Fizz Build Guide by tela82
Not Updated For Current Season
Not Updated For Current Season
Today we are going to writte a Fizz guide ;)
Like always, I will start with a short introduction for all, to try to understand this champion and his main role for what it was designed.
In short words Fizz is an AP killer extremely powerful and one of the most mocking champions that can exist.
Also I dare to say and without exaggerating that it's one of the hardest champions to play. Why? Because with Fizz you can not relax, you have to be always aware, you can not let the enemy to catch you under any circumstance. The art of evasion is your strongest asset and if you learn master, you will become a killing machine.
Unlike others squishiest champions who fight from the distance, Fizz must lie melee to inflict damage and audacious enough to escape. That means get into the battle and get out, It seems difficult but it is not, if we think that is carried out properly.
You can inflict a high burst of damage almost spontaneously, strong enough to delete any enemy before he can execute any action. Not only that, you also call the attention of your enemies trying to chase you, making them waste time and giving it to your team.
The important is to understand that with Fizz is not so hard to learn what each skill does, but rather how to use them: In which moments, situation, with whom. To learn that, is not required skill to type faster but rather to think tactically and boldly. You need to develop in the game a sixth sense.
If you've never played this champion, the most sure is that the first games will be a disaster... but don't give up!
Note: This guide is newly written, not fully mature and complete!!! I need time to cover many aspects and details, but for a first presentation is more than enough!
Pros / Cons
+ High burst damage!
+ Carries Games!
+ Counters most mid laners! (included AD mid laners).
+ Hateful! xD
+ Strong ganking capability!
+ Great mobility!
+ CC for everybody!
- CC is strong against him..
- Hard to master completly..
nothing in this line
nothing in this line
nothing in this line
nothing in this line
nothing in this line
Sure many of you were asking when saw the runes before: Why hybrid penetration runes and mixed masteries?
There is a reason why I use Mark of Hybrid Penetration and not directly Mark of Magic Penetration as well as there is a reason why I mix the masteries and don't choose just pure AP masteries.
Fizz is a champion that win a lot of potential more late in the game. He need some lvls to reduce cd on the skills, get damage and also some items to start to shine. The hybdrid penetrations marks, masteries and the mix of AP / AD quints, will give to you the strength needed in the early phase, to get some first kills.
I don't recommend play Fizz with full red Magic penetration runes and Full AP Quints... the first levels are going to be more hard and probably you will die more and farm a lot less....
- 9 x Mark of Hybrid Penetration is the optimal mark. You want it so your autoattacks and spells do more damage at the first levels. From lvl 1 or 2 you can sorprise any mid using Playful / Trickster to jump on him and hit hard with autoattacks, forcing him to use flash or die. This tactic is not recommended vs AD if he was not previously weakened.
- 1 x Greater Quintessence of Attack Damage attack damage for the autoattacks on the first levels.
- 2 x Greater Quintessence of Ability Power standard for AP mids.
- 9 x Seal of Armor for your enemy's autoattacks to hurt less. Also standard for most champions.
- 9 x Glyph of Scaling Ability Power they help you scale into mid o late game. Are not really a must, can be replaced by Greater Glyph of Magic Resist.
2 x Sorcery we need less cd for our spells.
2 x Butcher farm isvery important, on this way we don't fail the last hit.
4 x Deadliness & Blast to get more attack damage and ability power x lvl.
1 x Weapon Expertise & Arcane Knowledge more armor and magic penetration.
0 x Havoc is a pity I can't put any point here, but I need them for something more important later.
2 x Brute Force & 3 x Mental Force > Havoc Sunder Archmage in the early stage of the game.
Playful / Trickster 70 / 120 / 170 / 220 / 270 (+75% of ability power)
Let's suppose we are lvl 4 with Sheen 25 AP + 4,95 + 4,95 runes.
2 x Playful / Trickster = 120 + 26,175 = 146,175 magic damage.
Mental Force = 120 + 30,675 = 150,675 magic damage.
Havoc = 146,175 + 2% = 149,0985 magic damage.
Archmage = 146,175 + 5% AP = 147,92 magic damage.
Winner Mental Force !!! ^^
Havoc Sunder Archmage didn't lost because they are bad, they lost because are late game masteries, in the early phase are insignificant and you need anyways big amounts of AP to really see a difference.
Now lets stop to do maths, because this will happen the same with every skill and to see others results you need to be above lvl 6 and have more AP. That means farm and time.
The thing is be strong between lvl 1 and 6 and these masteries makes us more strong, of course we could have all oriented to do more damage and more AP etc, BUT we need this damage in the autoattacks to get kills early, we need points in Weapon Expertise & Brute Force .
1 x Executioner 5% damage to targets below 50% hp. Is just one point and obviously Havoc is a 2% always but we need 3 points on it and we don't have 3 points.
I could actually go full Offense masteries... but as I explained before, I can do it without the "late game masteries" and what I like is to have some more defense, to feel more secure and also if I do any little mistake just don't die easy.
I will explain the items section following a chronological order more or less.
