Fizz Build Guide by Yamikaze
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Hi! I'm Yamikaze. I started climbing in 800 elo in Season 2 (around bronze 5 0 lp) and am currently Challenger on the NA server. My peak is rank 96 on 4-25-18 with 484 lp.
This build is Craack's build. He is a multiple-season Master tier Fizz main that peaked ~300 LP, one game off Challenger. Since Season 3, he has accumulated over 1200 Fizz games on his main account. I would also like to thank him for his help in writing this guide.
Here are links to my stream and discord (yes, these are links!). I'm available for questions on Discord. However, since the current meta strongly favors Talon over other assassins at the highest elos, he's the only champion you will usually find me playing on stream.
|Electrocute - A must have for Fizz. Very easy to proc in any combo and will increase your burst to secure kills throughout the game. Further, since Fizz is an assassin that goes into a fight, gets one kill, and gets out, the single target damage and cooldown present no problems.|
|Sudden Impact - Pretty obvious choice for an assassin like Fizz. Both Urchin Strike and Playful / Trickster will proc Sudden Impact, both of which being your engage tools throughout the game. Further, since this rune grants both 10 lethality AND 8 magic pen, Fizz benefits off of this rune even more than other assassins as he sneaks in multiple autos in every combo, which are amplified in damage by the lethality.|
|Zombie Ward - One of the most gold-efficient runes in the game. Not only can it (up to) double the length of your trinket wards in lane, but it also acts as a mini pink ward. If you place this in the enemy jungle, the enemy jungler will either walk past it or kill it. Either way, he will be seen. This allows you to easily track the enemy jungler's path throughout the game, allowing you to time your aggression throughout the game. Of course, the same goes for any bush this ward is placed in, meaning the (up to) 180 seconds of extra ward time is a lot more valuable than you might think. However, if you prefer more damage over playing the vision game, Eyeball Collection is also a fine alternative.|
|Ingenious Hunter - Due to the large amount of actives in Fizz's build, Ingenious Hunter is the best rune choice for him. Having a shorter cooldown on Protobelt and Hourglass will be much more useful than the healing or out of combat movespeed from Relentless or Ravenous Hunter.|
|Celerity - The easiest (and most common) way to avoid Fizz's damage is by simply staying out of his range. Thus, Celerity is incredibly important as it will allow you to catch anyone who isn't running Celerity and quickly burst them down. Did I mention this is literally one of the most slot-effective runes in the game? It's basically free old-ms quints all in one slot.|
|Scorch - This will also give you just enough damage to finish off high priority squishies in fights. This can be replaced with Nullifying Orb versus burst mages such as LeBlanc, Syndra, and Katarina.|
|This is a MUST HAVE for Fizz. If you don't run this spell, you will die to ganks, miss out on kills, and you'll get flamed by your teammates. Further, taking Flash enables combos such as Flash - Urchin Strike and Playful / Trickster - [[Flash].|
|I run this into most matchups as Fizz is a melee mid that can get poked down by mid laners such as Taliyah and Orianna. This summoner spell lets you take a quick back if you got hit by a lot of poke and can't stay in lane. Further, this spell amplifies your mid game roams as you, quite literally, roam from mid lane. Just remember not to use Teleport right in front of the enemy laner as they will either poke you down or stop your Teleport with hard crowd control.|
|Run this into most melee matchups. Fizz does very well into these matchups due to Seastone Trident being much easier to proc when trading versus melee champions. Further, melee champions are often much easier to Urchin Strike as they are melee and have to walk up to last-hit.|
|Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels.|
|Pretty nice passive that basically acts as a mini pre-update Doran's Shield and a Phantom Dancer passive. Not too much to say here aside from this will help a bit when getting poked down by auto-attacks in lane and keep you from getting minion blocked.|
|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.|
|A physical damage dash that allows Fizz to keep up with running enemies. This ability is usually used at the start of a combo to get in range for auto-attacks and to mark the enemy target with a Seastone Trident mark. Keep in mind that Urchin Strike applies the Seastone Trident mark to ALL enemies Fizz dashes through, but Urchin Strike only does damage the champion or minion Fizz targets with the spell. Further, since Fizz ends up behind his target, this ability can be used in lane on a minion to get in range for Chum the Waters or Playful / Trickster. It should also be noted that Chum the Waters can be cast while Fizz is dashing, canceling the Chum the Waters animation. This can be used in lane to land a sneaky long-range Chum the Waters by using Urchin Strike on a minion and then using Chum the Waters mid- Urchin Strike. Alternatively, you can land a guaranteed small Chum the Waters by casting Urchin Strike and using Chum the Waters mid-dash while hovering your cursor over the enemy target.|
