Fizz Build Guide by Maorre
Not Updated For Current Season
Not Updated For Current Season
I'm Maorre and this is my Fizz guide.
Click for my Fizz penta (currently have two pentas with him, and an uncountable number of quadras)
Fizz is an ability power assassin that can burst down the opponent carries in a second. A fed Fizz can almost onehit the enemy carry with a single Seastone Trident Urchin Strike Lich Bane combo. But the ability that makes Fizz such strong is Playful / Trickster. You can dodge every ability in the game with this, and at the same time it's an escape / gap closer, and it does damage! That ranged ap carry throws his main source of damage at you? No problem, let's just dodge that with Playful / Trickster, jump towards him, activate Seastone Trident and then Urchin Strike. Other melee ap carries like Kassadin or Gragas should be punished everytime they go for a lasthit. When in this matchup you can use your Playful / Trickster in two ways. Either you wait for the Barrel Roll or Null Sphere to be thrown at you, and quickly dodge it with Playful / Trickster and try to land in your opponents face with it, then try to deal as much damage as possible with Urchin Strike and Seastone Trident until you or your opponent has to back. The second way is to jump the opponent with Urchin Strike Seastone Trident and try to get as much auto attacks possible off before having to disengage back to the minions with Playful / Trickster.
Although when you're against a ranged ap carry like Anivia or Ahri it's a totally different story. They will probably try to harass you as much as they can with abilities and AAs and denie you farm. Although if they make the mistake of coming too close to you, you will crush them 1v1. Against ap carries who will likely harass you from a distance alot, always max Playful / Trickster. Although, if you're against a melee mid that doesn't deal damage from a distance and will need to get in melee range to deal damage, like Akali, Lee Sin, Riven, Jarvan IV etc, max Seastone Trident, since it will help you deal more damage in melee trades. Also against an AD mid, always get Seeker's Armguard and later upgrade into Zhonya's Hourglass, more information in item section.
The matchup against Ryze is totally different than the other AP carries. Everyone claims Ryze is the biggest counter to Fizz. Why? Mainly because Playful / Trickster has alot longer CD than Overload and that Rune Prison is very hard to dodge. Ryze will harass you with Overload and AAs everytime you try to lasthit. Although if he spams his spells on you early, he will run out of mana real fast before he gets Tear of the Goddess, and when he's out of mana you can just all in him. I once asked Tabzz, a EUW challenger division player who is considered the best Fizz in the world, about this matchup and he taught me that Ryze isn't really that big of a counter to Fizz. When you've played that matchup as much times as Tabzz has, you will learn how to beat Ryze in lane. He told me this: Let him push you to your tower and try to not get too harassed, and all in him as soon as you get the chance. Get Elixir of Fortitude and/or Barrier, ask your jungler for ganks when your lane is pushed, get Mercury's Treads if you have too. He also told me that he picked Fizz against Moscow Five (Gambit Gaming) and Alex Ich picked Ryze against him, and Tabzz went 10-0.
Pros / Cons
- Playful / Trickster. Need I say more?
- Chum the Waters is a great engage, if you can hit it.
- Extremely fun to play
- Urchin Strike combined with Seastone Trident and Lich Bane deals heavy damage, can almost onehit squishies lategame.
- Ignore unit collission from Nimble Fighter
- Seastone Trident makes it a bit easier to CS, both under tower and regulary.
- Fisherman Fizz and Tundra Fizz are awesome skins.
- Mana hungry early game
- This really does not happen often, but I have a fee times discovered Playful / Trickster dealing no damage and stuns Fizz for about 0.5 - 1 second.
- Squishy obviously, since he is a burst assassin.
I go Greater Mark of Magic Penetration Greater Seal of Armor Greater Glyph of Magic Resist Greater Quintessence of Ability Power, aka standard AP runepage. If you're against an AD mid or don't think you'll need the magic resist, consider Greater Glyph of Scaling Ability Power
Although Tabzz prefers greater mark of hybrid penetration for Fizz, and I had to ask him why. The answer was, that he usually goes 28-1-1 masteries and pick AD and Armor Pen masteries, and usually buy Elixir of Fortitude. Overall, it gives you a better early game.
Hard Lane Crystalline Flask Health Potionx3 - It's kind of not worth it after the change, probably a better choice to go 9 pots 2 wards
All In Lane Elixir of Fortitude Health Potionx4 sight ward - This combined with greater mark of hybrid penetration and Sunder will give you a super strong early game.
vs AD Cloth Armor Health Potionx5 - Rush Seeker's Armguard
On your first back, try to get 1 or 2 Doran's Ring and a Sheen to rush that Lich Bane. After Lich Bane you should pick up a Needlessly Large Rod. Did you get a Seeker's Armguard earlier or being too focused? Get Zhonya's Hourglass. It's a super item for Fizz, you can use Playful / Trickster first and then Zhonya's Hourglass for intouchable fish awesomeness wait cooldowns move. You should get either one of Zhonya's Hourglass or Rabadon's Deathcap or just both. From this point there are a lot of items to chose from, but I like getting Void Staff here, and Guardian Angel or Warmog's Armor makes you a bit more tanky. Liandry's Torment, Abyssal Scepter and Deathfire Grasp are examples of good late game items. Twin Shadows might be fun to get at some point of the game.
Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
The first part of this passive let's you ignore unit collision, you can wall through monsters and champions. This means you don't have to worry about minion blocks and such. The second part makes you take reduced damage from minions, which means you take less damage from minions in early game trades. Not really noticable lategame. Might be fun to combine this with Ninja Tabi and Doran's Shield for the lols, I have never tried it tho. Might be viable against an AD Carry mid?
Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Good gap closer, it applies onhit effects which means it works as s basic attack, you can apply seastone trident and proc Lich Bane. It doesn't really do much damage before you get your Lich Bane, but when you get a Lich Bane proc on this it will deal your normal attack damage + 10 / 40 / 70 / 100 / 130 magic damage + 60% of AP + 50 magic damage + 75% of AP. Let's say you have 500 AP and 100 AD, then this will deal about 1000 damage, which is a pretty heavy damage source in lategame.
Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
Active: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds (50% healing reduction).
The passive makes lasthitting much easier both under tower and not, since it scales of missing hp. This ability is a DoT, a Damage over Time, and combining this with Liandry's Torment increases the DoT damage, although I rarely get Liandry's.
The active can be used for easier lasthitting under tower. To farm the melee minions you need to let the turret attack twice and then you can finish it off just with the W passive. Although for the caster minions you can either attack, let turret attack, attack or let the turret attack first then attack with the active. The active also afflicts grievous wounds, reduce healing efffects by 50%.
Playful: 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 to make him able to jump once more.
If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
Trickster: Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.
There are lots of ways to use this ability, to gap close, to escape, to deal damage, to dodge abilities and AAs, to get through obstacles and walls, to wave clear. You usually max this first since you will mostly face ranged ap carries. When this is maxed, and you have bought a little bit AP this will onehit a whole wave (not the siege minion).
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 champion that has the fish attached will be slowed.
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage, knocking up the target for 1 second, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds afterwards.
It's an awesome engage, hitting the carry with this will secure a dead carry, unless he uses Cleanse or Quicksilver Sash which will drop the fish on the ground like it never hit anything.
Fun fact: Most of the yordle characters like Teemo or Ziggs dead body will be eaten by the shark / armored shark / orca / urf the manatee if it finishes them off.
I don't have too put too much details into this, just:
vs Ranged/poke Chum the Waters> Playful / Trickster> Urchin Strike> Seastone Trident
vs Melee trades Chum the Waters> Seastone Trident> Playful / Trickster> Urchin Strike