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If she Ults, you have to E out of combat or you'll probably die. Kite Tibbers into the turret and once it's dead then you can Q > E > W into her if you have enough health.
Kennen
Rush Zhonya's against this little rat. When he Ults, pop it and then you can easily kill him from there.
Ezreal
His poke will really be annoying, probably making it hard to CS early game. best thing to do is to probably hump turret until you get Lich Bane and then kill him.
Brand
His stun can be a bit gross but he can be outplayed pretty easily. If he tries to Q on you, then Q on a minion to dodge, or if he's close enough then E over it and then land on him. If he tries to W on you then Q at him if he's close enough, or E out of the way and land on him if he's close enough. Late game, Q or E away from your team if he Ults on you.
Ahri
There are three things that can make Ahri an annoying matchup; her poke, her charm, and her Ult. Early game, most Ahri's will harass you with constant poke of her Q and autos, which can be annoying to deal with. If she gets near you to damage you with her W, then take advantage of her close range and Q > E > W on her. Always be aware of your positioning when going against an Ahri. You should use the minions as a barrier against her E, so you can't get charmed into her combo and possibly get yourself killed. Take note of when she charms as well, so you can take advantage of when it's down. Ahri's charm can really be dangerous, especially in team fights. Lastly, her Ult. In the past I faced an Ahri that dodged most of my Ults by just using hers, so depending on the Ahri will determine how scary her Ult can be. Most Ahris will probably use their Ult as an escape for when you jump on them, which can still make things annoying for you. If the Ahri is Ulting away, don't blow all your CDs going after her unless she's super low health, otherwise you put yourself at risk of getting kited or killed by her as you try to escape with no E. Good thing about Ahri is she's super squishy, so unless she's an Ahri Main capable of dodging your Ults, you should dominate the lane by level 6.
Katarina
You can probably kill her easily early game though once she gets her Ult you have to be careful. Probably should rush Zhonya's as 2nd item if facing her.
LeBlanc
Scary damage and scary root. Though can be outplayed using your Q or E. She can also dodge your Ult pretty easily so you should probably wait until her W is down to launch it at her. Also be wary of illusion. If you see LeBlanc mindlessly running along the lane, that's likely her illusion, so don't blow your CD's on it.
Lux
Gross early game usually being poked constantly and having to recall, or running out of mana from dodging everything with Q and E. The way you wanna go against Lux early game is try and not use E or Q unless she's in range of your E so you can land it on her. Otherwise just try your best to farm and wait for your jungler. At level 6 try and land a full-ranged R on her and then E > W > Q. You should almost always grab Banshee's Veil as your 3rd item against Lux.
Veigar
Veigar is a really easy matchup and you should win the lane against one. If he drops his wall on you, you can E over it and that should screw up his combo. Starting level 6 you can kill him with R > Q > E > W, though only use the E to get over his wall unless he blew his CD before you engaged. Be cautious when using your Q, you don't want to accidentally charge into his wall and get combo'd on. Banshee's Veil is a good 3rd item against Veigar, especially with countering his wall in case you accidentally get caught in it.
Zed
The only sense that you counter Zed is his ultimate. Save your E so right as he's flying at you, jump up on your pole and it'll avoid it. You can always get Zhonyas for backup. However even though Fizz counters his ultimate, Zed is still superior in damage and a good Zed can dodge your ultimate as it's flying at him.
Vel'Koz
His abilities can be dodged with your Q or E, and if he ults on you then you can easily E away, land your ult on him while hes channeling his, and then kill.
Jax
He's only scary if your E is down or if he's fed. Try and land a fully charged R on him and then Q > W. Wait until he uses his E and then use yours. However don't drop down early, you want his E to go off while you're on your troll-pole and so then you can safely drop down and kill him. The slow from the fully charged E is a nice kill-secure.
Talon
Only way you should lose to him is if he roams around getting fed off your team. Talon is a pretty easy match up since unlike most other Mid matchups, he's melee and can't poke you as nearly as much as someone like Ahri or Zyra. If he has you pushed up to your turret then wait until he uses his W and then Q > W > E for an early game kill. If you're 6 then you can start landing easier kills by throwing an unexpected R at him. When laning against a Talon, grab Zhonya's right after Lich Bane. Zhonya's is the best item to counter a Talon because of the activatable ability which counters his ult, as well as the armor to weaken his damage. If Talon ults a decent distance from you, then you can also try to wait it out while on your E, rather than having to waste Zhonya's.
