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Fizz Build Guide by Holliwoodd

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 Holliwoodd

Fizz, Terror of the Deeps

Holliwoodd Last updated on November 19, 2011
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Ability Sequence

3
14
15
17
18
Ability Key Q
2
4
5
7
9
Ability Key W
1
8
10
12
13
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
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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FIZZ, TERROR OF THE DEEPS(dps)


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Introduction

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.

This will be my first guide on MOBA, suggestions are cool.


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About me(short)

Hey, this is my first MOBAFIRE build. My summoner name is Holliwoodd and i'm level 30. I've been using fizz since the time he came out and this is the build that seems to be getting me the most success.

Please don't be too harsh, i will be undergoing changes when the inevitable nerf on this little guy comes.


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Pros / Cons

PROS

    Great Harass
    Ability to escape a lot of damage with
Playful/trickster
His Seastone Trident hits like a TRUCK
Chum the Waters provides TONS of burst
Chum the Waters has a lot of CC
HIS ULT MAKES A FRIGGING SHARK COME OUT AND EAT PEOPLE.

Cons
    Pretty tough early game, wont get much farm
    Can be kited when his
Urchin Strike is just out of range.
Sqiushy early
If you miss his ult you're not gonna do much damage(mid to late game)


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Summoner Spells


I take ignite because your Seastone Trident + the Ignite Damage does RIDICULOUS damage over time. Since Flash looks like it got nerfed so it's not even usable anymore, i pick Ghost. This also works well because his Chum the Waters slows people and with ghost on you can auto attack them to your hearts content. Your Playful / Trickster also works to hop over ledges so, in my opinion, flash really isn't needed.

Viable summoners


Surge- this spell is very good for fizz but i don't take it because i feel as if you dont need the extra attack speed.
Exhaust- this is also an ok spell for fizz, if they have a lot of ad champs like Tryndamere Gangplank THEY WILL TEAR YOU UP.
Cleanse if they have a lot of cc TAKE THIS.


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Masteries

Masteries
4/1
4/5
1/1
3/5
4/1
4/
1/
1/5
3/1
1/1
3/5
1/1
Since the new rework of the masteries I take 21/0/9. Some points I would like to mention why or why I don't take them are below:
Ones I take:
Executioner This is the main reason for me taking 21/0/9. Early game you should be harassing pretty hard so it's quite easy to get them under 40% health. Also your Seastone Trident will tick harder which will give you better chances of not seeing "LOL 6 HP AND I LIVED!" in the chat box :)
Blast Archmage these two go together very well for an AP scaling champion. With the runes and this you will have somewhere around +24 AP at the beginning at the game, without Doran's Ring.
Arcane Knowledge +10% spell penetration combined with the runes will rip through someone with magic resist early game.
Expanded Mind Meditation Fizz is a Mana intensive champion. These masteries help you sustain yourself, now you have damage reduction with Playful / Trickster and mana regen.
Ones I don't:
Mastermind I don't take the 15% cdr on summoners because although it's nice to have, you don't need your summoners. You could dodge any skill shot from any champion with Playful / Trickster so you shouldn't NEED summoners to survive.
Awareness Sage You shouldn't need more exp- you're mid.
Intelligence Your cooldowns are already super low.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Ability Power
3
I take spell pen marks, the extra spell pen will decimate your opponents hp early. You will most likely be going against someone who is squishy like you, so this extra penetration will rip them apart.
Take hp/level seals because it will give you that extra health needed to survive. I can't tell you how many times I've survived with sub-100 hp :D
I take ap/level glyphs because i dont really start to build that much ap until rylai's. This will help you get out more damage without needing to spend money on it.
Finally, flat ap quintessences. These boost your damage SO MUCH. +15 ap at level 1 is pretty ridiculous combined with Doran's Ring.


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Items(please read.)

