Fizz Build Guide by herodom
Not Updated For Current Season
Not Updated For Current Season
Hello, welcome to my Fizzy (easy) guide to Fizz! This is my first guide so give me some support! Because it's my first guide, and honestly, I'm not that pro at this game, so imma keep it simple and sweet :)
Read to the end for the most information and also before you comment or vote!!! And please rethink or explain your reasons before downvoting!!! Positive Constructive Criticism is always welcome!!! If I give great replies to your comments, do +REP ME! :D
This guide is recommended for 5v5 Summoner's Rift. Not tested on 3v3 Twisted Treeline nor Dominion Crystal Scar. I don't play any ranked games either so... use at own risk :D
I play on the South East Asian Garenaserver, so any updates or changes will be made according to that server.
REMINDER: DON'T READ THOSE STATS AT THE TOP. APPARENTLY MOBAFIRE DOESN'T CALCULATE EVERYTHING PROPERLY.
If you're too lazy to read everything, hit Ctrl + F and search for TL;DR. It's the shortform for Too Long; Didn't Read sections. Do take note that not every section has TL;DR areas.
Many thanks for the great comments, upvotes and compliments/criticism! You guys have made this build awesome!
• Base damage increased to 56 from 54
• Armor per level increased to 3.4 from 3.1
• Chum the Waters mana cost reduced to 100 from 150
- BUFFS!!!!! WHO DOESN'T LOVE THEM! :D
• Heal and Clarity summoner spells will now restore health/mana to the caster even if they are untargetable when the summoner spell is cast ( Fizz's Playful / Trickster}
• Nothing changed.
• Fixed a bug where Chum the Waters stopped working if Fizz died (Fix!)
• Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling (I laughed at fizzling, hah. This is considered a fix?)
• Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately (Nerf. It used to jump right out if you tried to remove it, now it drops off. Good thing Chum the Waters has a short 1.5 sec initiation. Though, you might still be able to barely escape it.)
• Added a 3-2-1 timer like Zilean's Time Bomb (If the opponents can see this too, I'll consider it a nerf)
• No longer hits nontargetable units like Vladimir in Sanguine Pool (BAD NERF. Now Vlad is immune to Fizz's ulti. Be careful of Vladimir now.)
• Urchin Strike ability power ratio reduced to .6 from .7 (BAD NERF. Less burst damage)
• Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50 (BAD NERF. Less extra damage if burst doesn't kill. Building tanky on-hit sounds a bit useless now.)
• Stinger Total cost reduced to 1090 from 1140.
• Nashor's Tooth Total cost reduced to 2735 from 2885. Ability power increased to 65 from 55.
- YEAHHHH! The main item in my build has been buffed!
Ahri/ Viktor Patch
• Base health regen per 5 reduced to 7 from 9 (This was reasonable i guess. If you have played much with Fizz you will realise he regens health quite quickly. Because of this nerf, Hextech Gunblade seems quite viable now...)
• Urchin Strike: ability power ratio reduced to 0.6 from 0.7.
• Seastone Trident: active base damage on-hit reduced to 10/15/20/25/30 from 10/20/30/40/50.
Fizz - The Tidal Trickster (Pros/Cons)
Firstly, I have to inform you that this Guide is not an exhaustive, very very detailed guide on all aspects of playing with Fizz. This is a guide to how I play Fizz, which i believe is a very viable way to play him.
I play him as a 5v5 AP magic burst nuke assasin caster mage laner.
- Things you will learn from this build]: The tips and tricks of Fizz's skill play. My way with laning as Fizz. Mana Control.
- Things you will not learn from this build: General LoL basic rules, terms, gaming skills... (you should have learnt all these elsewhere), other ways of playing with Fizz (e.g. Attack Speed Fizz, Jungle Fizz)
TL;DR - This is an AP build focused on stacking AP with an amazing 35% cooldown reduction. Extra Survivability / HP will come from an early Rod of Ages. Some attack speed will come from Nashor's Tooth which allows us to take down towers easier and synergies well with Seastone Trident. To curb the mana problem for Fizz, we will learn Mana Usage Controlling with Fizz in the Gameplay chapter, and will also gain minor mana regen along the way from both Nashor's Tooth and Rod of Ages.