Ashe
If you're quick, you can E or Q out of the way of her ult when you see it coming. Ashe is super squishy and shouldn't stand any chance against you unless she's fed and has Bloodthirster. Launching a fully charged ult should kill her after 1 more hit. If your ult is down or you're not level 6 then you can Q > E (Fully charged) > W
Swain
He's not as bad as he was before his rework, though can still occasionally be a problem. Once he buys RoA, he'll be pretty tanky which is a problem for little Fizz. If he tries to E you, I believe you can Q through him and end up behind him so you can avoid it, either that or you can simply use your E though remember to use your E conservatively. At 6, you can try to bait his ult, and then Q or E out of combat to wait until it is over, then re-engage with your own ult.
Anivia
Early game her poke can be annoying though you should win in damage and you can dodge her abilities pretty easily, as well as E over her wall if needed. If you're going for a risky kill, make sure to click on her and see if her passive is down, if it's up then avoid her unless it's a 1v1. In a fight with her try landing a fully charged ult and then Q > W. Only E if her wall is down, otherwise wait until she blows it and then you can E over the wall and kill her.
Morgana
Only time you should have a little trouble killing a Morgana is if she starts to build MR. When I laned against one, her adding in MR did certainly prevent me killing her a few times so be a bit more cautious with engaging if she does. Early game was a breeze for me since she did not poke however many Morganas do poke constantly. If you're laned against that "type" of Morgana then you should probably CS from a distance by W'ing a low health minion and then peeling back from her poke-range. If she is building full AP then it should be a very easy lane and she can be a source of food for you. You can easily E over her Q and slow her via fully charging the E, and then finish her with Q and W. Even if she is building MR, you can still 1v1 her with a fully charged ult, just be completely sure it's a 1v1 before you engage. You should grab Banshee's Veil as a 3rd item when facing Morgana. All her CC will be a bit less annoying with this item.
Yasuo
Most Yasuos I've faced haven't been an issue. However if they don't have really slow reflexes, then you may have trouble landing a fully charged ult on them unless from bush or out of their view range. If they're new to Yasuo and don't know anything about Fizz then you could maybe bait them into windwalling and then land your ult on them. In the end, facing a Yasuo depends on how good they are at the champion, because Yasuo does have a lot of outplay potential. Though an unfed Yasuo vs. you should be easy since your damage should be superior to him.
Orianna
Orianna can be surprisingly tanky with her shield, to the point where your entire combo can't kill her. Early game she can poke a lot so try and farm passively. Mid-Late game you can try and kill her with your combo however she'll likely live through it, meaning you'll have to chase her a bit longer to kill her. Just make sure that before you engage with her, she has no teammates nearby. Ideally, bait her shield and then use your combo on her so she can't live through it.
Corki
Laning against a Corki should be a very easy lane. The only time he should be annoying is level 1, and maybe level 2, because of the constant poke. Though you should be able to heavily out damage him and dodge his Q and R in a 1v1. At level 2 grab E, and if he has you pushed up against your turret, then wait for him to Q and then E > Auto > W, or Auto > E > W. Try and land your E fully charged on him for the slow. However if he has W, then you should probably just land a regular E on him before he gets away. Level 6 is when it really gets easy, and you can just land your Ult on him then Q > E > W or E > W > Q for a free kill.
Zyra
Only time she should really be annoying is early game because she'll constantly poke you. Depending on how much she pokes, then either chill near your turret until level 6 or farm passively in the lane and maybe try and kill her with Q > E > W if the opportunity arises.
Heimerdinger
Early game you will want to slit your wrists when you play against Heimer. His turrets will be everywhere and really chop down your health when you get into melee range. Because of this, I wouldn't recommend trying to kill Heimer until level 6, unless he is very trash. Good news is at level 6, your R > Q > E > W combo should kill him, except maybe if he for some reason has tank runes. However even though you can get fed off of him, pushing will be a bit difficult because after you kill him, his turrets would have probably gotten you to about 40% HP or so, and you don't want to risk loitering in the lane.
