Fizz Build Guide by CookiesNCream
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Not Updated For Current Season
Not Updated For Current Season
Hello, ladies and gentlemen, and welcome back to my new improved guide, updated after the huge game changes from pre-season 3. Please note that this specific item build, as well as laning and overall teamfight gameplay are still in its infancy. A lot has changed since the pre-season patch, and it was really hard to keep up with the growing meta, especially for melee assassins. Well, supports and junglers changed more, but... YOU GET THE IDEA.
So, what happened was this: before the season 3 update, I had Fizz down pat; I was basically a carriage, carrying my teams to oblivion every game I played. Then season 3 rocks in and I lost every game. Not exaggerating. Literally every single game. So, after performing many rituals such as bowing to Phreak every time he said, "tons of damage", and spending 2 weeks trying to prove my theory that Nidalee can Pounce over any wall containing a purple light, a perfect build that will guarantee a win every game (even if the rest of your team has Smite Barrier) appeared before my eyes, and now I am sharing that build to you.
So, sit back and drink even more dozen cups of coffee while you try to stay awake and read through this guide.
Pros and Cons
* Easy to chase escaping enemies
* Dodges and escapes :D ( Karthus)
* Crazy snowballing
* Damage over-time!
* EAT ALL THE YORDLES MAWHAHAAHA
* Amphibian! (Well, sort of) *Actually, according to Riot, he is "an ancient water-dwelling species." Huh.
* Squishy (comparable to Annie)
* Need early farm and sustainable gold mid-game
* Hard to be involved in team fights if Chum the Waters is on cool down
* Heavily item-dependent
* Difficult to master
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Ability Power
Flat magic penetration will greatly aid in harassing enemy champions early game (even overpowered tanks like Volibear). It will also help getting early game kills, as Fizz needs a steady supply of gold early on.
Yes, absolutely get flat armor seals. They're cheap and you can't go wrong with armor, especially if you're going to be attempting level 1 trades
Flat magic resist is always quite ideal in mid lane. Because of the huge change in magic pen / magic resist, it might be better to get scaling magic resist instead *still pending for testing.
Ability Power for damage.
Greater Glyph of Scaling Magic Resist
Greater Glyph of Ability Power
Greater Glyph of Scaling Ability Power
Greater Quintessence of Magic Penetration
5 AP and AD when Ignite is on cool down.
I think attack speed helps just a little more than CDR. This may change as I try more stuff.
Helps more with farming
1 AP per level is barely anything, but get it for 8% magic pen
8% Magic Penetration is pretty ideal. It's not entirely the best, but it does the job for 5 skill points.
Ability Power = damage.
Well, meh. ~20 ap at level 1, so an increase in 1 damage per autoattack. Um, sure.
I guess more ap is good
Well, I mean, you have one more mastery point and it's the sixth tier...so you might as well put it here. It's really good for only 1 mastery point.
Scaling health is always nice :)
Slight health boost that can save you early game.
Items -- Early Game
*Please note that the item purchase order is entirely situational to who you're laning against and who on the enemy team is fed. For example, it may be ideal to buy an earlier Lich Bane, get more armor, build less MR, etc.
- Boots of Speed + Health Potion x 3: Always always start with these and not a Doran's Ring. Fizz needs the mobility, regardless of enemy champion.
- Doran's Ring: Doran items are, by far, the strongest items in early game. Get some rings and dominate that lane.
- Sorcerer's Shoes: Once you get this, you'll have even more magic penetration...and even more damage! I generally rush Sorcerer's Shoes for the movement speed.
- Haunting Guise: Rush Haunting Guise if you're ahead (generally get it at 6-8 minutes).
- Sheen: This will help you with your burst; extremely efficient if you're ahead.
Items -- Mid Game
- Rabadon's Deathcap: Obviously, all offensive ability casters need this item. If champions haven't started building magic resistance by now, you will create terror.
- Lich Bane: NO MORE MAGIC RESIST NOOOOO. Well, at least the movement speed is still there... and the passive has been nerfed a bit T.T
Still, it's basically THE item for Fizz.
