommend em on Fizz, at least not on this build, the fact is, Fizz as champ can be build in many different ways, it's up to You which one will You choose, as for me I prefer that tanky AP way, so not considering those two, which may be viable choices in other builds.
Fizz game phases
Early game LV 1-6
You start by getting Boots of Speed and 3 Health Potion, then move to Your lane, Fizz early game is bit squishie, and he is often main focus on top/bott lane, that's the reason to play him more defensive way. Of course, all depends on Your laning partner, since Fizz is melee You ll get in the middle of ****z, that's why I find range laning partner suits You best, securing Your farming by hitting enemy champs while You goin' for creeps. Fizz farm skills are kinda terrible If You compare em to real good farmers in LoL but there's solution for it etc. get nice range partner who ll keep enemies away while You kill minions with Your Seastone Trident ( Caitlyn, Ashe, Tristana, Graves for example), or let Your enemies push Your lane close Your turret, then go for minion kills and back up whenever You see threat to Your turret...work this way till You hit level 6.
Mid game LV 6-11
With Your ulti and at least Catalyst the Protector being completed You may start planning some kill with Your partner, decide which champ to focus (preferred squishies or those who still below LV 6 :]) then it's Your job to start it, go with Your full combo >>Shark Feast<< being backed up by Your partner, theres no chance You won't get kill from it :] keep harrasing them with Your W+Q+E mechanism until Your ulti get back again, then again kill :]...but beware, dunn overuse Your W+Q+E harass coz Your mana ll be drained too fast and another thing, If enemy is not that noobish, they may stun You even before You ll hit Your Playful / Trickster after already used Urchin Strike, then Fizz most of cases is dead fish and that's why I dunn recommend doing that harass early game :]
Late game LV 11-18
So let's say You had pretty nice laning phase, got Your Rod of Ages, and Sorcerer's Shoes, most important, You didn't let Your enemies on lane get fed, Your role now is to show Your *** all over map, especially If Your ulti is up and ready for use, monitor map, use Your teleport skill, go wherever You see team needs You, especially teamfights are places You should be always at since Your ulti can make difference, so as Your skills are nice for chasing and takin low healths down, not even saying You build up quite a nice HP, over 3k at least so, ya, it's time to show Your value now to the team, dunn be afraid gettin in middle of ****zstorm, You get Your Playful / Trickster You can always use Urchin Strike, You are pretty mobile bastard, not that easy to focus so take advantage of it and most important have fun of it!
Fizz on mid
Fizz on mid lemme think hmmmm...
Why not?!? Didn't think he is nice for mid until I was forced to go mid by my team, after trying it I must say, he is doing surprisingly well there, but there are few things to remember, since You are melee You are forced to go near enemy to secure farm, that makes ranged guys on mid, kinda threat for You, that's why You should move as foten as possible, make use of Your passive, You don't need to think bout where minions are...another think worth remembering is to play even more defensive than on lane, let enemy champ push You near Your turret and do Your farm there, after hit lv 6 You are free to go for kill, especially If Your enemy mid is squishy (almost all AP casters, AD carrys are :)), moreover remember bout Your teleport, whenever you ll get enough money for some nice item or are low on health and no HP pots, and can use Your tele, use it :) this way Your mid should be decent and at least You won't be feeder there...
Ganking from mid as Fizz is very nice, go top or bott river bushes, aim Your shark from there on any enemy then go for kill with Your 1) >>Shark Feast<<, yes it's of that ease :]
...and finally end word...
Well guys, wrote quite a bit in this guide, hope You ll find it useful for You and the only thing I'd like to ask You is to comment before voting it down or up. Especially when voting it down, pls let me know the reasons so I could improve it in those parts.
As for the combo names, they created inside my head, not that it's kinda official, so chill :)
So far, that's all...move Your *** into LoL and try Tanky AP Assasin way of playing Fizz :) and lemme know what You think, does it work for You?
I ll try update this guide as often as possible but for that need to know Your opinions guys, so feel free to state them below. If there be some new crucial question I'll open FAQ section, till then, I didn't include one :)
Take carez all!!!GL HF with Fizzy!!!
...and the special thanks goes to...
Without her tremendous guide on how to create proper guide, this wouldn't look as it is, so once again big thanks and for those planning to create their own guide, here's link to JhoiJhoi's guide on creating guide
Special thanks goes to Michael Seto for that nice blue page dividers.
For providing that nice tool for creating guide.
There I found those nice plus and minus graphic for pros and cons chapter.
Ver. 1.0.1. //23-12-2011//
Ver. 1.0.0. //25-11-2011//