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Fizz Build Guide by Adeori

Fizz - The Tidal Trickster : An indepth guide

Fizz - The Tidal Trickster : An indepth guide

Updated on August 2, 2012
7.3
11
Votes
4
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League of Legends Build Guide Author Adeori Build Guide By Adeori 11 4 16,662 Views 29 Comments
11 4 16,662 Views 29 Comments League of Legends Build Guide Author Adeori Fizz Build Guide By Adeori Updated on August 2, 2012
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Choose Champion Build:

  • LoL Champion: Fizz
  • LoL Champion: Fizz

Intriguing introduction~

Introduction


// Hello! Welcome to my guide! This is Adeori reporting in for another guide on Mobafire!
// This is my second guide on Mobafire, my first being for Evelynn, and can be found here. I take a lot of pride in my guides, so I'd love an upvote (Of course, if I deserve it - Don't upvote me just because I told you to). Also, please consider your opinion before downvoting - In fact, Jhoijhoi has a lovely guide on voting, which can be found here!

// Without further ado, I present to you my indepth guide to Fizz, the adorable Stitch copy! During this guide, I will run you through everything you need to know, and drop a few tips and tricks on the way! Enjoy the read! ^.^


// What can this guide offer, I hear you ask. This guide will offer :
  • An aesthetically pleasing guide
  • Indepth information
  • Detailed explanations on everything
  • A wide variety of item choices
  • Two strong item builds
// This guide clearly has a lot to offer - Which is why I recommend actually reading it, instead of just reading the cheatsheet and whining that you lost to a team of full ADs, or whatever nonsense these people who don't read guides like to say. Anyway, if you're reading this, you're probably planning on reading the full guide anyway, or you're just confused and for some reason, decided to start reading, instead of glaring at the cheatsheet.


And now, the champion spotlight!


// Thanks to :
  • Jhoijhoi - For teaching me how to write an aesthetic guide, and informing us about voting! Also, for the banners in my guide!
  • Apotheosis - My warding information is from his Tryndamere which you can find here
  • DuffTime - For helping me improve my builds, and create the atkspeed build!
  • You, the reader - Yes, you, the one reading this! Without you, this guide would be useless, obviously!
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Powerful pros & Critical cons~

Pros & Cons

spaaaaaaaaaaaaaaaaaace
Pros


+ Adorable!
+ Very mobile
+ Invincibility
+ Small walljumps
+ High skillcap
spaaace
spaaace
Cons


- Difficult
- Not much CC
- Hardly any range
- Low mspeed
- Hard to itemize
spaaaaaaaaaaaaaace
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Menacing masteries~

Masteries

// A pretty average mastery tree for a tanky mage - Taking 21 points in offense, grabbing points in summoner's wraith to improve the summoner spells you will probably be using as Fizz. Then, you take masteries for AP, such as Mental Force , for a better early game, Sorcery as a pre-requirement, Arcane Knowledge to make tanks and tanky DPSes slightly easier to manage. Then, we take Blast for a bit of extra AP, and a pre-requirement. Then, we take Archmage , which is basically 1/6th of a deathcap, minus the AP of course, however, I don't mind 5% extra AP for no cost at all, and also executioner to work extremely well with Seastone Trident. Finally, we spend our other 9 points getting more armor and magic resistance, and topping it off with a bit of extra HP.