- Guardian Angel: Guardian angel. No explanation needed.
Items -- Late Game / Situational Items
- Need tankiness? Get Rylai's Crystal Scepter.
- That Ziggs or Karthus ult making you lose team fights? Get Zhonya's Hourglass or Abyssal Scepter.
- Not enough damage? Carry Void Staff.
- Want to burst down the ADC while 5v1 and make it out alive? Well, you can already do that, because you're Fizz.
Other Item Stuffz
- Hextech Gunblade: When Fizz first came out, a lot of people built this on him, probably because of his attack damage scaling on his Q. Then people realized that spell vamp doesn't really help Fizz as it does on other champions. So, no one buys it anymore, and you probably shouldn't either. Don't buy Will of the Ancients either.
- Deathfire Grasp: *-* dat active. Like a single-target mini Vladimir ult. Damage amplification won't really help Fizz because one combo late game will insta-kill the adc anyways. However, mid-game, it is extremely effective.
- Rod of Ages: This item is good if you can get it around 15~16 minutes; otherwise, it won't help at all.
- Liandry's Torment: More damage over time is really nice, plus amplified damage if you land your ult or E first. This also synergizes well with Rylai's Crystal Scepter, since all your spells will impair their movement. However, it's not really the item for Fizz; there are better options out there.
More to come as I experiment with different items!
- When enemy champions come up in front of you and you have to escape, try to walk through large bodies of minions (this can slow enemy champions down as they try to walk through as well, and it can get you out of range from a possible CC).
- Conversely, use it to walk through minion waves to catch up to escaping champions. The damage reduction will make minion aggravation bearable.
- Allows for easier jungling!
- This passive does not make you indomitable. It may allow you to escape with 3 health left, however, giving you an oh-so-slight advantage.
- Use this to close the gap from enemy champions, whether it be using it on them, or a nearby minion.
- Use this to widen the gap from enemy champions, whether it be using it on them, or a nearby minion.
- This ability will allow you to dash through narrow walls or ledges. If you have sight on some neutral creatures in the jungle, using this on them can really aid in your escape. Use it to your advantage!
- Note that you won't pass through terrain if you Urchin Strike on an enemy on the same side as you are.
- If enemy champions are attacking your turret early game, don't be afraid; go up to them and start auto-attacking with this active. They can't really do anything about it.
- Activate this during the animation of the dash of Urchin Strike so that it'll be up when Urchin Strike hits.
- Don't rely on this for harassing enemy champions early on, as you DO have to get real close to them to do any damage.
- Ignite + Seastone Trident = dead enemy champion.
- As I've mentioned, activating Playful makes you untargetable (yes, UNTARGETABLE) for 0.75 seconds. This means you can dodge a majority of abilities with correct timing.
A few examples of abilities to dodge: Karthus' Requiem; Ziggs' Mega Inferno Bomb; Zilean's Time Bomb; Ashe's Enchanted Crystal Arrow; Ezreal's Trueshot Barrage; Fizz's Chum the Waters; you get the idea.
- Using this ability will cancel minion, turret, and monster aggravation. This is why Fizz can be a good tower diver.
- This ability can be used to leap over narrow walls and ledges. If you are getting chased in the jungle (or if you're chasing an enemy in the jungle), use it to your advantage; IT CAN SAVE YOUR LIFE.
- If you're following this guide to the letter, you have NO defensive runes. Therefore, CONSERVE this skill until you get decent CDR (i.e. DO NOT use it to kill minions).
- If you are jungling, only use this ability on neutral monsters before you begin attacking. Remember that this ability cancels monster aggravation; therefore, using it when jungling will reset the monsters.
- Land it on an escaping champion to slow them down.
- Only if necessary, use it on enemy champions when you're getting chased, or if a teammate is getting chased (I really don't recommend this as Fizz has Urchin Strike and Playful / Trickster for escaping purposes).
- You MAY be subjected to spam this, as the cool down gets pretty low. Talk to your teammates.