I really love Fizz haha xD He's amazing to play with, and look at. Watch the Fizz Champion Spotlight!
+ Big Burst
+ Escape & Dodge
+ Good Scaling
+ Cooldown King in this build!
+ Too cute!
- Requires good skill to master
- Squishy like **** :X
- VERY Mana Hungry
- Needs constant gold
- Not able to solo good AD Carries
- Skills not really water-like
- Looks Like Stitch xD
Was going to place a comparison between different types of Fizz play styles here, but I decided not to. For me, I trust and love Fizz played this way (AP), instead of any other way. Since I support the AP route, if I place a comparison here, all I'll be doing is making myself look bad by making the AP route look good and the others look bad. Don't be mistaken; I don't look down on the other play styles you all like for Fizz. It's just that, this is my favorite way of playing him. And if you feel the same way, rock on! If not, there are many other great guides that address your concerns. Or you can always make your own builds :D
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Cooldown Reduction
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration: Any AP Champion needs these.
Greater Seal of Armor: Early game armor. Fizz has very low starting armor, these will give him a better early game.
There are more benefits in the long run if you use Greater Seal of Defense, but you gotta agree, if your early game was bad, your late game will most probably be bad too. If you're really still unsure, test the runes out first, or mix them together. Maybe around 6 of the former and 3 of the latter.
Greater Glyph of Cooldown Reduction: Cooldown Reduction is extremely important on a cooldown heavy champ like Fizz. These runes give a good cooldown reduction both early and late game. Since cooldowns are capped at 40%, these runes already give a 5.85% out of 40% reduction which is 1/8.
Greater Quintessence of Ability Power: Early game AP. What's penetration without damage? :D
Summary of my chosen runes: Early game is important. Runes are there to help us secure a strong early game.
Runes that can be considered at your own choice (not exhaustive list)
- Greater Glyph of Scaling Ability Power: More AP damage as you level... compared to Greater Glyph of Ability Power which only give 0.99 each, or 9 AP[ through out whole game, these are a lot better.
- Greater Glyph of Magic Penetration: Extra Magic Penetration... at the expense of Cooldown Reduction.
- Greater Glyph of Scaling Magic Resist: If you realise you need more magic resistance. These ones are preferred over Greater Glyph of Magic Resist because early game, auto attacks gives more damage than magic spells. It's only when your opponent mage grows stronger then the spells start getting pain.
Runes a little frowned upon (not exhaustive list)
- Greater Glyph of Mana Greater Glyph of Knowledge Greater Glyph of Replenishment Greater Quintessence of Knowledge Greater Quintessence of Mana: Mana is good, always good. But if you learn how to control your mana usage early game, as you level on, your mana will be less of a problem and you will realise these runes really go to waste. I'm also speaking here for other mana runes or even mana regeneration runes (though mana regen has more use in the long run). Fizz has a serious mana problem yes (not as bad as you think), but he needs to worry more about other stuff like damage or survival than mana. More on controlling mana consumption in GAMEPLAY chapter.
- Greater Seal of Attack Speed Greater Quintessence of Attack Speed Greater Mark of Attack Speed Attack speed runes are not recommended in my build. :D
Don't be afraid of switching up the Greater Glyph of Cooldown Reduction glyphs to something else of your preferred choice. All you lose is some 0.65*9 = 5.85% of cooldown reduction. You're still quite awesome without that -5.85%. And since Nashor's Tooth already gives -25% plus the added max leveled Sorcery mastery giving -4% to a total of 29%, there's nothing much to be worried about :D
Same goes for the early AP Greater Quintessence of Ability Power. Switch them up for Greater Quintessence of Health if you need early game HP, or even Greater Quintessence of Magic Penetration if you want the best magic penetration.
Always keep in mind that if you lose out on early game AP in runes, make sure you make up for it by buying Doran's Ring first. A mage with no early game AP is almost useless.
1) Keep your marks as Greater Mark of Magic Penetration.
2) Make your own rune set according to your own play style. Keep in mind that early game is VERY IMPORTANT. Fizz needs enough armor (or maybe even magic resist) to harass the opponent and be able to farm without taking too much damage. My suggestion is to keep the Greater Seal of Armor for early game armor.