// This is the mastery tree that I use for Fizz - With 21 points in offense, which is rather average for mages these days. It gives a lot of free AP and magic penetration now. I also take 9 points in defense to make Fizz slightly more tanky - Which is just great in lane, however you may opt to put them in utility for the movement speed. Anyway, this is why I take certain masteries :
  • Summoner's Wrath - Improves the summoners you'll probably be using, so might aswell make them more effective!
  • Mental Force - Free earlygame AP, which is great, combined with the Greater Glyph of Scaling Ability Power - With this mastery tree, I found myself entering the game with around 15 AP, which isn't bad for free!
  • Sorcery - Well, free cooldown reduction isn't bad, there is better options, however it's needed as a pre-requirement for the rest of the AP related masteries, so it's pretty much needed.
  • Arcane Knowledge - All your spells deal magic damage, this is just great! It makes the squishiers squishier, but also makes the tanks easier to kill, probably about 15% easier to kill, in fact.
  • Havoc - Extra damage! It's not amazing - However, it's better than having 3 extra points lying around, with not much use for them. Plus, 1.5% may not seem like a lot, but it pairs well with Seastone Trident and Madred's Bloodrazor with their % based damage.
  • Blast - Whilst it's not a massive increase in AP, it's still better than nothing, plus it's a pre-requirement for an epic mastery for AP champions!
  • Archmage - I can't put how cool this mastery is for mages! It's practically a bit of a Rabadon's Deathcap, but sadly, it doesn't give you 140 extra AP. When you do get a Rabadon's Deathcap, you have an extra 1/6th AP too!
  • Executioner - Perfect for a target that excels at destroying low HP targets extremely fast - But also, it pairs extremely well with your Seastone Trident, and also Ignite if you take it.
  • Hardiness - As I've said before, most of the defensive items you get in the build will actually give magic resistance, instead of armor, which is rather sad, but oh well. You'll end up getting things like Mercury's Treads and Wit's End, which are pretty much core, but you can take different options for them.
  • Resistance - I had some spare points left, and couldn't really do much interesting with 6 mastery points, but extra magic resistance is still great, since you're not spending any money on it.
  • Durability - Whilst this isn't groundbreakingly amazing, 81 free HP isn't bad, but it's not good either, however, it's there, and we need something to put our extra 3 points into something, this seems like a good idea.
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Ruinious runes~

Runes

Runes

Precision
Fleet Footwork

Q
U
I
N
T
S

SPACE SPACE

Q
U
I
N
T
S





Runes

Sorcery
Phase Rush

M
A
R
K
S

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  • Greater Mark of Magic Penetration - Magic penetration is a nice addition to mages, and works for the entire game, since it will always penetrate magic resistance - However, alone, these are rather bad, so you might want to build a Void Staff, to stack up a bit more magic penetration.
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M
A
R
K
S






Runes

Sorcery
Phase Rush

S
E
A
L
S

SPACE
  • Greater Seal of Armor - Makes you much tankier early game, and also helps all game through, since you'll hardly build armor. Also, you have to consider that most of the time, you find yourself facing off someone who's AD in the top lane (Which is where you'll mainly be)

  • Greater Seal of Evasion - These runes are more commonly used for laning. I wouldn't recommend these myself though, because if you don't dodge enough, you'll die, plus, they're rather useless against burst ADs like Talon. However, it's great in laning against an AD carry like Vayne, Ashe, Caitlyn etc.
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S
E
A
L
S




Runes

Sorcery
Phase Rush

G
L
Y
P
H
S

SPACE
  • Greater Glyph of Ability Power - Great for early game - Since Fizz has rather nice AP scaling. Good for if you plan on being aggressive early on and dominating your lane, or going on for first blood. These are my personal favourite.

  • Greater Glyph of Attack Speed - Since Fizz is a hybrid, you may want these, they're not that useful though - You won't be autoattacking much early game, and you won't notice these much late game.

  • Greater Glyph of Magic Resist - These are also a good pick for glyphs IF you plan on going mid, or expect to find yourself solo top against a mage, such as Swain, which is one of the more common solo top mages (Despite not being that common).
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G
L
Y
P
H
S

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Stupendous summoner spells~

Summoner spells


Ignite: A great overall summoner spell - Early game, it can be used to get kills, and for the rest of the game, it can be used to decrease healing, destroying healers, and kill people who manage to make it away on extremely low HP

PROS :
  • Early damage
  • Great finisher
  • Counters heals


CONS :
  • Cleansable
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Ghost: A great summoner spell for Fizz - It can be used offensively or defensively - To chase, or to run away. You don't need Flash because you can already hop thin walls - Twice in fact.

PROS :
  • Dual function
  • Chasing
  • Running


CONS :
  • No walljumps
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Exhaust: If you have to face against an opponent who is faster than you, or deals high DPS, you'll want to pick up this. You'll significantly lower their DPS, and perhaps allow you to destroy them, or slow and use it to escape.

PROS :
  • Anti-DPS
  • Strong slow
  • Damage reduc


CONS :
  • Cleansable


Surge: Although it isn't my personal favourite, nor do I use it much, it seems to be a rather viable pick, benefiting this build perfectly, with the 2 main DPSing stats - AP and Atkspeed. If you like this yourself, take it!

PROS :
  • Good buff
  • Good DPS
  • Always good


CONS :
  • Needs timing
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Smite: A great summoner spell for Fizz if you're jungling! Personally, I haven't tried jungling yet, however I've seen a few people playing him that way, and they were rather successful! Take this to jungle!