- This is a skill shot. This means YOU CAN MISS. However, it also means you can use it in the Fog of War if you know someone will be there (hopefully they'll have 100 health).
- Landing this in a vacant area and having an enemy champion run through it will cause Chum the Waters to latch onto the champion.
- There is a slight knock-up / knock-back when this is executed. Use it to your advantage.
- Spell shields such as Banshee's Veil will drop the ult onto the ground instead of latching.
Here are some general skill combos to help you in your lane!
The only combo you need to know about.
Ok, but seriously, with this, you can counter Dr. Mundo, Fiddlesticks, Volibear, Swain, Master Yi, Sona, Taric, Vladimir, etc. etc.
Other (not as useful) combos:
I don't recommend this. Don't initiate with Playful / Trickster.
This is actually such a simple but highly effective combination. Use Urchin Strike to lock onto a target beyond your range. Then quickly tap E twice; using Playful / Trickster keeps Urchin Strike locked onto your target. This means that as soon as you land from E, you will immediately Urchin Strike to the target, if it is within range.
- + +
This is your burst. Urchin Strike as soon as you land Chum the Waters while activating Seastone Trident for enhanced basic attacks. You can also add in a Playful / Trickster and/or an Ignite in there too.
Land Chum the Waters then quickly use the active on Deathfire Grasp before your ultimate initiates, dealing as much damage as possible. Basic attack them with Seastone Trident active while they become knocked-up, and Urchin Strike when they try to run.
This is the spell for Fizz. Fizz is great at chasing down low-health enemies and quickly eliminating them; using Ignite with Seastone Trident will make sure you swiftly deal the fatal blow. Ignite is really helpful to effectively kill champions early game, which is just what Fizz needs to dominate late game. I always take this spell when I play -- no exceptions.
Eeyup, flash is the best right now.
NOOOO MY HEAL. Y. Y U DO DIS RIOT. NOOOOOOO Q_Q I CAN'T GET TEH FIRST BLOOD QQ. This is set under Alternatives, but, really, it's the most useless summoner spell now (next to Barrier).
This is also a good spell for chasing enemies like Teemo, Blitzcrank, Singed, Master Yi, etc. It will also help you in escaping; but, again, you have Urchin Strike and Playful / Trickster for that.
This is a viable spell, but it's not really as useful in mid-lane.
Counter Ignite for first blood (viability pending for test)
Secure first blood. Win lane. Gank other lanes. Get fed. Have enemy surrender at 20. GG. And, of course, three question marks proceeded by profit.
Ok, seriously, just last hit, Q the enemy if you have the minion advantage and they used their main attack spell on minions, and that's all. Ideally you want to either: freeze lane just beyond your turret; or push lane and gank other lanes.
So, you're playing draft pick or ranked, and you're wondering when you're going to want to play Fizz as a counter. First, Fizz has mobility. This means you're going to want to go up against champions that use skill shots. This includes, but isn't limited to:
The next thing to consider is that you have a built-in Grievous Wounds. So champions that rely on healing themselves are good for countering with Fizz. This includes, but isn't limited to:
Finally, the last thing to consider is Playful / Trickster. This has untargetability, so champions with ultimates and other skills that are obvious are the ones to lane against. This includes, but isn't limited to:
- Brand, notably with Pyroclasm
- Ezreal, notably with Trueshot Barrage
- Karthus, notably with Requiem
- Lux, notably with Finales Funkeln
- Ziggs, notably with Mega Inferno Bomb
Now, when do you not want to pick Fizz? Firstly, Fizz relies on dodging enemy harass. However, damage over-time (DoT) can't really be dodged in any way. Thus, champions with this ability will give you a hard time in lane; this includes, but isn't limited to:
- Brand (provided you can't dodge his skill shots)
- Cassiopeia (provided you can't dodge her skill shots)
Next, Fizz relies on targeting the squishy champions and bursting them down. Obviously, if there's a tanky person in mid, it'll be hard to 1v1 against them. This includes champions like:
Finally, Fizz can't ****ing clear waves (unless you level E first). So champions that can clear waves fast will be able to do just that, and roam, leaving you really far behind. Champions like:
Well, that's all for now. I might expand this later to explain laning against every single mid champion, but...I'm too scared to do that. Hopefully, this will be sufficient for now. D:
- Roam the jungle with your team
- Ult an unsuspecting player
- Kill said player
- Proceed to take buffs / turret / dragon / baron.
