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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
Firstly, an introduction to
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In fighter role you can still burst your enemies down with your combo, and keep smashing them with
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Darius patch update
I have to admit that I have forgotten about this guide for quite a while -- that was because of my graduation class which ate all of my time this year. But as of now I am done with finals, and I have had time to revise the guide and make necessary improvements.
As it turns out, being passive early just doesn't work so well. You end up being harassed to oblivion and unable to approach minions or even kill your enemy. Because of that I've decided to change the early game attitude - be aggressive. Your mobility and spike damage are your edges, and you should exploit them. To reflect that change, I encourage maxing out
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I have also decided to throw away
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I've discontinued the jungle chapter as well, since jungle, while possible, did not turn out to be quite as viable as I hoped for it to be. Moved it to the bottom of the guide as archive chapter.
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Bottom lane would be very rough for him due to heavy harassment from enemy AD carry and support. He would fall behind in creep kill count, though with right runes and a good support, it would be possible for
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Middle lane is typically where
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Pros:
+ In hands of a skilled player, ![](/images/spacer.png)
+ Can both burst enemies and deal formidable sustained damage
+ Capable of tower-diving thanks to
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+ Easy to pick up kills due to the powerful DoT from
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+ Absolutely destroys enemy carries in mid and late game teamfights.
+ After you get your
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Cons:
- Squishy early game, difficult time farming minions early- Very item dependant (low damage output until
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- Difficult early game - requires a lot of caution
- Punishing for mistakes and errors
- This build doesn't take any lifesteal or spell vamp items, therefore you need to keep an eye on your health, to know when to disengage from combat and retreat to regenerate.
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You can then leave him there, and after 0.5 second he will jump off on his own to where the trident is, damaging enemies in medium area, also applying the slow;
Or, you can activate that skill again and he will jump off the weapon towards targeted location, becoming targetable once more when he lands, damaging enemies in a smaller area; however, he will not slow them.
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Then, after 1.5 sec. a shark will jump out of the ground to devour every enemy champion in the area of effect, dealing significant damage and knocking them up in the air.
The masteries I chose are aimed to give
Fizz the biggest damage output possible, while still getting some minor survivability.
AP-increasing masteries are rather obvious, I guess. We are an AP-based champion, all our skills scale with AP. While AD is a component of the skill we are focusing on the most here -
Seastone Trident - AD is simply not worth enough to be viable.
CDR is great, because it allows us to use our skills more often, which means higher
Seastone Trident uptime. Also, numerous times I've failed to escape my enemies chasing me, simply because I couldn't use
Playful / Trickster because of the 0.5 sec left on cooldown. Therefore I think this little bit of CDR is very important for
Fizz.
Arcane Knowledge
gives us more magic penetration.
I take
Alacrity
because majority of
Fizz's damage in this build comes from
Seastone Trident, therefore any increase in attack speed means more hits during it's uptime, which directly translates to bigger damage output. Also
Weapon Expertise
, since we're getting a lot of last hits, and that includes some physical damage - we want to exploit that, too.
I've put 5 points in defense, since we are focusing on the fighter aspect of
Fizz - which means, we also need to get survivability to be able to make it out alive from very tight teamfights.
One of the things that I consider crucial for this build is high flat MRPen stacked. All our attacks deal magic damage, and flat MRPen is more valuable than
Void Staff on low-MR targets. With all items fully charged, this build penetrates up to 58 MR. For
Void Staff to penetrate more MR, target would need to have more than ~145 MR. (58/0.4=145)
Greater Seal of DefenseI build
Fizz as a fighter, and as such he needs survivability. Armor serves him pretty well, seeing as we can dodge most magic-based attacks/skillshots aimed at us with our abilities. And why don't I take flat armor instead? Firstly, armor per level gives us more armor in the end. Also, in the early game attacks don't deal as much damage as they do in late game. And we are a mid-late game focused champion here, therefore these runes feel pretty reasonable. Additionally, our passive doesn't reduce damage from abilities that deal physical damage, which is another point for these runes.