PROS :
  • Jungling
  • Secure buffs
  • Steal Baron


CONS :
  • Bad in fights
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Teleport: If you have to face against an opponent who will probably force you out of lane a lot, or you're going to AFK farm for 20 minutes, and occasionally go B, or Teleport into fights (Onto sight wards), take this.

PROS :
  • Very mobile
  • In lane more
  • TP to wards


CONS :
  • Rather long CD
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Amazing abilities~

Ability Explanation


  • Nimble fighter - Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks.

    // This is a great passive - It allows you to run near minions like you don't care, and even if they do focus you, they do less damage.
    • Use this and your combo in lane to put out some heavy harass easily
    • With this and ghost, when you're escaping you may want to run away down the lane

  • Urchin strike (Q) - Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 40 / 70 / 100 / 130 (+0.7 per ability power) magic damage to it. The ability will also apply on-hit effects.

    // A dash, possibly a gapcloser, that locks onto enemies and deals your full atkdamage, and a bit of your AP.
    • The distance you rush is locked, meaning you can use it to juke enemies
    • You can use one target as a target to dash, getting closer to another

  • Seastone trident (W) - (Passive) Fizz's autoattacks rend his target, dealing 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) magic damage over 3 seconds that strengthens by 4 / 5 / 6 / 7 / 8 % of the target's missing health. Multiple autoattacks will only refresh the duration.

    (Active) Fizz's attacks are empowered by 10 / 20 / 30 / 40 / 50 (+0.35 per ability power) for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.


    // A nice skill, even when passive. It deals 70 damage over time, and when active, cuts healing by 50%, and deals 50 extra damage on hit.
    • Use this to harass - Urchin Strike, attack and walk away
    • Use this against healers, cut their healing!

  • Playful / Trickster (E) - (Playful) 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 Trickster, he will slam the ground below him, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage and slowing nearby enemies by (40/45/50/55/60)% for 2 seconds.

    (Trickster) Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.


    // One of your most known skills, and for a reason! It's a highly skill-based ability. It gives 0.75 seconds of invincibility, and allows you to bounce away.
    • Don't use it too much in lane! It has a high mana cost, and you'll find yourself OOM
    • This can jump thin walls - You can also juke flashes since it's a double jump

  • Chum the waters (R) - 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 200 / 325 / 450 (+1.0 per ability power) magic damage, knocking up and slowing all enemies by 50/60/70)% in the area for 1.5 seconds.


    // Great and hilarious ability - You throw a shark on the person or the floor, and suddenly a shark erupts. This knocks up the target, and slows everyone near him.
    • This knocks up people - Throw it on chasers, or people you're chasing
    • Throw it when you KNOW it will hit, don't waste it!
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Silly skilling sequence~

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >


Ability Sequence

// This is a pretty standard skill sequence for a solo top Fizz - Nothing out of the ordinary, but in case you are still confused about why I chose this skill order, and plan to pick something else, I'll run you through my picks :
  • Urchin Strike - I start with this at level 1, simply because it offers more mobility than Seastone Trident and requires much less mana than Playful / Trickster, however, I don't max this until last, as unless you're doing an AD build, it does the lowest damage out of all your skills, and level 1 will work for juking people.

  • Seastone Trident - I max this first, because it allows you to dash in during laning, hit your laning opponent once, then, you drop back and they take damage from the damage over time. Also, if your solo top opponent is sustain heavy, like Vladimir, if you go to 1v1 them, you'll have to use the active to cut their healing. Also, this is good for fighting 1v1.

  • Playful / Trickster - Although this is a great skill, and will help you dodge many skills, and leap many walls, it's not all that useful in early laning against people without skillshots, but also, it's VERY mana heavy, and the more you level up, the higher the mana cost is, and the more you get the chance to spam if. By maxing this first, before you have your catalyst the protector, you'll constantly be out of mana.

  • Chum the Waters - Now, this being your levelling priority is pretty self explainatory - As it's your ultimate. On most characters, who don't have a terrible ultimate, or none at all ( Udyr and Karma), your ultimate is your main priority. Plus, it's a great skill, with 1.0 AP ratio, a knockup and an AoE slow.
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Perfect potential purchases~

Core

Item Sequence

Health Potion 50
Catalyst of Aeons 1300
Mercury's Treads 1100
Rod of Ages 2600
Sheen 700
Lich Bane 3100

SPACE Probably the most common boots in the game at the moment - CC reduction may just save your life, and the magic resistance may allow you to survive Mage's burst. You may want to build Ionian Boots of Lucidity for CDR if that's your style.


