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Recommended Items
Spells:
Barrier
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Diana
Diana Will face stomp you, gtfo that lane
Ideal
Strong
Ok
Low
None
Introduction



“
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
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.

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.



















Active:
Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.
Physical Damage: 100% AD
Magic Damage:10/25/40/55/70 (+0.3 ability power) magic damage
Passive:
Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
Total Magic damage: 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health) as magic damage
Active:
Fizz's autoattacks are empowered for the next 3 seconds, dealing additional magic damage on-hit.
Magic damage: 20/30/40/50/60 (+0.45 ability power) over 3 seconds
Active:
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 magic damage and slowing nearby enemies within 330 range for 2 seconds.
Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Slow: 40 / 45 / 50 / 55 / 60%
Trickster Range: 400
Active:
Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 270 range. Trickster does not apply a slow.
Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)

Physical Damage: 100% AD
Magic Damage:10/25/40/55/70 (+0.3 ability power) magic damage


Total Magic damage: 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health) as magic damage


Magic damage: 20/30/40/50/60 (+0.45 ability power) over 3 seconds


If

Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Slow: 40 / 45 / 50 / 55 / 60%
Trickster Range: 400


Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)

Active:
Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.
Slow: 50 / 60 / 70%
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.
NEW : SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.
Magic damage: 200 / 325 / 450 (+ 100% AP)

Slow: 50 / 60 / 70%
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.
NEW : SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.
Magic damage: 200 / 325 / 450 (+ 100% AP)

Ryze


Annie



Mordekaiser





Cassiopeia




Riven




Diana





Start off with one point into everything.
I prefer to max Playful/Trickster [E] first because this is a huge boost to your mobility and AoE damage for early teamfights.At level 9 the cool down on this is very low, the option to dodge ultimates or other high damage skills every seven seconds is also extremely useful with how squishy you will be.
I max Urchin Strike [Q] next to constantly proc Lich Bane. Your poke damage is almost unmatched at this point, so start picking apart enemy squishies that have a tough time responding before you double blink away with [E].
Seastone Trident [W] is a solid skill, but I max it last since we are going for a burst style build. Against most teams, I don't find
Fizz nearly as effective when built around auto attacking.
Always level up Chum the Waters [R] when possible to lower the cooldown and increase the damage.

I prefer to max Playful/Trickster [E] first because this is a huge boost to your mobility and AoE damage for early teamfights.At level 9 the cool down on this is very low, the option to dodge ultimates or other high damage skills every seven seconds is also extremely useful with how squishy you will be.

I max Urchin Strike [Q] next to constantly proc Lich Bane. Your poke damage is almost unmatched at this point, so start picking apart enemy squishies that have a tough time responding before you double blink away with [E].

Seastone Trident [W] is a solid skill, but I max it last since we are going for a burst style build. Against most teams, I don't find


Always level up Chum the Waters [R] when possible to lower the cooldown and increase the damage.








PLACES HE CAN'T HOP

*******http://www.solomid.net/guide/view/60928-it-was-only-fate-fizz-build-guide?g=60928-it-was-only-fate-fizz-build-guide********
^^^^^^^^^^^^^Pictures from ^^^^^^^^^^^^^

*******http://www.solomid.net/guide/view/60928-it-was-only-fate-fizz-build-guide?g=60928-it-was-only-fate-fizz-build-guide********
^^^^^^^^^^^^^Pictures from ^^^^^^^^^^^^^
Hey guys, now I know these nerfs to
Fizz were very brutal, and if you have not seen them here they are
Q - Urchin Strike
DAMAGE : 10/40/70/100/130 (+0.6 ability power) magic damage ⇒ 10/25/40/55/70 (+0.3 ability power) magic damage
BUT CAN YOU DODGE A FISH? :
Fizz no longer deals damage to the target if they move out of range of Urchin Strike before it completes
W - Seastone Trident
Removed : SO THEMATICALLY CONFUSED : No longer applies Grievous Wounds
ACTIVE ON-HIT DAMAGE : 10/15/20/25/30 (+0.25 ability power) magic damage ⇒ 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health as magic damage
PASSIVE DAMAGE OVER 3 SECONDS : 30/40/50/60/70 (+0.35 ability power) (+4/5/6/7/8% of target's missing health) over 3 seconds ⇒ 20/30/40/50/60 (+0.45 ability power) over 3 seconds
R - Chum the Waters
new: SHARKS MAKE EVERYTHING BETTER :
Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.
Now all this being said, is he still worth playing? Absolutely, now the only issue is his early game was quite effected by this, he is no longer to brawl enemies making it VERY hard to obtain first blood between levels 1-5, but at level 6 you should be able to dominate your lane, your sheen is the most important thing in your build right now, the faster you can get that the faster you will begin to snowball.
You may be wondering how this will effect you during matchups, well all it really means for you is be more cautious, other then that, keep on fizzing up your opponents


DAMAGE : 10/40/70/100/130 (+0.6 ability power) magic damage ⇒ 10/25/40/55/70 (+0.3 ability power) magic damage
BUT CAN YOU DODGE A FISH? :


Removed : SO THEMATICALLY CONFUSED : No longer applies Grievous Wounds
ACTIVE ON-HIT DAMAGE : 10/15/20/25/30 (+0.25 ability power) magic damage ⇒ 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health as magic damage
PASSIVE DAMAGE OVER 3 SECONDS : 30/40/50/60/70 (+0.35 ability power) (+4/5/6/7/8% of target's missing health) over 3 seconds ⇒ 20/30/40/50/60 (+0.45 ability power) over 3 seconds

new: SHARKS MAKE EVERYTHING BETTER :

Now all this being said, is he still worth playing? Absolutely, now the only issue is his early game was quite effected by this, he is no longer to brawl enemies making it VERY hard to obtain first blood between levels 1-5, but at level 6 you should be able to dominate your lane, your sheen is the most important thing in your build right now, the faster you can get that the faster you will begin to snowball.
You may be wondering how this will effect you during matchups, well all it really means for you is be more cautious, other then that, keep on fizzing up your opponents

DAMAGE : 10/40/70/100/130 (+0.6 ability power) magic damage ⇒ 10/25/40/55/70 (+0.3 ability power) magic damage
BUT CAN YOU DODGE A FISH? :


Removed : SO THEMATICALLY CONFUSED : No longer applies Grievous Wounds
ACTIVE ON-HIT DAMAGE : 10/20/30/40/50 + (0.25 ability power)
PASSIVE DAMAGE OVER 3 SECONDS : 20/30/40/50/60 (0.45 ability power) + 4/5/6/7/8% of target's missing health over

new: SHARKS MAKE EVERYTHING BETTER :

If you kill a yordle as
Fizz they disappear!

Gone fizzin
Fizz Guide
Season 6 Fizz Guide, King of The Sea
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