3) If you sacrifice early game AP runes for other runes, make up for the early game AP with Doran's Ring.
4) Mana is also very important for Fizz as he is really mana hungry early game wise. However, I don't recommended mana or mana regens in runes, because you can learn how to control mana properly and reduce mana wastage. Mana runes are also wasted in late game, when mana is much lesser of a problem. Learn how to control your mana in the GAMEPLAY section.
This is simple to explain. We go down the AP route in theoffense tree. Adding an extra point into Summoner's Wrath and also maxing Havoc for an added 1.5% damage increase. It's not much to be honest (every 1000 damage done, an extra 15 damage comes from Havoc), but i like getting all the damage I can get. (If you think about it though, every game, lots of damage will be dealth. Lets say you deal a total of 200000 total damage. 1.5% of 200000 = 3000 extra damage.) Then we add into the defense mastery tree to gain an extra 6 magic resist Resistance and armor Hardiness for early harass and farming. The last 2 points go to Vigor for health regen.
You can take a point from Havoc or Summoner's Wrath (If you don't need it) and max the health regen if you want to. Or even remove Havoc completely and place the 3 points elsewhere. I suggest either Demolitionist or Alacrity since attack speed helps Fizz.
There's no need to go down the defense tree. Fizz is a burst assassin AP mage.
As for the utility tree, it looks good. Haha :D But as good as it is, do you think you can live without the magic penetration and damage increase in offense? I think not...
How about going down Offense AP 21 and Utility 9? It's your choice. Go down utility for the extra mp and regen from Expanded Mind and Meditation perhaps. Or get some reduced cooldown on recall with Improved Recall and better summoner spells with Summoner's Insight . Reduce your death with Good Hands ? Decide the movement speed from Swiftness is important to run or chase?? o.O Maybe go down Scout or Runic Affinity ? It's your choice really. Anything you're happy with haha.
You can even go 21-8-1. That 1 goes to Summoner's Insight .
Fix masteries according to how you like it, as long as you stay rooted to the offence tree's AP route for the magic penetration, cooldowns and extra damage. Basically, 21-X-X. X, being your choice. If you need HP and MP regen badly, or some other good stuff down the utility tree, by all means add it. If you are still connected to the idea that early game needs more armor, magic resist to harass for Fizz, by all means, add them in defense. Don't be too worried about Masteries, try them out in games. See which combination fits best. After all, you don't have to pay IP to change them; not like Runes!
Abilities and Skill Sequence
More detailed statistics and information on Abilities at Fizz's League of Legends Wikia Page
See the skills! Watch the Fizz Champion Spotlight from Riot at the top of this guide!
(Innate): Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from physical attacks.
(Active): 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.
(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.
(Active): Fizz's attacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
Playful / Trickster
(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 it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
(Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Note - This skill does not drop effects already on you... such as Fiddlestick's Drain or Ignite.
Chum the Waters
(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 by 50%.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.
Playful / Trickster is added first to take advantage of the ability to dodge attacks and skills and also the ability to use it to escape in case if your lane is overwhelmed. Urchin Strike is then maxed as quickly as possible because it is the easiest skill to use to harass your opponents. The reason why Playful / Trickster is not maxed first as the harrasment skill even though it has more damage (and looks more cool) is because it is harder to use and needs more time to get used to. Also, it is extremely mana costly when used a few times. Your best form of harrasment or dps early game is actually combining Seastone Trident with Urchin Strike. But if we go on to maxing Seastone Trident next, we will miss out on using Playful / Trickster as a great escape tool or even a double up damage skill. The higher the level of Playful / Trickster, the lower the cooldown, the easier the escape route. Seastone Trident has a fixed mana cost and cooldown anyway, so it makes sense to me to alternate levels between them. Then again, up it in whatever way u like. Just keep in mind that Playful / Trickster is tricky to use as a straightforward harrasment skill. If you use it first, you risk losing an escape route out of battle. That's why we use Urchin Strike and Seastone Trident. Only if the situation allows it, then can you use Playful / Trickster to deal damage or the last killing blow.
I'll elaborate more on using your skills in the GAMEPLAY section.