PROS :
  • CC reduction
  • Tankiness


CONS :
  • No CDR

SPACE
A great item - It fits perfectly on Fizz - He needs ability power to deal damage, but he also needs the tankiness to survive, also, it's passive is good for sustaining during the laning phase. Replace with Warmog's Armor if you take the AD build.


PROS :
  • Good sustain
  • Tankiness


CONS :
  • Expensive

SPACE
Another great item on Fizz - Lich Bane procs are much better than Sheen procs - Unless you're taking atkspeed Fizz, take this over Trinity Force. Not only does it give you the amazing proc, but it gives mspeed, magic resistance and AP.


PROS :
  • Movement
  • High damage


CONS :
  • Expensive

SPACE


Other items

SPACE

This may seem a bit stupid at first - But on closer analysis, it's perfect on Fizz, giving you magic resistance, atkspeed and on-hits. The atkspeed and on-hits pair perfectly with Seastone Trident - Dealing a lot of damage on auto attacks, and then leaving a DoT after.


PROS :
  • Good DPS
  • Tankiness


CONS :
  • Rather expensive

SPACE

As most players know - Rabadon's Deathcap is the king of items for AP characters, and Fizz is an AP character. That's enough said already. 140 ability power is amazing, and even better with an extra 30% of your ability power added on!


PROS :
  • Good DPS
  • Boosts AP


CONS :
  • Extremely expensive

SPACE

May seem like another strange choice, just like Wit's End, however it has the same idea - Giving you a bit of atkspeed, a bit of tankiness etc, whilst also giving you an amazing on-hit that pairs extremely well with Seastone Trident against high HP targets.


PROS :
  • Shreds HP
  • Good DPS


CONS :
  • Extremely expensive

SPACE

SPACE

An alternative to Zhonya's Hourglass - You'll want to build either a Rylai's Crystal Scepter, a Zhonya's Hourglass, or this as you're 5th item in your build assuming you're playing the ability power build. The aura is added epicness!


PROS :
  • Tankiness
  • High AP


CONS :
  • Rather expensive

SPACE

A decent item - Not my personal favourite, however, some people like to take this, for all the stats it gives - The AP, to deal more damage, HP, to make you tankier, and also, the amazing passive, which slows people down - Making up for being melee.


PROS :
  • Tankiness
  • On-hit slow


CONS :
  • Extremely expensive

SPACE

Finally, an armor item for you to pick! I haven't included any other armor items to pick for Fizz, but this is because not many of them fit into his playstyle. However, Zhonya's Hourglass is a good pick with AP, armor and the active to make him invincible.


PROS :
  • Tankiness
  • High AP


CONS :
  • Extremely expensive

SPACE

SPACE

If you find yourself against a team containing a lot of AP champions, you may want to pick this up - It will allow you to survive initial burst, whilst also giving you sustainability in the fight with the amazing health regeneration.


PROS :
  • Tankiness
  • Sustain


CONS :
  • Rather expensive

SPACE

A great item with this build, considering we'll be playing Fizz as a semi-tanky, AP DPS - It allows you to stay in the battle for longer, and commit to a target. Works well if you take Wit's End and Madred's Bloodrazor.


PROS :
  • Tankiness
  • Revive


CONS :
  • Rather expensive

SPACE

Great, considering you'll probably find yourself playing as an anti-carry, hunting down the AD carry and destroying they - This allows you to survive their focus, and also makes them deal less DPS to your team.


PROS :
  • Tankiness
  • CD Reduc


CONS :
  • Rather expensive

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Luxurious laning~

Laning

// If you are going to play Fizz in a lane (Any lane that isn't bottom lane, as I won't be including that, as Fizz is a solo top or mid laner, or otherwise he's probably jungling or a bad player), I recommend you read this section of the guide. You may not want to, but I suggest you do, unless you're an amazingly pro player and don't need any help at all, then just skip this.

// Fizz is a rather strong laner in general - He can dodge harass and avoid ganks, or such things like that, allowing him to escape out of many situations, including jungler ganks. Besides that, he has many tricks in his bag that can ruin many opponents, such as his passive, Nimble Fighter, allowing him to walk through minions, to either escape, or get up close to harass his enemy. This makes him excellent against squishy top laners aswell, although they are uncommon. However, this doesn't mean he is bad against tanky solo top laners, he can easily take them on unless they're actually at 4,000 HP and 200 armor and magic resistance.


