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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Intimidating Introduction
Warning: This guide is not for the faint of heart and contains mature content and lots of disgusting sexual references. If you feel faint at the mention of American Media or are a devoted follower of anything holy I advise you - Stay away. Without further ado hello all, ladies and gentleman, men and women, gals and galifinakis, welcome to my guide. Me being asn00pnugget. asn00pnugget being r33s3th3b3ast. Yes its all very confusing I know, the videos (to come) in this guide will be from my smurf most likely. Anyway this is how to dominate the solo lane as an AP assassin. This is the only way to dominate as an AP assassin. There is no other kind of assassin Fizz can be. Im not discriminating, I'm not closed minded, I'm not a noob...well...STFU HATER. Fizz has no abilities that scale with AD. All his abilities scale with AP! If you follow this guide I guarantee you will Fizz your pants. Most of the guide was written using JhoiJhoi's template and so I thank her for that, here's the link.
Jhoi Jhoi's Guide to Makin Guide's N Stuff
Oh yea BTW IM A NICE GAI so any informative criticism will get a +rep.
Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.
Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.
“Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he’s on our side.” – Miss Fortune, the Bounty Hunter
spaaaaaaaace |
Pros
+ Good Initiator + Great Chaser + Good Scaling + Great burst damage + Great Escape Mechs + Can dodge enemy harass + OP with a sheen + Like a cuter scarier teemo |
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Cons
- Hard to master - Gold Dependent - Hard to make use of Auto Attacks - Early game he is squishy (who isnt?) - No robot laser shark skin yet - He might steal other peoples children - Wont listen till you give him bananas |
- Ability Power Quints: Sorry if the title misled you, this isn't very risque, its pretty standard. Fizz is primarily a burst damage champion. Even his auto attacks do damage based on AP and missing health rather than amour pen or AD. Flat AP will give you the ability to control your early game lane as well as land successful early ganks. Here you do have a few options though, mainly CDR and mana regen. Fizz is very difficult to master in lane and so for newer players I recommend greater quintessence of replenishment just because between dodge and harass you will be mana starved quickly. With this build lacking CDR, that is a viable choice as well.
- Magic Pen Marks: Here you only really have two viable options: magic pen or armour pen Greater Mark of Desolation Magic pen is useful throughout the game on all your spells, even your auto attacks. Remember penetration is the key to dominance.
- CDR Glyphs: The thing is fizz had pretty long cooldowns. You could change these for flat AP but with a 10 second cooldown, 10% is already one second. It adds up to a lot in the long run but its more of a personal preference thing here. If you go all out AP glyphs, seals and quints it tends to work well on most burst champs but I have yet to try it out. CDR is nice but if your feeling frisky I'd say go AP.
- greater seal of replenishment MP/5 Seals: Stamina is the key to victory. If you lack stamina how will you ever maintain your dominance? Here it would be viable to take more flat AP but you wouldn't be able to harass very long. The return is greater on Mana/5 and considering how mana heavy fizz is in the lane it would be frustrating IMO not to have these. To avoid harass it is mandatory to learn how to use Playful/Trickster but this ability does cost a lot of mana and so regen is very important. Even if you take mana regen quints, it still helps because if you get mana starved early on say goodbye to your lane control and a whole bunch of gold with it.
For this section it is pretty straightforward why I take 21 points in offense. The final point is simply too good to miss out on. As a burst champion that excels at taking down low health targets it is perfect. It stacks perfectly with ignite and Fizz's E allowing you burst enemies down from half in early in lane and later in team fights. I take AP where it is available because flat AP will be the base of your damage. The two points in AS however are more out of necessity. Fizz's abilities do not scale with AD and only one with AS, but its still better than AD. I know some people like to take malady, despite losing health and burst. I also take CDR because with cool downs like Fizz - its worth it.
The more important thing to note in this section are defensive masteries. Fizz has very weak sustain and survivability in lane early on. These masteries which boost armor and MR give a tremendous boost to early and late game survivability. The health regen gives an edge that cannot be ignored. The returns from the utility are simply less useful and do not give you the early domination you should be trying to achieve- Fizz is not a passive laner.
