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Recommended Items
Runes: Standard
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order W max
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Champion Build Guide
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!
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Passive: Nimble Fighter
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
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
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.
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E: Playful/Trickster
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.
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R: Chum the Waters
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
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