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Fizz Build Guide by furbi

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author furbi

TONS OF DAMAGE DFG Fizz

furbi Last updated on October 9, 2012
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Ability Sequence

2
14
15
17
18
Ability Key Q
3
8
10
12
13
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 23

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 1


Guide Top

Introduction

This Fizz guide shows how to instantly kill other opponents without a chance for them to Flash out or do anything to you. Even if they do Flash, they will eventually die due to your damage from your Chum the Waters + Seastone Trident + Ignite combo. Previous guides I have seen do not use Playful / Trickster to its fullest, even though Urchin Strike and Seastone Trident have been nerfed in a previous patch, and Playful / Trickster has the highest AP ratio out of the 3. Some may say that taking Deathfire Grasp from the beginning may not be a good choice, but dominating your lane from the beginning with your unbelievable burst damage will let you have a great advantage.


Guide Top

Pros / Cons

Pros

    Tons of burst
    Easy to get in and out of team fights
    Heal reduction from seastone trident
    Great damage and slow from trickster
    Dodges global ults with playful
    Very high mobility

Cons

    Needs tons of MP
    Gets focused often
    Gets outfarmed because melee
    Hard to get cs early game
    Has only 1 crowd control skill
    Chum the waters is hard to hit


Guide Top

Runes and Masteries

For my runes and masteries, I chose a standard AP carry build. I will not explain in detail why I chose these runes or masteries because they are quite trivial, and you can change them to your liking.

Rune Tips

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3
One thing I would recommend is to get Greater Seal of Scaling Mana Regeneration for seals. This is because Fizz's main skill is going to be Playful / Trickster, so he is going to need tons of mana regen if you want to keep harassing or dodging your opponent's attacks.

Mastery Tips

Masteries
1/5
4/1
1/1
4/5
1/1
3/5
4/1
4/
1/
3/5
3/1
1/5
Because this build is a high burst damage build, I put most of the points into the offense tree, which is 23/6/1. I have 1 point in utility to decrease the cooldown time of flash, and 6 points in the defense tree because Fizz needs to jump into team fights, so he needs armor and magic resist.SPACE
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Masteries
1/5
3/1
4/5
1/1
3/1
1/1
4/1
3/5
1/1
4/5
1/1
3/1
1/
This Mastery is 9/0/21, focusing on increased cooldown reduction and increasing movement speed because he is a good chaser. Even with these masteries, Fizz still has great damage output with his combo.


Guide Top

Items

For this guide, the items that you purchase are the most important. This build heavily relies on Deathfire Grasp because this lets you have tons of burst from the beginning with your other skills. All the other items are trivial.

  • Sorcerer's Shoes
    These boots are always needed for you to have more magic penetration on top of your magic pen runes. Other boots you can try are Boots of Mobility so you can chase your opponent to their death, or Ionian Boots of Lucidity to decrease your cooldown time of your Playful / Trickster and Chum the Waters.
  • Deathfire Grasp
    This item is your CORE item. Whenever you want to gank or kill your opponent, you will always start your combo with this item. I will go into further detail about this combo later on.
  • Lich Bane
    The more AP you have, the more damage you get with this item. Even though at this point you do not have that much AP, it does not hurt to have it because whenever Fizz uses his seaston trident, it procs the Lich Bane so it stacks on his Urchin Strike or his normal attacks.
  • Guardian Angel
    Because Fizz is a champ where he needs to dive right into the fight, he needs sustainability. Guardian Angel is the best item to choose because first of all, if someone has Guardian Angel, they are less likely to be targeted first because they are harder to kill; and second of all, even if Fizz dies and procs Guardian Angel, he can just Playful / Trickster away from the team fight and live for another fight.
  • Rabadon's Deathcap
    I doubt I need to explain why Fizz need this item, but its just a very very good item, not to say the best item, because it increases the damage on Deathfire Grasp and Lich Bane and every other skill Fizz has. I make this item 5th because Fizz has enough burst up until here due to Deathfire Grasp and Lich Bane.
  • Zhonya's Hourglass
    This item is also for sustainability in team fights. If Fizz goes this far in his build, his opponents will realize his true power, and try to kill you with or without Guardian Angel, so Zhonya's Hourglass comes in handy. Throw in Chum the Waters, jump in with Playful / Trickster, then use Zhonya's Hourglass so your opponents don't try and target you.


