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Fizz Build Guide by Yamikazexz


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League of Legends Build Guide Author Yamikazexz

Fishing For Freelo - A Master Tier Guide to Fizz

Yamikazexz Last updated on October 14, 2017
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Hi! I'm Yamikaze. I started climbing in 800 elo in Season 2 and am currently Master I on the NA server. I peaked 280 LP earlier in May 2017 and am currently hovering at around 100 LP. Many of you may know me from my Talon guide. Although Talon is my main champion, I do play other assassins such as Fizz quite often on my smurfs.

This build is Craack's build. He is a multiple-season Master tier Fizz main that peaked ~300 LP, one game off Challenger. Since Season 3, he has accumulated over 1200 Fizz games on his main account. I would also like to thank him for his help in writing this guide.

Check out my discord here. I make stream announcements here and you can contact me with any questions you may have.


Do you ever feel frustrated when playing against a fed Fizz? Have you ever tilted because the no-brain enemy Fizz is literally 1v5'ing your whole team? Ever wanted to BE the no-brain fed Fizz? With his insane, low cooldown mobility and slipperiness along with one of the highest and fastest burst damage combos in the game, Fizz is, quite literally, a splash to play when ahead. On the other side of the coin, however, Fizz is incredibly frustrating to play as when behind due to his lack of ranged waveclear. This guide will teach you how to play Fizz so that EVERY game you play (well, most…) will leave your enemies tilted and arguing in all chat about whether Fizz should even be a champion in the game.







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Sorcery - Nothing much to say here. Fizz's damage is heavily reliant on his spells and even though the attack speed from Fury has some synergy with Seastone Trident (being able to auto attack into Seastone Trident a bit faster), it's much better to have extra damage on your Urchin Strike, Playful / Trickster, and Chum the Waters.

Feast - Both Fresh Blood and Feast are viable options. It's personal preference but I prefer Feast on Fizz versus ranged champions as he has a weak early game due to his lack of range. Feast will provide Fizz with a bit more survivability in lane especially against heavy poke such as Orianna. However, versus melee champions I prefer Fresh Blood as Fizz is very strong early against melee champions due to the strength of his Seastone Trident in melee trades. Fresh Blood will provide additional early trade damage that will hopefully be enough to secure an early kill and snowball the game.

Natural Talent - This 4-1 split between Natural Talent and Vampirism is a common setup first used on the Korea server. Basically, the reasoning behind this is the first point on Vampirism is more efficient than the next 4 points. Thus, it's most optimal to run one point on Vampirism and then put the other 4 on Natural Talent for the extra AD. Don't worry about the AD from Natural Talent . It will help with early last-hitting and trading in lane.

Battle Trance - This mastery trumps Double Edged Sword and Bounty Hunter simply because it's a more consistent boost in damage. Bounty Hunter isn't optimal because Fizz generally snowballs in the early and mid game. However, Bounty Hunter usually doesn't max out the damage amplification until mid to late game teamfights. Further, it's often very difficult for Fizz to secure kills on tanks such as Maokai, making it hard to get the last few % of damage amplification. Double Edged Sword is also not the best choice on Fizz as you will be diving into the enemy team and the extra damage taken can easily lead to a death that will snowball the game. However, Battle Trance is very strong on Fizz as the nature of his burst (either leading with a Churm the Waters and letting Battle Trance build up with Seastone Trident) or diving in with Urchin Strike and using Seastone Trident once the passive is ready to be proc'ed means that Fizz will usually be dealing the majority of his damage after a few seconds in combat. Thus, Battle Trance will be at maximum amplification for the majority of your damage.




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Savagery - Although Wanderer 's move-speed allows for better roams, Savagery lets Fizz 1-shot caster minions after they have taken one tower hit with just one Seastone Trident empowered auto-attack. Without Savagery , you will have to auto-attack and then Seastone Trident, providing the enemy laner with more time to poke you down.

Assassin - More damage when catching out a squishy. Secret Stash isn't that necessary even though it synergizes with Corrupting Potion as Corrupting Potion along with Teleport is usually more than enough sustain. Further, since you're probably not jungling, you don't need Runic Affinity .

