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Fizz Build Guide by berronii

Middle [10.19] Vi veri universum vivus vici | FIZZ MID

By berronii | Updated on September 18, 2020

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Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Triumph
Coup de Grace
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Middle Lane
Ranked #15 in
Middle Lane
Win 52%
Get More Stats

Champion Build Guide

[10.19] Vi veri universum vivus vici | FIZZ MID

By berronii
Fizz
x Intro
x Skins
x Lore

x Pros/Cons



Pre-Game
x Runes
x Spells
x Tips & Tricks
In-Game
x Match-Ups
x Abilities
x Items

x Warding

Game Phases
x Early
x Mid
x Late

Hello. I am berroni. My current division is Platinum 1 on EU:NE, and Diamond 3 - EU:W and I main Fizz. Fizz is a champ I have more than 3000 games on, champ I have mained since I remember of me playing League and I must say that I've never stopped playing him - I'm still maining it. After years and years of my experience with Fizz, I've decided to make a guide and help the people at their start. This guide is completely offensive gameplay related, and if it's not your game style this guide may be a miss for you.


Abilities






Fizz - "Vi Veri Veniversum Vivus Vici."
"By the power of truth, I, while living, have conquered the universe". A Latin war phrase, mentioned also in the graphic novel "V for Vendetta".

Winrate: 51.7%
Average KDA: 7.8 / 5.2 / 5.5
Average Damage per Game: 17,346
leagueofgraphs stats

Fizz is one of the League's oldest champions. Today, you will rarely see him playing, and those guys playing other champions don't even know how huge amount of fun they are missing. Fizz's ban rate is 13.5%, so abuse that fact.



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lore




Pros


One of the strongest 1v1 champions at early
Quick wave-cleaning due to W's regeneration on-kill
Easy to hit abilities
Greatest yet easiest roaming in the game due to his E and R
Awesome Engage
Wins the trade before engaging(R)
One of the strongest passive abilities in the game, walking through the minions - can't be catcher(can catch)
Can oneshot each damage carrier at late, adc/mid.

Cons


Weak if behind
Mana hungry through the early
When countered - countered well(Zed)
One of the oldest champions in the game.
Must win lane
Weak against tanks
Not so powerful early
Can't oneshot before 2nd item(Rabadon's Deathcap)
Can't walk well in the jungle
Can't drive-away one champion from the rest of his team



DOMINATION

Electrocute is the main reason we're playing Domination runes. The bonus burst damage is just insane on Fizz, and we can't miss it. It is surely my main pick whenever I'm playing an assassin or any champion that has an easy-to-use combo, and Fizz works well on it. It will win many trades and grant you lane adventage over your opponent whatever he is playing, or make you two equal if he's playing electrocute too. Actually, we are playing Electrocute since it's our main combo we use, triggering it on our W for 50% hp threat to the enemies.
Sudden Impact grants us 7 Lethality and 6 Magic Penetration for 5 seconds whenever we leave the bush or use our teleport or dash, or even deal any damage to enemy champion + the triggering damage will also benefit from penetration. It has only 4 seconds cooldown(on expiration). Combined with our other items it works amazingly well on Fizz, and we can't miss it. We could go for Cheap Shot in certain matchups, but 80% of our games we'll go for the Sudden Impact...
Eyeball Collection is an item that will increase our AD or AP(adaptive) per each eyeball we collect, up to 12 AD or 20 AP total. Eyeball is collected by each takedown we make on the enemy champion(kill or assist), and when we takedown each one of them we'll get additional bonus of 6 AD and 10 AP which makes Eyeball's bonus 18 AD and 20 AP at its maximum.
Ravenous Hunter heals for 1.5%(+2.5% per Bounty Hunter stack) of the damage dealt by your abilities.
To collect Bounty Hunter stack, you need to get an takedown on enemy champion(same as with Eyeball Collection). Ravenous Hunter is quite important on fizz even tho healing is reduced to one third on AoE abilities(our E), as it works well with Eyeball Collection and as it will boost ourr survivability.
There is no need for explanation of these choices, you'll play 2 diamonds 99% of your games, your combine armor with MR depending on your lane opponent and enemy team composition.


PRECISION

Triumph is the rune that must be played on Fizz as we're playing offensive and we need an ability to survive long enough to deal what we can deal, do maximize the damage. It's a rune that will restore 12% of our max health + it will grant 20 additional gold whenever we takedown an enemy. It's a rune that will allow us to 1v2 with a great boost, it's a rune that will avoid each ignite(if ur not bleeding or so). Must play against each AD lane opponent!

