If Good Start
Threats to Fizz with this build
|Lux||Her skillshots are easy to dodge with your E. She doesn't have much defense if you jump on her with your combos.|
|Karthus||Very slow and squishy champ with abilities that shouldn't be a threat to you. It should be noted that you can dodge his ultimate with your E with the right timing.|
Hey there, my name is CrazyClyde and welcome to my first guide on Mobafire! Since this is my first guide, things may be a little off, so I hope everything goes fine.
As you can see, this is a build for Fizz. When I got my first look at Fizz, He looked like a champion I could not play or understand at all. When I got to play him for his free week, I fell in love with him. After that week, I bought him and now, he is probably my most played champion.
I use this guide in any lane, top, middle or bottom. I've never played it in Dominion or Twisted Treeline, so if you wanna try it on those maps, be my guest.
If you like this guide, please give it a thumbs up.
Also, if you would like to ask me questions, go right ahead. I will be happy to answer them :)
I would like to say one more thing, please do not downvote this guide just because you have another Fizz guide of your own. If you don't agree with something in my guide, please explain in the comments section.
Thank you, and I hope you enjoy!
If you are wanting to just start playing Fizz, this is what he is capable of.
Videos made by RiotGamesInc
If you would like to listen to songs while you're playing Fizz. I really suggest this one.
Song made by BrotherBlakeMusic.
If you haven't read Fizz's lore, go right ahead. It's right down here.
“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.
Pros / Cons
Pros / Cons
On Masteries, I go 18-12-0. Fizz will need additional damage, mana and health regen, magic penetration. And Fizz will also need increased damage for when you are laning one-on-one vs. your opponent.
- Sorcery : Increased dmg from abilities. Pretty self-explanatory.
- Double Edged Sword : Additional dmg for being a melee champ!
- Natural Talent : More AP at level 18.
- Oppressor : 2.5% increased dmg to opponents with impaired movement such as slows, taunts, stuns. Helpful since Fizz, has a slow with Playful / Trickster and Chum the Waters.
- Piercing Thoughts : More magic penetration for opponents that are building magic resist against you!
- Deathfire Touch : More damage to opponents for 4 seconds for 60% of your bonus attack damage and 25% of your ability power!
- Wanderer : More movement speed for you when you want to roam to other lanes.
- Assassin : More damage when no allies are around, useful for laning phase.
- Meditation : Mana regeneration every 5 seconds.
- Dangerous Game : Health and mana regeneration every time you kill an enemy champ!
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
- Greater Mark of Magic Penetration: These marks are usually used for AP Assassins, which Fizz is. You will do more damage to people who try to build magic resist against you, so magic resist won't really be a problem.
- Greater Seal of Armor: Since Fizz is a bit squishy, you'll need some armor. With these seals, you will have more survivability against AD champions.
- Greater Glyph of Scaling Ability Power: You're gonna need as much AP as you can get on Fizz. Getting more and more ability power every time you level up is great. It will greatly help you're AP go up and up and up.
- Greater Quintessence of Ability Power: More and more and more AP. This quintessence gives you 4.95 more AP. So 4.95 times 3 equals 14.85 more AP. That is aaalooot of AP added to your base AP. The more AP you get, the better your game will be. More AP = Happiness for Fizz.
Why Flash and Ignite?
Here's why you should take Flash.
I take Flash because, your Playful / Trickster is basically like a Flash, so why not have two Flashes? I also use it for escape plans. For example, if you are getting surrounded by enemies, just use your Playful / Trickster to hop over a wall, and then use your Flash to go through another wall.
Here's why you should take Ignite.
Now, you guys should know that Fizz's Seastone Trident makes an enemy bleed when hit. This is usually for if you opponent escapes from you, then bleeds to death. If the enemy is too far to reach, you can use your Ignite, since it has more range, and you don't have to be right next to the opponent.
This is a reasonable summoner spell.
This spell is very helpful if you are a new player to Fizz.
You can use this if your health is low, and the enemies decides to tower dive you. Or, if you tower dive someone and one more hit is coming from the tower, and you cannot take one more shot, pop your Heal and you should be good to go. I would switch this spell for Flash or Ignite ONLY if you're a new player. If you know how to play, you don't really need this spell.
This spell is very helpful chasing down fast champions.
For example, Teemo, Master Yi, and Singed. The ignored unit collision for Ghost doesn't really do anything except increase your speed since your passive is already ignored unit collision. And I don't really use this summoner spell that often.
