Fizz Build Guide by ardilla
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.
Hello to everyone, summoners!
Welcome to my second guide, and the first one about Fizz.
I've been playing him a lot since I bought him, and say that it's a great, great champion to play with. It's very funny dodging opponents abilities, except instant one, Fizz hates them a lot.
I'll try to explain how to play it, afterall, it's the way I play him.
So, if after reading this guide, you find something wrong, or you want to ask me why I played X instead of Y, you are welcome to ask! But if you are comming to criticize without any arguments, please refrain from commenting. We want constructive comments that can help all of us.
Also, when ever I make an update to the guide, I'll post it below this introduction, so you can see what exactly I've changed.
Here we go!
21/03/2013: Fixing some grammar errors and Rabadon's Deathcap as Situational Item in it's section.
Pros / Cons
Take in mind that Fizz it's not a God (he can become one nearly...), so don't go ahead always, and take care from the situation you're going to face.
What good things and bad things he have? This is what I've found:
- Great Damage Dealer
- Great Initiator in Team Fights
- Facility to dodge/chase
- Squishy champ
- Ganks focus
- Countered by instant abilities.
Let's take a look more closely to this champion, and its abilities.
First of all, it's a very tricky champ. He can dodge almost every ability that other champions throws at him. There are only a few abilities that he can't dodge, instant ones, like Rune Prison from Ryze, and that would make Fizz vulnerable to get rid of.
As a melee champion, can be hard at first to master against ranged champs at mid, because you will have to attack minions face-to-face while the enemy can shoot you from far. But afterall, Fizz can be a very hard opponent to face, because in a single combo, you can burst out your enemies.
Let's see the abilities:
With this abilitie he doesn't collision with units, so we can escape or even chase an enemy. It also reduce basic attacks in 4/6/8/10/12/14, and we will notice that minions hurts less! Very cool in early game!
One of the most powerful abilities to damage with. I've seen, and I've done between 50%-75% damage with it to adc's, supports, mid... It's not only and offensive ability, it also helps you to escape from a gank, hitting a minion and if needed, using our Playful / Trickster ability.
Here we got the most important abilitie that makes Fizz what it is. Our basic attacks will make our enemies burn, and thats the passive one! If we activate it, damage will be increased. Lot's of times, if the enemy runned away with nearly no health, this ability will cause his death. So, now we understand why Fizz will need a lot of AP.
A very useful ability to dodge, chase, or even finish an enemy with low health. While activating it for first time, anything that they throw at him, will cause no effect. If after half-second we don't activate it again, he will go down causing an area damage. In the other way, if we activate it for second time, that area damage will be reduced. This is a great ability also for jumping throught the jungle and walls! Don't forget it!
A very, very useful ultimate ability. Most times, this will help to knock out your enemies in a single combo. I will recommend, if you are alone in mid, use it when your lane is pushed against you, so they will be far from it's turret and combo with R-W-Q and finish him with E, or if it's dead and they are going to gank you, use E to dodge it. In team fights, it's a great engager!
Tip - This ability also can be very useful helping teammates escaping from the enemy. Don't feel bad using it in that way, it can gives you the match!
Here we go with the runes.
Fizz is a great AP damage dealer, so he really doesn't need defensive runes to play. So we will focus lots of runes to increase it's AP to the max.
What runes are the best ones for him?
Greater Mark of Magic Penetration
Greater Seal of Ability Power
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
Greater Quintessence of Ability Power - Nearly 5 AP per rune is a great deal to take the most AP when starting the match.
Greater Glyph of Scaling Ability Power - Better for late game than Greater Glyph of Ability Power, it provides nearly 3 times the AP that the second glyph mentioned at last level.
Greater Seal of Ability Power - This one is much better to add for early game than Greater Seal of Scaling Ability Power
Greater Mark of Magic Penetration -Fizz will need Magic Penetration for his abilities, so they can burn much better the enemy. You can go, if you want more AP, with Greater Mark of Ability Power and then in game, buying some magic penetration item, like Rabadon's Deathcap.
Masteries that Fizz need, as always, are from AP.
We will see that some masteries are added to AD, thats because we need to add some there to continue with AP masteries. It's not that bad, that will grant us some more damage with every auto-attack, even with our abilities.
For mid, we will need some magic resistance, so that's a good point to take in mind, and we'll add some masteries in defense to magic resistance.
About spells we reached!
Fizz can have some spells that can help him a lot. Let's see them!
Ignite and Flash: Flash will help to chase or even escape from a situation. It's up to you how to use it. Ignite will help to finish an opponent, and if not, you can use it to make him go back, try to chase him and finish him.
Ignite and Barrier: Ignite use can use it as before, or if you are going to try to kill , use the combo W-Q or R-W-Q, do some auto-attacks, use barrier to prevent damage and wait to Q cooldown goes to 0 and finish the enemie.
Well, here are many variations on what skill maximize first.
In my opinion, the first one to maximize is our Urchin Strike, so we will se our damage increased a lot when we going to combo. This doesn't mean to be the first one to level up. Let's see what to do in the first 3 levels.