The reason here is the same for which I took CDR in the masteries section. More
Seastone Trident uptime and higher chance of making it out alive, because we'll have our escaping tools off-cooldown sooner.
Same reason as for
Greater Mark of Magic Penetration.
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Greater Seal of DefenseI build
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Note: There seems to be an error in Mobafire database; these actually give 0.05% per level, resulting in 0.9% at level 18.
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This newly-introduced spell can swing a lot of skrimishes in your favor. 40% of bonus AS is a lot, and it remains useful across all game phases - from early to late game. Since this build is mainly focused on autoattacks with ![]() ![]() |
space |
It's another DoT to go with your ![]() |
space |
Many times you won't be able to keep up with your target, since every time you auto-attack, you stop. Luckily, ![]() ![]() |
Despite the nerf this spell still sees a lot of (ab)use. Even though ![]() ![]() |
spacious_space | It is viable for when you have problems with keeping up with your enemies, or noone in your team wants to pick this spell up while you are pitied against an AD-heavy team. Other than that, I wouldn't recommend it, other spells work out just as good or even better. |
Boots
My boots of choice are the ![]() |
space |
While ![]() |
As to AS, we get a lot of it from ![]() ![]() ![]() |
space |
Why not ![]() ![]() ![]() |
AP items, A.K.A.
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Y U NO HAVE
Lich Bane?!
So, allow to explain why I decided to disregard
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Let's consider the case as if we have built as an assassin. During teamfights, you will usually use all your abilities immediately, leaving you with only one
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Since this build aims to combat this period of uselessness, we throw this item away.
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spacious_space |
I've seen this item be chosen by some ![]() ![]() ![]() |
Obvious, who wouldn't want it? Gigantic spiky increase in damage, although at a price. Beucase of it's cost I usually decide to take it last, even though the boost it gives is quite significant. | spacious_space |
I've never actually taken this item in consideration; later in the game we don't have that many mana-related problems, thanks to ![]() |
AS items
A core item, in my opinion. It gives us a huge boost in damage, due to more hits with ![]() |
spacious_space |
Part of my core build. The reasoning here is the same as for ![]() |
I've been considering taking this item for some time, but I'm not sure whether or not it can work out as good as others. It increases all the stats that we want, except perhaps for AD, but in the end it's a part of ![]() ![]() ![]() |
spacious_space |
Another item that I've seen taken by some people. While it sure does have useful stats, I consider my earlier choices to be better, at least for a build that relies heavily on ![]() ![]() ![]() |
General survivability items
It is a good item, because it provides us with the health we need to stay alive. Also, it gives us mana which we desperately need in early game, due to all our skills being quite costly (except ![]() |
spacious_space |
An important item, though I admire it more because of the bonus health it provides rather than the slow. It's great for us, since it increases two of the three stats that we want the most, and also slows the target allowing us to smack them with ![]() ![]() |
I've been looking for an alternative for ![]() |
spacious |
Great item if you are getting focused heavily during teamfights, but also want to squeeze in some additional damage. This item does not only counter characters who rely solely on physical damage, like ![]() ![]() ![]() |
Taking the reasoning from last chapter in consideration, I have set up the following builds for every occasion (items' order roughly represents their priority);
Of course, the order is not set in stone, and actually it shouldn't be treated like that, since it's extremely situational. Although it's possible to draw out a general theme you should be following;
First off, grab the boots. Depending on how you like to start, you can either take these and 3
Health Potions, or a
Doran's Ring. I have found that 2
Doran's Rings are more than enough for early game survivability, and they also give quite a lot of damage. It's generally better to take the boots, since it allows you to dodge skillshots easier, run from early gank and to heal with potions, should you take damage.
By the time you have to go back you should have enough gold to buy a
Doran's Ring, an
Amplifying Tome and some
Health Potions. After that keep building towards
Malady. You should be in a good position to grab some kills now, go and seize every opportunity to harass your lane opponent.