I also take a point in Summoner's Insight for the bonuses to Flash and Ghost but if you take Exhaust and Ignite I suppose you would not take this.
In the lane your going to want an early point in your E for dodging and perhaps harassing your opponent. After that use Q and W to harass your opponent more easily and with less mana. As you reach mid game you will be using E to nuke, kite and chase making it your most important spell. After that take Q to max your burst damage and finish with your W .
EDIT: someone downvoted because they said that getting E didnt make sense so I changed it. I guess reduced cooldowns isnt very good compared to the overall damage gained by maxing Q and W first.
Dash a set distance towards or through target dealing significant burst damage This spell has several uses. When target draws near use it to escape or stay out of range. This can be followed by Playful/Trickster as a basic combo. Used as a gap closer to land a few auto attacks and harrass or sse to dash to minions or jungle creeps to escape.
Seastone Trident
Fizz passively gets auto attacks that 'rend' people - a DoT based on missing health. Active gives auto attacks bonus magic damage Perfect mage spell because it does not need AD or ArPen to help it scale. Perfect assassin spell because helps you burst down low health targets even more easily. I use it a lot in lane for cheap easy harass.
Playful/Trickster
Fizz can use his trident as a pole-vault making him untargetable while in the air then slowing nearby enemies as the slams back down. If you double tap E he does a double jump and goes further but loses his slow. Hardest skill to master but also the most useful. Use it in a lane to dodge harass then counter with your own. This serves as your main burst. It is also great for chasing and escaping but remember - it only works on small walls.
Chum the Waters
Throws a fish that sticks to its target and slows them. A shark will then come eat the fish and knock up any nearby enemies dealing damage as well. This spell means certain death to anyone it hits in a teamfight. Also use it to follow up on your Urchin and Trickster combo to CC/burst your opponent till your other spells come off cooldown. Take your time and make sure to land it and dont use it to run away.
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Doran's Ring: The fact is lets face it, your squishier than a baby teemo. If you try to go in and harass , chances are minions will take down faster than your opponent. Not only does this item help you keep you alive, it keeps you from falling behind. Without mana and harass your opponent will shut you out and stop you from getting your MUCH needed gold. With dorans you can ensure early harass and then ensure lane control through your great utility (moving through minions to harass).
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Sheen: It took me a while to figure, out funnily, enough but this is your cocaine. Once you get this you get like fifty times scarier. Your urchin applies on hit effects and when you follow up on Playful/Trickster with your auto attacks, its that much scarier. This is your main source of early game damage, and don't forget it
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Boots of Speed : Whats the point of having great chase or escape without boots, right? Kidding, but seriously these will help you gank, land your auto attacks and overall be able to have a greater presence overall. Boots are pretty much standard in any early game situation. I save sorcerers shoes for mid game though.
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Rod of Ages: What bothers me about any burst champ who relies on auto attacks is the lack of survivability. If your going to throw yourself at the enemy and get in range, then hope they wont focus you, keep playing normal but don't ever try ranked or youll be very sad. Rod of Ages is great for mana issues when regen is not enough. It also gives you the illusion of tankiness as well as great AP. Get this early and it becomes the gift that keeps on giving. From early to late, it remains useful all game. Also Catalyst catalyst the protector is your only means of early game sustain
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Sheen: You can take Rabadon's first but with sheen, its relatively inexpensive and simply gives amazing returns. I could not believe the damage I was doing when I first got this. Imagine Urchin strike applying on-hit with massive burst and physical, then followed by your Spear Hop and Seastone Trident? Its pretty scary. The move speed also helps tide you over till you get sorcerers shoes.
- Sorcerer's Shoes : Big Damage increase. With little magic pen your damage is severely hindered. Check out this chart to see the amount of damage reduced by MR. Anyway movespeed is always useful in teamfights and map control and you can see how much the magic pen helps.
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Rabadon's Deathcap: God mode - On. This is your late game damage and marks the late game for you. Once you have this item your urchin dash should be merkin your opponents not to mention your trickster and magical auto attacks. Theres not much to say for this item except that you need it. Well no, you want it. It means you can kill your opponents and laugh while theyre trying to figure out where you came from.