Ah, what's a burst AP assasin mage to do without Ignite?! This skill is awesome for most people that bursts out their opponents and realise they just have a litttttttleee more to go before they get that coveted kill. So what? Let the enemy run? NO! Ignite! There goes the fiery poison! Muahhaha. *You have slained an enemy!*
You must be thinking i'm mad to be taking Flash when it's been nerfed so bad into the ground. Yeah I probably think i'm mad too. Only reason why this is still here is because i'm an old timer kind of person, I still love Flash for its uses, though now there's not enough range to escape, only enough to use offensively, which is good enough for me. Also, people in the SEA server still use Flash... :D Flash is more or less not as useful to Fizz, since Fizz has Playful / Trickster, which is kinda like a mini Flash with a little invincibility added in. By all means if you think Flash is lousy, pick something else :D
Other possible spells that can be picked:
The more preferred alternative to Flash nowadays. It makes more sense to pick this considering it helps u escape a lot more than Flash and also has a shorter cooldown. However, it's still different from Flash much. Ghost can't be used that offensively as Flash can. Flash is more instant and more surprising in battle.
This spell slows someone, reduces their damage by a hefty amount, and lights them up like a lightbulb :S It's a great spell.... for Tryndamere maybe. Most burst casters rarely pick Exhaust, though its under consideration because there are definitely uses for it. Like, stopping a carry from dealing damage in a team fight, slowing someone down to kill... Fizz has more uses for Exhaust than other Burst mages because Fizz's Seastone Trident works with auto attacks. But this skill might turn him into an auto-attacker kind of fighter. We're a burst mage. Our killing blows should come from our skills. Not slashing a person under exhaust.
This is a great new spell with much potential. It synergies so well with Fizz's abilities and way of attack. It will give a hefty amount of damage to Seastone Trident (more attack speed during the active is a lot more damage) or any of Fizz's other skills. It's an amazing skill, but it might also turn Fizz into an auto attacker kind of mage. :X
Whenever in doubt, start with a Doran's. It gives health, AP, mana regen. Signifies a good starting :D Though if you already have starting AP of about 20, then the Doran's Ring is not really needed unless you're really afraid for your health.
Boots of Speed Health Potion
If you don't get the Doran's Ring, head for the Boots of Speed and 3 Health Potion.
Build the Boot's of Speed into Sorcerer's Shoes after your probably first or second or third trip back. In other builds, second tier boots would have probably been bought a bit later on after the necessary items are built, but I decided to rush this first, considering Fizz is melee based, therefore needing the movement. Also, more magic penetration means more damage.
Catalyst the Protector Catalyst the Protector
Get the Catalyst the Protector next for extra health and mana and sustain (you can continue to farm and level up to regain health and mana, instead of recalling often), which will be built into the Rod of Ages later.
Fiendish Codex next for extra AP, a little cooldown reduction, and more mana regeneration to help in lane.
We should get the Sheen now. It will give some AP, some mana. Most importantly, your next physical attack deals 100% extra base damage. Power!!
Needlessly Large Rod
Needlessly Large Rod should provide us with a large amount of AP now... I actually didn't include this item here first, but I realised, in order to keep up with the mages that rush Needlessly Large Rod first, we should get this ASAP, even if we're a bit later than them...
At this point, all the standard items we need should have been bought by now. These items give AP, Mana Regeneration, Mana Penetration, Movement, Health, Mana and Cooldown Reduction, which will greatly help in lane... Keep in mind that to get these items as quickly as possible, you need a huge and great amount of farm. Focus on farming, instead of killing... Fizz is a late game champion anyway, his early game is quite weak. Also, if at any point of time in any game, you feel that an item doesn't fit your gameplay or game situation, feel free to change it. Different items fit different situations.
Rod of Ages
Up till this point, you probably have about some than 150-200 AP (which actually is enough AP to assassinate squishies at this point). It's definitely a bit slower than most mages. But don't fret. You're an assassin. If you go around farming well or killing well, your money will rise soon. Build the Catalyst the Protector into the Rod of Ages now. An early rod of ages will be more beneficial in the long run.