Ekko
Ekko is a super cancer champ that you will likely hate when facing with Fizz. Whether they're a good Ekko or mediocre, facing one can be triggering. The main reason Ekko is so cancer is because of his ult. A scenario where you're 1v1ing Ekko could vary. A good Ekko would wait until you blew all your CDs, and then Ult to heal himself to full health instantly, whilst doing half your health, and leaving you with no E to get away from combat with. A trash Ekko might Ult prematurely, yet at the same time his slippery Ekko behavior could cause you to screw up the aim of your ult on him. Facing an Ekko is tricky, and with my experience against one, you don't necessarily lose the lane, but Ekko's ult can prevent you from ever getting as fed as you'd hope. Not only is his Ult annoying, but early game he will throw his Q at you over and over which will be tiring to dodge and force you to passively CS. Additionally, if Ekko E's on you right as you Ult, he'll ruin the damage + slow since he teleports right next to you. I can't recommend any sort of advanced strategy when fighting an Ekko, just use your combo on him and hope for the best. Also take note of when he Ults, if you see he has Ulted recently, then take advantage of that and engage before he has it up again. Ekko without his Ult is a pretty easy matchup that can be dealt with just like most other squishies.
Kassadin
Kassadin most of the time shouldn't be much of an issue. Only time Kassadin might be difficult is if you're matched against a good Kassadin, who can dodge your Ult with his, and knows when to burst on you. That being said, be a bit careful early game when blowing CDs on him. I've nearly died because of it due to the Kassadin nuking me as I return behind the minions, with no E to escape with. Before level 6 you might get a bit annoyed by his poke, but once you get your Ult you can launch it at him and your combo should kill or nearly kill him. Even a good Kassadin might not be able to dodge your Ult with his, since Kassadin's teleport isn't as quick as a standard flash, so you shouldn't worry too much about Ulting on a Kassadin.
Bard
Laning against a Bard is unlikely, but if you do you have nothing to worry about. Like a lot of Fizz matchups, Bard only holds a slightly annoying lvl 1-3 early game of constant poking preventing you from CS. Though once you hit lvl 2 or 3, you can begin getting some kills off this fatty.
Jhin
Only a fed Jhin can really be scary to Fizz. Otherwise you should outdamage him. If you catch him ulting, try and land your ult on him. Jhin is very vulnerable while he is channeling his ult. If you see a Jhin getting fed then you'd best buy Zhonya's, which can also counter Jhin's ult. Though do not worry, even a fed Jhin is still vulnerable since Jhin is a very squishy champion, so as long as they don't have some defense built in then you can possibly kill them if you land a fully charged ult + your combo.
YOU MUST ALWAYS BAN THE GALIO! He is a highly played champion in Twisted Treeline, and unless you are lucky that he is trash, you will have a very difficult lane. He is super super tanky and yet can manage to kill you in seconds when he gets fed. You can hardly even farm passively because his Q will leave you behind your turret spam pinging for a gank. Not only that, but his ult can especially screw you over on this map. An example is if you are about to kill a squishy like Vayne with your E and Flash down, Galio can fly out of nowhere and by then you're dead. As a melee there is not much you can do when laning against a Galio and you should probably request to trade lanes.
Rammus
Rammus is also a pretty highly played champion on Twisted Treeline, though I haven't had as many issues with him as Galio. He can still be pretty dangerous though. When he taunts you, you will be sitting there for what seems like years praying for it to end before you die. His ult makes him annoying to kill, and actually chopped down my entire's team health to about 25% when we were trying to kill him. Try to bait Rammus' ult so you don't have this issue, because trying to kill him while it's up can be really dangerous.
Xayah
Early game, her poke will make you wanna rip your eyes out but don't worry, at level 6 you should have an easier lane against her. However if she's a good Xayah with quick reflexes, she can possibly dodge your R with her's, so try and ambush her from the bush opening with R. Even if your R hits, I am pretty sure she can dodge the chomp using her R, and she can still dodge your E with her R which kind of nullify's your combo a bit. So basically when facing a Xayah, try and get rid of her R before a fight and you should be fine.
Teemo
This baby rat may seem scary but as the game goes on, fighting him will be easier. Try and avoid laning him unless he's the best option for your team. At level 6, he should be an easier target unless fed. However his Blinding Dart can counter Fizz since it will cause your W to miss but still use up it's CD. So when ulting on Teemo, be sure to use your W while on your troll-pole so right when you land, you will W him before he can use his Blinding Dart. The beauty of Twisted Treeline Fizz is that there are many AP Bruiser options for Fizz. One of my favorites is Moonflair Spellblade, which is a good counter item to Teemo since it gives MR, Armor, and Tenacity. If their Teemo gets out of hand then build tons of AP Bruiser items such as Banshee's Veil, Abyssal Mask, and of course Moonflair Spellblade.
