Fizz Build Guide by Delebird
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Hello, this is my first guide to a champion. I have been playing fizz for quite a while now and find that he is my highest scoring champion. To me fizz is perfect for his role of being an assassin. His skills make him great at dodging nukes from opposing champions, and chase down those runners. In a first game as fizz most people will find his early game to be very strong (from about 1-8) and his mid game to be decent. Once you can capitalize on the early game advantages as fizz those lovely fed fizz games will come.
- Great for creating distance
- Good with E
- Good for getting over walls
- Great for doing the last bit of damage
- Great for running away
- Can be slowed while in use
- Flash is a bit better
These are the three main summoner spells that fizz can mainly use. Most fizz players chose 2 of these 3. Some like to pick Heal, but in ranked play heal isn't that useful so offense is better. Teleport can also be a useful spell, but again to me the three listed above are the best.
For his runes i like to go with Greater Mark of Magic Penetration and Greater Glyph of Ability Power. If you did not already know, but i pretty sure you would the magic penetration helps break down the tanks during your assassinations. For the seals i pick Greater Seal of Armor which give armor, and who doesn't like that bit of tankyness that can be used to win those early 1v1 fights.
For masteries i simply go a 21/9/0 for the magic pen and AP boosts. The 9 points not in offense give fizz a bit more of that tanky feel to him.
The item build i choose for fizz is to start with a for the AP and HP in the first minutes of the game. If you find that you do not want to build , then you might consider building and 5 health Potions which can be use to build into . If you would like to build an early a cloth armor in the beginning could also be a smart choice. As soon as you get your shoes build a for the extra MP which can make you last a bit longer in lane. When you get that 860 gold for . Now that you have some more ap and can harass your enemy quite hard you can finish the . At this point your build can differ a bit, for me i usually build rabodan's deathcap, but if you wish to build tankier or for magic pen a or . After you build any of those three items you can start to pick which order you would like to get the other two in. The last item is . This can work great with fizz's E to jump away and avoid being attacked for even longer.
Nimble Fighter (Passive) Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks.
This ability is what makes fizz great at running away and very survivable in lane. When fizz needs to get out of a battle quickly running through minions, or jungle minions can render your enemy useless try to get around them. The defense given against minion attacks is great early game for last hitting, but not very noticeable late game. A great use of this in the jungle can be dragon or baron, if you are running away from an opposing champion and they see you run strait through those giant minion they can stand there in awe.
(Urchin Strike Q)Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 40 / 70 / 100 / 130 (+0.7 per ability power) magic damage to it. The ability will also apply on-hit effects.
Urchin Strike is a very good skill to dive in after an enemy under a turret and then use your e to doge the attack of the turret and get the heck out of there. I put a point into Urchin Strike at level 2 so i can harass with a combo of W and this. I max this skill last because i feel that it is the least efficient late game other than for chasing which level 1 is fine for.
Seastone Trident (W)(Passive) Fizz's autoattacks rend his target, dealing 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) magic damage over 3 seconds that strengthens by 4 / 5 / 6 / 7 / 8 % of the target's missing health. Multiple autoattacks will only refresh the duration.
(Active) Fizz's attacks are empowered by 10 / 20 / 30 / 40 / 50 (+0.35 per ability power) for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
This is prboably what makes fizz one of the most annoying champions to play against. With the passive alone it does 70 damage over time which is almost like a tiny ignite. If you cast W and then use Urchin Strike and Playful / Trickster you can deal a devastating combo, and with the added DOT from Seastone trident it can really enable some champions defenseless. I put a point in this skill at level 1 and max it right away for that extra damage.
Playful/Trickster (E) (Playful) Fizz hops onto his trident in a nearby location, becoming untargetable for 0.5 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage and slowing nearby enemies by (40/45/50/55/60)% for 2 seconds.
(Trickster) Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
This by far is my favorite skill that is in fizz's set. One of the most fun skills to cast in the game belongs to fizz. This skill can be cast once to slam on the ground doing damage and slowing the enemies, or twice to bounce even further to chase or land another attack. This skill can be used to enter a battle when in combo with Q or W, or even R, or it can be used to get out of sticky situations. When running away from an enemy if you time the first cast right it can be used to doge any incoming attacks on fizz. (even caitlyn's ult)It can also be used to jump over many walls in the jungle. Using this with his passive can create great distance during a chase. Properly casting this skill can make a great fizz player. I max this skill second after Seastone Trident
Chum The Waters (R) 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.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing 200 / 325 / 450 (+1.0 per ability power) magic damage, knocking up and slowing all enemies by 50/60/70)% in the area for 1.5 seconds
This is a great ultimate for many reasons, one because the Cool down is not very long, and it can be used to slow and knock the enemy into the air. When coming in for a gank or going to engage someone 1v1 or 2v2 it can be used to hit an enemy first and then you can use your usual combo of W E and Q to deal major damage to the enemy. If an enemy is running away it can also be cast to slow then down or to get the last bit of damage.