This is a MUST HAVE item on Fizz no matter what. (I actually belive Fizz was made for this item, or this item made for Fizz!!) It gives an AWESOME 25% cooldown reduction. There's also 55 AP for magic damage. 10 Mana per 5 Sec for awesome mana regen that you definitely need at this time. And what's most important, ATTACK SPEED! This item synergies so well with Fizz's skills. And provides some much needed relief to the problems of Fizz. The attack speed is really needed because you can't break any towers with that slow base attack speed of Fizz.
At this point. things get quite tricky already.
Rabadon's Deathcap Lich Bane
From here on, we gotta gauge what should be bought first and what later. If it's important that you get extra mana or some magic resist or faster movement speed, then build into the Lich Bane first. If it's not important to get the Lich Bane first, then I would suggest you build both of them together at the same time; which sub-item bought first will be based on the amount of money you have on hand at that time you recalled back to base.
Lastly, your Zhonya's Hourglass should be bought now. It will give some armor, tons of AP and a useful stasis ability if you are focused in teamfights. It can be used in the Playful / Trickster state too!
I placed these items in strategical order. Unless u have some very good reason you don't like my order, I suggest you follow this order. :D Try not to recall that often, only if you have enough Gold for the next item / sub-item!
Total price of all items = Sorcerer's Shoes 1100G + Nashor's Tooth 2735G + Rod of Ages 3035G + Rabadon's Deathcap 3600G + Lich Bane 3470G + Zhonya's Hourglass 3100G = 17040G!! The big price may look daunting, but I assure you, with this Build, you will be assasinating enough opponents to earn enough Gold.
The beauty of LoL is the ability to adjust your item choices according the game situation and your needs.
Viable items in different situations of gameplay within the AP items: (not exhaustive list)
It is recommended that your set of core items should be Sorcerer's Shoes, Nashor's Tooth, Rabadon's Deathcap, Lich Bane. I don't count Rod of Ages a core item since it's only bought for extra HP and MP. If you feel that you don't need Rod of Ages or any form of extra AP, then go for other items.
If you sacrifice your Rod of Ages and Zhonya's Hourglass (AP Damage, hp, mp, armor and stasis), please go for Health and Defense items. Cooldown items are not needed.
Useful if you need that Magic Resistance against some magic damage heavy enemies. Of if you want to lower your enemies magic resist by 20. Best used when your enemies don't stack magic resist and you want to reduce their base 30 MR to just a mere 10. :D If your teammate gets one of this already, and you don't need to buy another one for the MR, then don't get this.
This solves all mana problems; period. But it is not as viable on Fizz as on other magic casters. Reason being: this item has to be bought really early to take most advantage of the MP. But when bought early, will disrupt into buying Nashor's Tooth early, leaving you quite weak because of the loss of early 25% cooldown reduction and 50% attack speed boost. When Archangel's Staff is bought late, it is a waste of money. Decide for yourself how good you think you need it on Fizz. I haven't tested this item on my build, so use at own risk.
Cheap AP, Health and magic penetration if you really think you should have it before building to bigger stuff. You should lose this item when you are more farmed later on.
For when you think you'll be on killing sprees! Snowball items work best when you're on a roll already. U can decide to keep this till the end game or throw it for something else later. Snowball items are really only much useful when able to be stacked fully.
Rylai's Crystal Scepter
If you prefer the slow over Rod of Ages, then get this instead of the RoA. Of if you really want more health on during end game, then replace Zhonya's Hourglass with this.
This is a must buy for most mage casters dealing with people who like to stack magic resistance. It's best use is when your opponents magic resistance is sky high. Don't buy this if they don't even buy MR. This is item is not very good for Fizz, reason being its a very simple item that gives MrP and doesn't give more stats like health etc. The AP given is also only 70. Also, most people stacking MR are tanks mostly. Fizz shouldn't be focusing tanks. He should be focusing on the squishier targets in teamfights.
A more sensible item would be the Abyssal Scepter as Fizz is a melee mage and could make use of the magic resistance reduction. The only case where you have to buy the Void Staff is when most of your enemies start to stack Magic Resistance (100-150?). Take note: If you buy Void Staff, switch out your Sorcerer's Shoes, because the two items apparently don't complement each other and should not be used together for the maximum effect of Void Staff.