On your next trip back grab boots, and then
Malady. Take a second
Doran's Ring if you feel you need it. By now you should start occassionally leaving your lane to gank and help your teammates. This will help you get the gold needed for
Rylai's Crystal Scepter.
If you haven't won the game by now, then it's good for you - after
Rylai's Crystal Scepter you should be pretty tough and able to take on your enemies relatively easily. Build your way towards
Wit's End, starting with either
Recurve Bow first, if you need more damage, or with
Null-Magic Mantle if you need survivability.
The optimal build, for when everything is going great:
When both teams are doing well, or you have the upper hand (recommended choice):
For when you're getting focused more that you'd want to:
Entirely defense-oriented build:
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When both teams are doing well, or you have the upper hand (recommended choice):
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For when you're getting focused more that you'd want to:
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Entirely defense-oriented build:
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Of course, the order is not set in stone, and actually it shouldn't be treated like that, since it's extremely situational. Although it's possible to draw out a general theme you should be following;
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Fighter-ish
Fizz plays a little bit differently than the assassin-style
Fizz that is popular right now. Despite that they have the same targets to accomplish for the team - kill the carries.
The main difference is that you are staying in fights longer to deal the damage you have to do, you can also stand toe-to-toe with enemy fighters and bruisers, often managing to single-handedly kill them. The extra survivability you get from items and runes allows you to be more bold in skrimishes.
It is always hardest to begin - this rule actually applies here. Early game is the most difficult part for you. During it you should focus mainly on farming minions and evading enemy harassment. Keep skilling up
Urchin Strike and go back when you have enough gold for
Doran's Ring and some
Health Potion's. Now you can start tackling your opponent with your harassment combo. Do it once or twice, and as soon as you have
Chum the Waters, go in for the kill. Let the enemy push, make sure he stands somewhere near middle of the lane, pretend to be backing off for some time so that he feels confident enough to farm. Then get close, blow your ultimate, activate
Seastone Trident, charge in with
Urchin Strike, blow
Ignite and keep autoattacking until he uses his escape mechanic, then just jump to him with
Playful / Trickster. Should be a kill for you in 90% cases.
Don't forget about last hits though, they're still essential for you to win the lane.
Stay at your lane and farm until you have your
Malady built. If you feel like you need more punch and survivability, buy second
Doran's Ring. If you have enough gold to do so, buy
Giant's Belt. Try to leave your lane to gank and help your teammates or roam around with your jungler. This should get you the gold you need to finish
Rylai's Crystal Scepter early.
Later on, when you have it finished, start to engage in smaller teamfights and skrimishes. If you haven't done this already, push your lane and destroy the enemy tower, so that you're clear to leave the lane once and for all.
Generally you should be behaving similarly as in the mid game phase, with the exception that you should be assisting your team at all times, if possible. Take the red buff if your AD carry doesn't want it, since it's just amazing with your DoT, and it also slows your target.
During teamfights save
Playful / Trickster for when you are in danger or a low-hp enemy is escaping.
Urchin Strike should be used to charge to the enemy carry and get rid of them as soon as possible (remember to activate
Seastone Trident right before charging). If you have it, activate that
Surge, it helps a ton.
Chum the Waters can either be used right away to break the enemy lines, or after the charge to buy you more time to kill your target. In my opinion it's best used at the beggining, since it creates chaos at the place of battle, allowing you to slip through the enemy. Remember to stay focused on your target, but remember to keep yourself alive with
Playful / Trickster.
There is no set rotation per se, since
Fizz's abilities have relatively long cooldowns, but the general opening order of casting abilities can roughly be depicted as:
There are a few tricks that you can use to maximize your damage output:
Using
Urchin Strike while
Seastone Trident is activated will make it benefit from the bonus damage that is usually applied to autoattacks.
You can either:
This combo is more aimed to slow the target than deal damage. As every slow, it is useful when you want to ensure your team will be able to catch the target before it gets away. Can also be used when you see a low-hp ally being chased by an enemy.
