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Fizz Build Guide by ifound1dollar

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Fizz Top: The Obnoxious Bruiser (Patch 10.19)

By ifound1dollar | Updated on September 16, 2020
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Runes: Standard

1 2
Resolve
Grasp of the Undying
Demolish
Bone Plating
Overgrowth

Domination
Sudden Impact
Ravenous Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Middle Lane
Ranked #15 in
Middle Lane
Win 53%
Get More Stats

Champion Build Guide

Fizz Top: The Obnoxious Bruiser (Patch 10.19)

By ifound1dollar









Hi! I'm ifound1dollar, a Diamond Vayne main in North America (spoiler: this isn't a Vayne guide). I enjoy playing Fizz's bruiser top build, so here's an unnecessary guide for it!

This is my in-depth guide to bruiser Fizz top. I hope you learn a thing or two!







Pros:
+Very safe
+Incredibly slippery
+Heavy CC
+High DPS/burst
+Good gank setup
Bruiser Fizz top isn't something you see often, but it's quite strong in my opinion. He has surprisingly high DPS against both tanks and squishies, which is why this build works. Most importantly, though, is how incredibly slippery he is. Playful / Trickster is an ungodly overpowered ability, plus his passive ignores unit collision and Urchin Strike grants even more mobility. Finally, once level 6, Fizz gets really strong gank potential thanks to his ult's CC. His ult is basically a death sentence for enemy laners, thanks to it's high base damage and hard CC.

Cons:
-Weak early laning phase
-Low base Health early
-Little wave clear early
-Weak to ranged toplaners
-Somewhat team reliant
Fizz is weak very early on because a large portion of his damage comes from Seastone Trident and items, and he lacks the ability to wave clear. As he's primarily a midlane mage/assassin, Fizz doesn't have much base Health either, so you have to wait until you get Health items before becoming tanky. As is the case with most other melee toplaners, Fizz is weak to ranged poke. While he can flee to safety pretty effectively using Playful / Trickster, he can still get poked down easily.






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

This is the standard ability sequence for bruiser Fizz. You'll want to start off with a point in Playful / Trickster, as it's your most versatile ability. Level 2 you should get a point in Seastone Trident, because it's your primary form of DPS. Urchin Strike should be taken at level 3. Seastone Trident should always be maxed first, because the base damage increases and cooldown decreases by quite a bit. You should always max Playful / Trickster second, as it's cooldown decreases and damage increases per rank. Urchin Strike should be maxed last. A point in Chum the Waters should be taken at levels 6, 11, and 16.



Passive: Nimble Fighter
Cost: None
Cooldown: None
Range: Self

Fizz's dexterity allows him to ignore unit collision and take 3 (+1% of Ability Power) less damage from all sources of damage, up to a maximum of 50% reduction.

Fizz's passive compliments his ability to be so slippery. It completely eliminates the threat of being body blocked by minions or champions, which is incredibly useful for a melee bruiser. On top of that, the innate damage reduction, while little, can mean the difference between life and death.



Q: Urchin Strike
Cost: 50 Mana
Cooldown: 8/7.5/7/6.5/6s
Range: 550

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.

Urchin Strike is a vital ability to bruiser fizz. It has decent damage and a relatively low cooldown, but more importantly, it applies on-hit effects. Because of this, it procs both Sheen and Seastone Trident, greatly increasing DPS.



W: Seastone Trident
Cost: 30/40/50/60/70 Mana
Cooldown: 7/6.5/6/5.5/5s
Range: Self

Passive: Fizz's basic attacks rend enemies, dealing 20/30/40/50/60 (+35% of Ability Power) Magic Damage over 3 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 50/70/90/110/130 (+50% of Ability Power) bonus Magic Damage.

If Seastone Trident's active kills a unit, 20/28/36/44/52 Mana is refunded and its cooldown is set to 1 second. If Seastone Trident's active does not kill a unit, Fizz's basic attacks deal 10/15/20/25/30 (+40% of Ability Power) bonus Magic Damage on-hit for 5 seconds.

Seastone Trident is what allows bruiser Fizz to work. It has very high base damage and deals % missing Health damage, allowing him to effectively DPS both squishy and tanky enemies. Plus, thanks to this ability, Fizz's damage becomes hybrid because you'll be building items that deal Physical Damage ( Blade of the Ruined King, Trinity Force, etc) while this ability deals Magic Damage. Lastly, a large portion of Mana is refunded if you kill an enemy with the active, so this is a very effective farming tool.

Tip: Seastone Trident resets your auto attack timer. This makes farming under tower quite easy, as you can cancel your attack animation to get an attack off before the tower does. It's also an effective trading tool, because you can attack > W > attack again to deal more damage in a shorter period of time.



E: Playful/Trickster
Cost: 90/95/100/105/110 Mana
Cooldown: 16/14.5/12/11.5/10s
Range: 400

Playful: 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.

If Fizz does not use Trickster, he will slam the ground below him, dealing 70/120/170/220/270 (+75% of Ability Power) Magic Damage and slowing nearby enemies by 40/45/50/55/60% for 2 seconds.

