Fizz Build Guide by
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AP (viable) vs. DPS Hybrid (viable) vs. AD (not viable)
+ Best Burst Damage
+ Good Survivability
+ Hard to Focus
+ Decent Sustained DPS
+ Very Strong Mid-Late Game
- Less Sustained DPS
In my opinion this is the best build. It synergizes best with your abilities as it boosts the damage done by all of them. It gives more spell pen to increase your damage and will yield the greatest damage in the late game. Your abilities all enable you to enter and leave a teamfight and your ultimate has a 1:1 AP ratio. This seems most logical path as it makes use of all your abilities. This is best against teams with heavy CC and DPS. E.g. Xin Zhao and Sion. vs
Attack Speed / Ability Power
+ Decent Burst Damage
+ Best Sustained Damage
+ Very Strong All Game
+ Can Push Turrets!!!
- Lack's Survivability
- Easy to Focus
Now in my opinion what makes this viable is not only your W and increasing the amount of hits you can get off while its still active, but the cooldown and MR reduction given by malady and Nashor's. Your cooldowns will increase your DPS and the reduced MR that you deal is better than the spell pen on a full AP build. This also gives DPS faster because your W is the only way of dealing sustained damage. This build is great because it is difficult to counter as well. Best if your team lacks pushing power (in 3v3) or against very tanky teams e.g. Rammus, Olaf or Renekton. vs
+ Good Sustained Damage
+ Multiple Gap Closers
+ Great Late Game
- Lack's Survivability and Sustain
- Inefficient; damage severely lacking to flat AP and Hybrid
- Weak early game
I'd say this is just bad. Lol. Some people are making offtank trinity atmog builds but these are horrible IMO. It seems better to just build these items on Anivia by the same logic seeing as she has a longer attack range. None of Fizz's abilites scale off AD and so its hard to see why this build is even considered as viable. As a jungler you kind of have to take some AD when buying Madred's however this is out of necessity for jungle speed. Even Madred's bloodrazor offers attack speed though.
Dash a set distance towards or through target dealing significant burst damage This spell has several uses. When target draws near use it to escape or stay out of range. This can be followed by Playful/Trickster as a basic combo. Used as a gap closer to land a few auto attacks and harrass or sse to dash to minions or jungle creeps to escape.
Fizz passively gets auto attacks that 'rend' people - a DoT based on missing health. Active gives auto attacks bonus magic damage Perfect mage spell because it does not need AD or ArPen to help it scale. Perfect assassin spell because helps you burst down low health targets even more easily. I use it a lot in lane for cheap easy harass.
Fizz can use his trident as a pole-vault making him untargetable while in the air then slowing nearby enemies as the slams back down. If you double tap E he does a double jump and goes further but loses his slow. Hardest skill to master but also the most useful. Use it in a lane to dodge harass then counter with your own. This serves as your main burst. It is also great for chasing and escaping but remember - it only works on small walls.
Chum the Waters
Throws a fish that sticks to its target and slows them. A shark will then come eat the fish and knock up any nearby enemies dealing damage as well. This spell means certain death to anyone it hits in a teamfight. Also use it to follow up on your Urchin and Trickster combo to CC/burst your opponent till your other spells come off cooldown. Take your time and make sure to land it and dont use it to run away.