Remember, that for the slow from
Playful / Trickster to trigger, you must not press the E button again. Because of that you also have to aim your jump a little ahead of time, so that the target doesn't escape from the AoE.
This is a safe method of harassing your opponent aggressively. It deals big initial damage and leaves the DoT, and allows you to back off with
Playful / Trickster safely before they can respond.
Since I'm overhauling the guide, I plan to record a new video presenting the new early-game attitude, should it be useful.
I have recorded a replay of my game against Annie on middle lane. While it has mistakes and is unneccessarily long and boring and undynamic, it presents the general idea of being (mostly...) passive and evading direct confrontation with your enemy the higher the levels go, while seizing some occasions to harass.
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The main difference is that you are staying in fights longer to deal the damage you have to do, you can also stand toe-to-toe with enemy fighters and bruisers, often managing to single-handedly kill them. The extra survivability you get from items and runes allows you to be more bold in skrimishes.
Note on skill choice: you should adjust your skilling priority to the changing conditions of the game, not following it blindly as it is on the character sheet. If you are getting harassed hard and have to dodge often, consider putting more points in
Playful / Trickster earlier, at the expense of
Urchin Strike or
Seastone Trident.
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Laning phase
It is always hardest to begin - this rule actually applies here. Early game is the most difficult part for you. During it you should focus mainly on farming minions and evading enemy harassment. Keep skilling up
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Don't forget about last hits though, they're still essential for you to win the lane.
Mid game phase
Stay at your lane and farm until you have your
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Later on, when you have it finished, start to engage in smaller teamfights and skrimishes. If you haven't done this already, push your lane and destroy the enemy tower, so that you're clear to leave the lane once and for all.
Late game phase
Generally you should be behaving similarly as in the mid game phase, with the exception that you should be assisting your team at all times, if possible. Take the red buff if your AD carry doesn't want it, since it's just amazing with your DoT, and it also slows your target.
During teamfights save
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Fight skill rotation
There is no set rotation per se, since
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Combos
Using
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You can either:
- activate
Seastone Trident right before
Urchin Strikeing an enemy
Urchin Strike right after an autoattack to maximize the damage output
This combo is more aimed to slow the target than deal damage. As every slow, it is useful when you want to ensure your team will be able to catch the target before it gets away. Can also be used when you see a low-hp ally being chased by an enemy.
Remember, that for the slow from
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This is a safe method of harassing your opponent aggressively. It deals big initial damage and leaves the DoT, and allows you to back off with
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Note: using this method frequently will very quickly deplete your mana.
- This is how you should be opening your gank on lanes, assuming you sit undetected in the brush. It allows you to take careful aim with
Chum the Waters and then close the gap quickly with
Playful / Trickster.
- The same order can also be used to defend a tower aggresively. Casting
Chum the Waters from behind a wall and then closing the gap with
Playful / Trickster will force the enemy to either fight under the tower or run away. In either case you get an advantage, since if they run, you get a few free hits with
Seastone Trident.
Note: detailed facts regarding skills can be found here.
Video example
Since I'm overhauling the guide, I plan to record a new video presenting the new early-game attitude, should it be useful.
Skill-related
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Urchin Strike allows you to charge through walls towards your target, but you can't pass a wall if you've already hit your target (your target stands between you and the wall you want to charge through)
This ability resets autoattack timer, therefore when fighting creeps, or in a stationary skrimish with the enemy team, use it right after an autoattack. Combined with activatedSeastone Trident it yields a big increase in it's damage output, since it basically gives you two instant strikes.
- Some people have said that this ability resets the autoattack timer, allowing you to hit the enemy, use
Urchin Strike, and then smack them with your weapon again immediately. I have played several bot games and never noticed the swing timer to be reset - id est - when I charged into the enemy without autoattacking them first, the autoattack came instantly.
