Fizz Build Guide by WorstRaven
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.
Hey Guys and Welcometo my first Guide!
Today I'll be talking about Fizz, my most played mid champ, after Ahri. First,I have to say that my english isn't the best so there'll be grammar mistakes in this Guide. After thats said I have to add, that I'm no ranked player due to my level.
Fizz is probably one of the strongest assassins in the league due to his high burst and that 1200 range initiation.
Marks: Magic Pen. Marks, same as usually used on AP assassins. They're strong but I still use some AP mark, because I see the higher advantage in this.
Seals: Fizz is a bit squishy, you'll need some armor. With these seals, you will have more survivability against AD champions.
Glyhs: Instead of those scaling AP runes I'll take the flat ones most of the times for more harassing in the early game and maybe snowballing.
Quints: What shall I say? More and more and more AP.
Why flash and Ignite?
I take Flash because, your Playful / Trickster is basically like a Flash, so why not have two Flashes? I also use it for escape plans. For example, if you are getting surrounded by enemies, just use your E ability to hop over a wall, and then use your Flash to go through another wall.
you guys should know that Fizzs Seastone Trident makes an enemy bleed when he hits them. This is usually for if you opponent escapes from you, then bleeds to death. If the enemy is too far away, you can use your Ignite, since it has more range, and you don't have to be right next to the opponent.
Other Spells that can be used are: Ghost, Exhaust, Barrier
This is a pretty cool passive because it allows you to just pass units instead of walking around them or beign blocked by them. Also it reduces incoming damage from auto attacks
Urchin Strike is a targeted ability, that lets Fizz dash a set of range. Even if he already reached his opponent Fizz will always dash the full range. Urchin Strike has an 60% AP ratio
Fizz's Seastone trident passively applies an on hit effect that let his enemy bleed for a few seconds, the damage depends on the target's missing health.(Max 300 damage against minions & monster)
When the abillity is activated Fizz will deal additional damage and deploys a debuff thatreduces incoming heal by 50%. The passive and active effect both have an 35% AP ratio
This ability is what makes Fizz players love him, and enemies hate him. You can use this ability to escape from enemies, and to chase enemies. This spell causes Fizz on first activation to dash a little bit forward and land on his staff for 0.75 seconds. In that time you are completly invincible. Every spell, auto attacks and even turret attacks targeted on you at this moment will be cancelled. Also you can activate the skill again in this 0.75 seconds to dash a bit more forward. If you don't activate it again, Fizz will smash down and deal damage in an area around him, if you activate the abillity the 2nd time the area will also be smaller. This abillity has an 75% AP ratio
Chum in the Waters
This is Fizz's ultimate. He makes a f*cking shark come from the earth. And that out of nowhere! This ability is very useful. You can use it for slowing enemies that you're chasing. Slowing enemies that are chasing you. This ability is your bestfriend in team fights.
If you run into a team fight without Chum the Waters it might be a little difficult for you. Also, throw your ulti, on escaping champions, or the squishiest champion you see. This abillity has an 100% AP ratio
Thanks for reading!
Thanks for reading my first Guide, I hope you enjoyed it. If you have any Tips for me, what I could do better leave a comment below!