Pros & Cons

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Pros


+ Higher EXP gain
+ A lot more gold
+ Can dodge harass
+ Great harassing
+ Avoids ganks
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Cons


- No ranged harass
- No CC for ganks
- High mana costs
- Can't get buffs
- Hard to itemize
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// As you can see, Fizz isn't exactly the greatest laner, however he isn't anywhere close to the weakest - He's very balanced, and has his strengths and weaknesses. Due to this, he may not be viable in the lane vs certain characters - However, this does not mean you cannot win your lane, or keep up a good amount of farm with hardly any deaths. If you want an easier lane, here is some traits you should look for in the enemy laner.
  • High cooldown harrasses, so you can easily dodge with Playful / Trickster
  • Not a lot of point & click CC ( Sion), as ganks may get you then
  • Not too much sustainability, so your harass sticks to them
  • If they do have a sustainability skill, is it on a long cooldown?
// Now, they don't have to meet all of those properties - In fact, they don't even have to hit any at all, most of the time, it depends on how good the player is, and who outplays who. However, even a bad player may win the lane. Why? Their jungler. Junglers may be a problem for Fizz as he farms away, these are properties that you should look for before you pick Fizz (Again, they don't have to meet any of these) :


Base stats

// Now, although you may not notice it, base stats may be what makes or breaks a character in lane - Like when you see that character escape on 1HP, or when that guy manages to kill you before you kill him with exactly the same items - Whilst some may call this luck, this actually comes down to their base stats - If that guy had a little less health/armor/magic resistance, he would of died, if that guy had worse base stats, he would of lost the fight. Let's take a look at Fizz's base stats, shall we? :
  • Damage - 51 (+3 / per level)
  • Health - 414 (+86 / per level)
  • Mana - 200 (+40 / per level)
  • Movement speed - 310
  • Armor - 13 (+3.1 / per level)
  • Magic resist - 30 (+1.25 / per level)
  • Health regen - 1.8 (+0.14 / per level)
  • Mana regen - 1.22 (+0.09 / per level)

// As you can see, at level 1, Fizz is rather squishy - But then again, who isn't? His level 1 AD, HP and mana isn't too bad - And as a solo top, not many heroes you will face will deal that much magic damage - Not even Akali, in fact, most of her damage is physical, when she procs her Mark of the Assassin or Lich Bane. Also, the armor isn't bad - As if you look at our rune and mastery set-up, we have taken greater seals of resilience and Hardiness , giving us an extra 18 armor - And that's assuming we start with Boots - Other great starting items include Doran's Ring and Cloth Armor - However, these depend on who you are facing.


Starting items

// So, you've called solo top, locked in as Fizz, and you're on the loading screen, when you suddenly notice something - The character you thought was going to jungle isn't actually jungling - He's actually swapped roles with the person you thought would be jungle - You realise they'll give you a hard time. How do we stop this? We change our starting item(s)! Yes, that's right, you don't ALWAYS have to start with Boots! Let me run you through some of the more common picks.

BOOTS
OF
SPEED



BOOTS
OF
SPEED
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Boots & Health Potion x3 - One of the most common choices for starting items now, due to meta shifts and such - They're becoming the base on most champions, due to the amount of skillshots and AoEs in the game now. The main reason you would want to take these is because the movement speed makes it much easier to dodge skillshots and delayed / projectile AoEs ( Pillar of Flame & Resolute Smite). The 3 Health Potions are there for you to sustain, and also because you have spare gold.
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BOOTS
OF
SPEED



BOOTS
OF
SPEED



DORAN'S
RING



DORAN'S
RING
SPACE
Doran's Ring - Despite this not being one of my favourite choices, it's still a decent starting item, whilst it doesn't excel against skillshots like Boots, or physical damage like Cloth Armor, it's more of an all round item - Perhaps if you're facing a hybrid champion, the HP will be more benefitical than armor or magic resist. Also good if you plan on spamming skills with the mana regen.

