Fizz Build Guide by snails
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.
Hi, this is my first guide on mobafire. its basically my first guide ever so iam open to critic and tips how i can improve my build on this champ :D
i tested Fizz a few games and must say hes the new amumu v2.0 and hes ****ing OP. i dont recommend building fizz ap. i think ap fizz is really weak.
You can easily clear whole jungle without pull on blue.
P.S. i know my english is not the best :>
NOT FINISHED YET
Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.7 per ability power)
(Passive): Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration.
Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)
+ 4 / 5 / 6 / 7 / 8 % of target missing health
(Active): Fizz's attacks are empowered, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
Cost: 40 mana
Duration: 5 seconds.
Cooldown: 10 seconds
Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)
Playful / Trickster
(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 it, he will slam the ground below him, dealing magic damage and slowing nearby enemies.
(Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Chum the Waters
(Active): 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 magic damage, knocking up and slowing all enemies in the area for 1.5 seconds.
Cost: 150 mana
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %
Pros / Cons
2 Gapcloser ( Urchin Strike and Playful / Trickster)
high dmg as well as building as tank
with E you can fool attacking enemies
clears jungle without any help
he use a shark as his ulti
you need to hit your Playful / Trickster to slow as well as Chum the Waters to get a hard stun on your enemies
i use max attack speed reds and quints cause it scales very well with his Seastone Trident.
9x yellow flat armor runes for more substain in jungle and against meele based damagedealer
9x or 9x blue mr/lvl for mid late game - you can also use flat mr blues but mr/lvl just scales better later
3x same as red runes
i go 21 points in defense tree its just helping in jungle so much
+2 reduced dmg from minions
+2 reduced incoming dmg from all sources
+138 health on 18 +3% hp from 21 talent
+1,5% reduced dmg
+10% reduced cc time against you
rest 9 points i go in offense build
+7 dmg against minions
Over all we get more than 4 dmg less from minions
you do 7 more dmg against jungle creeps
you get a nice movementspeed buff if youre over 70% hp, srsly the only mob where youre under 70% health is when youre at red golem with lvl 3
with your runes you got around 31% haste and i cannot repeat how good it scales with hitting your enemies with Seastone Trident
i max Seastone Trident first so i can clear the jungle fast to get lvl 6
at lvl 2 i grab Urchin Strike as gapcloser if i see that a lane need a fast gank or you see a nice squishy target overextending
i skill Playful / Trickster at lvl 4 as extra gapcloser
and Chum the Waters at 6/11/16 as almost every Ulti
i use Ghost and Smite
you get over many walls with your Playful / Trickster so you dont really need Flash and you can also use it 4 start a teamfight as well as you can use your Urchin Strike
Smite is obviously it let you clear your jungle in one run
i start Cloth Armor5 health potions so i can clean the whole jungle
after this i grab Boots of Speed and get a Madred's Razor which is helping to clear the jungle faster
i dont build it into a wriggles lantern cause you realy dont need it
after this i build Wit's End and Mercury's Treads
Warmog's Armor 4 a bit more tankyness and after this i build the madred's razor into Madred's Bloodrazor
Fizz getting with his W so much from stacking Attackspeed and is doing so much dmg with it and red buff you shred your enemies ap's and their tanks without problems.
last but not least i like to build Guardian Angel 4 getting bit more mr and armor.
i start at wolves and want some dmg on it from your team
after this let mid leash blue, normally you dont really need the pull or dmg but it makes your jungling so much faster maybe you didnt need a single healthpot and you can gank a lane
- normally i just went midlane and let their ap burn Flash or other summoners and gank the lane again after that
ok after this i go to wraiths and save my Smite
now you can do either redbuff or double golems just kill them all
after this you can base or gank a lane again with lvl 4 you skilled both gapcloser and you've red buff so its really easy to get firstblood
early game concentrate on farming your jungle and stay at empty lanes and do the last hitting, if youre sololanes dont cry after ganks they dont need it every gank you do is to help lanes or if you see your enemies overextending. Just farm your madreds, mercs and wits end
So now the first fights for dragon going on. perfect times for a drake are:
when you succesfully gank bot lane
you see their jungler at top lane
and farm farm farm 4 your warmogs
Ok now you got your warmogs and got enough hp to start teamfights 4 towers, baron or dragons
you can either dash in with your Q and after all your enemies want to kill you, you just use e to get untargetable for short amount of time also use your ulti if you see 2 or more ppls standing on the same place - a good placed ulti can make the difference between winning the game or lose it.
Normally i start with Q on their tank and go through him using E to get to the squishy carries and hitting them with W active and the Ulti. If you can do this and your carries are not fully ******ed to focus their tank you just won the teamfight.