Crystalline Flask the idea is harrass from the begining. I buy this items because is cost efficient if you keep it for a long time. In my case I feel it usefull because also allow me to carry more pots if I see it necessary. Also I have remaining gold to buy an extra Health Potion and a sight ward.
Doran's Ring I buy one by the only reason that works pretty well on Fizz, giving to him more sustain, mana regen and AP.
Sheen The first item that gives a real boost to Fizz. It's Passive also synergy with our combination of hybrid runes and masteries ^^
Lich Bane I rush it directly! before boots, before anything! Sometimes is not possible wait 2 seconds after using a skill, but is good to try to do, it to inflict more damage (remember to learn the art of evasion :)
Seeker's Armguard next item I rush most of the cases even if I play vs an AP mid, only because is very cheap, protect me against others AD and its passive is really good. I usually buy it always...
But let's suppose in the enemy jungle we have Elise and the mid is AP or just because I see need MR because the enemy inflict to me too much damage, then I rush Abyssal Scepter. With it I got MR and also I reduce the magic resist of the enemy, making my skills more effective on him.
Sorcerer's Shoes I buy the boots in some moment after build Seeker's Armguard or Abyssal Scepter, depending the situation.
If I was forced to buy Abyssal Scepter then now I buy Zhonya's Hourglass before buy Rabadon's Deathcap.
What I mean is, try to buy Zhonya's Hourglass as soon it's possible in the game, because it will save you in many situations.
The rest of items: Rabadon's Deathcap, Abyssal Scepter, Rylai's Crystal Scepter the order doesn't really matter, because you buy them in function of what is need during the course of the game.
If it was for me I would buy items in the next order, to optimize my damage: Lich Bane, Zhonya's Hourglass, Rabadon's Deathcap, Abyssal Scepter, Rylai's Crystal Scepter.
Some optional items:
- Deathfire Grasp I don't know if it is realistic buy 3 or 4 items around the 3k gold.But if you like to do extreme damaged and you feel you are skilled enough go for it.
- Void Staff I don't know if this item is a good idea, normally you objetives are squishiest, not shen, malphite... maybe if there is too much offtank you should buy it.
- Guardian Angel good item if you feel it.
Ok I think with this I cover the most part of the explanation of the items and feel free to prioritize the order of items buying, according the circumstances :)
- Barrier & Flash are my settings by default.
- Ignite if you choose this spell be sure to sacrifice some point in the masteries and put it on
- Teleport if you want to troll or something :P
The first point goes to Playful / Trickster, the second to Seastone Trident and the third to Urchin Strike.
The reason is simple, we don't need to put a first point to Seastone Trident to farm, because we have already chosen Butcher . Second we prevent a gank from the beginning and we don't need to waste Flash in the first 3 minutes of game if the enemy is a super jungler. Third if the enemy is an AP squishiest you can sorprise him at lvl 1 or 2 jumping on him, doing in first place Playful / Trickster damage and then autoattacks, forcing him to flash or die, (becareful minions don't hit you).
The second point goes to Seastone Trident, indeed it will help us to ensure last hit to minions and also if we jump on the enemy that our autoattacks inflict more damage.
The third point goes to Urchin Strike and with this we complete our skill set. Fizz "dashes a fixed distance", that means that if you jump to your enemy with Playful / Trickster, you can activate Seastone Trident, hit and escape using Urchin Strike in direction to our turret or minions.
The first skill we max always is Playful / Trickster for many reasons:
- Does more damage than all the others skills, except Chum the Waters of course.
- Maximizing this skill first, reduce its cd, what gives to us more chances to escape from undesired situations.
- We farm complete waves of minions.
The second skill we maximize is Urchin Strike for the reason:
- Its spontaneous damage, I mean we don't need time to stay with the enemy, losing time autoattacking and expose oneself.
- Also can be a tool to escape from death.
The third skill obviously is Seastone Trident is a very nice skill specially for its passive because the magic damage over the next 3 seconds... I killed many enemies, that Flash and then die because the dots XD
Chum the Waters this skill can be very hard to land if you have bad luck... I suggest use smartcast, put the damn cursor over the enemy and throw the shark!! of course maximize this skill always at lvl 6, 11 and 16.
Let's suppose we play against Lux or Kha'zix or Morgana or almost any champ :P The tactic is to stand near the enemy and taunt him inducing to throw to you some spell.
When this happen don't stay without reaction!!! USE Playful / Trickster and jump to him!
Activate Seastone Trident and hit him.
Retreat with Urchin Strike!
If the enemy is enough weak, use Chum the Waters and perform the combo to kill him. That's all.
In Team fights sometimes is hard to get in and get out, that's why we build Zhonya's Hourglass. Do not hesitate to activate as soon as you see surrounded.
So this was my guide :) Fizz is one of the most fun champions to play. I hope to improve more sections in the future. I hope you liked it. Im open to suggestions and also negatives or positives votes :/
I would like before vote give a try to it and think that the guide is fresh and new, that's why is not at the same height as the others guides.
I would like to hear opinions to improve my guide, which sections or what could add more detail to explain things.
I thank you all! :)