Fizz Build Guide by Cargonat
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.
THIS GUIDE IS NOT FINISHED, YET! I WILL CONTINUE IN A FEW DAYS! PLEASE DO N
THIS GUIDE IS NOT FINISHED, YET! I WILL CONTINUE IN A FEW DAYS! PLEASE DO NOT RATE, COMMENT OR CHANGE NOW!
Welcome to my Fizz Guide.
Let me say first that this is only a suggestion how to play Fizz and you can play him diffenent if you want to.
Pros / Cons
Why should I pick Fizz?
- awesome AP carry
- lots of magic damage
- can be played on every lane
- very fast and mobile
- nice ganker
- short cooldowns
- op slow and AoE on ultimate: Chum the Waters
- nice, Ignite-like passive: Seastone Trident
- no collusions: Nimble Fighter
Are there any disadvantages?
- hard against tanky champions in early game
- hard against champions with huge range
- very cooldown-dependent
- big ultimate cooldown
- hard to master but op if you do
Greater Seal of Armor
Greater Mark of Magic Penetration
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
For Fizz I take basic AP carry runes:
- Greater Seal of Armor to defend against damage from AD champs like Darius
- Greater Mark of Magic Penetration to get through the magic resistance
- Greater Glyph of Ability Power and ...
- Greater Quintessence of Ability Power for maximum damage in early game
As the runes my Masteries for Fizz are basic for an AP carry, too:
- Sorcery : Be ready to fight faster, especially important for Chum the Waters
- Blast : Get stronger over time
- Havoc : 2% extra damage: nice
- Arcane Knowledge : Get through the magic resistance
- Mental Force : A bit extra AP for the start
- Spellsword : More damage on basic attacks
- Archmage : 5% boost on your whole AP!!!
- Executioner : Kill faster, great to last-hit
- Wanderer : More mobility
- Meditation : Don't get out of mana
- Mastermind : Flash and Ignite more ready
For Spells I take
You can take Ghost, Exhaust and Heal too, but I think you don't need them because you can close up to enemies very well using your skills and healing is less important than killing and mobility.
I start with Boots of Speed and three Health Potion so I am fast and I can stay in lane longer.
However, you can take a Doran's Ring, but I think you don't need to because you have a lot of AP from runes and masteries and the ring is a waste of gold because you cannot upgrade it.
In early game i take sorcere's shoes and a Lich Baneto pervent mana shortage, to become faster and, of course, make more damage.
If you have enough gold you can also buy a neeadlessly large rod and get a Rabadon's Deathcap before the Lich Bane
In mid game I buy a Rabadon's Deathcap because it is a really good AP item giving you tons of ability power and then Rylai's Crystal Scepter which is great because it makes you a bit tanky, gives AP and a slow with every hit because of Seastone Trident.
In late game I take Deathfire Grasp and Void Staff so I can easily kill the enemies tank without burning all my skills and to have less cooldown time.
More Tanky Build
If you have to be more tanky you can replace the Lich Bane, Deathfire Grasp and Void Staff with Athene's Unholy Grail, Zhonya's Hourglass and Abyssal Scepter which gives you lots of armor and magic resistance, but also more ability power to survive. The activatable stasis on Zhonya's Hourglass is really nice to suprise your enemy, too.
Nimble Fighter is Fizz very nice passive, which allows him to go through minions, monsters and champions without any collusion and it reduces the damage taken by normal attacks a bit.
It is very usefull if you get chased and your enemy has to walk around all the minions.
Urchin Strike is Fizz Q-Skill. He dashes a fixed distance through the target doing a huge amount of damage (full AD + 10-130 + 60% AP) and attaching the passive Seastone Trident to the enemy. Also a great skill to escape and troll, but I will teach that later.
Seastone Trident is Fizz W-Skill. It has an Ignite-like passive effect. When you hit an enemy with your normal attacks they will get damage (30-70 + 35% AP + 4-8 of their missing health) over 3 seconds.
If activated, Fizz normal attacks will deal 10-30 + 35% AP as magic damage and cause grievous wounds for 5 seconds.
Playful / Trickster
Playful / Trickster is Fizz E-Skill. He jumps a small distance on his trident for 0.75 seconds and slams onto the ground dealing 70-270 + 75% AP as magic damage and slowing 40-60%. If activated when on trident he jumps to a nearby location dealing the same damage but without the slow. Nice to escape and troll enemies.
Chum the Waters
Chum the Waters is the ultimate of Fizz. He throws a fish that sticks to a champion if it hits one. After 1.5 seconds a shark will break through the ground to eat the fish dealing massive damage (200-450 + 100% AP !), knocking up all enemies in range and slowing them for 1.5 seconds for 50-70%.
When the game starts I take Seastone Trident and I max it first. Then I get Urchin Strike, which I max second and on level 3 Playful / Trickster maxing it last. Take Chum the Waters whenever you can.
[*] Priority 2
You can share your lane (if not mid) with everyone. If (s)he is not a carry, you should get the kills and lasthits.
Nice Lane Partners:
Blitzcrank: nice pull and stun -> no enemies escape; can be build tanky
Darius/ Teemo: Hemorrhage or Toxic Shot stack nice with Seastone Trident
- Level 1
- Level 2-5
- Maybe a kill
- Level 6-8
- Use your ultimate -> get a kill
- Damage the turret