Merciless - Here, I run 5 points in Merciless as Fizz doesn't really need mana regen in lane as Corrupting Potion and The Dark Seal will easily solve any mana problems he may have with Playful / Trickster

Dangerous Game - My favorite mastery. This is the ability that lets you win those close, down to the wire fights where you finish one player off then just barely have enough health to kill the next. Plus, Greenfather's Gift is mostly a jungle only mastery and Bandit doesn't fit well with Fizz's kit.

Precision - Not too much to say about this. The instant 6 lethality and scaling magic penetration is miles better than 5% cooldown reduction on Fizz. Read the Greater Mark of Precision under "versus AD matchups" for why the lethality is also good on Fizz. The magic penetration is good to increase your overall burst. Further, Intelligence isn't that great as it doesn't matter how fast your cooldowns come up if you can't finish off an adc in 1 combo and they turn around to kill you right aftwards.

Thunderlord's Decree - Simple choice. Thunderlord's Decree is great for single-target bursting, which happens to be what Fizz's kit is built to do. Fizz doesn't really need the movespeed from Stormraider's Surge due to his insane mobility from Urchin Strike Playful / Trickster and Hextech Protobelt-01.





VS AD / click to enlarge / VS AP


Versus AP

You will want to run this setup into matchups such as: Syndra Twisted Fate Taliyah Orianna Viktor Azir Ahri Fizz Ekko and etc.

Most of Fizz's damage comes from the magic damage on Seastone Trident Playful / Trickster and Chum the Waters. Thus, the magic penetration from x9 Greater Mark of Magic Penetration will greatly increase your burst damage throughout the game.

Since most AP mid laners don't deal much physical damage aside from their weak auto attacks, we don't really need any Greater Seal of Armor. Thus, we are free to run Greater Seal of Scaling Health x9. These runes are VERY rune slot effective, meaning they offer much more in stats than other Seals. Fizz often dives into a fight and must survive long enough to get her burst off. The extra health from these runes will help Fizz survive and secure kills.

These glyphs also offer very high rune slot efficiency. Further, most AP mages will deal primarily magic damage so it is vital to run these runes. Without them, the enemy laner will deal 10-20% to you more damage throughout the game. This can easily be the difference between a win and a loss.

Once again, one of the highest rune slot efficiency quintessences in the game. Since Fizz has strong AP scaling on all four of his abilities (even Urchin Strike, which does physical damage!), these will help increase your damage in general.



Versus AD


The thing about AD matchups is that AD mid laners are often melee and will always trade with you early. Further, since the majority of your early damage comes from Urchin Strike and auto-attacks, pure magic penetration isn't as efficient as versus AP matchups. A split between lethality (which amplifies your auto-attack and Urchin Strike damage) and magic penetration will be more efficient. This is especially true if the enemy target is only building one type of resistance (e.g. only armor or magic resist).Further, most enemy mid laners will only have magic resist versus Fizz. Thus, the lethality will be even more effective (as lethality is more effective the less armor the enemy target has).
The difference vs. AD mid laners is that we need to run Greater Seal of Armor x9 to reduce their physical damage. Similar to the Greater Glyph of Magic Resist x9 that we run vs AP mids, if we don't run Greater Seal of Armor x9 vs. AD mids, they will do 10-20% more damage, potentially deciding the game. Further, since most AD mids don't really deal magic damage, we can replace them with another rune slot effective glyph that is Greater Glyph of Ability Power x9. The AP will benefit Fizz's AP scaling on, well, all of his abilities.
Same as versus AP.





This is a MUST HAVE for Fizz. If you don't run this spell, you will die to ganks, miss out on kills, and you'll get flamed by your teammates. Further, taking Flash enables combos such as Flash - Urchin Strike and Playful / Trickster - [[Flash].

I run this into most matchups as Fizz is a melee mid that can get poked down by mid laners such as Taliyah and Orianna. This summoner spell lets you take a quick back if you got hit by a lot of poke and can't stay in lane. Further, this spell amplifies your mid game roams as you, quite literally, roam from mid lane. Just remember not to use Teleport right in front of the enemy laner as they will either poke you down or stop your Teleport with hard crowd control.

