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Fizz Build Guide by iChowy

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author iChowy

S4 Fizz in the jungle

iChowy Last updated on April 14, 2014
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
14
15
16
17
Ability Key W
3
4
5
7
9
Ability Key E
6
11
18
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction

Hello guys, this is my first guide so please do give me feedback and like it if you enjoyed it and learned from it. Fizz is one of my most favorite champions, i love how you can be so cheeky and daring when playing him, and i hope you guys will learn how to have fun with Fizz too! Fizz has one of the fastest clear times, amazing ganking potential and high mobility. With this guide, I will teach you how to carry your team to victory. Fizz may not be one of the more common junglers, but in season 4, he will make people regret not banning Fizz.


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Jungling route

First route.


Start blue and smite it early, Fizz's w deals more damage the less health the opponent has, so with a good leash you should hardly be touched. Move to your Red and use 1 or 2 pots while clearing it. You will be at level 2 right now, so go clear the Wraith camp then head over to the bot/top lane.

Second route.


Start Red and smite it early, Fizz's w deals more damage the less health the opponent has, so with a good leash you should hardly be touched. Move to your blue and and use 1 or 2 pots while clearing it. Kill the Wight to get to level 3 and proceed to gank top/bot lane.


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Pros / Cons

Pros

    Super fast jungle clear camps
    Amazing ganking with 2 gap closers and a slow and knockup once he reaches level 6
    Very high mobility

Cons

    Relies on
and pots for sustain


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Items


Once you get this item, you will be able to stay in the jungle for much longer periods of time. Gives AP and CDR, the extra gold from it's passive is helpful too. In late game, you can sell this item and get one of the Situational items listed below.

Take DFG if you want to be more of an assassin and just go in and delete squishies. It gives a whopping 120 AP, so it not only has a really useful active but also makes your abilities deal a whole lot more damage.

Lich bane is what makes his + combo hurt.

Zhonya's is essential for fizz, if you ever get in a sticky situation, all you have to do is Zhonya's and you will be fine. Fizz has relatively short cooldowns, so once he comes out of the golden pose, chances are, he will be able to Playful / Trickster out.


Situational Items



Get it if you need some extra health and if the enemy is tanky.

Not an essential item for Fizz but still good on him. Get it if you really need the extra health and mana.

If the enemy team deals a lot of magic damage, this is the item for you.

Get it if you need the extra health, and if your enemies just keep running away.

Very good defensive item for Fizz, just like Zhonya's, you can jump away straight after you revive from the dead. The Armor and Magic Resist helps a lot too.

Void staff goes really well with fizz, take this item if the enemy team is building magic resistance, or if you just want more damage in general.


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Champion Spells


Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels.



Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 40 / 70 / 100 / 130 (+60% of ability power) magic damage to it. The ability will also apply on-hit effects.

Passive: Fizz's autoattacks rend his target, dealing 30 / 40 / 50 / 60 / 70 (+35% of ability power) magic damage over 3 seconds that strengthens by 4 / 5 / 6 / 7 / 8 % of the target's missing health. Multiple autoattacks will only refresh the duration. The damage caps at 270 against minions and monsters.
Active: Fizz's attacks are empowered by 10 / 15 / 20 / 25 / 30 (+25% of ability power) for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.

Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.

If Fizz does not use Trickster, he will slam the ground below him, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage and slowing nearby enemies by 40 / 45 / 50 / 55 / 60 % for 2 seconds.
Active: Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.

Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area.

Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing 200 / 325 / 450 (+100% of ability power) magic damage, knocking up and slowing all enemies by 50 / 60 / 70 % in the area for 1.5 seconds.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Put a point in your W first for faster jungling. I like to put a point in Q afterwards for the low cooldown extra damage. Get your E next so that you can gank and clear faster.
Ability sequence > > >


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Unique Skills

Fizz's E, gives him really high mobility, these are the walls that fizz can jump over, use this trick to easily get away from any unwanted situation.
I took the picture from
http://www.solomid.net/guide/view/60928-fizz-build-guide-apc-by-it-was-only-fate


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Ganking

When ganking without Chum the Waters


+ >
Go in with your + then slow them with your .

When ganking with Chum the Waters


> + >
Engage with your then follow it up with your + combo, then slow them with your .


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Teamfights

In teamfights, you will usually go in with Chum the Waters then followed by Urchin Strike and Seastone Trident combo. Fizz deals a ton of single target burst damage, so use that to your advantage and try to burst down the enemy ap or ad carry, or whoever deals the most damage in the enemy team. Once you go in, Playful / Trickster out. Remember that even though you are invulnerable in Playful / Trickster, you are not when you Urchin Strike.
If you ever happen to catch a squishy out of position or isolated, ambushing and killing him will be a piece of cake. Even if you are unable to kill him, your team will finish the job because he will be slowed from Chum the Waters.


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Is Jungle Fizz Viable?

YES!
He has 2 gap closers, 1 crowd control, 1 grievous wound, 1 invulnerable. He clears camps as fast as other junglers, sometimes maybe even faster. Once he gets Spirit Stone he can stay in the jungle forever! He is very mobile and can get out of any sticky situation, and chase a fleeing coward with ease. He has one of the highest single target burst damage. Fizz can snowball easily, as long as you keep up the ganks, staying ahead of your opponent will be a piece of cake.