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Fizz Build Guide by nicki4321

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 nicki4321

Fizz: The Slayer of the Sea

nicki4321 Last updated on July 23, 2013
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Ability Sequence

2
14
15
17
18
Ability Key Q
3
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

Hey guys, I'm Nicki4321 and this is my first mobafire guide. Fizz is one of my best and favorite champions at the moment, so I decided to make a guide. Why would I make a guide even with all the great guides already out there? Well, I figured it might be beneficial to certain players if a slightly different approach to Fizz was displayed and explained in detail.


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Pros / Cons

Pros

  • Great escapes
  • Awesome burst
  • Reliable gap closers
  • Shuts down most mid champions
  • Decent farm if you max Playful / Trickster second
  • Extremely fun and rewarding to play
  • Can carry a bad team
  • He's a fish... type thing...

Cons

  • Requires skill to play
  • Skill shot ultimate (the horror!)
  • Melee range makes early farming tough against ranged opponents
  • Fairly squishy
  • Somewhat mana heavy early game (don't spam!)
  • Fish can't breath out of water.... Sorry that wasn't funny.


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Summoner Spells

Summoner Spells

Ignite: A great choice on Fizz just as on any AP Carry. Securing kills, denying heals, and all of the beauties that go along with this spell. Combined with his passive DoT, Fizz can easily secure many kills that would otherwise elude him.


Flash: Again, a standard spell that should be taken in most circumstances. Chasing, escaping, and just an all around good choice for Fizz.





Barrier: Even with the addition of Barrier to Summoner's Rift and its increasing popularity for AD carries, I do not feel it is a great choice on AP casters, especially ones with other means of negating damage such as Fizz.


Exhaust: Not the most effective spell to take on Fizz, due to his many gap closers and escapes.


Heal: Generally should not be considered as there are many more effective spells to take. You will be bursting enemies down and should, therefore, not be engaging in many long-term fights where this would be useful.


Clarity: Once you get your Sheen, you shouldn't be having many mana issues. If you are having an especially hard time, ask your jungler for blue or just conserve mana as best you can.


Smite: Although jungle Fizz is viable (maybe), this isn't a jungle guide.


Teleport: I know some mids like to take Teleport, but I personally feel there are much more useful spells to use on Fizz.


Ghost: I really would only consider taking Ghost over Flash if you aren't level 12. But in general, Flash will provide you with more escape opportunities and kill secures. Fizz's passive, Nimble Fighter, also allows you to ignore unit collision: a sort of built-in Ghost without the speed up.


Revive: Don't take this. Why are you preparing for death? In the best case scenario, you shouldn't die at all.


Clairvoyance: You aren't supporting, are you?


Cleanse: This spell is generally reserved for skilled AD Carries and I do not find it very useful on Fizz. with Playful / Trickster, you can often escape after crowd control and even avoid it altogether.


Garrison: This isn't exactly a Dominion guide, but even if it was, Garrison is usually a spell reserved for the tanks.


Guide Top

Ability Explanations and Sequence

Nimble Fighter: Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.

A generally underrated passive, Nimble Fighter is often overlooked. While there are better passives in the game, the fact that Fizz ignores unit collision can give him a good advantage in team fights. He can dodge skill shots without getting blocked by those clustered minions and can escape through routes that put him ahead of the chaser. The reduced physical damage from autoattacks is much more evident in early game fights, but it could even save your life without you realizing when you escape with less than 10 health after that last minion attack.





Urchin Strike: 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.

Urchin Strike is one of your two great gap closers. As such, it is most often used for utuility. Note that Fizz dashes a *fixed* distance and, therefore, you should be careful when using it near a turret. Also note that this ability is not affected by spell vamp but life steal instead.







Seastone Trident: 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. The total damage caps at 300 against minions and monsters.

ACTIVE: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds (50% healing reduction)

Seastone Trident is what makes Fizz such a great harasser. A simple Q + W combo plus a few autoattacks can do a lot of damage to a squishy opponent early game. The DoT is great for securing kills and reducing heals, and it is a great ability overall. Note that Urchin Strike DOES apply on hit effects, and therefore you should activate Seastone Trident as you engage with Urchin Strike, thus applying the DoT and Grievous Wounds to the dash.