Coup de Grace is the rune that will also increase our trade winning chances at any stage of the game, due to the 8% more damage, against low-hp(less than 40% of max. hp) champions, it grants. It can be replaced by Cut Down at certain matchups, against tanks, but yet I'm not using it - I stick with Coup de Grace and it works well.




SUMMONER SPELLS
-
FLASH:Flash is an summoner spell which must be played on Fizz each time you play it. It's a spell that helps with escapes, engages and everything else that has any relation to movement. Basically, it's a simple press-use spell which teleports your champion a fixed distance towards your targeted area. It's used to get over the walls, escape abilities, catch up the enemy, run away from the enemy and everything else. Each champion has a need for Flash, except a few ones that can teleport the same distance, in the same way, like Shaco for example. There are numerous combinations you can practice to master your Flashing skill.
Cancel-Flash
IGNITE: Ignite is not an usual pick for a Fizz, but as our champion has insane burst damage on Q-AA-W combo with Electrocute, we must play it in case our opponent Flashes since we already used Q. It can replace Teleport quite well by giving us true damage boost.
TELEPORT: Not necessary as we are playing Ignite but can be used due to the fact that there are games where we just can't miss a minion wave and Teleport is great pick not to allow that.


  • Fizz is strongest at early, abuse that fact.
  • Try to abuse your Ultimate Chum the Waters by using it only when there are 2-3 champions standing close to each other.
  • We max our W not only due to it's powerful early but also because of our Q-AA-W combo which activates Electrocute exactly on our W(greater for early engages)
  • Do the best you can to take the first blood, it grants more than a normal kill and we need an early advantage.
  • Don't recall before you reach level 6, we need minions to finish Sheen as fast as possible.
  • You can take the first blood as soon as you reach level 3, read the "Game Phases->Early" chapter for a guide on how to do it.
  • When you use your Chum the Waters at Late, your opponent's will try to catch you and they will forget that you have even used it, so they surely will stick together and you will damage more than one enemy with it.
  • Don't get your opponent too low in trades, keep him at 50% or he'll run under his turret




MALPHITE
DETAILED

ZED
DETAILED

OLAF
DETAILED

TRYNDAMERE
DETAILED

SHEN
DETAILED



UDYR
DETAILED

SYLAS
DETAILED

TALON
DETAILED

LEBLANC
DETAILED

DIANA
DETAILED

XERATH
DETAILED

Zoe
DETAILED

MALZAHAR
DETAILED

YASUO
DETAILED

HEIMERDINGER
DETAILED


VOLIBEAR
DETAILED

DARIUS
DETAILED

ELISE
DETAILED

VLADIMIR
DETAILED


RUMBLE
DETAILED

RYZE
DETAILED



TEEMO
DETAILED

CASSIOPEIA
DETAILED

KARTHUS
DETAILED


PASSIVE ABILITY
Nimble Fighter
INNATE: Fizz is permanently Ghost ghosted, and takes 4 (+ 1% AP) reduced pre-mitigation damage from each tick of damage, up to a maximum of 50% reduction.



Q
Urchin Strike

ACTIVE: Fizz Dash dashes a fixed distance towards the target enemy, dealing them magic damage plus 100% AD physical damage.


✦SECOND CAST: Urchin Strike applies on-hit effects.

W
Seastone Trident

PASSIVE: Fizz's basic attacks rend enemies on-hit, dealing magic damage every 0.5 seconds for 3 seconds, refreshing on-hit.

ACTIVE: Fizz's next basic attack becomes an Excessive Force 2 unstoppable basic attack, dealing bonus magic damage and gaining Range icon 50 bonus range.

If Seastone Trident kills its target, its Cooldown reduction icon cooldown is reduced to 1 second and refunds Mana icon mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks gain bonus on-hit magic damage for 5 seconds.

Seastone Trident Bladework resets Fizz's basic attack timer.
E
Playful/Trickster

PLAYFUL: ACTIVE: Fizz Dash vaults towards the target location, becoming Playful untargetable for up to 0.75 seconds while balancing on his trident. While balancing, Fizz gains the ability to cast Trickster Trickster.

Fizz then splashes onto the ground below him, dealing magic damage to nearby enemies and Slow icon slowing them for 2 seconds.


