Fizz Build Guide by Cragion
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
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.
Fizz is an ap caster / assassin who excels at bursting enemies down. He has excellent initiation abilities, Urchin Strike , and also excellent escape, that being Playful / Trickster. However, a Fizz player should understand that Fizz is melee and can be bullied in lane, and can be focused in team fights. This is why Fizz requires an adequate amount of skill to be effective.
CAUTION: Fizz is dangerous when fed!!!
Pros / Cons
Fizz has great burst capability
Fizz has a lot of mobility
Fizz is one of the best champions in the game... just saying
Fizz is melee and can be harassed in lane and is focused in team fights
Fizz takes up a lot of mana with his Playful / Trickster in the early stages of the game, so harassment early game with your W-Q-E combo is hard
Masteriesstrong magic damage and some durability in lane. I get Summoner's Wrath because the extra 5 ap when ignite is down increases Fizz's damage output slightly, but every piece of ap is needed to quickly burst down opponents. Also, i put 9 skill points in the defense tree because Fizz is melee and as such, he can be bullied in lane. To counteract this, the armor, magic resist, and health helps Fizz stay in lane and survive teamfights.
9: Greater Mark of Magic Penetration allows you to have burst even to tanky targets and to bypass anyone building magic resist to negate your damage
9: Greater Seal of Armor is for durability. In lane, if your facing an ap opponent, this won't negate burst, however this extra durability is great for surviving in team fights to burst down those pesky AD carries.
9: Greater Glyph of Magic Resist is good for mid lane because you will most likely be facing an ap opponent, so this will help negate burst. Also, the extra magic resist can help you survive in team fights.
3: Greater Quintessence of Ability Power has the highest amount of ap you will get from one rune, so it is necessary to have offensive quintessences for burst. That said, i use the quintessence of ability power to help give me that extra ap to burst people down enemies in lane and in teamfights
Viable Summoner Spells:
|Flash is a great spell to make quick getaways and to have another escape tool aside from Playful / Trickster. Also, Flash allows for catching up to a running enemy.||Ignite is a spell that is great on Fizz. Ignite allows you to pick up kills almost every time because the Damage-over-time from Ignite compounds with the damage-over-time of Seastone Trident.||Ghost is a viable option on fizz just because it allows you to run after enemies at a great speed, however it can not allow you to instantly get on a target to combo them. I will say it does have a shorter cooldown than Flash so there is a higher possibility of escaping or gap closing on enemies, but i prefer Flash.||Heal has a potential to save you from Ignite or another friendly champion. However, Heal is useless late game for Fizz and you can not use this spell to catch up to an enemy to secure a kill. For that reason, i personally prefer Flash to Heal.||Teleport is a good summoner spell in some cases. This summoner spell is great to have vs champions like Kassadin who excel at roaming. In other cases, Teleport is strong for ganks with certain compositions.|
Nimble Fighter (Passive): This is Fizz's passive, which negates basic attack damage and allows fizz to move through minions. Nimble Fighter is a very unique passive which allows Fizz to do crazy things like jungle or go up against ad top laners. One of Nimble Fighter's great usages is to allow Fizz to fight in teamfights longer than most ap casters, and is especially useful since he is melee.
urchin strike (Q): Urchin Strike is an initiate spell for Fizz which applys on-hit effects. This ability compiles your amount of ad, base spell damage, and 60% of your ap as physical and magic damage. The main spotlight of this spell is that it works very well with Lich Bane. Using your Seastone Trident procs your Lich Bane and your Urchin Strike will compound your damage from your Seastone Trident and Lich Bane. With the low base damage that this brings regardless of leveling it, i max this spell last.
seastone trident (W): This ability is very strong on Fizzle because it makes his basic attacks deal a flat amount of magic damage + 35% of his ap over 3 seconds that becomes stronger the lower the health of the target. When activated, Seastone Trident deals a higher amount off base magic damage and applys grievous wounds to lower incoming healing by 50%. With this ability, you can fight tough top lanes like Vladimir or Zac and trade effectively because they rely on healing to sustain in lane. Also, you can out harass other melee ap casters like Kassadin or Akali because you can basic attack them while they're farming to deal an immense amount of damage.
Playful / Trickster (E): This ability has high base magic damage and high ap ratios, so i tend to max this second. Not only that, but Playful / Trickster is a great escape mechanism, which allows Fizz to run from ganks or chasers! This ability also allows Fizz to hop over walls to safety, catch running opponents, or check objectives like dragon or baron nashor without getting caught.
Chum the Waters (R): Fizz's ultimate does A LOT OF BURST having incredibly high base magic damage and great ap scaling. The one "problem" with this skill is that it is a skill shot, which requires you to aim the skill at an enemy to hit. This skill passes right on through minions,monsters, and walls, so it is quite easy to hit in comparison to Lee Sin's Sonic Wave / Resonating Strike. Max this as soon as you can because this boosts your burst a lot!!!!
Ability SequenceFizz you max your Seastone Trident for its extreme poke with basic attacks, which stacks with Urchin Strike. Also, it has a very low CD, so you always have access to strong magic damage. For maxing the second ability, i max Playful / Trickster to lower it's overall cooldown and because the ability has strong ap base damage and ap scaling. Lastly, i max Urchin Strike because it has very low base damage, so there is a lack of reason to upgrade this skill.Max Chum the Waters as soon as possible because it allows extreme burst!