Level 1 - We will activate our first ability Playful / Trickster (E). I use to level up this one first because until level 3, we don't want to chase an enemy, we need to dodge the abilities that ranged champs will throw to us. So the other abilities can wait. Also, it will help us to harass minions in area!
Level 2 - Here will level up our Urchin Strike (Q). Now, if we need to make our opponent go back a bit, we can use it, and after that, we can go back with our E dodging anything that the could throw us. Careful not to use this far from him, that will make that we can give him the chance to throw us anything before we can touch him, so try to surprise him!
Level 3 - Now we can level up our Seastone Trident (W). Now we can be at the right middle from the lane or back in our turret, it doesn't matter much, cause we can start dealing lot of damage using W-Q towards the opponent, auto-attack and turn back safely.
After reaching level 3, we will maximize our Q, so our damage will be increased a lot. When we reach the level that we can activate our ultimate Chum the Waters (R), we will level up this one when always it's possible.
Once our Q reaches level 4, we will level up to level 2 our W, because we won't be able to level up Q to the max.
After Q, we will maximize our W, and our damage with every basic attack will cause tons of damage in seconds.
I always leave E the last one. Thats because Fizz can dodge very well, so we can focus our abilities to cause the major damage as possible.
As I mentioned before, Chum the Waters (R) will be maximized when ever it's possible to level up.
Time to explain what items we are going to use in Fizz. I'll try to explain the best I can how to buy them, from the start till end, sequentially.
1 x Boots of Speed
3 x Health Potion
We'll start with this one because we will need sustain for thouse ranged champs, or the counter ones you have to face. Boots will really help at level 2/3, so we can pass throught minions and reach the opponent more faster and starting to do damage with our Q / W-Q.
a) 1 x Amplifying Tome and some pots
b) 1 x Blasting Wand
I really go for option a) against thouse counter champs, so we can stay a bit more in lane while we gained a bit of AP. After this, we will craft it into Sheen, so our basic attacks will start to do more damage.
Option b) I use to pick it against thouse match where I feel I can afford the game more easily, so our damage will be increased a lot.
When we have gold enought, we will craft these items into Lich Bane, the first core item for Fizz. This will punish any opponent that will try to face you, making each basic attack deal a lot of damage.
After that, we will go for our Sorcerer's Shoes, increasing our movement speed and magic penetration.
I use to continue with an item that give us a great mount of health, AP and slows down the enemies movement when it's hitted, Rylai's Crystal Scepter.
If we got gold enough, we can buy Blasting Wand and afterwards Giant's Belt, so we would get a great bunch of AP and life.
If we don't got that much gold we can go for Amplifying Tome and afterwards for Giant's Belt, more or less the same but with not that much AP.
Lately, we will craft it into Rylai's Crystal Scepter. Use this one if you think you need to play more defensive against champions that will be harder.
An alternative item for Rylai's Crystal Scepter is Rabadon's Deathcap. I would recommend this one in thouse matches that you can afford the game more easily. It will give you a ton of AP and the magic penetration the Fizz really needs.
I continue with more life and AP item, Liandry's Torment.
We can start buying an Amplifying Tome and some pots and craft it into Haunting Guise, or if we have enought gold buying Haunting Guise immediately. After that, buying another Amplifying Tome and finally Liandry's Torment. This item will fit on Fizz like nothing else, making enemies burn when we hit them with a spell, and the effect is doubled if their movement speed is impaired! Also it grants magic penetration, something that Fizz really needs.
We will continue with Void Staff.
If we have enought gold, once again, you can buy Blasting Wand, if not, Amplifying Tome is another good deal. After that, we will craf it. It will grant us a lot of AP and a 35% of magic penetration! Not a bad deal, that's for sure!
The last item can depend on the situation of the game. If you and your team can win the game "easily", without suffering a lot, we can go for Zhonya's Hourglass. This will grant us a lot of AP, the active ability it has, will making us unreachable during 2,5 seconds so our team can start killing the other ones.
If you see that you and your team are having problems, can go for Guardian Angel.
With both items you can engage the TF with your R, jumping into the crowd, and W-Q the ADC champion. If you went with Zhonya's Hourglass, after that you can activate it and see how your team crush them. If you bought Guardian Angel, you can do exactly the same, and while they are focusing you your teammates can start crushing them, and if you die, you will revive and try to help and harass them with your team.
Warding the map
Warding is a very important thing.
If your jungler haven't warded your zone, and it's your first callback to base, if you can afford the next minutes without buying more potions, try buying 1 or 2 Sight Ward and place them into the bushes in the river (I would recommend warding it when your lane is a bit pushed, so you can ward it from behind the wall and they would not see you warding the bushes [if it's not warded by the enemy]).
By doing this you will have more security on ganks and not get ganked by the enemy.
Time to end the guide.
I would recommend you to buy Fizz if you really like to take champs that are a bit difficult to master, just like ... Darius *coff coff* (well, I never played him, just saying what lots of people says, hehe).
It's a really good champ, it does a lot of damage, can chase or escape quickly and easily, and, overall, the way he dodges most of the abilities they throw at him.
Hope you liked the guide, and as I said in the Introduction, you're welcome to discuss about how I made the guide and help to improve.
See you around Summoner's Rift!