Fizz Build Guide by Blu Jester
Not Updated For Current Season
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.
Hey fellow summoners, this is Blu Jester, and this is my guide to Fizz The Tidal Trickster. As this is my first guide I appreciate any and all feedback that you can give me.
Fizz is an amazing champion, and my all time favorite - because of his high burst damage and high mobility. Overall a very addictive champion to play. Plus it's always fun to throw fish at people and summon a giant shark.
Good luck and happy hunting.
Credit to jhoijhoi for the tips on making a guide and the template which can be found here.
+ Incredibly powerful
+ DoT Seastone Trident
+ Amazing single target damage
+ Very versatile
+ Escape mechanic
+ Very fun to play
- Easy to counter
- Difficult to master
- Needs a few items to get going
- Needs a lot of early creep farm/kills
Ignite: Extra damage to try and secure a kill.
Flash: Another escape mechanism or to close the gap on an enemy champion.
Ghost: Also an escape mechanic or to chase down an enemy champion.
In Fizz's case masteries are pretty simple 21/9/0, making sure to take Blast , Mental Force , and Archmage . And Spellsword + Seastone Trident adds a decent amount of extra damage to those auto-attacks.
Since Fizz is pretty squishy I like the added health from Durability and Veteran's Scars talents in the defense tree. Perseverance helps Fizz stay in the lane longer and farm more gold.
- Greater Quintessence of Ability Power: Gives
Fizz ability power in the beginning allowing Seastone Trident to do more damage.
- Greater Mark of Ability Power: Having early AP gives
Fizz a slight advantage in lane.
- Greater Glyph of Scaling Ability Power: Gives
Fizz more ability power late game.
- Greater Seal of Mana Regeneration: Fizz is always spamming his abilites to deal damage or get away so mana regen is a must.
Since Fizz is a melee champion I max out Seastone Trident first because it's great for last hitting creeps and it gives a nice bit of extra damage to my melee attacks. Then I level Urchin Strike because when combined with lichbane and Seastone Trident it is the primary damage ability for Fizz. Last comes Playful / Trickster its slow is good for level 1 and I manly use it to escape/chase champions.
My skill order may change to > > > as Fizz needs a lot of gold to get started. I will have to experiment with it and give everyone an update.
- Nimble Fighter: Allows
Fizz to walk through ally and enemy units without stopping making it easier to chase a champ for a kill, or run away to fight another day. The other half of
Fizz's passive isn't that great.
- Urchin Strike (Q): Gives
Fizz the ability to close the gap on an enemy champion to pick up a kill. When combined with Seastone Trident and Lich Bane
Fizz is capable of doing incredibly high burst damage.
- Seastone Trident (W): Combined with Liandry's Torment and Ignite
Fizz can pick off a champion that escaped with low health. And it gives a nice bit of extra damage when it's activated.
- Playful/Trickster (E): Is a very versatile ability.
Fizz can use Playful / Trickster to escape death, dodge an incoming ability, jump over walls to ambush an unsuspecting enemy, deal damage, with enough ability power he can clear an entire creep wave.
- Chum the Waters (R): Is a skill shot that deals massive damage to either a single target or mulitiple enemies. Chum the Waters can also be used to single out a high value target during a team fight(i.e. carry or support), or to knock up and slow an escaping enemy champ allowing Fizz to land the killing blow.
: Covers the basics health, AP, magic penetration. The passive works really well with Seastone Trident and Ignite for securing a kill, and makes
Fizz do even more damage.
: Magic penetration is a must for
: Covers the basics AP, mana, and movement speed. A must have for all AP assassins.
: Can never have to much AP, and cooldown reduction is always nice. The passive is great for sniping low health enemies, or taking a chunck out of an enemies' health and making
Fizz's abilities do even more damage.
- : As staple for all AP. Need i say more?
In a team fight
Fizz should focus on the carry or the support. I try to single out either the carry or the support with Chum the Waters, activate Seastone Trident, then target which ever champ my ult attached to. Now don't worry if Chum the Waters doesn't hit its mark you're still going to blow all of your cooldowns on the original target. And with this current build you will still be able to eradicate an enemy champion very quickly.
Since Fizz is a melee champion, one of his worst match ups is against any kind of ranged champion. They can push you off the creep wave, which keeps you from farming. The only way I have found to try and catch up is to go for the kill and then clear a creep wave or two. Once you get a few items play / trickster is a great ability to clear a creep wave.
My biggest problem when in the lane is any champion that has a stun/disable ability. It seems that every time I try to use Chum the Waters on an enemy they stun or disable me, keeping me from reaching them fast enough to pick up a kill.
: Light Binding Keeps me from reaching her when Chum the Waters triggers.
: Rune Prison Locks me in place.
: Pyromania Her abilty to stun on a regular basis.
: nevermore Locks me in place.
: Dark Binding Locks me in place.
: Nether Grasp Locks me in place.