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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Orianna
No kill pressure on her. Your best hope is to farm up, use your pots and ask for a gank when you get ult.
Introduction
My name on the NA server is the "Best Fizz JA". I have well over 600 Fizz games and 444.8 k Fizz mastery so I think I'm qualified to make this guide. I'll be using the same set up I had in my Lee Sin guide for in depth easy to read info. I have an average of 9.6 kills/6.9 deaths/6.8 assists over 253 rank fizz games.
Fizz is a high burst damage assassin that excels in picking off the vulnerable and epic troll-like escapes. His early game is defined by high mana cost which limits his all in potential. His mid/late game is defined by snowballing and assassinating the enemy carries. This build gives Fizz 35% cdr in the mid game, more tp plays, burst, nice defense, 2 stasis and a 4.2 second Playful / Trickster. |
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Fizz is a AP melee burst assassin normally played mid and sometimes top or jungle. The Tidal Trickster has:
- Slight minion and champion auto attack mitigation from Nimble Fighter
- An escape, gapcloser and sheen procer from Urchin Strike
- Overtime damage that scales off of missing Health from Seastone Trident
- An escape, gapcloser, slow and high damage AoE, AP nuke from Playful / Trickster
- A slow, high damage AoE, AP nuke that increases Fizz damage from Chum the Waters
- Lots of outplay/escape/chase potential from his 4.2 sec Playful / Trickster
Pros+ Insane AoE AP burst + Highly mobile + Easy to pick up + Outplay potential |
His Playful / Trickster and Chum the Waters gives crazy amount of AoE AP burst. 4.2 second Playful / Trickster. Easy to get use to. Can make amazing clutch assassinations, escapes and build gives him 2 stasis ^.^ |
Cons+ High Mana cost + Mostly all in's + Weak early game + Countered by hard CC |
Crazy high mana cost so invest in early mana items. Does have harass combo but most of the time you have to all in. Mana cost limits early game strength. If affected by hard CC can be burst down =/ |
Unsure if vs an AP or AD champ in lane
Runes
Vs an AP champ in lane
Runes
Vs an AD champ in lane
Runes
Get out of jail free card. Increases chase, escape and playmaking potential.
Make cross map play, get hugh cs waves or get to lane faster with this.
Increases damage output and kill potential. I only use this to counter heavy healers tbh.
Bring this to counter high AD burst champs such as Zed, Yasuo and Riven
Take if Jungling increases survivability, gold income and objective control
The above item set up is my preferred build. It gives max cdr, 400+ AP, godlike magic pen, beast spell blade passive and two stasis. This build is the definition of toxicity. 4.2 second Playful / Trickster, 217 sec Teleport and Flash, 2 stasis and beast burst.
Core
AP, CDR and enemy healing reduction for early game
Ability and spell cdr and movement
AP, armor and 2.5 seconds of invulnerablity on a 90 sec cd. Can be rushed vs AD champ
Increase burst damage, AP, Movement speed and cdr
Situational
Counters heavy MR stacking
Second life means second chance to faceroll the enemy
Get if your team and the enemy team are heavy AP. Can be rushed vs ap champ
Counters health stackers
If enemy team is squishy
If you want more pushing power and burst
Easy
These champs you have high kill pressure on them and they have little to non on you. Don't get conceited when versus these champs though.
Medium
In this lane it's killed or be killed. The kill pressure is split right down the middle and you have to burst them down before they get the chance to burst you down. Whoever gets the first kill is the alpha dog and they will begin to snowball.
Hard
These champs you have little kill potential on because of their harass, healing/shielding kits.
Early Game Vs Ranged
- For now the enemy lane doesnt exist
- Focus on farming only
- Ward whenever possible and stick to warded side of lane
- Heal up with Health Potion
- When you have enough for Sheen and Health Potion recall and Teleport to lane
- Go for all ins and try to get kill
- Dodge spells with Playful / Trickster
- Hit Chum the Waters
- Your passive play style might have given enemy a false sense of security
- After getting the kill push lane if enemy jungler isn't close to deny cs
Early Game Vs Melee
- Do the above levels 1 to 2
- At level 3 continue play passively or harass by
- Use Seastone Trident
- Auto Attack
- Urchin Strike quickly to cancel auto attack animation
- Auto Attack
- Playful / Trickster quickly to cancel auto attack animation and slow
- Auto Attack
- Walk away or keep auto attacking
Mid Game
- If you are fed keep trying to get kills on enemy mid laner
- Help team with objectives
- Look for a Teleport play on the side lanes
- Gank side lanes
- Ward, Ward, Ward
- Try to get Blue Buff
- In teamfights burst down a squishy carry then use Zhonya's Hourglass then try to burst down someone else or Playful / Trickster out
Late Game
- Group as a team
- Don't get caught
- Don't facecheck brushes
- Look for picks
- Jump on most fed carry without Zhonya's Hourglass (likely to be the adc)
- Ult when they clump up
How to Teamfight
- Wait for the teamfight to begin and the enemy to use their CC
- Burst someone down with your abilities (likely to be the adc)
- Use Zhonya's Hourglass when they are about to focus you
- Playful / Trickster onto another squishy champ and Urchin Strike them
- Your Guardian Angel should proc
- Playful / Trickster onto another squishy champ and Urchin Strike them
- If this is done right you should do a total of 6000 damage in a teamfight
How to Splitpush
- Only split push if you brought Teleport
- Split pushing is different from going gates
- You split push with the aim of drawing someone to you so you can Teleport to a teamfight making a 4v4 a 5v4 kappa
- Ideal lane to split push is bot since we'll be able to Teleport to baron
- Kill the person contesting your split push if possible
- Go gates (Push with the aim of getting an inhibitor) if you won't be contested and your team is not being neglected
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