However, when I've usedUrchin Strike right after an autoattack, the next strike seemed to be delayed a little, which would mean that the swing timer was not reset. (Could've been lag or something related, though, or the way the ability is coded, preventing
Fizz from taking any action for a set period of time).
Guess I will have to be on a lookout for someone to prove it right or wrong.
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- Neither passive nor active part of
Seastone Trident works on turrets.
- The DoT left by the passive is quite powerful, even on early levels. When on lane, always try to poke at your enemy, getting a hit or two, but never commit to this harassment.
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- You can use
Playful / Trickster to dodge a turret missile which would've otherwise killed you. Also any other thing that is targeted at and already flying to you, it'll simply vanish.
- You can also use this ability to check bushes, or the other side of a wall (for example dragon, baron or mid lane bushes) - you basically have to stand right next to the wall, jump over as close to the edge of the wall as possible, and then immediately order
Fizz to jump back. This method allows you to safely check for enemies, since they won't be able to do anything to you. Just make sure that you're quick enough to be able pull it off, so that you don't end up giving your enemies a free kill.
- General rule that applies to all walls you want to jump over; stand right next to the wall and hover your mouse cursor over the
Playful / Trickster ability to see it's range. Any wall that ends before or right at the rim of the circle, can be jumped over. Be sure to stay at the right place, and jump to the right spot, though, since this ability fails to take effect if your cursor is even slightly off the good position.
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- You can use your ultimate to both defend a tower and score a kill, if a melee champion is attacking it. Stand behind a wall so that the enemy cannot see you, cast your ultimate at them and then run quickly towards them, jumping if neccessary. They will get knocked in the air while you close the distance. Then they will either have to fight you under the tower or run away from it in order to be able to fight back; in either case you have a huge advantage, since if they run, you have a few free strikes with
Seastone Trident.
- Your ultimate can also be used to chase if your two other abilities are on cooldown. In most cases the enemy won't be able to dodge your ultimate, since they will be frightened of not running straight, because then you get closer to them.
Note: skill rotation and combos associated with them are mentioned here.
Here's a short video compilation of some of the tricks mentioned above.
General
- Play safe during early game. This is a huge priority, since you are squishy as hell without your Catalyst the Protector, and dying to your enemy even once gives him a big advantage. You can poke at your enemy at level 1 with
Seastone Trident, but as the levels increase you should be becoming increasingly passive, focusing on getting last hits and avoiding as much harassment as you can with
Playful / Trickster. After Catalyst the protector you can start becoming more and more aggressive.
- Make sure to pay attention to your enemy. Watch his mana/energy bar, farm minions boldly whenever he's out of mana/energy. If the enemy has no resource, like
Katarina, try to get last hits after he uses his spells, so that you are safe for the time of their cooldown.
Wall jumping with
Playful / Trickster
I have created a color-coded map, which roughly depicts where it's possible to leap over a wall with
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Red means that it's impossible to leap over that wall.
Green means that it's possible to leap over that wall.
Right click on the image and select "View image" to view it in bigger size (1770x1423).
Borders between possible/impossible should be fairly accurate, although since they are marked by hand, they may be slightly off in some places.
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Right now you may ask, why don't I pack only AP items with
Void Staff, if flat MRPen proves to give so little difference... Let me explain;
In order for
Void Staff to get better MR reduction than this build, target needs to have more than approximately 145 MR. ( 58 is maximum MRPen this build achieves,
Void Staff penetrates 40% of MR. 58/0.4 = 145 )
Additionally,
Wit's End gives passively 42 magic damage on each attack. Which is 42/0.35 = 120 AP, this equates to more than two AP items (excluding
Rabadon's Deathcap).
Malady packs 20 magic damage per attack, summing to 62. 62/0.35 = 177 AP.
Also, by a general rule, the less MR, the more potent flat MRPen gets. Since in every teamfight your priority targets are usually the relatively squishy carries (100 MR is, in most cases, enough for them), stacking MRPen while taking
Malady &
Wit's End, proves to be more rewarding than packing a
Void Staff.