[EDIT: With the nerf on Fizz's base HP regen in the AHRI patch, the sustain (lifesteal, Spell Vamp) this item provides can be really useful. Therefore i moved this from the 'Items less desired' section to here.]
I'm actually pretty interested in this item. It gives some much needed Lifesteal and
Items less desired within the AP items:
Wonderful item for a CC and magic heavy opponent team. Must less useful on Fizz than other champs because of Fizz's Playful / Trickster which already dodges spells.
This item is VERY SIMILAR to Nashor's Tooth. It gives 5 less AP than Nashor's Tooth, 10% less Cooldown Reduction, and the same amount of Mana Regeneration. The only good I see in this item, is if YOUR TEAM (not just you alone), is having problems taking down the tank AFTER getting down the squishies. I don't recommend this because most people will replace Nashor's Tooth with this. It spoils my playstyle and the way I play Fizz. Lols. But I have to be honest with you. If things are going bad, and u feel this will save you, then choose it. It's actually quite a good item. But... keep in mind, you will be deviating away from the main way i play Fizz and how i built this guide.
I've seen Fizz Builds with this. It's not viable in my build because it has to be stacked during battle. Fizz is a burst assasin mage. He should be one hit KO'ing with his skills if he can. He shouldnt be auto attacking much.
I don't think i've seen people buy this in Normal Games...... Not worth because only 50AP. And tenacity doesn't stack, if you've decided to buy Mercury's Treads/
Nashor's Tooth is more awesome, and we're not playing as a on-hits/attack speed Fizz. This item is proven useful to Fizz though, just maybe not this build. Please only consider this if you need to shred the magic resist of some tank or something. Malady sounds really good on Fizz, since combined with Urchin Strike you can reduce 6 Magic Resist already, causing more damage with your Seastone Trident DoT. However, I can probably assure you, that extra 25% cooldown means more skill spammability and thus more damage. Also, that extra 30 AP in Nashor's Tooth means more DoT damage too. Malady is not a bad item though, worth a try if you ever want to.
Will of the Ancients
This item is just NO. Spellvamp doesn't work well on Fizz. Hextech Gunblade's lifesteal is better for healing up in lane than WOTA.
- Urchin Strike always moves you forward a set distance, meaning that you will move some distance past your target.
- You can use Playful / Trickster to jump over several thinner walls. (Takes practise, but very useful)
- If Urchin Strike is used on a target on the opposite side of a wall, Fizz will pass through both. You will not move though the wall if your target is on the same side of the wall. (Can be used to escape, but the opportunity rarely presents itself)
- The active on Seastone Trident does not deal extra damage to structures.
- During Playful / Trickster, he can not be targeted by the nexus obelisk or by abilities such as Karthus' Requiem or Caitlyn's Ace in the Hole. (DODGE MANY ULTIS!!!!!!!!!!!!!)
- A current bug makes some kinds of active auras, as well as spells like Heal and Clarity, unable to effect you while in Playful / Trickster (including friendly and your own).
- You can activate items like Zhonya's Hourglass while untargetable in Playful / Trickster. (Awesome, extra untargetable time!)
- Chum the Waters deals 6 true damage over 1.5 seconds as a 3-2-1 countdown before the knockup occurs.
- Chum the Waters will not affect "untargetable" foes (such as champions using Sanguine Pool, Twisted Advance, or Alpha Strike).
- If the marked champion dies, the secondary effects of Chum the Waters will activate.
- If Quicksilver Sash is used, the fish will drop to the ground instead of activating immediately.
- Crowd Control removal such as Cleanse and Remove Scurvy, will only remove the slow, not the secondary effects. (The only way to counter this ulti, is don't walk into it, use an ability shield, buy quicksilver sash, or become untargetable like Vladimir, or with Zhonya's Hourgalss.)
- If a champion uses Teleport with the Chum the Waters debuff, the debuff will teleport along with the champion and activate on arrival.
- If Chum the Waters hits an invisible Enemy the fish will disappear, but the shark will still appear when it attacks.
Warning: This section is text-heavy with little pictures.