Sometimes, I pretend I'm a rat ( Twitch):
- Stay hidden from enemy view
- Meanwhile get in perfect positioning (preferably flanking the team from behind)
- As the enemies initiate a fight, ult the ADC / AP carry / squishy fed player from behind
- Kill said player
- Hop to your team
Or sometimes, I pretend I don't give a damn about anyone ( Tryndamere):
- Chum the Waters right in the middle
- Hope that you manage to do damage to all five enemies
- Chase the left overs
Things to look out for in a team fight:
- Spell shields. Including: Banshee's Veil, Quicksilver Sash, Cleanse, Nocturne, Sivir, Gangplank, etc.
- Invulnerability. Including: Fizz, Vladimir, Zhonya's Hourglass, Shaco, Zed, Tryndamere, Kayle etc.
- Second-lives. Including: Zilean, Guardian Angel, Yorick, etc.
- Magic Resist
- Position of AD carry, AP carry, squishy fed players
Questions and Answers
Can I ask you a question?
- Yes! :D
Can you actually play Fizz?
- Nope. D:
Does this build/guide work?
- This guide is specific to my play style, so it may not be beneficial for all players.
Y U GET W NOT E OR Q LEVEL 1?
- Seastone Trident's damage at level 1 is crazy. It is simply over-powered.
Not using Playful / Trickster loses a bunch of potential damage. Why don't you use it often?
- Using it often loses a bunch of mana and potential escapes as well.
14/06/12 -- Published guide (OMG OMG OMG What have I done)
15/06/12 -- Added Skill Combinations Section
16/06/12 -- Changed the guide's name...not very original though, haha.
17/06/12 -- Slight formatting adjustments
20/06/12 -- Major formatting adjustments to item section
20/06/12 -- Added Q&A Section
21/06/12 -- Added (a completely lame) Laning Section
25/06/12 -- Minor adjustments and additions
28/06/12 -- Adjustments to item purchase order
07/07/12 -- Major changes to runes and items
08/07/12 -- After seeing Rod of Ages on many Fizz builds, I've created a little rant for it :3
18/07/12 -- Added a second build! Mostly because I got complaints from people with Nashor's Tooth
22/07/12 -- Changes to Items Section (now broken up!). Minor formatting adjustments
24/07/12 -- Completely reworked my build. Also added a really small Counter Section. Enjoy ~
27/07/12 -- Minor renditions
07/08/12 -- Added a few items, changed my view on Rod of Ages a bit.
07/08/12 -- Third build added, Laning section reworked, changed runes, other unnoticeable changes
12/08/12 -- Heal explained.
14/08/12 -- Minor changes to item build, many changes to item section, fixed errors, etc.
17/08/12 -- Fixes much grammar tingz now understndble is me guide !
22/09/12 -- Slight changes to item build
23/09/12 -- Really small change to skill order. (Q and W order)
23/09/12 -- Changes to Laning Section
08/10/12 -- Changes to masteries and items section; other small modifications
28/10/12 -- Addressed the nerf of Deathfire Grasp
08/11/12 -- Addressed changes to summoner spells for season 3 (NOOO HEAL NOOO)
22/11/12 -- Few little changes
18/12/12 -- S3 changes
Going to add:
- Expect many slight changes as I try more stuff with Fizz. This guide is still in its early stages and needs to be tested further.
- I've been looking more and more into "counter-initiate Fizz", meaning leveling up E first. This basically goes against everything I've ever known, but I heard it counters a bunch more champions, making Fizz very flexible. I will look into this further.
Ask me any questions or whatever, and I'll either answer them via comments or PM, or add them here. Requests for items, builds, etc., I'll gladly try out and modify my build accordingly.