SPACE

DORAN'S
RING



DORAN'S
RING


CLOTH
ARMOR



CLOTH
ARMOR
SPACE
Cloth Armor & Health Potion x5 - Whilst you probably won't take Cloth Armor very often, you'll need to take it occassionally - Sometimes, you'll find yourself against a champion that's much stronger than you, and will completely obliterate you, and you'll find yourself needing to take this. The early game armor will help you with survivability (You only take this against AD), and the 5 Health Potions will help you sustain for longer.
SPACE

CLOTH
ARMOR



CLOTH
ARMOR


SAPPHIRE
CRYSTAL



SAPPHIRE
CRYSTAL
SPACE
Sapphire Crystal & Health Potion x2 - This is something you'll rarely take - In fact, you'll only probably take it once or twice in your entire Fizz life. The only reason you'll want to take this is if you think you'll want some fast sustain in lane, so you're going to rush catalyst the protector, or want to max Playful / Trickster first.
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SAPPHIRE
CRYSTAL



SAPPHIRE
CRYSTAL


RUBY
CRYSTAL



RUBY
CRYSTAL
SPACE
Ruby Crystal - Personally, this is something I'd never take - However, there might be some crazy person out there who would want to take this first. It basically has the same purpose as Sapphire Crystal - To rush catalyst the protector - However, it offers less sustain that Sapphire Crystal.
SPACE

RUBY
CRYSTAL



RUBY
CRYSTAL


Warding

// Warding and map awareness - Something that you must learn if you want to be a good player - If you don't ward, you're doing it wrong. Unless you're at a really low level, you should be warding - It protects buffs like blue and red, or major objectives such as Dragon and Baron - But the most important of all, you, your lane and your life. Wards will warn you of incoming ganks, allowing you to react and back off in time, or perhaps even get your own jungler to run over and fight or counter-gank them. Let me give you some warding tips :
  • If you have 75 spare gold when you go B to shop, buy a ward, or two!
  • Always try to place a ward in the bush - That's where most surprises are!
  • Take care when placing a ward - You don't want to miss the bush
  • When warding, you want to show as many paths as possible

//I'm now going to put an extract from Apotheosis' Tryndamere Resource. Go over and check it out if you want to play Tryndamere, he has some very useful information!


You, Your team & Wards

Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.


Order of priority; Use Sight ward and Vision Ward where necessary:


Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!

Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.

Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.

Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.

Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.

Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.

Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.


Zoning


// Zoning is an important part of laning - It manages how much damage you take during laning and such. You should probably learn about the distance of skills also - As longer ranged skills will create a larger zone - Such as Fizz being a melee champion, but his Urchin Strike practically increases his zone to 550 - That's as long as most AD carries, and much longer than most AD carries - If you're dealing good damage, no one will want to get within 550 range of you unless they're going to get a creep kill. Here is some zoning tips :
  • Bushes create their own zone - Ward them and you'll remove their zoning
  • Minions with no targets have a zone - Go into bushes to drop aggro
  • Ranged skills create larger zones - Beware of this
  • Try to imagine the range of your enemy - This is his zone, try to stay out of it


Farming & Lasthitting


// In my opinion, lasthitting is one of the most important parts of the game - If you don't lasthit well, you'll find yourself lacking enough gold to buy your core items. The if a team has significantly more CS (Creep score) than the enemy team, they'll probably win the game - They are probably significantly ahead in gold, unless they fed the enemy team hard, which you shouldn't be doing anyway.

// Whilst it is important to get as many creeps are possible, it's important that you don't simply autoattack the waves - This will cause the death of creeps significantly faster, causing you to push the lane forwards - Leaving you open to ganks, and if the enemy pulls off an offensive movement, you probably won't have enough time to safely make it back to your turret - Causing your death. However, this doesn't mean that you shouldn't occassionally push forwards with autoattacking etc. If the enemy goes B, and you have your lane warded, so you can see incoming ganks, you can easily push forwards, deal a lot of damage to their tower, or even push your minion wave to the tower, then go B, shop and come back to find you've hardly missed any CS. Here are some tips and tricks for farming and CSing :
  • Try to estimate how fast your creeps deal damage - Get the timing down, and you'll find yourself missing less CS
  • If there's 2 CS that will die at the same time, you may want to use a skill on one, and autoattack the other, grabbing 2 CS at the same time
  • If you find yourself pushed to a tower, you'll want to learn how to lasthit under the tower - If you want to kill a melee minion, you let it tank 2 tower shots, and do a single autoattack on it, whereas, a ranged minion, you autoattack once, the tower hits, and then you finish it off with a lasthit
  • You'll want to try to freeze the lane just outside your tower range, so you don't have to lasthit under the tower, but you also aren't in the middle in the lane, putting you both in equal safety - When you're close to your tower, and the enemy is pushed past the river, they are easily gankable - Meaning you can probably pick up a free kill
  • If the enemy dies or goes B, and you know the whereabouts of the jungler, you can easily push forwards and take a cchunk of their turret HP, or even the turret itself, or push the wave forwards, go B and miss hardly any CS.
  • Don't forget to harass, but also don't harass too much, or you'll find yourself missing CS


What do I do in lane?