Playful / Trickster:ACTIVE: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 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 for 2 seconds.

ACTIVE: Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.

This ability is one of the most useful and unique spells in the entire game. It is simply unlike anything else. The uses are simply endless: escaping, hopping over walls, chasing, securing kills, dodging ultimates like Requiem, Hemoplague, etc., escaping the dreaded Death Lotus or even a pesky AP Master Yi Alpha Strike, dodging skillshots, avoiding turret shots, and more and more and more. It's hard to go into more detail because this skill is simply amazing. The use of Playful / Trickster is also what separates a good Fizz from a bad one. Be creative. Along with being possibly the best turret diving abilities in the game, the mobility it provides is unmatched. This is what makes Fizz insanely fun, mobile, versatile, you name it. I could talk about this ability all day. Anyway, consider maxing it second if you aren't zoning your opponent so hard that you can farm for free. With this ability maxed second, you'll be able to one shot all of the caster minions in a wave for a large portion of the game while maintaining excellent burst damage with your other abilities. If you are winning your lane enough that you can zone the enemy, you can max Urchin Strike for the added burst damage.







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. The champion that has the fish attached will be slowed. Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target for 1 second, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds afterwards.

This ability is your greatest initiator and a very high damaging spell. It is great for initiating team fights or even a single target burst in-lane. The slow allows for you to catch up to enemies easily and burst them down hard. Basically the spell works as a skillshot with adjustable range. If it hits an enemy champion, it will lock on to them and slow them. After a short delay, the shark emerges and deals damage and knocks up the target and knocks back all enemies in the area.


Guide Top

Item Explanations and Alternatives

Primary Items



x3

Boots and pots are generally what I go for when playing Fizz. This allows for great mobility and sustain, as Fizz has no built in sustain. The only time I consider tanking a Doran's Ring first is when I know I have an easy lane opponent. With the reduced cost of Boots of Speed and Doran's Ring, it is increasingly viable to start with Doran's Ring and a couple health potions. Under most circumstances, however, I still prefer to stick with a boots and pots start.



A Doran's Ring should be taken as soon as possible for some extra health, mana regen, and ability power. Pretty standard stuff on most AP Carries.



Sheen should be built first in your build to the Lich Bane. Its passive synergizes well with your kit and the extra mana should be enough to keep you in lane much longer.



The Lich Bane is probably the most important item on Fizz. It allows you to Urchin Strike to an enemy, auto attack, Seastone Trident, and auto attack as much as possible. This allows maximum use of Lich Bane's passive and great harass.



I, personally, never take any other tier 2 boots. The extra magic pen will always be useful and, unless building Fizz much tankier than this, will be a better choice than any other boots.



This is your core AP item as with any other AP carry. No more explanation should be required as there is simply no better AP item.



Zhonya's Hourglass helps to increase your durability while giving you a good amount of AP. It is great for the AD-heavy enemy team if you are having trouble surviving their AD. Its active can save your life and gives you an added 2.5 seconds of trololol.



The Void Staff is a great item on Fizz in many situations. The extra magic pen is great for, again, killing those pesky tanks but even your general targets (the AD/AP Carries) will be shredded apart even faster with a Void Staff on you.



I feel that this item, late game, is simply unmatched. Especially with Fizz's excellent escapes, Guardian Angel will save your life enough to pay for itself.







Situational Items





As should be apparent, this item should only be built when in dire need of some extra magic resist. If you are simply getting steamrolled, this can help you get back in the game or at least feed a little less. It is also useful when their team is so ridiculously tanky that a Void Staff doesn't provide the magic penetration you need to do any damage. The aura is very useful!



This item should be taken when facing a particularly tanky opponent or when the enemy team consists of many threatening tanks that need to be taken down. When your top lane feeds the enemy Garen and he's on his third Warmog's Armor, this item can save some lives.



Rylai's Crystal Scepter is a great item on Fizz, adding a slow to each ability (on top of the slows on Playful / Trickster and Chum the Waters) and making him more survivable with some extra health. I don't think it is a necessity, however. Due to your high mobility and burst damage, you will not often have to slow the opponent to finish them off or use the extra health to survive.


