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Fizz Build Guide by Knightly

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League of Legends Build Guide Author Knightly

Solomid Fizz: Pow! Right in the kisser!

Knightly Last updated on November 20, 2011
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

Introduction

Good day, ladies and gentlemen. This is my Summoner's Rift guide to Fizz, the Tidal Trickster.

Fizz is amazing on all maps. His burst with Urchin Strike and his sustained chipping with Seastone Trident is amazing. He's a fantastic mid-laner thanks to Playful / Trickster which allows him to dodge annoying abilities like Kassadin's Null Sphere or Morgana's Dark Binding, while being able to continually poke with Urchin Strike into Seastone Trident, while taking minimal minion damage thanks to Nimble Fighter.

Credits to jhoijhoi for the template, which you can find here.


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Pros / Cons

Pros / Cons

spaaaaaaaaaaaaaace
Pros


+ Amazing damage.
+ Sustain with Playful / Trickster.
+ Gap closer with Urchin Strike.
+ Seastone Trident will STING.
+ Chum the Waters is CC, zoning tool and has 1:1 AP scaling.
+ Has amazing skins.
space
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Cons


- Melee AP mid goes up against a lot of ranged AP.
- Focussed.
- No Mercury's Treads means you're vunerable to CC.
- Missing Chum the Waters is EXTREMELY depressing/dissapointing.
- People will call you a noob and "abuser of OP".
- No real escape without Playful / Trickster.


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Masteries

Masteries
Masteries
1/5
4/1
4/5
1/1
3/5
4/1
4/
1/
3/5
1/1
4/1

I chose the 22/0/8 build, taking every point in AP related masteries and 3 points in the amazing Havoc , which increases your damage with a nice 1,5%! I took 3 points in Good Hands and 4 points in Swiftness to not waste as much time waiting to get back to your lane from a death/ Recall .


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Runes

Runes


Runes

Greater Mark of Ability Power
9

Greater Seal of Scaling Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Magic Penetration
3


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Summoner Spells

Summoner Spells


Ghost: Escape, map-crosser and works fantastic in conjunction with Ignite now thanks to the new masteries.
space
Ignite: Reduces your target's healing, deals true damage, and shares an upgrade with Ghost. An amazing spell overall.
space
Flash: Even after the range and CD nerf, it's still an amazing spell, but I don't like to take it seeing how I need to take an extra point in utility to get it's upgrade, while the 1 point in Expanded Mind is better, IMO.


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Ability explanation

Ability Explanation


  • PASSIVE: Basically, it lets you path through minions and other mobs (and other champions) as if you've used Ghost. This is what makes Fizz an annoying little poker in lane, seeing how minion counter attack barely deal any damage and you can't get stuck and die thanks to that.
  • ABILITY ONE (Q): Gap closer, applies on hit effects such as Seastone Trident's DoT, Lich Bane's damage boost, etc. Amazing ability, BIG part of your burst in the mid and late game.
  • ABILITY TWO (W): Annoying high DPS DoT that increases it's damage when your target's health drops. Oh, right. It also scales of your monstrous AP reserve. Can be activated to deal some extra flat damage. A very important ability all around.
  • ABILITY THREE (E): Fizz' escape, initiate, dodge... A very, very good ability, and there's debate if this is OP or not, seeing how it can completely negate any damage for 0,5 seconds, and allows you to dodge abilities like Karthus' Requiem. Also works as a gap closer or an initial part of your burst. Very goooooddd.
  • ABILITY FOUR (R): This is the ability that makes Fizz who he is. He throws a harmless little fish, which latches onto the first champion it hits... Then it comes back as a shark, an armored killer shark or an orca, depending on your skin. 1:1 AP scaling, works as a slow, hard CC, finisher AND a zoning tool, seeing how no-one wants to walk over the area that it leaves behind if it doesn't hit a champion...


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Ability Sequence

Ability Sequence Order

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

> > >

First, I max Seastone Trident, because you need it to farm, do annoying poke bursts, be of any use as an assassin, etc. Very important ability.

Urchin Strike is next. It's a gap closer, a nice part of your burst, and taking 1 point in it at level 1 allows you to poke.

I max Playful / Trickster last because all it does is increase it's damage. Now, you might be like "Same with Seastone Trident and Urchin Strike..." which is true, but Seastone Trident and Urchin Strike do good damage with few AP items. Playful / Trickster starts dealing damage as soon as you get your first Rabadon's Deathcap, so I like to max it last for that reason exactly.

... Of course, take a point in Chum the Waters at level 6, 11 and 16. :>


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Items

Items


  • : Magic pen. One of the three good boots for AP carries. Take Mercury's Treads if there's a lot of CC, and take Ionian Boots of Lucidity if the "long" cooldowns on Fizz' abilities irritate you.
  • : Amazing item for nearly every AP carry. Sustain, health and mana, a nice boost over time to AP, Health and Mana. Rushing this item WILL make staying in lane WAY easier.
  • : A MUST! You CAN'T play Fizz without it! Why not? Fizz is a melee AP assassin, so he needs to be auto attacking as well! And with your HUGE AP reserve, this beast's passive is going to be BANANAS! The AP and magic res bonusses are nice as well.
  • : Health, AP and a slow. All you need for quite a long time. Very good item for Fizz.
  • : The FILTHIEST, HEAVIEST AP item in the ENTIRE game. 140 AP + 30% of your AP + the 140 AP seems pretty bananas to me. :D An AP carry should never not get this item.
  • : Seeing how you're using your abilities a lot, you'll gain a lot of mana thanks to this item's passive, and 3% of that will be morphed into AP. It's a nice item, but you can replace it with a second Rabadon's Deathcap.


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Farming / Jungling

Farming/Jungling


Fizz' farming relies on Seastone Trident and last hitting with it. You should always attempt to dodge enemy poking. If you know/suspect a gank coming, back up a little, and make sure you use Playful / Trickster when their jungler initiates.

Teamfights


FOCUS ALL THE SQUISHIES! It's YOUR job to make AD Carries run for their LIFE! You Urchin Strike to them, pop Seastone Trident and start bringing the PAIN! >:D THAT'S what Fizz should do!


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Summary

Summary

As you've probably learned by now, Fizz is a highly mobile, highly lethal AP carry. He excels at being annoying and killing AD carries like it's no-one's business.

Thank you for reading, please leave your feedback in the comments and thumbs up if you like this build. :>

Credits to jhoijhoi for the template, which you can find here.