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Spells:
Flash
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Prologue
Mmmm... Runes. I don't more than 2 rune pages but out of the 2 that I do have, can apply to a variety of situations.
Precision
Fleet Footwork
Phase Rush
These runes might not have the Magic Penetration that is usual for most AP casters but it seems to work fine with me ^_^
Greater Mark of Scaling Attack Damage Reds are for getting Fizz's attacks to hurt just a *little* bit more when combined with the damage from Seastone Trident and Malady.
Greater Seal of Armor Yellows can and will save your life from those oh-so-annoying AD jungler ganks.
Greater Glyph of Scaling Ability Power Blues offer that OOMPH for your spells that you WILL need. Scale very well into late game.
Greater Quintessence of Ability Power Purples give you that early game power that make you a threat to enemy squishies.
Runes
Greater Mark of Scaling Attack Damage Reds are for getting Fizz's attacks to hurt just a *little* bit more when combined with the damage from Seastone Trident and Malady.
Greater Seal of Armor Yellows can and will save your life from those oh-so-annoying AD jungler ganks.
Greater Glyph of Scaling Ability Power Blues offer that OOMPH for your spells that you WILL need. Scale very well into late game.
Greater Quintessence of Ability Power Purples give you that early game power that make you a threat to enemy squishies.
For those of you getting a little bit skeptical at this point, think about this.
Fizz's Seastone Trident deals up to 100 bonus magic damage, DoT equal to 8% of enemies' missing health PLUS ability power. A few auto-attacks can take a nice little chunk out of a squishy's health and you'll just Playful/Trickster away without a scratch. The Malady already adds 20 MORE magic damage while shredding magic resist making you a big threat to the enemies' carries. Your still have quite a bit of Ability Power so your other abilities aren't going to be left out. The Doran's Ring is rather useless late game so feel free to replace it with one of the following whenever you feel like its dead weight:
Guinsoo's Rageblade: +35 Attack Damage +45 Ability Power UNIQUE Passive: On basic attack or ability use, increases your Attack Speed by 4% and Ability Power by 6 for 5 seconds (effect stacks up to 8 times). Though I haven't built this too many times as Attack Speed Fizz, the times that I DID, it allowed me to take out that low health tower quickly with the bonus AD. I wouldn't rely on it every game, but it gets the job done.
Lich Bane: +350 Mana +80 Ability Power +30 Magic Resist +7% Movement Speed UNIQUE Passive: After using an ability, your next basic attack gains bonus physical damage equal to your Ability Power (2 second cooldown). Does not stack with Sheen or Trinity Force. Ah, Lux's best friend. Fizz can benefit greatly from this b/c of the bonus movement speed and its passive that deals bonus phys. damage equal to your ability power. The magic resist also assists you in assassinate those pesky AP carries.
Mejai's Soulstealer: +20 Ability Power UNIQUE Passive: Your champion gains 8 Ability Power per stack, receiving 2 stacks for a kill or 1 stack for an assist (stacks up to 20). You lose a third of your stacks on death. At 20 stacks, your champion gains 15% Cooldown Reduction. *EXTREMELY* situational. If you are sure that you can get it stacked up to 20 stacks go head and get this instead. It does make you a walking neon-target covered in bacon though. So like I said. *EXTREMELY SITUATIONAL*
Abyssal Scepter: +70 Ability Power +57 Magic Resist UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20. I would take this if your facing magic damage dealers that are stacking Magic Resist just for you. (feel loved yet?)
Fizz's Seastone Trident deals up to 100 bonus magic damage, DoT equal to 8% of enemies' missing health PLUS ability power. A few auto-attacks can take a nice little chunk out of a squishy's health and you'll just Playful/Trickster away without a scratch. The Malady already adds 20 MORE magic damage while shredding magic resist making you a big threat to the enemies' carries. Your still have quite a bit of Ability Power so your other abilities aren't going to be left out. The Doran's Ring is rather useless late game so feel free to replace it with one of the following whenever you feel like its dead weight:
Guinsoo's Rageblade: +35 Attack Damage +45 Ability Power UNIQUE Passive: On basic attack or ability use, increases your Attack Speed by 4% and Ability Power by 6 for 5 seconds (effect stacks up to 8 times). Though I haven't built this too many times as Attack Speed Fizz, the times that I DID, it allowed me to take out that low health tower quickly with the bonus AD. I wouldn't rely on it every game, but it gets the job done.
Lich Bane: +350 Mana +80 Ability Power +30 Magic Resist +7% Movement Speed UNIQUE Passive: After using an ability, your next basic attack gains bonus physical damage equal to your Ability Power (2 second cooldown). Does not stack with Sheen or Trinity Force. Ah, Lux's best friend. Fizz can benefit greatly from this b/c of the bonus movement speed and its passive that deals bonus phys. damage equal to your ability power. The magic resist also assists you in assassinate those pesky AP carries.
Mejai's Soulstealer: +20 Ability Power UNIQUE Passive: Your champion gains 8 Ability Power per stack, receiving 2 stacks for a kill or 1 stack for an assist (stacks up to 20). You lose a third of your stacks on death. At 20 stacks, your champion gains 15% Cooldown Reduction. *EXTREMELY* situational. If you are sure that you can get it stacked up to 20 stacks go head and get this instead. It does make you a walking neon-target covered in bacon though. So like I said. *EXTREMELY SITUATIONAL*
Abyssal Scepter: +70 Ability Power +57 Magic Resist UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20. I would take this if your facing magic damage dealers that are stacking Magic Resist just for you. (feel loved yet?)
Nimble Fighter: Fizz takes less damage from basic attacks and ignores unit collision.
Urchin Strike: Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects. This ability can be used 2 ways. To escape or to initiate.
Seastone Trident: Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health. Great farming tool and has a very low mana cost so no worries if you didn't get to use it ^_^
Playful/Trickster: Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down. This is Fizz's main utility spell. He can dodge most spells and effects using this. It's also competition for Vladmir's Troll Pool. ( Sanguine Pool)
Chum the Waters: Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside. Fizz's ult is very useful. It can be used as an escape mechanism, initiator, finisher or harass if your feeling THAT cocky about it.
Urchin Strike: Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects. This ability can be used 2 ways. To escape or to initiate.
Seastone Trident: Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health. Great farming tool and has a very low mana cost so no worries if you didn't get to use it ^_^
Playful/Trickster: Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down. This is Fizz's main utility spell. He can dodge most spells and effects using this. It's also competition for Vladmir's Troll Pool. ( Sanguine Pool)
Chum the Waters: Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside. Fizz's ult is very useful. It can be used as an escape mechanism, initiator, finisher or harass if your feeling THAT cocky about it.
Pros:
Cons:
-
Extra escape mechanism
Can be used offensively to secure a kill
Quick Ambushes on unsuspecting enemies
Cons:
LONG cooldown
Can be counter-blinked
Pros:
DoT that stacks with Seastone Trident
True Damage
Damage Vladmir in his Troll Pool. ( Sanguine Pool)
Finishes runners
Cons:
Removed my summoner Cleanse
Cancelled by Zonyah's Active
Can be counter-blinked
Pros:
DoT that stacks with Seastone Trident
True Damage
Damage Vladmir in his Troll Pool. ( Sanguine Pool)
Finishes runners
Cons:
-
Can be
Removed my summoner Cleanse
Cancelled by Zonyah's Active
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