Situational Items


  • Doran's Ring is used for temporarily increasing your HP, MP regen, and AP. You will sell this item later on but you might want to buy this item early game to gain stability
  • Archangel's Staff is a means for increasing Fizz's MP for early and mid laning so you won't have to go back to base for MP. Get Boots of Speed then go straight for Tear of the Goddess or start off with Meki Pendant and 2 Health Potions.
  • Banshee's Veil is a great way to increase Fizz's HP and MP for more sustainability mid to late game, and is also a great way to neutralize your opponent's skill. You should not build this item or catalyst the protector early game because you will not be able to finish your core build.
  • Void Staff is needed if your opponents have tons of magic resist. You can replace your Zhonya's Hourglass with a Void Staff if you think your skills aren't doing enough damage. This item is only useful in late game because not many champions build magic resist from the beginning other than Galio, and you already have your magic penetration runes and Sorcerer's Shoes, so the magic penetration from those should be enough in early to mid game.
  • Rylai's Crystal Scepter is used for more sustainability in lane and more AP, but the main reason you would buy this item is for supporting your other carries. Because Fizz is a champion that dives into the enemy champions, it is hard for ranged AD champions and top champions to catch up with you. So Rylai's Crystal Scepter comes in handy by slowing the enemy down and letting your allies get an assist or even a kill.
  • Abyssal Scepter is used when the opposing team has a very high burst damage AP carry such as Veigar or LeBlanc, and can be also used for lowering your opponent's magic resist.
  • Haunting Guise is really optional because you are going to sell it later for a better item because no one uses this item these days and there are a lot better items then this one, even though this item has magic penetration, not many people use it.
  • Elixir of Brilliance is a must if you already have your build completed. Lowering your cooldown and increasing your AP is crucial late game when you cannot buy any other items.


Guide Top

Skill Sequence

I will briefly explain all of the skills that Fizz has before I go into the skill order.

  • Nimble Fighter (Passive)
    This passive is very useful when Fizz wants to tower dive. Because he can ignore unit collision, it is fairly easy to get in and out of tower range, also reducing the damage when minions attack you.
  • Urchin Strike (Q skill)
    This skill is used when you want to get close to an opponent or run away from them by dashing a fixed distance.
  • Seastone Trident (W skill)
    This skill has a passive and an active. His passive does damage over time whenever he attacks something, and when activated does more damage. If the target's HP is lower, it does more damage.
  • Playful / Trickster (E skill)
    This skill is Fizz's main skill in this build. When activated, Fizz becomes untargetable for 0.75 seconds, so he is able to dodge many skills such as Ezreal's Trueshot Barrage, Ashe's Enchanted Crystal Arrow, and even Karthus's Requiem. This skill has the highest AP ratio other than Chum the Waters, so this skill does the most damage and also has a massive slow when trickster is not activated.
  • Chum The Waters (R skill)
    Fizz is able to throw a huge fish at a location, and if it hits an enemy champion, it slows them 50% for 1.5 seconds, and knocks them up. This skill is very useful when you want to chase down an enemy champion who is trying to run away, and even if other enemy champions are in that radius, they also get damaged and knocked back.


Skill Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

As you can see, I take Playful / Trickster first. This is because this skill has the most base damage, the highest AP ratio, insane slow, and its cooldown goes down 2 seconds every time you level it up. I max this skill out first.SPACE
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The next skill I max out is Urchin Strike. Like Playful / Trickster, as you level this skill, the cooldown decreases, so leveling this skill next is acceptable.
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I max out Seastone Trident last because I usually just use this skill as a way to stop the opponent from healing, but it all depends on the situation. If I am fighting an opponent like Vladimir or Dr. Mundo, they purely rely on healing themselves. In this case, I would max Seastone Trident first rather than Urchin Strike.


Guide Top

Summoner Spells

Flash is a really good choice for Fizz.
Even though he has 2 skills which he can use to
go in and out of team fights, it doesn't hurt to
have a third.
Ignite is a very good finisher, and can also be used
to add more damage to your skill combo.
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Other viable summoner spells

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  • Heal is very useful in team fights and early game. Whenever your opponent fights Fizz, they see your low base HP, and try and kill you from the beginning. This is when your Heal comes in. Usually your enemy does not expect you to have Heal if you are a mid champion, so you should be able to get first blood or a kill from the beginning. In team fights, Fizz is a very squishy champion and this is also a squishy build, so when Fizz dives into team fights, whenever he is about to die or when your allies are low on HP, pop a Heal for them.
  • Teleport is also one of the few skills that most Fizz users use. Whenever you want to gank bot or top, make your allies put a ward or two in their bush, so whenever the enemy's jungler ganks, Fizz can just teleport into the team fight to support them or kill them.
  • Exhaust can be used to weaken your enemy when you are 1vs1 with a top melee champion. Fizz is very weak against champions which are tanky and melee, so slowing them down and decreasing their overall damage output is a great way to fight them.
  • Cleanse is especially good for level 6 initiating, ganks, and in late game team fights. Once your enemies realize your amazing damage burst, they are going to focus all their crowd control skills onto you, so use your Cleanse and initiate on the other team or Playful / Trickster to jump out of the fight if you are taking heavy damage.
  • Ghost is a good way of chasing after your enemies or running away from tanky melee chasers. Even though Fizz is a good chaser overall because of his Urchin Strike and Playful / Trickster, but having ghost can secure a kill or an assist.