This summoner spell is useful if you're chasing down an enemy and you don't have enough mana to keep going.
If that happens, just pop your Clarity and just keep chasing them. Or you can just use this in lane when you run out of mana. But I still don't really recommend this spell, unless you are bad at managing your mana. I wouldn't switch out Flash or Ignite for this spell. It's not worth it.
This summoner spell is pretty useful.
You can use it for enemy champs that are too fast for you, that you can't catch up. Just use the summoner spell on them, and there you go. Since you have 2 slows already, you can go for a slow combo with you Playful / Trickster and Chum the Waters. But I do not recommend this summoner spell. I wouldn't switch this out for Flash or Ignite.
Fizz strikes his target and runs them through, dealing magic damage an applying on hit effects.
Urchin Strike is a targeted ability that makes Fizz dash a set distance. So if your opponent is far away but within the range, this makes you dash to the opponent. If you are at melee range next to an opponent, you will run through them. This ability is your main attack source. This ability can be useful when trying to escape. When you are being chased, and the enemy is in melee range, Fizz can Urchin Strike through the target and possibly escape.
Fizz's trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Seastone Trident makes opponents bleed. I usually just use this ability for last hits. I also use this ability when opponents try to escape. If you get enough AP, it does a massive amount of damage over time. Using this ability with Ignite is a very good combo, with the damage over time, does LOADS of damage. I activate this to harass opponents, and when they get to close.
PLAYFUL / TRICKSTER
Fizz hops into the air, landing gracefully on his spear becoming untargetable. From this position, Fizz can either slam the ground or jump again before smashing down.
Also known as the 'Troll Pole,' this ability is what makes Fizz players love him, and enemies hate him. You can use this ability to escape from enemies, and to chase enemies. You can use this ability to jump over walls, and become invincible for 0.75 seconds. This ability can dodge any moves. For example, Karthus' Requiem, Ziggs' Mega Inferno Bomb, Ashe's Enchanted Crystal Arrow, Ezreal's Trueshot Barrage, and even Fizz's Chum the Waters. YOUR OWN ULTI.
CHUM THE WATERS
Fizz unleashes a magical fish that latches on to enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish, knocking them aside.
This is Fizz's ultimate. He makes a fricken shark (or whale, or Urf) come from the earth. Out of nowhere!! This ability is very useful. You can use it for slowing enemies that you're chasing. Slowing enemies that are chasing you. This ability is your bestfriend in team fights.
If you run into a team fight without Chum the Waters it might be a little difficult for you. Also, throw your ulti, on escaping champions, or the squishiest champion you see.
You can see that I pick Seastone Trident first. I pick this first because it makes farming, and last hitting much easier.
After that, I get Urchin Strike and then get Playful / Trickster. I then max out Seastone Trident first because it will help me during laning phase to help me with last hitting. When I have all my abilities, I can then do a little combo by using Urchin Strike to dash to the opponent then poke them with some basic attacks to activate the bleed damage from Seastone Trident, then use Playful / Trickster to get away safely, or if they are low health, just bounce on them to kill them.
After maxing Seastone Trident, I max out Urchin Strike second. I max this out second because the damage as you level this up with help you in trades with your opponent as you dash on to them to initiate a fight, then back away.
Lastly, I max out Playful / Trickster because you won't really be needing to slow or slam to the ground to some damage to opponents early, unless you're in a very sticky situation to get a last hit for a kill or to slow opponents from getting to you while trying to escape.
Early Game Items
Sorcerer's Shoes: Getting this will add more to your magic penetration early on and you can get more speed.
Blasting Wand: Getting just some more AP. You will want to get this item in early game to do a bit more damage. Use to build up into Rabadon's Deathcap.
Sheen: Urchin Strike and this item, are very useful. Sheen's passive is after using Urchin Strike, your next physical attack deals 100% extra base damage. Also use this to build up into Lich Bane.
Mid Game Items
Rabadon's Deathcap: Every AP Caster should have this item. Tons of ability power, also increases the damage of every AP item that you have in your inventory.
Lich Bane: A great item for Fizz, goes great with Urchin Strike. More AP, and magic resist. Passive pairs with Seastone Trident which increases the damage of your auto attack after using an ability.
Late Game Items
Void Staff: Getting more AP, and adding to your magic penetration to counter against champs that are building magic resist against you. This item is really good to have. All your abilities will do lots more damage.