Flash is the best option for Mid Lane Fizz. A lot of times it has helped me secure a kill on somebody almost lucky enough to get away.
Ignite is an ideal Summoner Spell for Mid Lane Fizz and can many of times get you First Blood. Early game Fizz has a lot of damage potential but sometimes cannot quite finish the enemy in 1 burst which leaves you with Ignite to save the day.
Items
Items
All the Jhinformation is in the notes ;) just take a look around.
Utilizing Fizz's Ult
Utilizing Fizz's Ult
Chum the Waters can often be Fizz's ticket to a free kill, so using it properly is important. Make sure to almost always use it at full range, otherwise it will hardly do any damage.
Most of the time Fizz players will rush Playful / Trickster at level 1 which is a big mistake since Playful / Trickster does not help at all with CS, costs tons of mana, and doesn't do too much damage until late game. Your Seastone Trident can help you have the
most CS on the team since using it fully charged on a minion is basically a guaranteed kill which mostly resets the CD on it. Recently I've actually been rushing Seastone Trident to max over Playful / Trickster which also works well. It's your heaviest damage source against champions, but the increased damage is nice for CSing as well.
How to Wall-Jump with Playful / Trickster
How to Wall-Jump with Playful / Trickster
This used to be a big challenge for me to the point where I'd just blow my Flash instead. I'd make the mistake of using Playful / Trickster up against the wall, rather than over it. Now let me tell you, Fizz cannot Playful / Trickster over thicker walls such as this one;
However, Fizz can surprisingly jump over some of the walls next to the Crimson Raptor nest;
Fizz can jump over the Baron Nashor wall as well as the dragon wall, so take advantage of that to try and steal a dragon or kill somebody. If a Blast Cone is up, then use that to launch yourself into the pit to do what you need, and then use your Playful / Trickster to get out. If the Blast Cone isn't there but Flash is up, then you can still Playful / Trickster over to do what you need, and then use Flash to get back over to your jungle. Otherwise not recommended to put yourself at risk of not getting the Baron Nashor or dragon.
To actually Playful / Trickster over a wall, you must only attempt this if you are pressed up against it. It is easiest to get over a wall by running up to it, moving your cursor to the other end of the wall, and using "Playful". Do not try and use Trickster to get over a wall. By using Playful to get yourself closer to the wall and then using Trickster, this will result a lot more often in failing to jump over.
Pros / Cons
Pros / Cons
Pros:
1. Strong Early, Mid, and Late Game.
2. High Mobility.
3. Fun (IMO).
4. Good at getting CS.
5. 1v1 God.
Cons:
1. You have to distance yourself for Chum the Waters' maximum Damage / circumference.
2. Very squishy, 1 screw up can be fatal in certain situations.
3. Lots of times can be poked repeatedly mid lane, leaving you a hard time to CS.
4. Seastone Trident's passive has to be fully charged for good damage.
Farming
Farming
Use your Seastone Trident whenever you can when farming. It's a cheap ability that wont run you dry on mana. Additionally, Seastone Trident will refund you some of your mana if you kill a minion making it your best option for farming. If you have a horde of minions doing most the work for you, then don't wait for Seastone Trident to fully charge, just try and land your W uncharged when the minion has around 10% health left. If your Seastone Trident doesn't kill the minion then you'll
have to wait the entire cooldown time so back away from the enemy laner til it's up again. NEVER use your Playful / Trickster to farm unless there's a huge wave, or it's late game. You need this just in case you get ganked, or if the enemy laner jumps on you. Not only that, but using a few of these will erase all your mana and you'll have to peel back to base.
Team Work
Team Work
Late game as Fizz you WILL get deleted if you're the first to charge in. A good method is to wait for the tank to go in, and that is when you launch a fully charged Chum the Waters while they're most likely grouped on top of one another. I've seen that if your Chum the Waters is landed and hits multiple people it really helps you win that team fight and even pull off some multi kills. If you're dying really fast in a team fight then just Zhonya's Hourglass so your abilities can recharge, and also their team might even focus on other teammates besides you, giving you the chance to wipe them.