Trickster: 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.

Playful / Trickster is an incredibly powerful and versatile ability. It provides mobility, damage, CC, and untargetability all in one ability. It allows him to both hard engage an enemy, or escape to safety thanks to it's decently long range and ability to jump over walls.

Tip: You'll usually want to use this ability to dodge important enemy abilities like Malphite's Unstoppable Force or Veigar's Event Horizon. Urchin Strike will typically be all you need to close in on your enemy, so Playful / Trickster should be held as long as possible and used for it's utility. Remember - you aren't stacking Ability Power with this build, so most of your damage will come from other sources, meaning this ability's damage is mostly negligible.



R: Chum the Waters
Cost: 100 Mana
Cooldown: 100/85/70s
Range: 1300

Chum the Waters: Fizz throws down a lure in the target direction that attracts a shark, causing it to emerge after 2 seconds, dealing Magic Damage, knocking aside surrounding enemies and slowing them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.

If Chum the Waters travels less than 455 units, it will summon a Guppy Shark, dealing 150/250/350 (+80% of Ability Power) Magic Damage in a 200 area of effect, knocking back enemies 150 units and slowing them by 40%.

If Chum the Waters travels between 455 and 910 units, it will summon a normal shark, dealing 225/325/425 (+100% of Ability Power) Magic Damage in a 325 area of effect, knocking back enemies 250 units and slowing them by 60%.

If Chum the Waters travels at least 910 units, it will summon a massive Gigalodon Shark, dealing 300/400/500 (+120% of Ability Power) Magic Damage in a 450 area of effect, knocking back enemies 350 units and slowing them by 80%.


If an enemy champion intercepts the lure as it flies, it binds to them and causes the shark to emerge at their position. The lure's holder is slowed for the duration and knocked up for 1 second instead of away.

Chum the Waters is Fizz's hard engage tool. You'll want to try to use it at max range to apply the most damage and CC, but you can still use it point blank if necessary. While this ability has a very high AP ratio (especially at max range), it's still effective with little to no Ability Power because of it's high base damage.







RUNE STATS

OFFENSE
+10% Attack Speed
FLEX
+9 Adaptive Force (5.4 AD)
DEFENSE
+6 Armor or +8 Magic Resist




PRIMARY TREE


RESOLVE

Grasp of the Undying
Grasp of the Undying is an important keystone for any bruiser/tank. The damage, healing, and permanent maximum Health are important for both the laning phase and mid/late game, as they help with survivability. Aftershock isn't a very good option for Fizz, as his only form of hard CC is Chum the Waters, and Grasp of the Undying is much more consistent. Guardian is a rune designed for supports in duo lanes, and therefore isn't viable.


Demolish

Demolish is a very useful rune for both the laning phase and mid/late game. It's damage is useful early while tower plates are active, and later on, when stacking Health, does immense damage. Font of Life is a rune that's most effective in duo lanes, and isn't a great option for Fizz. Shield Bash will be completely useless in most cases, as Fizz doesn't have a shield.


Bone Plating

Bone Plating is a very strong, consistent rune, as it negates quite a lot of burst damage in the early/mid game. However, Second Wind can also be quite useful when facing ranged toplaners like Quinn or Vladimir. While Conditioning can help with tankiness, it's most effective on full tanks, so it's not a great option for Fizz.


Overgrowth

Overgrowth is a great rune for any Health stacking champion, as it really helps with tankiness later in the game. However, Unflinching can be useful, because the tenacity can really help when facing CC-heavy team comps. Revitalize is pretty useless as fizz has little to no direct healing/shielding.




SECONDARY TREE


DOMINATION


Sudden Impact
Sudden Impact is very useful for Fizz. He deals hybrid damage, so getting both Lethality and Magic Penetration for free is very useful. Taste of Blood can be near impossible to proc in losing lanes or when facing ranged enemies, so it's not really a good option. Cheap Shot, like Taste of Blood, can be hard to proc, so it's not a great option either.


Eyeball Collection
Eyeball Collection is really the only viable option in the second Domination tree. It's really snowball-y, and is pretty useless when behind, so it's almost always better to take runes in the first and third tree. Both Zombie Ward and Ghost Poro are most effective for junglers and supports, so they shouldn't be taken.


Ravenous Hunter
Ravenous Hunter is important for sustain, as it synergizes well with Seastone Trident. While the healing is little early, it's quite a lot later on once fully stacked. Ultimate Hunter can also be viable, but Ravenous Hunter is much safer and more consistent. Relentless Hunter is a really niche option, and doesn't really work for Fizz. Ingenious Hunter is basically useless on anyone who doesn't stack items with actives, and shouldn't be taken.







Attack Speed Bruiser Build:

WIP!



WIP!



WIP!





WIP!





WIP!





WIP!






I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!


Feel free to check out my other guides:












April 30, 2020
Spoiler: Click to view

October 15, 2019
Spoiler: Click to view


League of Legends Build Guide Author ifound1dollar
ifound1dollar Fizz Guide
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