Fizz Build Guide by Dainjah
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
Not Updated For Current Season
Edits / Updates
7/25/2013 - Back on Mobafire and Updated runes, masteries, summoner spells, and items to current season/patch. About to go through the written guide for updates however, most should remain the same.
Note: I will be adding more builds later on to this guide as I perfect them in ways that make them viable.
Pros / Cons
-Moves between creeps/champs with ease without Ghost
-Escapes enemy champ/turret attacks easily
-Great burst capability
-Strong Mid/Late game
-Summons a gigantic man-eating smiling shark/whale
-FIZZ GETS URF!
-Fizz is rather squishy early game
-Relies pretty heavily on team
-Need to know your capabilities as well as your opponents'
-Tundra skin covers his squid feet
Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
This allows for easier chasing or escaping without the use of Ghost and the ability to last longer in certain fights.
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.7 per ability power)
This ability can be used to put some distance between yourself and an enemy champion if used correctly or even initiate a fight with one. This ability has a rather quick cooldown and is rather useful in bursting. I personally choose to max this first.
Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)
+ 4 / 5 / 6 / 7 / 8 % of target missing health
Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)
Activating this ability also applies grievious wounds debuff on-hit.
This is great for harassing. Activating this before dashing into a fight can easily make or break a fight with the reduction of healing placed on enemy champions you hit.
Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Learning to use this skill correctly will save you, allow you to catch a fleeing enemy, or even finish them off. Take care to not waste it because you may end up needing it in a fight and it has a rather long cooldown.
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %
Using this in a team fight can be a huge game changer with the slows and damage it puts out. Also, if you are decent with skill shots, you could even catch that one enemy trying to flee for his life allowing you to catch up to finish him or if he's low enough, watch him die to a gigantic smiling man-eating shark/whale.
Why get this when Fizz's Seastone Trident already applies a DoT and Grievious Wounds? Simple, it's another DoT and it's true damage. This spell is great for early game to get off that last little bit of damage need to kill someone. Also, with it being True Damage, it's a little extra help mid/late game against tanks/off tanks.
Why run Ghost when he already ignores unit collision? Thats easy too. This is a great spell to catch up to fleeing enemy champions or even escaping with. This is also useful combined with Playful / Trickster for those get-a-ways. I even use this to initiate ganks to be able to keep up with some champions who have Flash or other escaping abilities.
Other Viable Summoner Spells
This is a wonderful spell. The slow and extra damage caused from this is amazing. Sometimes I use this based on who I am laning with and what spells they have chosen.
Another great tool for catching up or escaping enemies. I personally don't use it due to how comfortable I am with Playful / Trickster.
This spell can be very useful for initial burst. However, I personally don't use it because when I'm ganking or bursting because I don't make much use of the AS given from it. This would be better used in a On-Hit AS/AP build.
These runes help your abilities cut through resistances.
These runes are a nice addition to the early game boost to help get the ball rolling on kills/assists/cs.
I can't express how much these have helped me catch someone with Urchin Strike, deal that last hit needed, or even in some situations, escape with Playful / Trickster.
These are great for that extra little bit of AP early game.
Other Viable Runes
Until you get used to using Fizz effectively, these runes can help you with your survivability. However, I dont recommend Greater Quintessence of Health unless you are having a hard time staying alive early game. Once you've played him and figured him out, I would suggest using the runes posted above.
These are your essential items that are worked for everytime. They provide a large amount of AP burst. Sorcerer's Shoes give that extra magic penetration needed to make your burst more effective. Rod of Ages gives you more health for survivability, mana to be able to use your abilities more consistantly, and AP to make your burst do more damage. Rabadon's Deathcap adds a very large amount of AP to help melt your enemies.
This is a very good item seeing how we are stacking AP. After using an ability, it makes your next basic attack deal more damage based off of your AP.
This item adds a large amount of AP as well as an ability you can activate to become immune to damage if you find yourself being focused giving yourself time to get situated and let abilities get off cooldown.
This is a very useful item that adds magic resist and health. Also, if you die it will ressurect you on the spot once every 5 minutes. I have started grabbing this item for my last item in games that are long and it has saved a few games and turned some team fights around into a winning direction for my team. This mixed with Zhonya's Hourglass provides alot of survivability when needed most.
Either of these two items would be ok. They both provide spell vamp. However, being a melee champ, Fizz would benefit more from Hextech Gunblade. Regardless, I wouldn't recommend either due to the lack of constant hits and very little healing from spell vamp but, it's user preference.
This item adds some extra health and some magic resist. Every 45 seconds it has a shield that blocks the first ability used against Fizz. This is a great survivability item if you feel the need for it.
This item adds some AP and extra health. Also, don't forget about the slow provided from this item. This is a great item to get early on if you are facing enemy champs with a high burst capability.
