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Fizz Build Guide by Gone fizzin

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League of Legends Build Guide Author Gone fizzin

Season 6 Fizz Guide, King of The Sea

Gone fizzin Last updated on March 3, 2016
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Ability Sequence

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

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Fizz with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Vel'Koz Very slow and immobile, just watch out for his poke
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Introduction

Good day Gone Fizzin here and welcome to my season 6 MobaFire guide "King of The Sea". This guide will help you Increase your knowledge and understanding of Fizz, his mechanics, gameplay, abilitites, and more. This guide is to help those who want to know more about Fizz and successfully play Fizz.


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Lore

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




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 sharp cleverness that let him skirt danger with 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 seastone trident from the ruins and set out alone.






Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as 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 inadvertently 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 creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.


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Pros / Cons

[Pros]
•Super fun.
•Amazing all throughout the game.
•Can farm to epic proportions.
•Amazingly Mobile.
•Awesome ganker.
•Deals TONS of damage.
[Cons]
•Very high skill cap.
•He's melee.
•Low sustain.
•His ult is a skill shot.
•Needs alot of farm (or champion kills).
•Very little armour.


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Fizz's Abilities



Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.

Physical Damage: 100% AD

Magic Damage:10/25/40/55/70 (+0.3 ability power) magic damage
Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.

Total Magic damage: 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health) as magic damage

Active: Fizz's autoattacks are empowered for the next 3 seconds, dealing additional magic damage on-hit.

Magic damage: 20/30/40/50/60 (+0.45 ability power) over 3 seconds
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 magic damage and slowing nearby enemies within 330 range for 2 seconds.

Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)

Slow: 40 / 45 / 50 / 55 / 60%

Trickster Range: 400
Active: Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 270 range. Trickster does not apply a slow.

Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Active: 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. The fish will slow and reveal any enemy champion it is attached to.

Slow: 50 / 60 / 70%

Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.

NEW : SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.

Magic damage: 200 / 325 / 450 (+ 100% AP)


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FIzz's Counters


Ryze

Ryze is a good counter to fizz early game because of his low cooldowns on his abilities. If you can avoid fighting him until you hit level 3-4 you should be able to dominate the lane, until then just play passive.

Annie

Annie this match up is in Annie's favour, but you can win if played correctly. It all depends on who gets the upper hand early game, because of her farming ability with her Q and her stun, it will be incredibly difficult to inflict damage to her without taking more damage than you can inflict.

Mordekaiser

Mordekaiser is almost always a losing situation, the only way you win is if you kill him 2-3 time really early, avoid this matchup at all costs, try switching to top lane, if Mordekaiser follows you, you do have a better chance due to the lane change of length, it allows for you to get your combo off more then once and allow you to shove Mordekaiser out of lane or kill him. (If you are skilled with Fizz then this matchup should be less difficult.)

Cassiopeia

Cassiopeia you have the upper hand in this match up,but she can be difficult if she lands her poison on you constantly. There are some benefits to this lane, Cassiopeia is very squishy, which will allow you to eliminate her once you hit level 3-4. It all depends on how well you play with Fizz.

Riven

Riven Is a very difficult matchup, although you don't see Riven mid very often, it can ruin your day, Riven has the advantage in every situation before level 6, since you are both melee it gives her the upperhand due to her tankiness and burst damage early. If you are able to farm safely and not die before 6, you have kill potential in an all in fight if you land your ult and dodge her execute with Playful/Trickster.

Diana

Diana Is all about skill, it can go both ways, most of the time if you take Barrier you should be able to win in an all in fight with Diana. Dodging her Crescent Strike will lower her damage output significantly after level 6. Once you get your Sheen You should win the lane, if you can keep up to par with her farm, or out farm Diana


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Skill Sequence

Start off with one point into everything.


I prefer to max Playful/Trickster [E] first because this is a huge boost to your mobility and AoE damage for early teamfights.At level 9 the cool down on this is very low, the option to dodge ultimates or other high damage skills every seven seconds is also extremely useful with how squishy you will be.


I max Urchin Strike [Q] next to constantly proc Lich Bane. Your poke damage is almost unmatched at this point, so start picking apart enemy squishies that have a tough time responding before you double blink away with [E].


Seastone Trident [W] is a solid skill, but I max it last since we are going for a burst style build. Against most teams, I don't find Fizz nearly as effective when built around auto attacking.


Always level up Chum the Waters [R] when possible to lower the cooldown and increase the damage.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Places fizz can hop and can't hop


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Fizz's Farming



Fizz farms well with passive, or activation of it, even under the tower. Keep last hitting and you'll get your gold.

Fizz's can farm too. If you see a huge creep wave, use and you will clear the wave in no time!

Just Practice and within no time you be a master farmer.


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Games Played With Fizz


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Fizz after the Nerfs

Hey guys, now I know these nerfs to Fizz were very brutal, and if you have not seen them here they are

Q - Urchin Strike

DAMAGE : 10/40/70/100/130 (+0.6 ability power) magic damage ⇒ 10/25/40/55/70 (+0.3 ability power) magic damage

BUT CAN YOU DODGE A FISH? : Fizz no longer deals damage to the target if they move out of range of Urchin Strike before it completes


W - Seastone Trident

Removed : SO THEMATICALLY CONFUSED : No longer applies Grievous Wounds

ACTIVE ON-HIT DAMAGE : 10/15/20/25/30 (+0.25 ability power) magic damage ⇒ 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health as magic damage

PASSIVE DAMAGE OVER 3 SECONDS : 30/40/50/60/70 (+0.35 ability power) (+4/5/6/7/8% of target's missing health) over 3 seconds ⇒ 20/30/40/50/60 (+0.45 ability power) over 3 seconds


R - Chum the Waters

new: SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.

Now all this being said, is he still worth playing? Absolutely, now the only issue is his early game was quite effected by this, he is no longer to brawl enemies making it VERY hard to obtain first blood between levels 1-5, but at level 6 you should be able to dominate your lane, your sheen is the most important thing in your build right now, the faster you can get that the faster you will begin to snowball.

You may be wondering how this will effect you during matchups, well all it really means for you is be more cautious, other then that, keep on fizzing up your opponents


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Ladies and Gentlemen, Riot has realized their faults and fixed our beloved

Q - Urchin Strike

DAMAGE : 10/40/70/100/130 (+0.6 ability power) magic damage ⇒ 10/25/40/55/70 (+0.3 ability power) magic damage

BUT CAN YOU DODGE A FISH? : Fizz no longer deals damage to the target if they move out of range of Urchin Strike before it completes


W - Seastone Trident

Removed : SO THEMATICALLY CONFUSED : No longer applies Grievous Wounds

ACTIVE ON-HIT DAMAGE : 10/20/30/40/50 + (0.25 ability power)

PASSIVE DAMAGE OVER 3 SECONDS : 20/30/40/50/60 (0.45 ability power) + 4/5/6/7/8% of target's missing health over

R - Chum the Waters

new: SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.


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Easter Eggs

If you kill a yordle as Fizz they disappear!