Rylai's Crystal Scepter: This item will increase your AP and health by a lot. Something that's really helpful is that spells damage will actually slow the target you are going after. With all the slows that your skills already have, your opponent won't be going anywhere.
Zhonya's Hourglass: This is a pretty good item for Fizz. This item makes you untargetable for 2 seconds. Plus Playful / Trickster's 0.75 seconds of invulnerability makes 3 seconds. Also gives tons of ability power with a bit of armor.
Abyssal Scepter: A very nice item giving you 70 AP and 50 magic resist. So adding 57 magic resist to 82.5, will help get you tankier while giving you some additional ability power.
Guardian Angel: Some armor and more magic resist is great. Plus the additional life makes this item more amazing. If you die, and your passive goes up, just Playful / Trickster away from the enemies (and Flash if you need to) and you should be safe.
Athene's Unholy Grail: Some magic resist and mana regen. Useful in the early game while laning against another AP opponent, while also getting mana regen to lessen how often you go back to base.
Liandry's Torment: More AP and Health. Useful against champs that have alot of health. It will take down their health, pretty quickly. Pairing this with Seastone Trident will cause tons of damage over time.
Situational Tier 2 Boots
IONIAN BOOTS OF LUCIDITY
You should only get these boots if you need cooldown reduction. Only if you need your ulti constantly in teamfights, but I don't think you would really need these boots since Chum the Waters has a pretty short cooldown, but if you would like to take these boots, go ahead.
Here I will show you some combos I use:
This should be used in the early laning phase. Use your Urchin Strike to dash to the opponent and do some damage, then pop Seastone Trident up, and hit a few basic attacks, then use Playful / Trickster to get away safely. All of this should happen in about 3 seconds.
An alternative for the Early Laning Phase combo. Use your Urchin Strike to dash to the opponent, then use Playful / Trickster to get away. I don't really use or recommend this combo. To me, it doesn't do enough damage.
This is your burst combo. I use this combo usually if an opponent is medium health and if I want to kill them. I throw my Chum the Waters then activate Seastone Trident, I now Urchin Strike to the opponent and do some basic attacks, if the opponent tries to escape, use Playful / Trickster to catch up to them and kill them. If the plan doesn't go so well, Playful / Trickster away and use Flash if you need to.
I use this combo for escaping from enemies in the jungle. At first, I'm usually surrounded by 3 different opponents. I throw my Chum the Waters at the nearest champion from me. Then Playful / Trickster over a wall, and then Flash away. This usually saves my life, and sometimes after this combo, my teammates come to the champs that were chasing me and kill them.
This combo, may get you a quick kill. This is how:
Chum the Waters slows the champion down, while the champ is slowed Urchin Strike to them, then pop Seastone Trident to make the enemy bleed, if the champ tries to get away, use Playful / Trickster to catch up to them, then Urchin Strike to them again, pop Seastone Trident again, and then Ignite.
You can possibly kill them before, you use your 2nd Urchin Strike if their health is low. If their health is full, you will probably kill them with this one combo. If the person gets away still doing your whole combo. Don't worry, your Seastone Trident and Ignite will surely kill them. Getting you a kill.
I'll add a few more combos later.
I would like to thank jhoijhoi for showing how to make a good guide. You can see how to make a good guide here. Also, I'd like to thank all the Fizz guide makers for making me want to make my own guide. I would also like to thank all the people who are giving me suggestions for my build, and I would also like to thank Mobafire for making this website. If Mobafire wasn't made, I wouldn't be a very good LoL player, and I wouldn't have been able to make this guide for all of you.
I would like to apologize if I messed anything up in this guide. If you liked this guide, please thumbs up if you didn't, go ahead and thumbs down please give your own opinion. I would just like to thank all of you for giving the time to even look at this guide.
- 8/23/12 - Guide Released (Oh my god, what have I done)
- 8/24/12 - Fixed some stuff in guide just a little bit.
- 8/25/12 - Added Runes details.
- 8/28/12 - Changed a few items, skills, and masteries, due to suggestions.
- 8/29/12 - Added some minor stuff. Added a new video.
- 9/2/12 - Minor changes.
- 6/20/13 - Guide finally updated to Season 3!
- 6/23/13 - Added details to Situational Tier 2 Boots and tweaked the look of the guide.
- 1/21/16 - Guess who's back! Finally updated the guide for Season 6.
- 1/22/16 - Made some formatting adjustments.
Going to add:
Whatever people request.