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General Guide by DannarHetoshi

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League of Legends Build Guide Author DannarHetoshi

Fizz, The Tricksy Assassin

DannarHetoshi Last updated on February 17, 2016
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Fizz - The Tricksy Assassin

Hey everyone. I'm Dannar Hetoshi. I wanted to share my variation on Jungling with Fizz.

Fizz is a ton of fun to play due to his mobility, evasion, and his ability to burst damage like few champions can.

Table of Contents

Pro's and Cons
Masteries
Runes
Abilities
Summoner Spells
Items
Teamfighting
Summary

Pros / Cons

Pros
  • Incredible Burst Damage.
  • Excellent Mobility and Evasion
  • Great Late game Assassination ability.
Cons
  • Slow starter in Jungle.
  • Needs lots of AP and Mana Regeneration.
  • Squishy if you don't dodge properly with abilities.

Masteries

Masteries
5/5
1/1
5/1
1/5
5/5
1/1
5/5
1/1
5/5
1/5
Starting with Ferocity :
Then Cunning:

Stormraider's Surge - Because you will easily burst 30% or more of an enemy AP Carry/AD Carry's HP in 2.5 seconds (often times you will kill them from full health in <3 seconds), and the added movement speed and resistance to slow will significantly increase your ability to go in for a kill and get away (relatively) unscathed.

Runes

Runes

Greater Glyph of Scaling Cooldown Reduction
9

Greater Seal of Health
9

Greater Mark of Magic Penetration
9

Greater Quintessence of Ability Power
3

Scaling AP is so strong late game, however, if you get to late game you'll have nearly 600 AP anyway, so a little extra scaled AP isn't going to do a lot for you.

What will do a lot in the early game is the AP (x3) Quintessence, +15 right off the starting gate helps you clear camps faster.

Scaling CDR (x9) on the other hand is Amazing. The build reaches full CDR by lvl 11 (assuming decent gold farm), and the scaling CDR helps cover short farms.

Greater Seal of Health x9 for survive-ability in the Jungle.

Greater Mark of Magic Penetration again for stronger spell damage clearing camps and early ganks.

Abilities

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

Early kills and Faster Camps are cleared with Seastone Trident. Get it to 3 by your 5th level.

You should have Playful / Trickster to 4 at lvl 10, for the CDR and the increased effective slow. Use it gratuitously in the middle and late game for avoiding enemy CC/Damage. It has a Cooldown of about 4.4 seconds when fully built and leveled, meaning you can dodge CC's and hop/skip out of danger just about faster than anything can catch you.
Max Playful / Trickster by 14, Seastone Trident by 15, and Urchin Strike last at 18.

Although Urchin Strike is more often than not used to finish an Enemy Champion; because it's AD and not AP, it doesn't synergize well early game before you really start stacking your AP, so it doesn't pay to max it until last. The power of Urchin Strike comes from adding one more on-hit effect of Seastone Trident to a fleeing enemy ensuring that the DOT will finish them off. It's also great for diving through the radius of a tower if you are chasing an enemy into a tower and can finish them with the Urchin Strike and then P/T out of danger.

Chum the Waters is a solid sneak attack skill shot. Land it and you do 20% increased MD against the tagged champion for 6 seconds. Chum also slows the tagged enemy, and after 1.5 seconds, any additional enemies that are hit by Chum. This makes the initial close easy, and landing Playful / Trickster a cinch. If you are engaging 1v1 you want to P/T past and then urchin back the way you came and then watch Chum finish them off. If you are targeting the back line ADC in a team fight you want to land P/T in front of the ADC and Urchin through the ADC away from their frontline/support's CC, and laugh as Chum the Waters finishes them, and you P/T away from their salty support. This is where Stormraider's Surge comes in handy. Burst that 30% HP (you'll do far more than that) in <2.5 seconds and you'll gain an additional 40% movement speed, and more importantly you'll get 75% slow resistance, for 3 seconds. You just killed their ADC, but almost guarantee you got slowed, so the ability to resist that slow and race out of harm's way is vital to your long term health.

Summoner Spells


Flash: I can burn an early Playful / Trickster to ensure a gank is successful, and then while it's on C/D I can Flash away from danger? Yes, every time. Late game, I can flash over the wall I just fired a Fish from, land a Playful/Trickster, and Urchin Strike out of danger in conjunction with Chum the Waters finishing my target, because Playful/Trickster's C/D is so short I can simply use it again to safely run away from danger.

Smite: Needed for clearing camps early, & securing ganks with your Jungle Blade late game. A must.

Items

In order of when to take the item:

  • : Solid AP bonus, Runic Echoes helps clear camps and creeps from lanes.
  • : Magic Penetration makes your spells hit that much harder.
  • : More AP, more Move Speed, more Cooldown Reduction, and that sweet sweet passive.
  • : AP, CDR, Mana Regen, Passive DOT
  • : SPEEEED!
  • : AP, Armor, and "Oops, I need to wait for E to cool down" Invulnerability.
  • : Gratuitously more AP.

Teamfighting


Skirmish around the flanks, try and use thin walls and bushes to stay in Fog of War until you are ready to unleash the Fury of the Fish: Chum the Waters.

Anticipate where their squishiest target will be, launch your fish, Playful / Trickster intializes your engagement, Urchin Strike or Chum the Waters takes them down low and the other finishes them off.

Playful / Trickster's short cooldown ensures a safe getaway once you've assassinated the other team's ADC.

Summary



Fizz is incredibly fun to play, although getting the timing down on his combo can be a little tricky.

I'm always open to suggestions/comments on how to properly format this guide, and tweaks to the build.

Stay Tricky R>E>W>Q,

Dannar Hetoshi


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