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Rylai's Crystal Scepter: Honestly, I'm not a big fan of this item but late game is situational and should you find yourself in need of health, this is going to be the best choice. It synergizes with all of your abilities and so theres no reason not to take it. Mind you once your in late game its situational whether you want damage, health or resist. If I'm against someone with lots of true damage Ill go health but if they are all AD, take thornmail or Zhonya's Hourglass. If all depends what you need at this point.
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Zhonya's Hourglass : This is your situational armor. If you are getting focused, not necessarily DYING, especially by AD champions you should pick this up. Granted you should be hard to target but this is your go to item for resist because it synergizes the best. Sometimes I'd take a thornmail but your not an easy target so normally I don't.
- Abyssal Scepter : Greeeeat Stuff. I take this all the time. This is your situational MR but I get it anyway. Remember the Magic Pen chart I showed you? It does that, but for all of your teammates as well! (Provided your near them) This is a great late game survivability option that keeps up your damage and benefits your team to boot.
Spaaaaace Now Fizz has a few options in a team fight as he can take on responsibilities of a caster and a DPS assassin. If you catch an opponent straying from his team, Playful / Trickster towards him and use your ultimate to initiate a team fight. Otherwise let your tank/AP initiate and save it for during the team fight because casting this on a fleeing enemy almost ensures their death or casting it on a DPS can stop them for a moment. Fizz needs to be built tanky so he can get off his auto attacks without dying but the most important thing about playing fizz is the ability to kite. Once the teamfight has begun, enter using Q or E and then proceed to auto attack and cause mayhem as desired. Make sure to get as much AoE damage as possible from your E and R to give your team the advantage. Once you have used your spells it is best to begin chasing fleeing members of the enemy team and try to finish them off . This is where you excel. Because of Fizz's amazing mobility you should always be focusing the squishies on the enemy team and trying to CC them. Your burst and Auto Attacks should usually be enough to take them down. If you are in danger of taking too much damage, remember, you can always hide nearby and come back in when you can burst down the enemies.
Summoners Rift:
Baron - 7mins - Spawns at 15mins
Dragon - 6mins - Spawns at 2:30
Golem - 5mins - Spawns at 1:55
Lizard - 5mins - Spawns at 1:55
Mini Golems - 1:40 - Spawns at 1:40
Wraiths - 1:40 - Spawns at 1:40
Wolves - 1:40 - Spawns at 1:40
Twisted Treeline:
Lizard - 4mins - Spawns at 2:10
Dragon - 5mins - Spawns at 4:30
Small Buff Packs - 3mins - Spawns at 1:40
Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Here are some gold approximation which may help you to plan your build ahead of time and understand how much gold you might have at any point in the game.
General Gold per minute after minions spawn:
1. 475
2. 553
3. 631
4. 709
5. 787
6. 865
7. 943
8. 1021
9. 1099
10. 1177
11. 1255
12. 1333
13. 1411
14. 1489
15. 1567
16. 1645
17. 1773
18. 1801
19. 1879
20. 1957
etc.
Each kill offers roughly 300G
Each assist offers roughly 50G
Melee Minion @ lvl 1 29, @lvl 9 32
Ranged Minion @ lvl 1 22, @lvl 9 25
Theres about one minion wave every thirty seconds
In each wave there is roughly 193 gold
SAMPLE CALCULATION: If you can last hit about half the minions thats roughly 165.4 per minute
Here are some experience approximations to understand how fast you might reach lvl 6 and how solo laning will alter that time. This is a just a reference, actually playing will help you realize this time faster, this is just to show you how much exp you may be wasting by going back.
Exp to reach lvl:
2. 224
3. 312
4. 400
5. 488
6. 576
etc.
Experience per:
Melee Minion: 59 @ lvl 1
Ranged Minion: 29 @ lvl 1
Big Minion: 0 @ lvl 1
Melee Minion: 63 @ lvl 3
Ranged Minion: 32 @ lvl 3
Big Minion: 98 @ lvl 3
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.
Shout out's to my mates
XRearview
Chris1221
Pink Munn
ap00pnugget
DjPositive
TheShingle
Here is a pic from SoulMaster 64 Who had great results
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