Playful / Trickster: ACTIVE: Fizz dismounts from his trident toward the target location in quick succession. Upon landing, he deals magic damage to nearby enemies. The damage dealt is the same as Playful Playful's, but in a smaller radius, and without applying the Slow icon slow.
Both Dash dashes may be directed separately.

R
Chum the Waters

ACTIVE: Fizz throws down a lure at the target location that attracts a shark, Sight icon revealing the affected area before emerging and letting out a crushing bite at the lure after 2 seconds, dealing magic damage, Airborne icon knocking aside surrounding enemies and Slow icon slowing them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its damage, slow, eruption radius and knockback distance.

GUPPY (<455): 40% slow, 200 eruption radius and 150 unit knockback distance.

CHOMPER (455-910): 60% slow, 325 eruption radius and 250 unit knockback distance.

GIGALODON (>910): 80% slow, 450 eruption radius and 350 unit knockback distance.


Enemy Champion icon champions can intercept the lure, which attaches to them and causes the shark to emerge at their position. The lure's holder is Slow icon slowed and True Sight icon revealed for the duration and Airborne icon knocked up for 1 second instead of away.



STARTING ITEMS


These are the standard Starting Items. As Fizz is quite squishy early we need Doran's Ring so we don't need to back each second - or so we can keep poking the enemy. Also, we're going for Warding Totem as we need vision over the map, enemy jungler usually focus mid and our Fizz so he doesn't get fed - if that happens it's over for them.

FIRST BACK
These are the items you should get on your first back.
Sheen is an glorious first item on Fizz, due to mana it grants and the passive ability which deals extra damage on AA after every ability used and that goes incredibly well with our Q-AA-W combo. Boots of Speed so we are sure our enemy is not going to escape and Control Ward to have eyes over the whole mid side, so our opponent's jungler can't destroy our streak.

FIRST ITEM
Lichs Bane is the item we'll build First on Fizz, as soon as we can afford it. It grants a nice amount of AP + Mana, and besides that it has passives with awesome burst damage. After it, we go for Rabadon's Deathcap which boosts our first item, and we are capable of oneshot ability as soon as we finish it. We must be ahead if we want to play Rabadon, that is.

2ND & 3RD ITEM


After Lich Bane we go for Rabadon's Deathcap which boosts our first item, and we are capable of oneshot ability as soon as we finish it. We must be ahead if we want to play Rabadon, that is. Ninja Tabi or Mercury's Treads - between these two boot options, take the one depending on the enemy team - Ninja Tabi against the AD team or Mercury's Treads against an AP team or a team which has a lot of CC champions. Boots of Mobility when you're quite confident in yourself and quite ahead of opponents


THEN



After Rabadon's Deathcap we're building Void Staff due to magic penetration it grants, which we need since our opponent has at least 1 magic resist item finished. When we build it, we can easily oneshot each enemy we find as we're already on about 550-600AP. We play Zhonya's Hourglass since it is an OP item that prolongues files. We can dodge Zed's R for ex., when it expires we simply use E to escape any possible death. Morellonomicon due to the burning passive & health it grants


SITUATIONAL

HEXTECH PROTOBELT-01
Hextech Protobelt-01 is an item we're going to build ONLY as the first item. It's passive is going to deal the damage we're going to take by an enemy quite a lot, and it's active is going to reduce the enemy's movement speed.It's one of the best starting items sometimes, if not the best one, so surely we will think of building it in certain games.
LUDEN'S ECHO
Luden's Echo is an item that we can build on Fizz, and we surely will do it quite often as it's an item that deals enormous damage to the enemies, and as we'll deal 40k+ damage per most of our Fizz games(following this guide) - it surely will help us a lot. We'll never build it before we build each other item - decide whether you want to finish your build or start it with this item.
RYLAI'S' CRYSTAL SCEPTER
Rylai's Crystal Scepter is an item that musn't be brought if we're not ahead of our enemies a lot. It's an item that gives a nice amount of HP and AP, which logically tells you that it's not bad to pick it against the AD team. Buy it whenever you're ahead, but don't buy it if you need to carry your team hardly.

LYANDRI'S TORMENT
Liandry's Torment is an item that will make our life last longer and that's going to give us an ability to damage enemies more than we already have done, or that will increase our escape chance.
HEXTECH GUNBLADE
Hextech Gunblade is an item you're going to build against squishies. Surely, we will play it in appro 70% of our games.
Warding is surely one of the most important things in League of Legends, and it's worth knowing that it's important equally for each role. You can't win a game without warding, and you can't master it at once. It requires a lot of work and study to know the places you should ward and the exact times when you should ward them as they can bring nothing bad. It's worth knowing that it's important equally for each game phase, too, early/mid or late. At the early phase, enemy jungler will surely try to gank your enemy laner, and without ward, you will have to choose whether it is worth flashing(with any chance of survival) or dying, there is no third option.