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Gameplay

Early Game


Fizz lacks in burst early game, especially at level 1. Without Seastone Trident, you lack a reliable damage ability at level 1. However, without Urchin Strike or Playful / Trickster, you lack a reliable initiation or escape. Thus, your level 1 and 2 should consist of farming as much as possible and taking as little harass as possible while dodging with Playful / Trickster when necessary. (Note: only use this when absolutely necessary - it WILL burn through your mana at levels 1-6!) Anyway, at level 3 you can Urchin Strike at your target, activate Seastone Trident autoattack a few times, and Playful / Trickster away IF necessary. This allows for some poke and harass without taking much damage generally. Be careful when using this combo: again, it does cost mana! After your Sapphire Crystal and, eventually, Sheen, you can perform this combo whenever it's up with few mana problems, especially after your jungler (hopefully) gives you a blue buff. If you are facing someone like Vladimir, however, you might want to wait until you can completely burst him so he doesn't just heal the health right back. Other than poking, you should simply be last-hitting minions. Try not to let a ranged champion zone you: poke them enough to scare them away from the minions. You generally aren't going to get many kills pre-6, but forcing them out of lane is enough to put you ahead.

Combo: Q + W + autoattacks + E
This combo allows you to do some decent damage and make full use of Seastone Trident's active.






Mid Game

Once you reach level 6, Chum the Waters should be enough to burst down most squishy mid champions or, at the very least, force a flash. As long as you can land it, you can Urchin Strike, Seastone Trident, and even Playful / Trickster to finish off/get away. Even under a turret, this can easily burst down a champion and allow you to escape taking little/no damage from the turret. Remember: Playful / Trickster makes you untargetable. This means that if a turret shot is locked on to you, you can activate this ability to negate the damage. That being said: make sure you exit tower range using this ability. Otherwise, the turret will re-target you (unless you killed the enemy champion). Other than your combo, you should be continuing to farm throughout the mid game - especially with Playful / Trickster. (See: Ability Sequence) Also, you can pick up some kills in other lanes that are having trouble or are pushed by roaming. Your ultimate combined with your excellent tower diving skills should almost always secure you some kills.

Combo: R Chum the Waters + Q Urchin Strike + autoattack + W Seastone Trident + autoattacks + E Playful / Trickster
This combo allows you to make full use of Lich Bane's passive and almost always secure a kill on the turret hugging or overly-aggressive enemy.






Late Game/Team Fights

Fizz is an excellent team fight initiator. If an enemy AD or AP Carry is caught in the front of their team, a Chum the Waters lock-on can allow you to burst them in seconds while providing a good slow on surrounding enemies. If you aren't the one to initiate the team fight, you should still be using your Chum the Waters when it starts. Especially if the team is stupid enough to stand near the target, you will damage them heavily and allow the rest of your team to shred them apart. You will often be able to kill the enemy AD Carry easily and, as an assassin, you should be focusing them down quickly and getting out. Sticking around to autoattack generally won't do you much good and, as such, you should get out after bursting your first target. Other than team fighting, late game you mostly should focus on catching squishies off-guard or pushing lanes. Reserve the backdooring for your Master Yi or Teemo and simply defend or attack the important late game objectives (i.e. Baron, turrets, inhibitors, Dragon, etc.)

Combo: R Chum the Waters + Q Urchin Strike + autoattack + W Seastone Trident + autoattacks + E Playful / Trickster
This is the same combo as mid-game, however, as I said, Chum the Waters should be used to either initiate team fights or follow up an engagement.


Guide Top

Summary

Well that's my guide on playing Fizz. I appreciate any feedback, including suggestions and criticisms. I will be adding more sections in the future, such as a Rune + Mastery explanation and possibly gameplay videos and pictures. But for now, this is the general build and gameplay guide of my favorite champion in League of Legends, Fizz.


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Changelog

10/8/2012:


11/28/2012:
  • Some grammar and mechanic fixes

7/5/2013:
  • Returned for some Season 3 updates and changes
  • Updated runes and masteries to be more modern
  • Changed the ability sequence from Q>E>W to W>E>Q
  • Integrated the Ability Sequence section into the Ability Explanations section
  • Added Zhonya's Hourglass back into the core build and placed Rylai's Crystal Scepter into the Alternatives section
  • Removed Surge and Promote from the Summoner Spells section and added Barrier
  • A few small wording changes and other clarifications