In addition, even tanky and bulky champions will fear you, since the damage output with
Seastone Trident is huge. And thanks to the 58 flat MRPen, their resistances are brought in line with those of a regular champion.
I have stated my opinion on the assassin playstyle in the introduction; I don't consider it to be benefical to the team. Assassins eliminate single targets in one-on-one skrimishes, and seldom take part in teamfights due to their fragile nature, resulting in most of them being uneven, 4v5 combats.
Also, characters like these are very ability-dependant. They may burst a single target once per few seconds (provided they don't need their ult to be able to dish out good damage), meaning that if they eventually do participate in a teamfight, they have relatively little impact on the outcome.
That is why I think
Fizz should be built as a fighter-ish AP/AS hybrid, allowing him to use all of his abilities to the fullest potential, and support his team as much as he can.
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In order for
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Additionally,
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Also, by a general rule, the less MR, the more potent flat MRPen gets. Since in every teamfight your priority targets are usually the relatively squishy carries (100 MR is, in most cases, enough for them), stacking MRPen while taking
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In addition, even tanky and bulky champions will fear you, since the damage output with
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I have stated my opinion on the assassin playstyle in the introduction; I don't consider it to be benefical to the team. Assassins eliminate single targets in one-on-one skrimishes, and seldom take part in teamfights due to their fragile nature, resulting in most of them being uneven, 4v5 combats.
Also, characters like these are very ability-dependant. They may burst a single target once per few seconds (provided they don't need their ult to be able to dish out good damage), meaning that if they eventually do participate in a teamfight, they have relatively little impact on the outcome.
That is why I think
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Thank you for reading my guide, hopefully it's at least slightly useful and will allow you to dominate the Summoner's Rift in a slightly different fashion than most
Fizzes do today.
If you care enough, leave a comment along with a vote - let me know if there's anything that could be improved, or added.
Thanks again for your time.
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If you care enough, leave a comment along with a vote - let me know if there's anything that could be improved, or added.
Thanks again for your time.
22-23.11.11;
- Guide published.
- Cosmetic changes, added skill rotation and combo related section in the Gameplay chapter. Also added a color-coded map for wall jumping.
1-2.12.11;
- Cosmetic changes, added skill rotation and combo related section in the Gameplay chapter. Also added a color-coded map for wall jumping.
- Updated the jungle chapter for Volibear patch.
- Series of updates along with a partial rewrite of jungle chapter. Added a new trick for
Playful / Trickster in the hints section.
13-15.12.11;
- Series of updates along with a partial rewrite of jungle chapter. Added a new trick for
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- Added Ahri patch notes, along with a short commentary on the changes.
- Added a video presenting gameplay on middle lane.
- Added a very short video presenting some of the mentioned tricks.
- Minor text edits; added new images to the braggi-... Results section, that is.
28.05.12;
- Added a video presenting gameplay on middle lane.
- Added a very short video presenting some of the mentioned tricks.
- Minor text edits; added new images to the braggi-... Results section, that is.
- Build overhaul:
◘ Changed skilling order, now favoring
Urchin Strike over
Seastone Trident early
◘ Changed item build, taking
Rylai's Crystal Scepter instead of
Rod of Ages
◘ Rewrote parts of chapters
◘ Discontinued jungle
◘ Removed bragging section as it's shameful anyway
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◘ Changed item build, taking
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◘ Rewrote parts of chapters
◘ Discontinued jungle
◘ Removed bragging section as it's shameful anyway
...we've got fun n' games...
Fizz is quite an effective jungler. While he isn't able to do the jungle as fluently and quickly as, for example,
Warwick, he compensates this with very good ganking ability. His skills allow him to close the gap from bush to enemy very quickly, and his ultimate
Chum the Waters usually secures the kill by dealing large amount of damage and knocking the target up in the air.