Guide Top

The Perfect Combo

This chapter is the most important chapter in this guide. The combo that I am going to introduce to you is quite simple, but hard to land every time. So here it goes
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>> >>>>
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First you start off with Chum the Waters to slow down your target. Then you use Playful / Trickster, and while you are in the air, you use Deathfire Grasp, and then you land your Playful / Trickster on top of your enemy and proc your AOE slow. After you land or after you use Deathfire Grasp, use your Seastone Trident and immediately use Urchin Strike to proc your Lich Bane. After that cast Ignite on them and they should die in an instant. This process should be done in approximately 2 seconds.
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For this combo to work, switching to smart cast is a must. Pressing your skill and clicking will take too long for you to activate your skill, making it a lot harder to successfully use the combo. Even for people who do not use smart cast, I got used to it in about a week, even though I have played League of Legends for over 2 years.


Guide Top

Why Deathfire Grasp is Viable

I know that many of you might think that building Deathfire Grasp is not good for an AP carry to build in the beginning, but just hear me out. I think you'll understand why after you have read this
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Deathfire Grasp does more damage if the target has more HP because it does damage equal to 25% of the enemy's current health, plus 4% for each 100AP. And for Fizz's Seastone Trident, it does more damage depending on the target's missing health.
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Once you have finished your full combo on an enemy, your Seastone Trident's damage over time does significantly more damage because their HP is very low after your combo. Deathfire Grasp's compatibility with Fizz and his Seastone Trident is very very good, even though many think this is not a good build. Once you try it out, you will see the damage output and be amazed as to how much damage it can deal.


Guide Top

Some Matches with Deathfire Grasp

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Short Video of Deathfire Fizz


Guide Top

Early Laning Phase (Lv1 - Lv6)

Fizz is one of the champions which cannot get that much cs but can harass a lot, just like Rumble and Kassadin. Harassing your enemy first, then concentrating on getting last hits is your priority. When your Playful / Trickster hits level 3, it is fairly easy to decrease the amount of HP on minions, so using this skill effectively will grant you with more and more cs. Use Urchin Strike to get last hits on minions that are far away, and use Seastone Trident's active to kill minions which are near your tower or attacking it.


Guide Top

Mid Ganking Phase (Lv6 - Lv11)

Once you hit Lv6, you should start ganking top, bot, or counter jungle the enemy's wraiths or wolves. When you are Lv6, you do not have your Deathfire Grasp yet, but you still do tons of burst damage because other lanes do not have HP items or magic resist yet. The main purpose of ganking is to kill or make your enemies recall back to base. Once this is achieved, your allies can concentrate on getting more last hits while the enemies are at their base.
After you hit Lv8 or Lv9, you should already have your Deathfire Grasp, and now you are able to kill your enemies in one combo explained above.


Guide Top

Mid Team fight Phase (Lv11 - Lv16)

If your ally top melee champion is not a good initiator like Nasus or Irelia, Fizz usually becomes the initiator. Once your Chum the Waters is released and hits an enemy, you should dive right in and hope your allies with dive in after you, but you should obviously ping before you do so. Also, your Playful / Trickster skill has an AOE slow on it, so you should use that wisely and support your allies into killing the enemies effectively.


Guide Top

Late Team fight Phase (Lv16 - Lv18)

At this point in the game, you should already have most of your items done, and on your way to your Zhonya's Hourglass or other finishing item. You should always have a ward around baron, and don't try and go to bot lane (unless you have Teleport) to kill minions or else the enemy team will start to kill baron. Same as the mid team fight phase, initiating with your Chum the Waters is mandatory. Once you dive into the enemy team, there is no turning back, so use your Zhonya's Hourglass and Guardian Angel to its fullest. You should not use your Zhonya's Hourglass if you are not taking heavy damage from the enemy team, but you should be careful not to use it too late or else your enemies will just wait for you to come out of Zhonya's Hourglass and pulverize you.


Guide Top

Matchups and what fizz should do

As a mid champion, Fizz is not ranged, so he has a great disadvantage against other ranged AP champions. I will give you some tips as to what you should do against other AP champions.


Guide Top

Updates

  • March 15, 2012 -
    SPACE
    SPACEPost guide
    SPACE
  • March 16, 2012 -
    SPACE
    SPACEImproved Runes and Masteries
    SPACEImproved Summoner Spells
    SPACEAdded Early Laning Phase
    SPACEAdded Mid Ganking Phase
    SPACEAdded Mid Team fight Phase
    SPACEAdded Late Team fight Phase
    SPACEAdded Matchups
    SPACE
  • March 17, 2012 -
    SPACE
    SPACEImproved Matchups
    SPACEAdded Why Deathfire Grasp is Viable
    SPACEAdded Some Matches with Deathfire Grasp
    SPACE
  • July 29, 2012 -
    SPACE
    SPACEUpdated Build
    SPACEUpdated Skill Order
    SPACE
  • October 8, 2012 -
    SPACE
    SPACEUpdated Matchups and what fizz should do
    SPACEAdded Diana, Fiddlesticks, Gragas, Syndra, and Zyra to matchups
    SPACEUpdated Items
    SPACEUpdated The perfect combo
    SPACE