This item adds a high amount of AP and well as a large amount of magic penetration. This helps shred through any magic resist defenses your opponents may have resulting in a larger burst.
This item adds a high amount of AP as well as some magic resist. The passive gives you an aura that lowers magic resist of neaby enemy champions. This item is especially useful as a melee AP champ. It offers some magic defense without sacrificing too much magic penetration.
Catalyst the Protector
Start the game by getting the Doran's Ring. Your first trip back should include Boots of Speed, a piece of Catalyst the Protector, and if possible a Sight Ward. The goal of this phase is to rush Rod of Ages so it has plenty of time to build up its passive.
By this time, Sorcerer's Shoes and Rod of Ages should be done. Start by getting a Sheen next then working on Rabadon's Deathcap preferably by getting Needlessly Large Rod first.
After completing Rabadon's Deathcap finish up Lich Bane for some extra melee damge during your burst. Lich Bane acts like Sheen but uses your AP as the damage modifier.
At this point is where you have some choices to make. Do I want some better defenses or do I want to just all out nuke?
After grabbing your Doran's Ring and you head to lane, make sure you stay aware of the map especially if a teammate has Clairvoyance. Careful on face-chacking bushes because of the lack of tankiness Fizz offers. I start out with Urchin Strike to get the quick surprise damage with the lowest cooldown. If you go for a first blood, coordinate with your partner. Throw an Ignite on your target if you have to for that finishing touch.
So now the creeps have reached your lane and you start last hitting. Remember, once you've chosen Seastone Trident it places a DoT. It happens far too often that you lose last hits because you weren't aware of the DoT and a minion stole that last hit. You can harass enemy champs easily with Urchin Strike just be aware of counter strikes when you don't have Playful / Trickster. After you have Playful / Trickster, harassing is much easier, even on turrets. Just be wary of your mana consumption. On your first trip back to base, buy Boots of Speed and start immediately working torwards Catalyst the Protector. Please keep in mind, you may not always have a jungler and/or support ally. Sight Ward will help keep you and your lane partner from a possible gank.
By this point in the game, you should have Rod of Ages and Sorcerer's Shoes already built and possibly a Sheen depending on your luck. This is also when you should be helping other lanes with ganks or stay with your team for those moments of team fights. This phase should be focused on building Rabadon's Deathcap, Lich Bane, or some survivability depending on how you and your team is doing.
This is the phase where team work is essential. If your team cannot cooperate together, you might as well surrender. During a team fight, DO NOT INITIATE. Thats your tanks job. Focus the squishy carries then finish the team and push. Warding enemy jungle points and your own can easily create map dominance. You could also grab an oracle and start ward hunting or looking for Teemo shrooms and Shaco jitbs
Going for the Gank
This works pretty much the same way in any phase of the game. You found your target and your teammate knows who you are about to burst. Decide whether or not to use Ghost when you dash in. If you feel you need a slow instead or you can drop the champion with the help of your ultimate, toss your Chum the Waters on them. Activate Seastone Trident right before you charge with Urchin Strike. Doing this will put both the DoT and grievious wound on your target. Get an auto-attack or two on them as you decide whther you need to activate Playful / Trickster to escape, finish off, or slow the enemy again. Remember, you also have Ignite to help with the finishing touches or to help burst down the enemy champs.
Tips and Tricks
When trying to maintain lane presence, there are a few things to keep in mind. Pay attention to your health, mana, and skills. Also, know what your enemies spells are and whats been used. Keeping all this in mind can help you either get the kill or escape from an accidental over extension.
If you are in the top or bottom lane, use the bushes to your advantage. Urchin Strike into the enemy champion at max distance and go back to your bush. Doing this puts some magic damage out and the passive DoT from Seastone Trident. It is possible to harass even on a tower due to Playful / Trickster. Make sure the enemy is at max range of your Urchin Strike when you dash in the Playful / Trickster out. If you do this right, you can avoid the tower's attack on yourself while still harassing and starving the opposing champion. Remember to be wary of counter attacks and hidden ganks.
This can be annoying due to Seastone Trident. Be careful not to let your DoT on a minion drop it low enough to where your own minions kill it. Starving yourself is far to easy. I also like to hit each minion in a wave once and let the DoT do some work then come and last hit. If you're looking for some extra damage and not worried about enemy champs around go ahead and activate Seastone Trident. As the game goes on, Playful / Trickster can help clear waves fast. Just activate it and let the second activation go off by itself.
Playful / Trickster
This ability can save you. My advice with this is to start a custom game and go learn which spots you can hop over to escape or even to initiate ganks. This is best done through trial and error. After learning these in custom games you can take it into normal and ranked games without worrying if you are going to waste a cooldown.
Proof of Success