// Fizz has a very strong early game, especially if you take Doran's Ring, Greater Glyph of Ability Power and Greater Quintessence of Ability Power (Despite these not being what I normally take), including an incredibly strong combo at level 4, when you get all 3 of your skills, and then you get an even deadlier addition to your combo at level 6 - You should be able to pick up the kill. This is what you should do in lane :
  • 1 - You should probably be defending your jungler if he starts small golems on the Purple side, or Golem if he starts on the Blue side. If he isn't starting at these camps, just leave it and go to your lane. If you do get an early game encounter, you should try to scare them off, or deal some significant damage.
  • 2 & 3 - Peacefully farm - Lasthit minions, and attempt to zone your target away, you may attempt harassing, but try not to get out of mana, or miss CS. If you spend too much time harassing, you'll set yourself as far behind as you set the enemy back.
  • 4 - At this point, you will of unlocked your full combo, you should show the enemy what you're made of, by doing Seastone Trident, then doing Urchin Strike, finishing off with Playful / Trickster and autoattacks, this should get them relatively low, and possibly force them back. Go back to farming some more, and if the enemy is foolish to get too close again, unleash your combo again, forcing them back, or maybe grabbing a kill.
  • 5 - If you did successfully in level 4, you should of forced them back, continue farming freely for a while - You're beginning to gain an advantage over your opponent, this means you'll hit level 6 before they do - Meaning you can probably get a kill before they get their ultimate. You should save your mana to allow for a full combo.
  • 6 - If you completed level 4 and forced them back, your opponent will still be level 4 - 5, this means you can attempt an easy kill. Lead in with Chum the Waters, then, activate Seastone Trident and Urchin Strike in, they'll be knocked up at this point if you did it fast enough, keep autoattacks going. When they land, do Playful / Trickster if they can possibly get away, otherwise just use more autoattacks. If they flash, just Urchin Strike back onto them.
  • 7 - 10 - Farm some more, you should already have a significant lead over your opponent, and be outfarming them by a lot, if you lasthit well, you should have around 110 CS by 15 minutes or so. When you have atleast 2585 gold, you can opt to go B, and collect your catalyst the protector and Sheen, however if you aren't too low, you should wait until 3285gold to go B, and pick up Ionian Boots of Lucidity too, and possibly a bit longer to grab some more Health Potions and sight wards.
  • 11 - 14 - Go back to lane and farm up some more. You'll probably end up with both Playful / Trickster and Seastone Trident maxed, this will give you some nice damage. You should keep pressuring your lane, and possibly pop down to other lanes to gank, grabbing some more kills. When you have around 3920 gold, you should go B and complete your Rod of Ages and Lich Bane.
  • 15 - 18 - You're fully in lategame now, you'll want to group up with your team and start teamfighting now. You'll want to grab CS if your team is grouped in a lane, slowly farming towards your endgame items, such as Rabadon's Deathcap, Madred's Bloodrazor etc; I'll cover what you should do in teamfights in the next section.


Teamfights

// Fizz plays a different role than most solo tops in teamfights - As most of them are tanky DPSers, who enter fights, stay in fights and deal a lot of damage, however Fizz is different - Fizz is an anti-carry, like Evelynn, or Poppy - His job is to jump in onto the mage or AD carry, and destroy them, and quickly get back out - You shouldn't wait too long, as you aren't extremely tanky. After you've cleared out the first target, you should wait for your cooldowns, and bounce back in, focusing the second priority - After this, you'll find yourself left with a support, probably your solo top enemy and the jungler. Now, you focus the support, then you focus the solo top and jungle depending on how tanky they are. So, assuming the enemy team is : // Your focusing order will look something like this when playing an anti-carry :

> > > >


// As for the on-hit secondary build, you'll want to maintain the same focus order - However, this time, you won't have to bounce in and out of fights - The build provides quite a reasonable amount of survivability, whilst also giving you amazing damage - Even on high HP targets! Also, you're a great problem for the enemy team - If they don't focus you, you quickly destroy the enemy team, therefore forcing them to focus you, however, when they focus you, the AD and AP carry on your team aren't receiving incoming damage - Causing the same problem again, the AD and AP carry quickly destroys their team.
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Joyful jungling~

Why would I jungle?