Doran's Ring Is a great start off items for fizz because it gives him ap, health, and mana regen. Fizz's is a mana intensive champion.
I like Ionian Boots of Lucidity because they give you some much needed CDR, Playful / Trickster has a long cooldown at low levels.
I then get Malady because the on hit + your Seastone Trident is just pure pain.
Frozen Mallet I switched Rylai's Crystal Scepter for this because your Playful / Trickster and Chum the Waters already slow, so now you make your auto attacks slow! :D
Wit's End gives you more AS and another onhit effect and some MR
Rabadon's Deathcapwill super boost your ap.
Guinsoo's Ragebladegives you more attack speed, more ap and more ad, PERFECT for late game because you will be tanky enough to survive to get 8 stacks.

SITUATIONAL ITEMS


Madred's BloodrazorReplace Wit's End with this if they have a lot of hp stackers like Sion or Cho'Gath.
Sword of the Divine- in my opinion this item is kinda ehh, but if they have dodge champs like Jax it's WELL worth it.


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Skillz!

Passive


Fizz's dexterity allows him to ignore unit collision and take less damage from basic attacks.
This passive is awesome because when you do get up close and personal with your prey you wont take as much damage and if things get hairy you can just walk through minions, XD

Q


Fizz dashes through his target, dealing normal attack damage plus additional magic damage. This also triggers on-hit effects.
This spell is so amazing with Malady and Wit's End. You dash in, which triggers Seastone Trident, Malady, Frozen Mallet, AND, Wit's End!

W


Passive: Fizz's attacks rend his target, applying a damage over time effect that strengthens if the opponent is low on life.
Active: Fizz's attacks are empowered, dealing additional magic damage and causing grievous wounds to his opponents.

This is your bread and butter early game! Dash in with urchinstrike activate Seastone Trident and you hit your target so hard! The great thing about this spell is that even when you don't carry ignite, it inflicts grievous wounds!

E


Fizz hops onto his staff, becoming untargetable. He may then choose to slam the ground or hop off to another location, dealing damage and slowing people hit when he comes down.
Even before you get your Rylai's Crystal Scepter you still have a slow. This spell is also great for, after harassing, you use it and drop all minion aggro and the enemy can't counterattack! If you wanna tower dive someone this will make the tower miss! Jungle ganking you? Playful / Trickster away or up a cliff! This spell has endless uses!

R


Fizz flings a fish that can bind itself onto enemy champions - After a brief delay, a Shark will emerge from the earth to eat the fish, dealing damage and knocking back all enemy champions.
This move is your initiator. Use it if you think you can kill someone, get it onto them then Urchin Strike and just destroy them! Does SUPER damage. Keep in mind this also slows the enemy by 50% so use it to get away too!


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Skill Sequence

Early(lane phase)


So early game you should wait until level 3 to harass. Before 3 just got for last hits and try not to get harassed too much. At level 3 your harass combo should be Seastone Trident-> Urchin Strike in-> auto attack--> Playful / Trickster out and watch your enemies hp get trolled. Rinse and repeat every time you see the opportunity to.

Mid and late game


Mid game you should be leading with your Chum the Waters but waiting for your tank to initiate. Just as the shark is about to eat people you jump in with Urchin Strike and after that Playful / Trickster to slow the enemy down more.


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Team Work

Figured I'd write another section like the one above.

YOUR ULT IS A VERY GOOD INITIATE TOOL BUT DON'T GO IN UNTIL YOUR TANK DOES.


This is so important because if you go in right after you ult you're just gonna get focus'd and being untargettable for 1 second with Playful / Trickster will NOT be enough to stop you from dying. Chum the Waters is used to help someone like Amumu to land that bandage toss and soak up all the damage for your team!

YOU ARE A CARRY !!!


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Summary

To recap:

Take mid(unless you have someone built better for it like Kassadin)
Harass your opponent until they're about 50% hp to be safe
Playful / Trickster is a very good damage reducer but don't ever think you're god with it
DO NOT INITIATE.
Your Chum the Waters is meant to be followed by the tank, not by you(unless you're in a 1v1)

REMEMBER ALWAYS HAVE FUN AND DON'T GET FRUSTRATED!! Keep a cool head! :P


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Any suggestions leave them below!

Thanks for reading and i hope you found it useful.
please don't bash it til' you try it.