Run this into most melee matchups. Fizz does very well into these matchups due to Seastone Trident being much easier to proc when trading versus melee champions. Further, melee champions are often much easier to Urchin Strike as they are melee and have to walk up to last-hit.






Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels.

Pretty nice passive that basically acts as a mini pre-update Doran's Shield and a Phantom Dancer passive. Not too much to say here aside from this will help a bit when getting poked down by auto-attacks in lane and keep you from getting minion blocked.


Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 25 / 40 / 55 / 70 (+55% of ability power) magic damage to it. The ability will also apply on-hit effects.

A physical damage dash that allows Fizz to keep up with running enemies. This ability is usually used at the start of a combo to get in range for auto-attacks and to mark the enemy target with a Seastone Trident mark. Keep in mind that Urchin Strike applies the Seastone Trident mark to ALL enemies Fizz dashes through, but Urchin Strike only does damage the champion or minion Fizz targets with the spell. Further, since Fizz ends up behind his target, this ability can be used in lane on a minion to get in range for Chum the Waters or Playful / Trickster. It should also be noted that Chum the Waters can be cast while Fizz is dashing, canceling the Chum the Waters animation. This can be used in lane to land a sneaky long-range Chum the Waters by using Urchin Strike on a minion and then using Chum the Waters mid- Urchin Strike. Alternatively, you can land a guaranteed small Chum the Waters by casting Urchin Strike and using Chum the Waters mid-dash while hovering your cursor over the enemy target.


Passive: Fizz's basic attacks, Urchin Strike and Chum the Waters rend enemies, dealing 20 / 30 / 40 / 50 / 60 (+40% of ability power) (+ 4 / 4.5 / 5 / 5.5 / 6% of missing health) magic damage over 3 seconds and marks enemies for 6 seconds. Multiple basic attacks will refresh the duration. The damage caps at 270 against minions and monsters. Active: Resets Fizz's basic attack timer and empowers his next attack, dealing 20 / 30 / 40 / 50 / 60 (+40% of ability power) bonus damage.

Seastone Trident will be your primary last-hitting tool when the minion wave hits your tower. Due to Fizz's lack of early game wave-clear, this will happen quite often. Make sure you don't mess up the last-hit with Seastone Trident as if the cooldown isn't reset, you will likely miss the whole wave to the tower. When bursting enemy champions, you will usually want to use this ability after the mark is fully charged. The mark is applied when you hit the enemy with Urchin Strike, an auto-attack, or Chum the Waters. However, if you don't need the extra mark damage, you can instantly auto-attack into Seastone Trident or Seastone Trident into Urchin Strike ( Urchin Strike will apply the extra Seastone Trident damage if you cast Seastone Trident before you dash). Further, if you have already hit the enemy with a Chum the Waters, you can simply wait for the mark to charge and then cast Seastone Trident into Urchin Strike.



Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends. Trickster (Active): Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.

Ah. The reason why everyone hates Fizz. Playful / Trickster not only provides insane mobility and invulnerability for Fizz, but it also serves as his primary waveclear and burst (aside from Chum the Waters, of course!). Generally, you don't want to use this ability too often in lane due to it's insane mana costs. Further, level 9 will usually be when you can 1-shot the enemy ranged minions with one cast of Playful / Trickster as you will have all 5 points in it. Keep in mind this can go up or down depending on whether you're ahead or behind. Due to it's long cooldown, you also want to save this ability in teamfights to dodge an important skillshot or to simply force the enemy to switch targets as you remain invulnerable. Be sure not to re-cast this ability if you want the extra area and a slow. This ability can be used with Flash by simply casting the FIRST part of Playful / Trickster, and then using Flash WITHOUT casting Playful / Trickster again. Also, Playful / Trickster can be used to jump short walls.



Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits, increasing Fizz's magic damage against the tagged champion by 20% for 6 seconds (Chum the Waters is not affected by this bonus). If it doesn't hit an enemy champion remain on the ground. Regardless of position, after 2 seconds, a Shark will emerge from the earth to eat the fish, damaging, knocking back and slowing enemies for 1.5 seconds.