At the picture above we can see the options for vision control on Baron, as the blue team. Don't think that you must place each ward like in pictures, no, these wards are some sort of "possible placements" and you can decide where you need your ward. Place them just so you can see if the enemy will try to steal or take baron.


Term "Invade" stands for stealing jungle camps from enemy junglers. It's more popular nowadays than ever before, and almost every game must have a jungler who'll invade at level 1. If you let them invade, your jungler will get behind in most cases. Do your best to ward each road your enemy jungler might take towards your jungle, and don't let him steal our jungle camps.



If you want to play Fizz, you must play offensive even in the beginning of the game. But honestly, and actually, it's easy to do it with Fizz as he is one of the strongest Lane Bullies in the game. At level 1 you need to damage your opponent as much as you can with your W, don't let it get off cooldown and don't let your opponent farm- just spam it whenever he comes close to your minions to take one. If you've done it well, your opponent should be on 70% or less. Q-AA-W to proc your Electrocute, and your opponent is no higher than 50% HP. Wait for your Q but don't spam W a lot now because he may run away under his turret if he gets too low, keep him at 50% - don't let him heal until you get your W back. Now, you should be level 3. Do Q-AA-W combo, and hit E if you think you can get him without ignite(20-70 hp), otherwise ignite him and you've got the first blood. Don't back until you reach level 6, your opponent is dead and you need to push the lane so that your enemy loses as much XP as possible from minions. By the time he gets back, you are level 5. Play safe, don't push. Reach level 6, clear minions and B. Now, your opponent will try to make you lose some XP by pushing his minions into your turret, but as we're level 6 we can prevent that by ulting and coming from jungle any side and in best cases that R will grant us another kill on our lane. It's very important to get the first blood, as in 80% of games it decides the winner of the lane and Pantheon must win Lane if he wants to be able to do anything at mid-late.
At this stage, Fizz should be looking forward to helping his teammates on mid/top if they're behind. You are higher level than your lane opponent, so do the simple way of Fizz's roam. Push your lane and start going towards top. Wait for enemy top laner to be in a good position for you, do Q-W-E combo, he will flash. If your teammate from top can catch him up, let him do it - you don't have time. That is how we help our top laner, ow, when you've helped top take kill or at least get ahead with XP - start planning to go bot. As soon as you approach the botlane, use Chum the Waters on enemy botlaners as soon as you reach the distance and they get into position, take double there. Do your Chum the Waters on that way that enemies are standing close to each other, so it actually damages both of them not only one. Else, the one caught with our Chum the Waters is going to stand caught, while its teammate is going to flash away. One down, second flash used. If you can see your opponent on mid, recall and go back to your lane. If your opponent is missing from your lane - don't recall but go straight mid from bot so you can prevent the possible gank and catch him or his jungler in the river.


Fizz is monster at late, but if you've had someone like Zed on mid and that Zed took 2/3 kills on your teammates - you can't win a fight against him even if you are ahead a lot. But, we're not fighting "HARD matchup" cuz we wouldn't take Fizz so we focus the enemy ADC and MID - damage carrier firstly. Whenever we get a chance to fight each of them 1v1, we must use it or the team fight will suffer and end badly for our team. Each ADC can be one-shotted by you if you've finished first 3 items of build and you're playing electrocute. So, the point of this "Late" chapter is trying to tell you that Fizz can't fight and do much to tanks at late, but can win each team fight even before it starts - by taking down a carrier of enemy's team, damage carrier. If that options fails, because he has a bunch of tanks protecting him - wait for your tank to make a move. Never risk at such situations, so wait for your tank to get close to you or for let's say Volibear to stun one damage carrier, and jump in like a flee without an head. Damage carriers are everything that's important at late, forget minion farming and forget keeping a cool head - do your best to take these flees down.



So, we have come to the end of this guide. This guide surely will be updated with every patch. If you liked this guide, please let me know with your vote, and if you have any questions - feel free to ask me down in the discussion section.


Good luck in the Fields of Justice & thank you for reading..
League of Legends Build Guide Author berronii
berronii Fizz Guide

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