Fizz Build Guide by maddogdude92
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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.
This is my first build. I am an adamant viewer on MOBAFIRE, and I thought it was my turn to finally add something to the great site. It may not be visually appealing yet, but the information has been tested and PROVEN. If anyone has tips on the formatting of the guide please comment; all constructive criticism is welcomed and encouraged. This guide does work, and in my opinion is far more reliable than AP Fizz, so give it a try before you disregard it because of the formatting.
Thanks, and take care.
Thanks to JhoiJhoi, she is awesome, and her epic guide can be found here.Also a quick thanks to Ezekial for the proofreading in the intro! Ngteen gave me the idea for the second build; I have yet to play with it, but it seems to have more sustain but less carrying potent--I've seen his scores and he is a great player. Also, I am working on adding some more images and visual aids to the guide, so check back and I will most likely have updated it some!
Fizz is a phenomenal character for many reasons! The first is his evasiveness. Fizz can quickly enter a fight apply Seastone Trident and quickly Playful / Trickster away from comabat!HE HAS A SHARK!
Fizz can be played many ways but i think that the on hit effect hybrid Fizz is most reliable.Ap fizz has some phenomenal burst but as soon as his abilities go on CD he is almost useless in team fights and to 1v1 someone!
Fizz is an ASSASSIN and as such should be putting his points into the offensive tree! he is slightly squishy but with the Doran's Ring your Greater Seal of Armor runes, and health pots he has plenty of sustain in the lane as long as you play aggressively, but while making sure to always Playful / Trickster out of any immediate danger or too much minion aggro. I see the utility tree being viable for more lane sustainability but the harassment the offensive tree offers including more magic pen and CDR to me makes more sense for Fizz. But as i said again you have to play Fizz as an assasin in this build in order to survive because we take no sustainability items! 0! ZILCH! CERO! I put my remaining points into the utility tree to increase the duration of my buffs and give me better mana regen so i wouldnt have to recall for mana. I also only need to buy health potions with the increase in mana.
I take the Greater Mark of Magic Penetration runes because last hitting with Seastone Trident is your key farm and harass and this benefits GREATLY by the extra magic pen and AP. The Greater Seal of Armor runes also give him extra sustain in lane because he can harass and with the armor plus his passive he easily comes out ahead in harassment. Another completely viable rune choice is the CDR runes Greater Seal of Cooldown Reduction if you want more CDR or perhaps dont want to take the Ionian Boots of Lucidity this makes up for the loss in CDR late game.
Ok so here it is. Ignite AND Exhaust!! you should be able to get first blood if your partner has any form of CC or exhaust. Flash seems wasted with Playful / Trickster giving you a free flash on a much shorter CD. Ghost is another wasted spell because your passive already ignores unit collision and the speed you get is nice but i just dont see it getting you more kills than Ignite or surge. Smite are you jungling? no? ok. then NO! Clairvoyance are you support? no? ok. once again NO! Ok now here I am torn Exhaust would actually not be a horrible option...but once again let someone else take it if possible! you want to increase your damage output as much as possible and you have a mastery point increasing your Ignite and Surge dont wast it!
Changed the guide to Exhaust in order to be more effective late game with team fights
W W W W!!!! Seastone Trident is one of the best harass moves out there for a melee hero! You get to run in hit the champion and dash out losing far less than they do! It should be the first skill maxed.The other spells dont increase your damage as much as does. next I max E mainly for the reduced CD but also because it helps clear minion waves with its AOE.Q is the spell i max last, it gives good burst but Trickster allows you to stay alive thus harass more so I chose it last. And as always max why? because ITS A SHARK!