Lane Dominance, Harassment, Farming
In any LoL match, obtaining Lane dominance is very important for ease of farming and ease of harassment. Lane Dominance is when you are free to do your thing in the lane, not afraid of taking damage and not being forced to retreat all the time. Fizz is really weak early game, no matter what kind of good runes you have. If you don't get proper early defense to take some damage, you will be harassed badly and turret hugging in no time. There is a need for early game AP too, to be able to dish damage. You also have a very low mana pool, and low cooldowns, limiting your harassment attempts. We're not like Caitlyn, she can harass just by manalessly auto-attacking you at far range. This makes Fizz a very hard champion to play. If you fail at early game, you'll just fail the rest of the game. This is what we want to avoid. (The good thing is that if you win at early game, your late game will be easy) We have to be able to farm, and harass. Thus the need for lane dominance.
How to obtain lane dominance? An easy way to obtain lane dominance is by laning with someone that can sustain themselves and can assist you in gaining lane dominance by harassing the opponent badly. Probably somebody like a TANK or ranged champion.
The harder way, is probably gaining lane dominance by yourself. Try to pick champions that can't deal much damage to you, or don't regen health that quickly. Like this, they will be more scared of you, and will stay further away, leaving you to farm safely. Here's the combo I use to harass champions. I will turn on my Seastone Trident, run up closer in range and use Urchin Strike. Maybe sneak in an auto-attack or two, then I'll use Playful / Trickster. From here on, you have to decide for yourself. If the situation allows you, and u want to deal more damage to your opponent, then Trickster onto the opponent. If the situation is looking bad, use your Playful / Trickster to dodge spells and escape away. By now, your opponent would have suffered more damage than you would have taken and will be scared of you.
So, what if you can't gain Lane Dominance? See if you suit other lanes better. Try switching around with your teammates.
At this point, you should never get cocky and think you can kill your opponent with ease. No. That's not the way. Fizz is extremely squishy. Always play safe unless you're really confident of your ability.
This combo enables us to damage the opponent with Seastone Trident and Urchin Strike. We save Playful / Trickster as a dodging and escape spell to minimise damage taken. This is how we harass the opponent harshly. It's the reason why Urchin Strike is maxed first, to increase the burst on the opponent.
After doing this combo a few times, you would have probably lowered your opponents health to around half (in a duo lane, you will have help from your teammate), while probably keeping about 80% health. At this point in time, you will either 1) have no more mana or 2) skills are on long cooldown. All you have to do at this time is farm and regen mana & health. Last hit your way to lane dominance while your opponent stays back. When your have more mana and your skills no longer on cooldown, start repeating the combo again.
When harassing, always take note of minion aggro. And also take note of your mana u can use. Don't Urchin Strike and realise you can't escape with Playful / Trickster because you have no more mana. Your opponents can Exhaust you and you might end up being first blood X(
Make sure when you obtain Lane Dominance, you try to control the bushes. When you enter bushes, you opponents probably will be too scared to enter them. You can farm in bushes, or just hide there. Be careful of opponents that can set traps though. If you're worried about ganks, set up wards. They are very useful. Obtaining bush control is obtaining more safe land for yourself to stand on. It's the same with Lane Dominance. The bigger your dominance, the more your opponent falls back, allowing you to have more space to farm.
Don't use Playful / Trickster as a farming spell or a 'get close to opponent' spell. It's very mana costly and cooldown heavy. You also risk losing your only good usable dodging and escape skill.
When facing melee champions, while farming, you might wanna sneak in one or two auto-attacks on them and then back away from the minion aggro. Your Seastone Trident DoT will do the damage for you.
While farming, you might wanna use Urchin Strike to obtain last hits. Don't overuse it till you're mana hungry though. You can also use the active on Seastone Trident to increase your auto attack damage. This will make gauging your last hits easier, since you deal more damage. When you're higher up level with higher AP and can afford to use more mana, you might wanna use Playful / Trickster as a 1HKO AoE spell on minions. One hit can gain you about 3-4 last hits? You can also head on to finish the back row of enemy minions while you let your minions finish the front row. This is guaranteed last hits that your own minions can't steal from you.
What if the situation is bad and you end up turret hugging? This opens up a new paragraph on tower farming xD. Let the melee minion take 2 turret shots, and do a single auto attack on it. For the ranged minion, hit it once, the turret will shoot, and then you finish it off with an auto attack. Even when hugging turret, remember to play safe. Try to harass the opponents that come nearer to damage your turret.
