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Spells:
Exhaust
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
In this guide i will give you a short introduction in a Hybrid Fizz.
Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted trident from the ruins and set out alone.
For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
''Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side.'' -- Miss Fortune, the Bounty Hunter.
For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
''Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side.'' -- Miss Fortune, the Bounty Hunter.
- Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550
This is one of League Of Legends coolest charge trick by far. The fact that you rush through the opponent can be used as an easy way to pick up a kill, or escape by overwhelming the opponent from a bush.
- Fizz's Seastone Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600
Seastone trident is just an incredible spell. The overtime damage can give a stunning result. Just think, your laning, and you see your opponent using his last health potion. You simply run in and hit him once, this will reduce his healing by 50% ( ! ) Then you just Playful/Trickster back again
- Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400
This is the spell which makes Fizz so different from all the other champions. While jumping around untargetable, think of the possibilities! A perfect timed one, might interrupt a suppressing Warwick or Malzahar, and thereafter slow them alot! This spell is very situational. It might be smart to keep it in a fight, this can make it a chasing ability or an escaping ability.
- Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
Cost
150 Mana
Range
1275
This is Fizz's Bread & Butter. You fire a small fish onto a target which slows it, and then he gets eaten by a GIANT FREAKKIN SHARK!! This spell can conclude a teamfight, it can save an ally, it can turn the tides in almost any situation! Chum The Waters is also a squishy skill, it must be aimed correctly to not be useless. BUT! Don't be so greedy on it. It has only 99 seconds cd on lvl 6!
- Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.
This is an epic passive. It works the same way as Janna's Zephyr. Moving through minions may let you get an easy kill, or better, a perfect escape from the enemy! People like Lee Sin can't catch you by his Q then. (PS: It might make him Q.Q) The physical damage reduce is also very good. This will make basic attack dependent characters like Master Yi, Sivir or Vayne cry when meeting you.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550
This is one of League Of Legends coolest charge trick by far. The fact that you rush through the opponent can be used as an easy way to pick up a kill, or escape by overwhelming the opponent from a bush.
- Fizz's Seastone Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600
Seastone trident is just an incredible spell. The overtime damage can give a stunning result. Just think, your laning, and you see your opponent using his last health potion. You simply run in and hit him once, this will reduce his healing by 50% ( ! ) Then you just Playful/Trickster back again
- Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400
This is the spell which makes Fizz so different from all the other champions. While jumping around untargetable, think of the possibilities! A perfect timed one, might interrupt a suppressing Warwick or Malzahar, and thereafter slow them alot! This spell is very situational. It might be smart to keep it in a fight, this can make it a chasing ability or an escaping ability.
- Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
Cost
150 Mana
Range
1275
This is Fizz's Bread & Butter. You fire a small fish onto a target which slows it, and then he gets eaten by a GIANT FREAKKIN SHARK!! This spell can conclude a teamfight, it can save an ally, it can turn the tides in almost any situation! Chum The Waters is also a squishy skill, it must be aimed correctly to not be useless. BUT! Don't be so greedy on it. It has only 99 seconds cd on lvl 6!
- Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.
This is an epic passive. It works the same way as Janna's Zephyr. Moving through minions may let you get an easy kill, or better, a perfect escape from the enemy! People like Lee Sin can't catch you by his Q then. (PS: It might make him Q.Q) The physical damage reduce is also very good. This will make basic attack dependent characters like Master Yi, Sivir or Vayne cry when meeting you.
I choose this rune because it helps your damage on your W, which is quite important for your damage output.
I choose this rune because of Fizz's hard early game, it will help you stay longer in lane, especially against ranged DPS.
I choose this rune because of Fizz's early game problems. This will give you more surviveability against those AP crazies.
I choose this rune because Fizz is all the way AP abilities. ( even though AD is a good help )
This will help very much early game.
In early game you should be taking Boots and 3 Health Potion This will give you the chasing ability and running. Moving is very important as Fizz. Your Health Potion will give you a longer "lane-life" before you must go back. You should be taking top lane, most happily with a tank like Malphite or Alistar. First blood is an great option for Fizz, so be sure to keep your tank close into the bushes. With Seastone Trident you should start your farming quite well, be sure to last hit all the minions you can
In mid game you should have finished your Sorceres shoes and Sheen. You might have some kills to help you with gold also. You should be getting your Bilgewater Cutlass and your Blasting Wand soon. Be sure to watch other lanes carefully. You never know when someone misses an ss! Buy wards if necesarry,or talk to your lane partner.
You should know have completed your Lich Bane and your Hextech Gunblade. You should also be far into your Guinsoo's Rageblade. Be sure to watch your team as it know should be time for all gathering mid.
In team fights, don't rush in, Fizz is easily focused. If you stay behind your tank, and wait for the perfect moment for your ulti, you can secure the teamfight. Your Chum the Waters should never be shot at a single target, as it slows and knocks them up. This is better on more people, so it can stop a devastating combo, like Death Lotus or Requiem You should focus on hitting their carry, you can fast take down their highest damage outputter, BUT be sure to save Playful / Trickster for an escape, you never know when you will be focused.
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