Shark! Chum the Waters can either be used as a low-risk, low reward close range slow or a high risk, high reward long range nuke. Generally, you want to cast this ability either when the enemy is auto-attacking a minion (they will have less time to dodge), out of vision of the enemy (usually by sitting in a bush), or in the middle of your Urchin Strike. To use the low-range Chum the Waters, simply cast it in the middle of Urchin Strike while hovering your cursor over the enemy target. You can also use this trick to land a mid range Chum the Waters in lane by casting the Urchin Strike on a minion and throwing Chum the Waters towards the enemy laner.





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

> > >

Fizz maxes Chum the Waters first as it is his ultimate ability. Second, max Playful / Trickster as it is a large portion of your burst and the reduced cooldown allows for greater mobility in teamfights. Then, max Seastone Trident for more damage as maxing Urchin Strike doesn't provide as much damage as Seastone Trident. Last, max Urchin Strike.





Starting Items

Fizz starts Corrupting Potion into matchups where you get poked down in lane. This would, of course, include the majority of mid laners. Although Doran's Shield is better for melee mids versus heavy poke, the reason for this start is that Corrupting Potion also offers mana, which Fizz desperately needs in lane due to Playful / Trickster's insane mana cost. At 90 mana per cast in lane, Fizz will quickly run out of mana in just a few trades without the mana from Corrupting Potion. I would also recommend buying a The Dark Seal after your first back for extra potion healing.


In certain matchups where the enemy laner is melee and can't poke you from range (such as Zed Yasuo), Fizz doesn't need Corrupting Potion for sustain. Rather, you can start The Dark Seal and a Refillable Potion for stronger lane trading. Further, The Dark Seal also gives mana, which will help keep you from running out of mana in lane. Feel free to upgrade your Refillable Potion to a Corrupting Potion on your first back.


Early Game


After buying Corrupting Potion and The Dark Seal (you can also skip one of these, it's all down to personal preference), buy a Hextech Revolver. This will build into Hextech Protobelt-01.

If you have 300 gold to spare between Hextech Protobelt-01 components, buy Boots of Speed. These will allow you to keep up with the enemy laner and secure kills or survive with low health.

Another Hextech Protobelt-01 component. The cooldown reduction is really nice early on as it will significantly lower the cooldown on your Playful / Trickster and Chum the Waters. Further, the health will help keep you alive in early skirmishes.


Boots

Buy these boots when you're snowballing and want even more burst to kill enemies and snowball your lead. However, keep in mind it's still often better to go Ninja Tabi or Mercury's Treads when ahead as they will do a better job of keeping you alive in fights.

Buy this into AD matchups or AD heavy teams in general. The armor and auto attack reduction combined with Nimble Fighter will make you very hard to kill.

Buy these into heavy crowd-control or magic damage team comps. The tenacity from these boots will allow you to quickly recover from hard crowd control and cast Playful / Trickster as either an escape or to finish off the enemy target.



Core Items

This item should be rushed on Fizz for numerous reasons. First, the thing about Fizz is that, once he gets on an enemy squishy, they are usually dead no matter what. It doesn't matter if you have a Hextech Protobelt-01 or an early Lich Bane (which is slightly more damage), as the extra damage from Lich Bane will just be overkill. Further, the easiest way for an enemy squishy to survive Fizz's burst is to simply stay out of his range and dodge his Chum the Waters. Rather than risking a max range Chum the Waters every time an enemy squishy is out of range, Hextech Protobelt-01's active allows Fizz to simply dash forward into Urchin Strike or Playful / Trickster range. Plus, the extra tankiness helps Fizz stay alive when he is diving the enemy team and Hextech Protobelt-01's passive can be used after Urchin Strike (basically in melee range]] for tons of damage. Keep in mind that if the enemy target buys a Banshee's Veil to counter you, Hextech Protobelt-01's active can be used to easily proc the spell shield.