The new patch has changed the jungle quite a bit, even though it's not that noticeable. First of all, it has become easier to complete. On the other hand, though, you're still at level 3 after the lizard camp, and you get less gold after your first run. Therefore it is neccessary to clear an additional creep camp (either wolves or wraiths) in order to achieve level 4 and be able to gank effectively. Despite that, the jungle completion time has been delayed only slightly, it takes roughly 20 more seconds to go out for a gank. Other thing to note is that the healing left by wraiths and wolves doesn't matter much (they heal a max of 50hp).
Other than that, everything remains the same. Since the jungle has become easier to complete, you can either:
The builds I use for jungle and laning are exactly the same. After the masteries revamp there really isn't much to change. Runes remain the same as well - armor/lvl we have packed, along with
Fizz's passive allow us to mitigate quite a lot of creep's damage.
Since after
Volibear patch jungle has become relatively easy, it's possible for
Smite to not be an obligatory choice. This allows us a way greater flexibility in terms of summoner spells (summoner spells comparison).
The following image represents jungle paths you should be following. You can choose either of them; I personally prefer the route B. At the beggining, you will have to ask your teammate to pull the blue golem, since otherwise you won't be able to do it (or you will manage, but barely).
There are a few little tricks that you can utilize in order to have an easier time jungling.
Ancient Golem A.K.A. blue buff
Since you are level 1 here, you can't do much. You can use
Ignite on the golem to dish some additional damage, since there's little chance you'll have another occasion to use it in the next 3 minutes.
Other than that you can snipe the golem with
Smite. At level one
Smite deals 445 true damage, so you can either use it right away or wait till the golem has less than that 445 hp. It doesn't make much of a difference, to be honest.
Wolves' camp
Here you have a little bit more space to act. Although first thing I'll say is to kill the small wolves first. Together, they deal more damage than the big one, and I'm fairly sure they have bigger critical strike chance, too, although I'm not sure.
Regarding skills; activate
Seastone Trident, attack a small wolf and then immediately use
Urchin Strike on it. This will not only give you one free additional attack, but also reset autoattack timer, giving basically yielding two instant strikes. Make sure to hit a wall after you charge, since if you stop far behind the wolf, you will waste some of the time on the
Seastone Trident.
Wraiths' camp
In terms of using skills, it's the same as for the wolves. Although here you have to kill the big wraith first, it deals the highest damage and also heals itself if left unchecked, so don't rely on your DoT to kill it, take another second to smack it one more time just to make sure it won't be giving you any more trouble.
Lizard Elder A.K.A. red buff
Just as previously, activate
Seastone Trident and rush into the lizard with
Urchin Strike once you've attacked it. If you're doing the lizard before small golems, use
Smite right away. Be cautious, though, since you will be very close to dying (skipping this camp and doing it after you've backed to base is advised).
Small golems' camp
Everything is the same as in the two previous camps. Knock out the bigger golem first, as it deals twice the damage the small one does, and it also heals you a bit. If you skipped red buff, your
Smite will be off-cooldown, so be sure to use it right away to kill the golem faster and also get the bonus gold.
Ganking is pretty straightforward. You have to wait in the bush by the lane you want to gank, and wait till the enemy champion overextends. Thanks to
Playful / Trickster you can leap forward quite a long distance, usually it's possible to reach a champion that is standing in the middle of the lane.
After you've jumped, be sure to use
Seastone Trident and
Urchin Strike immediately, try to put yourself behind your target so that you can land few more autoattacks while the enemy tries to run. Remember to
Ignite at the end to secure the kill.
Once you get your ultimate
Chum the Waters, ganking shouldn't be any problem for you anymore. Always try to initiate by casting your ultimate from the bush, and then quickly leaping towards your prey. In most cases this is a guaranteed kill if your teammates can react fast enough.
You should keep to gank lanes unless they get warded. If this is the case, go back to the jungle, remember to give the blue buff to your middle laner if he needs it. Usually you should be the one taking the red buff, since you can slow the enemy immediately, in addition to your ultimate.
In terms of items, build a quick
Malady and then follow the same order as if you were on lane, id est, rush for
Rod of Ages.