// Now, I've said before this guide is fairly lane-based, however I'm up for giving you all the freedom possible, without allowing you to find yourself creating a completely ******ed build. Whilst I don't personally like jungling, Fizz is still pretty viable in jungle - He may be tier 3 in Stonewall008's opinion, but in reality, it's only his pathing and jungling that's bad - He has great ganks, with 2 gapclosers, a slow, a DoT & heal debuff. If you gank a lane, and your laner isn't ******ed - You'll probably get a kill, or a summoner spell. Basically, Fizz plays a lot like Riven in the jungle, but maybe a bit slower at jungling.

// The next section will detail all the jungle monsters, and the buffs they give, and information on how useful they are. I suggest you learn the respawn timers to counterjungle and control Dragon effectively - You should always note Dragon/Baron/Blue/Red in the chat, which is done by simply adding 6/7/5/5 minutes onto the current time respectively.


BARON
NASHOR

BARON
NASHOR
SPACE
Baron Nashor

Baron Initial Spawn: 15:00
Baron respawns in 7 minutes
Total XP: 900 Global
Total Gold: 300 Global

// Baron is an extremely important jungle monster - He's the strongest of them all, boasting high damage, a lot of HP and decent defenses - It'll probably take you 3 of your teammembers to take this beast down, however when you do take him down, he provides a large boost in XP and gold, whilst also giving a gamechanging buff - Giving extra AD, AP and regeneration.
SPACE
BARON
NASHOR

BARON
NASHOR


DRAGON

DRAGON
SPACE
Dragon

Dragon Initial Spawn: 2:30
Dragon respawns in 6 minutes
Total XP: 900
Total Gold: 25 + 190 Global

// Dragon is also a rather important jungle monster - However, it's much easier than Baron, which much less value - However, it still gifts significant global gold and XP, and letting the enemy team get consecutive dragons uncontested will give them a lead.
SPACE
DRAGON

DRAGON


ELDER
LIZARD

ELDER
LIZARD
SPACE
Lizard

Initial Spawn: 1:55
Respawns in 5 minutes
Total XP: 260
Total Gold: 80

// Lizard is a ganker with little crowd control's best friend. The on-hit slow is great for keeping people in range, whilst the DoT works well with Seastone Trident. You can give this to others.
SPACE
ELDER
LIZARD

ELDER
LIZARD


ANCIENT
GOLEM

ANCIENT
GOLEM
SPACE
Golem

Initial Spawn: 1:55
Respawns in 5 minutes
Total XP: 280
Total Gold: 80

// Golem is the buff for mages and mana dependant junglers. You'll find either you, or mid, wanting this buff. Give this to mid after maybe the second clear, assuming they use mana.
SPACE
ANCIENT
GOLEM

ANCIENT
GOLEM


WOLVES

WOLVES
SPACE
Wolves
Initial Spawn: 1:40
Respawn in 1 minute 40 seconds
Total XP: 190
Total Gold: 57

// Wolves are 1 of 3 minor camps - They grant no buffs, but give XP and gold, so they're needed for levelling up.
SPACE
WOLVES

WOLVES
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Closing comments~

Thanks

// I'd like to thank anyone who read the entire guide, and learnt anything from it. I'd love an +upvote if you found the guide useful, however, you don't have to, don't make me force my opinion on you ^_^ - But, on the other hand, if you didn't enjoy it, and were thinking of downvoting, maybe you should reconsider - Or perhaps leave some constructive comments, that will help me improve my guide, after all, it's not the 'I WENT 27/0/50 WITH THIS BUILD' that improves a guide, it's the people who tell you what you can improve.


// Anyway, enough rambling on about my, I hope you found this guide useful, and I hope you learnt something useful, and have successful games using this build. Leave any constructive comments if you feel like it. Also, expect updates soon!
SPAAAAAAAAACE~Adeori


Change log

// Any previous updates will be listed here :
  • 20th of Nov 2011 - Guide released
  • 20th of Nov 2011 - Added a laning section
  • 20th of Nov 2011 - Editted the build
  • 21th of Nov 2011 - Added Jai's banners to my guide! Thanks!
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