Usually, this is your second item after Hextech Protobelt-01. Nothing too much to say about this item. Lich Bane gives movespeed (which allows Fizz to catch up to enemies, along with Hextech Protobelt-01) and lots of burst (especially since it's trivial for Fizz to proc Lich Bane as both Urchin Strike and Seastone Trident apply on-hit effects such as Sheen and Lich Bane). When building this item, build Sheen, Aether Wisp, and then Blasting Wand. However, if you don't have enough to buy Sheen, build either Aether Wisp or Amplifying Tome (for Aether Wisp).


Always your third item after Hextech Protobelt-01 and Lich Bane. The reason for this is that, as Fizz, your role in a teamfight is to dive the backline, kill a squishy target, and not be blown up in the process. The hard part isn't exactly killing the enemy squishy. Rather, it's surviving after your initial burst. Being able to kill the enemy ADC means nothing if you simply die right afterwards. Zhonya's Hourglass helps to solve this with an active that makes you invulnerable for 2.5 seconds after your burst.


For your fourth item, you have a choice between Void Staff and Rabadon's Deathcap. The choice is simple to make. If the enemy squishies (your targets) have magic resist items, buy Void Staff. If not, buy Rabadon's Deathcap. Both will exponentially increase your burst simply due to how their passives work. Buy the other item as your fifth and last item afterwards.


See Void Staff


Situational items

A very situational item for when you are snowballing hard. If you're really fed and expect to get more fed, consider upgrading The Dark Seal to Mejai's Soulstealer sometime after Hextech Protobelt-01. Keep in mind that if you do buy this item, you must play safer and make sure not to die. If this is bought before Lich Bane, I strongly recommend skipping Lich Bane as you don't need the extra damage and going straight for Zhonya's Hourglass so you can survive in fights to maintain your stacks.






Fizz's Combos

NOTE: In this section, aa stands for auto-attack and Q W E R are abilities.

FURTHER NOTE: (PB) stands for Hextech Protobelt-01's active. I put it in parenthesis because you might not have this up or even have the item while using this combo.


Combo #1
Trading in Lane WITHOUT Chum the Waters


> AA > >



Combo #2
Trading in Lane WITHOUT Playful / Trickster nor Chum the Waters


> AA > AA >


Combo #3
One-Shot Combo With Max Range Chum the Waters
NOTE:Throw Chum the Waters either when the enemy laner is going for an auto-attack, if you're in a bush with a Control Ward, or if you're simply waiting for a flank in a teamfight. This way, it's much harder for the enemy laner to dodge. WAITR means to wait for the shark to chomp before you dash in with Urchin Strike. Further, you should use Seastone Trident right before Urchin Strike to quickly proc the Seastone Trident proc and any Sheen or Lich Bane proc without having to auto-attack.


> WAITR > > >


Combo #4
Lane Solo-Kill With Sneaky Chum the Waters
NOTE: Use Urchin Strike on a minion and then Chum the Waters in the middle of your dash for a sneaky high-range Chum the Waters.


> > > AA >



Combo #5
Undodgeable Low-Range Chum the Waters Mid- Urchin Strike
NOTE: This combo has less damage than Combo #4 but is more consistent as the Chum the Waters cannot be dodged without Flash or a similar blink ability. Use Urchin Strike on the enemy target and hover your mouse over the target to cast Chum the Waters mid dash. Keep in mind you can skip most of the auto-attacks if you don't need the extra damage.


> > AA > > AA >



Combo #6
Variation of One-Shot Combo With Max Range Chum the Waters
NOTE: Similar to Combo #3 except E is used before W-Q, usually to dodge a skillshot such as a Lux Light Binding.


> WAITR > > >






Thank you for reading. This guide is my 6th completed guide and took around 10 hours to complete. Videos and more sections will come soon. Let me know if there's anything else you'd like for me to add!

Please leave an upvote if you found my guide helpful. Further, if you want to support me or my guide, an upvote is enough. If you downvote, please tell me why and I will do my best to fix any issue you may have with my guide.

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Once again, please feel free to join my discord. I make stream announcements here and you can contact me with any questions you may have.

Special thanks to missMaw. This guide wouldn't have been possible without her help. Check out her guides :) !

Ordinary thanks to Sir Celery for inspiration. He's an okay person who has helped me a bit. I strongly recommend checking out his stream here if you're interested in learning Jungle.

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