I've been talking about mana control throughout the guide. It's nothing complicated. Fizz does have serious mana problems, limiting his usage of spells early game wise. But it is much less serious if you know when to use mana or not. Controlling your mana with Fizz is basically, not using mana or skills for last hitting and farming. Save up your mana to do the Harass combo. When out of mana, just farm and wait for it to regen. :)
I can't say much about Jungling, because I've never tried jungle Fizz. And I don't think it is viable with an AP based build. The good point in jungling for an AP based Fizz is because Fizz has a lousy early game. So if you're really interested, then please would you test out AP Jungle Fizz on your own and make your own jungle route? :D If it actually works, I might consider testing it and reporting my findings here. The only thing I'll probably educate you here is that, when you're about level 6 (much easier to kill jungle minions), you should probably go clear out your jungle at appropriate times, or maybe along the way down your lane. Like say, the Golems. They are very near bottom lane if you lane at bottom.
In teamfights, Fizz should play the role of an assasin caster. You must be clearheaded, brain focused in fights and have quick reactions. Because of Fizz's Burst DoT Assasin nature, by mid game you would probably be a prominent killer in the game already. This will increase the aggro of the enemy on you to try to focus you down and kill you. You should never use the harass combo (learnt above) to jump first into a fight. Always let your tank or offtank initiate first. After initiation, you should head for the squishiest carry or ranged enemy. Head in by turning on Seastone Trident and Urchin Strike on your target. Then continue dealing damage to your target until he's dead. Don't switch your target until you feel that your target has ran too far to be chased. If he's ran too far, (and sadly didn't die but lived) switch to another target (try not to focus the tank first; get priority enemies that kill fast and are very strong) and focus on him.
As Fizz, you must learn how to enter and exit teamfights effectively. Most assassins learn this skill. If you head in, and you realise you are being focused, immediately Playful / Trickster out of battle. Run if you're being chased, of course. If you still focused, use the stasis ability on the Zhonya's Hourglass. You should only fight in a team fight when you're not taking damage. Leave the damage absorb to your tank. Although you escape out of battle, please don't be too slow and not help your team mates deal damage. By the next second you're out of battle, you should already be deciding to jump back in, run, or change target etc. If you have your Chum the Waters up during the team fight (which should be!), immediately use it after 5 seconds of heading into battle. That's because your Seastone Trident active is finished by then. Instead of auto-attacking, you should just hit your Chum the Waters into someone of a position where u can hit all the enemy champions. I realise sometimes I die in teamfights without getting my Chum the Waters out, so it's important to use it as quickly as possible. You can use it at the start of the team fight too if you want.
In the event that you're confident your team will win the fight but nobody is eager to initiate a team fight, you should initiate it with your Chum the Waters. Tag it onto an enemy far away and give the impression that you're gonna head in to fight. Your teammates should get the idea by now and will jump in for the team fight. Please wait for your teammates first though, don't jump in headfirst.
ALL DATES ARE UTC +8 Singapore time.
27/2/2012 Achieved #2 on Fizz build list with 85%! :D
- Minor Changes to patch notes to introduce Nautilus.
- Added one line of Notes under skills section.
- Minor Fixes of typos and images not showing, etc.
- Added one 'bug' tip obtained from League of Legends Wikia Fizz Page
- Added more information to Void Staff.
- Edited 'Patch Update' section
- Edit Stinger, Nashor's Tooth, and total price calculation because of buffs on the item.
- Furthur clarified my view on Jungling with this AP Based Build.
- Added a few more item analysis.
- Switched items around (Rod of Ages bought earlier, Cheaper items bought first)
Thanks for reading! Please do comment on areas you think are lacking or confusing or just plain stupid to you. I'll gladly answer if I can.
Just to mention again: Please rethink or explain your reasons before downvoting!!! Positive Constructive Criticism is always welcome!!! Also, comment or vote after reading and testing the WHOLE guide!!!
Have fun with Fizzzzzzzzzzzzzzzz.
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Fizz Champion Spotlight // Copyright Riot Games
Many thanks to JhoiJhoi's 'making a guide' guide & templates available here!