Plain and simple this is a HYRBID ON HIT EFFECT build, this means you are picking items that balance the benefits of his W and still having the AD and AS to be usefull while his spells are on CD. the Doran's Ring is picked first because it enables you to keep up your mana early game to mid game as long as you are harassing smart and not over extending. if your jungler lets you take blue every now and then then you wont have to B for mana. The Boots of Speed are picked up next because it allows you to dash in hit them with your Seastone Trident and Playful / Trickster out without being caught. NOT BEING CAUGHT IS KEY!I have revised the original build and now i take Sheen before Malady because your Q applies on hit effects this is a great combo with Sheen. If you have 3-4 kills by now you can skip Malady for Wit's End and then come back for Malady if you prefer. in my opinion Malady is easier to build because its core components cost less so you can build it slowly.Next I take the Ionian Boots of Lucidity because the speed is nice on some of the other boots but the CDR lets you Playful / Trickster away far more often especially if you dont take CDR runes.I then get Guinsoo's Rageblade to top off my damage while my spells are on cooldown. it adds AP AND AS two key things for On effect hits. it also makes your Seastone Trident passive do more damage when you leave the fight! I finish this build with Madred's Bloodrazor if the game hasn't already ended. most the time by now they have surrendered do to the FEROCITY of the shark but if not I finally finish my build with a Hextech Gunblade to add some life steal and spell vamp to sustain myself in team fights.
Build 2 is more of a balanced tankier setup that my friend Ngteen tested out on his level 30 and he had good results with. I will give it a try as soon as I finish fine tuning and tweaking my first build! so the item order in build 2 is a "safer" more ordinary build to it. Give either a try and you should find success! but build 2 tends to be more support like in that you aren't getting kills near as much as assists. but both can be greatly used! In build two I added Banshee's Veil and Guardian Angel these are situational and depending on what you are up against you will want to chose accordingly.
Ok so there are some items that people believe are better and ill list them and say why i think something else is perhaps better.
Trinity Force is a great option if you need that extra tankiness and sustain. your damage output will fall behind some and you wont attack quite as fast or as hard but you still have moderate damage gain from Sheen's effect and this should allow you to stay in the thick of a team fight even longer(I do not recommend staying in though)
Warmog's Armor is also not a horrible situational item. if they are really putting the beating on you and your team Warmog's Armor will give you the health regen and large health pool you will need to stay out during team fights and not have to back as much.
Banshee's Veil is a great item in order to counter AP heavy carries with single target nukes that you cant dodge with Playful / Trickster its got good magic resist that will stack well with Wit's End
Guardian Angel is another great item that will add sustain and a free revive for late game. it gives good armor and a little magic resist. but with Playful / Trickster after you revive as long as they don't stun you, you should be able to jump away and run to safety!
Boots of Swiftness these boots are great for just catching and running away in all circumstances but be careful, with these boots you lose your 15% cool down reduction which in some cases could be the difference between having Playful / Trickster and not having it!
Fizz isn't the most confusing hero to learn to use but he does take some knowledge of the enemy team and IMPECCABLE timing! Dodging people's ults and other non skill shots are a breeze with fizz because of his Playful / Trickster. lets get started into how this guide differs from other Fizz guides! NO SUSTAIN!!! you MUST play this build as an assasin....MUST. you should wittle away at the enemy team until you know you can jump in get them low enough for your W to kill them and Playful / Trickster away once again! you must be as slippery as ...a fish....ok bad joke aside. YOU MUST DODGE! you dont have large health regen or mana regen you must conserve mana for when you need to jump in solo someone and retreat again! I have not been able to be 1v1'd against so far! his W and E allow him to apply his DOT then trickster out and immediately charge back in with Q! he is squishy if you let them hit you so just harass ALL GAME! never let them stay at max Hp the lower you constantly keep the easier it will be to just urchin strike in hit them 4 times with Q and back away and watch them die! Another way for you to use fizz is as an INITIATOR ok it can be seriously risky! buttt with his shark its not near as bad as you think! quickly Q into an enemy champ hit them with W a few times throw a SHARK and just E away! by then your team can move in on the champ you have tagged with your SHARK OF DOOM! this allows a quick kill and most likely a team fight hugely in your favor! one more huge strategy for Fizz GET YOUR BUFFS!!! Red buff adds another ON HIT EFFECT! and slows them as if you had Frozen Mallet and well Blue buff gives you CDR and pretty much spammable mana!
Added Madred's Bloodrazor
Added build 2 for a more advanced game with better players
Trinity Force added into build two for tankiness and sustain all game.
Added a situational items section.
Changed my Masteries from defensive tree to utility to increase buff duration and Mana sustain
Reworked items section