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Jungle post Volibear patch
The new patch has changed the jungle quite a bit, even though it's not that noticeable. First of all, it has become easier to complete. On the other hand, though, you're still at level 3 after the lizard camp, and you get less gold after your first run. Therefore it is neccessary to clear an additional creep camp (either wolves or wraiths) in order to achieve level 4 and be able to gank effectively. Despite that, the jungle completion time has been delayed only slightly, it takes roughly 20 more seconds to go out for a gank. Other thing to note is that the healing left by wraiths and wolves doesn't matter much (they heal a max of 50hp).
Other than that, everything remains the same. Since the jungle has become easier to complete, you can either:
- Start with
Cloth Armor and 5
Health Potions. That way you will be able to complete entire jungle in a single run (including red buff), although you'll be close to dying a few times. Allows to pick
Surge instead of
Smite, giving more late-game oriented advantage. Taking
Surge, though, makes it virtually impossible to kill the red buff during the first run, so you have to follow route B.
- Start with a
Dagger and 2
Health Potions (you will have to wait for gold for the second potion).
Smite is obligatory when following this option. You also have to follow the route B in order to be able to complete the jungle. By small golem's camp you will be very low on hp, therefore you have to focus down the big golem as fast as possible (use
Seastone Trident, autoattack,
Urchin Strike,
Smite). Although I can't think of any big advantage this option would give.
Preparation
The builds I use for jungle and laning are exactly the same. After the masteries revamp there really isn't much to change. Runes remain the same as well - armor/lvl we have packed, along with
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Since after
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Jungle routes
The following image represents jungle paths you should be following. You can choose either of them; I personally prefer the route B. At the beggining, you will have to ask your teammate to pull the blue golem, since otherwise you won't be able to do it (or you will manage, but barely).
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Route A:
This route clears entire jungle during the first run. While it allows you to gank slightly earlier, it implies a risk of getting executed, since, from my experience, three times you'll be close to dying (wraiths, red buff, golems). This may be different depending on whether or not your teammates have pulled you the blue golem, and how much damage they've dealt to it, but generally this is a less safe option. Also, by taking the red buff earlier, it fades off sooner, allowing your enemies to escape your ganks easier. |
spaaace |
Route B:
This route skips red buff in order to make the jungle safer, since you don't have to fight red buff and golems while weakened and with no ![]() ![]() ![]() |
Monster combat tactics
There are a few little tricks that you can utilize in order to have an easier time jungling.
Ancient Golem A.K.A. blue buff
Since you are level 1 here, you can't do much. You can use
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Other than that you can snipe the golem with
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Wolves' camp
Here you have a little bit more space to act. Although first thing I'll say is to kill the small wolves first. Together, they deal more damage than the big one, and I'm fairly sure they have bigger critical strike chance, too, although I'm not sure.
Regarding skills; activate
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Wraiths' camp
In terms of using skills, it's the same as for the wolves. Although here you have to kill the big wraith first, it deals the highest damage and also heals itself if left unchecked, so don't rely on your DoT to kill it, take another second to smack it one more time just to make sure it won't be giving you any more trouble.
Lizard Elder A.K.A. red buff
Just as previously, activate
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Small golems' camp
Everything is the same as in the two previous camps. Knock out the bigger golem first, as it deals twice the damage the small one does, and it also heals you a bit. If you skipped red buff, your
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Note: regarding
Playful / Trickster, when you get it, use it only to initiate the combat and do not use it during, since the monsters may bug and start regenerating their health.
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Ganking
Ganking is pretty straightforward. You have to wait in the bush by the lane you want to gank, and wait till the enemy champion overextends. Thanks to
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After you've jumped, be sure to use
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Once you get your ultimate
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After the jungle
You should keep to gank lanes unless they get warded. If this is the case, go back to the jungle, remember to give the blue buff to your middle laner if he needs it. Usually you should be the one taking the red buff, since you can slow the enemy immediately, in addition to your ultimate.
In terms of items, build a quick
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