Remember that unless their team is really trash, you should never charge into 3+ people alone. If you're feeling selfless then you can even run in first to bait out their abilities, to then simply Playful / Trickster out of the fight, so then your team can have an advantage for when they go in. If your team is really A.D.D then they might not help you though, so this is probably something you should try over Discord and not with randoms. Also Fizz is really vulnerable while his Playful / Trickster is down, so make sure to position yourself correctly when pulling this off so you don't get pulled back in by a Blitzcrank or Thresh.
Creeping / Jungling
Creeping / Jungling
1. Jungle Clear Order: You always want to start off Blue Sentinel since Fizz relies heavily on abilities to get through the jungle. Recall back when you need to, preferably once you've cleared your entire side of the jungle to save time. Additionally, if you need time to regenerate health or mana, or simply there's nothing else to kill, you can head down to the river and take a Rift Scuttler.
How to gank: Use your Oracle Lens on a bush and if there are no Stealth Wards then hide in there until they are extended to at least half way across the lane. I generally only hide there for 15 - 45 seconds since I don't want to fall behind in farm. If you're level 6 then you need to get to their lane ASAP and use your Chum the Waters and then kill. If your Oracle Lens is on CD then don't wait for an over extend unless they don't seem to react at all to your presence. If you're level 6+ then the way you want to pull off your ganks is by launching your Chum the Waters from your bush so they don't have time to dodge it, and then Q > E > W.
So say you enter with Playful / Trickster onto a LeBlanc and suddenly an enemy Shaco appears. You are basically screwed at this point because you will get rooted and have nothing to get away with. Not only that but if you enter with Playful / Trickster it is harder to land it on the enemy because they are distanced from you, so even without the Shaco the LeBlanc might be able to kill you. This will drastically reduce the amount of deaths you receive, and with this strategy you should average with only around 2 deaths by the end of the game (see Chapter 14 for examples of this).
Getting your Mastery up with Fizz is a challenge if all you think you need is kills. I thought that for awhile and was always stumped why I'd get an A+ with 20 kills. Luckily my friend walked me through getting to Mastery 6 with Shaco and from then on I realized a huge key to getting an S that I was missing for awhile. To get an easy S on Fizz, I'll run you through a game of mine that ended with an S+ so you understand the priorities during your next Fizz game.
Early Game: Early game is pretty standard for Fizz. You want to try and get as much CS as you can without blowing all your mana (See how to farm with Fizz above). On an S+ game that got me to Mastery 7 with Fizz, I had 50 CS by 10:00, and my KDA was 3/0/0.
Mid Game: Fizz doesn't require much to do a ton of damage, just land a fully charged Chum the Waters on your enemy and you should have your kill secured unless they're tanky. With that in mind, you want to begin wandering whenever your turret isn't being bombarded by minions. Most games I wander bot and it can really help me get fed, as well as help my team secure a dragon or turret kill. By 20:00. I was 124 in CS and my KDA was 9/0/1.
Late Game: Late game is where I used to screw up my S a lot on Fizz. I'd be really fed and try and get more and more kills without looking at my really low CS. Your CS is a huge part of getting an S on not just Fizz, but every non-support champion. This doesn't necessarily mean you should ignore team fights all together and just tunnel into CSing, but you should make CS a big priority for you so in case the enemy team surrenders, you'll be set for an S. I like to set goals as I am CSing, such as ending the game with at least 200 CS. By 30:00 my CS was 179 and my KDA was 19/1/4. I did not just focus on CS but I still helped my team in teamfights as well as 1v1ing wanderers. By the end of the game I had 238 CS and my KDA was 25/2/7. Though if you were 8/0/0 and had 250 CS you could probably pull off an S or S+.
Early Surrenders or Quick Games: I used to think that when a team surrenders early on, that basically ruins my S since I don't have enough time to farm up CS. However when one of my games ended at 20:14 with only 123 CS and my KDA being 11/0/2, I was surprised when I got an S. My theory is that your KDA and CS requirement for an S scales up as the game goes on. So if it's a really long game, you might need 15-20 kills instead of merely 8. If someone could confirm whether this is true I'd like to hear it in the comments.
Some Potential using this Guide
Some Potential using this Guide
I've had a lot of luck with Fizz using this Build, even on teams that feed I can still get a great KDA. If you have any questions then post them in the comments and I'll try and get back with you ASAP.
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