|Seastone Trident will be your primary last-hitting tool when the minion wave hits your tower. Due to Fizz's lack of early game wave-clear, this will happen quite often. Make sure you don't mess up the last-hit with Seastone Trident as if the cooldown isn't reset, you will likely miss the whole wave to the tower. When bursting enemy champions, you will usually want to use this ability after the mark is fully charged. The mark is applied when you hit the enemy with Urchin Strike, an auto-attack, or Chum the Waters. However, if you don't need the extra mark damage, you can instantly auto-attack into Seastone Trident or Seastone Trident into Urchin Strike ( Urchin Strike will apply the extra Seastone Trident damage if you cast Seastone Trident before you dash). Further, if you have already hit the enemy with a Chum the Waters, you can simply wait for the mark to charge and then cast Seastone Trident into Urchin Strike.|
|Ah. The reason why everyone hates Fizz. Playful / Trickster not only provides insane mobility and invulnerability for Fizz, but it also serves as his primary waveclear and burst (aside from Chum the Waters, of course!). Generally, you don't want to use this ability too often in lane due to it's insane mana costs. Further, level 9 will usually be when you can 1-shot the enemy ranged minions with one cast of Playful / Trickster as you will have all 5 points in it. Keep in mind this can go up or down depending on whether you're ahead or behind. Due to it's long cooldown, you also want to save this ability in teamfights to dodge an important skillshot or to simply force the enemy to switch targets as you remain invulnerable. Be sure not to re-cast this ability if you want the extra area and a slow. This ability can be used with Flash by simply casting the FIRST part of Playful / Trickster, and then using Flash WITHOUT casting Playful / Trickster again. Also, Playful / Trickster can be used to jump short walls.|
|Shark! Chum the Waters can either be used as a low-risk, low reward close range slow or a high risk, high reward long range nuke. Generally, you want to cast this ability either when the enemy is auto-attacking a minion (they will have less time to dodge), out of vision of the enemy (usually by sitting in a bush), or in the middle of your Urchin Strike. To use the low-range Chum the Waters, simply cast it in the middle of Urchin Strike while hovering your cursor over the enemy target. You can also use this trick to land a mid range Chum the Waters in lane by casting the Urchin Strike on a minion and throwing Chum the Waters towards the enemy laner.|
Fizz maxes Chum the Waters first as it is his ultimate ability. Second, max Playful / Trickster as it is a large portion of your burst and the reduced cooldown allows for greater mobility in teamfights. Then, max Seastone Trident for more damage as maxing Urchin Strike doesn't provide as much damage as Seastone Trident. Last, max Urchin Strike.
|Fizz starts Corrupting Potion into matchups where you get poked down in lane. This would, of course, include the majority of mid laners. Although Doran's Shield is better for melee mids versus heavy poke, the reason for this start is that Corrupting Potion also offers mana, which Fizz desperately needs in lane due to Playful / Trickster's insane mana cost. At 90 mana per cast in lane, Fizz will quickly run out of mana in just a few trades without the mana from Corrupting Potion. I would also recommend buying a The Dark Seal after your first back for extra potion healing.|
|In certain matchups where the enemy laner is melee and can't poke you from range (such as Zed Yasuo), Fizz doesn't need Corrupting Potion for sustain. Rather, you can start The Dark Seal and a Refillable Potion for stronger lane trading. Further, The Dark Seal also gives mana, which will help keep you from running out of mana in lane. Feel free to upgrade your Refillable Potion to a Corrupting Potion on your first back.|
|After buying Corrupting Potion and The Dark Seal (you can also skip one of these, it's all down to personal preference), buy a Hextech Revolver. This will build into Hextech Protobelt-01.|
|If you have 300 gold to spare between Hextech Protobelt-01 components, buy Boots of Speed. These will allow you to keep up with the enemy laner and secure kills or survive with low health.|
|Another Hextech Protobelt-01 component. The cooldown reduction is really nice early on as it will significantly lower the cooldown on your Playful / Trickster and Chum the Waters. Further, the health will help keep you alive in early skirmishes.|
|Buy these boots when you're snowballing and want even more burst to kill enemies and snowball your lead. However, keep in mind it's still often better to go Ninja Tabi or Mercury's Treads when ahead as they will do a better job of keeping you alive in fights.|
|Buy this into AD matchups or AD heavy teams in general. The armor and auto attack reduction combined with Nimble Fighter will make you very hard to kill.|
|Buy these into heavy crowd-control or magic damage team comps. The tenacity from these boots will allow you to quickly recover from hard crowd control and cast Playful / Trickster as either an escape or to finish off the enemy target.|
|This item should be rushed on Fizz for numerous reasons. First, the thing about Fizz is that, once he gets on an enemy squishy, they are usually dead no matter what. It doesn't matter if you have a Hextech Protobelt-01 or an early Lich Bane (which is slightly more damage), as the extra damage from Lich Bane will just be overkill. Further, the easiest way for an enemy squishy to survive Fizz's burst is to simply stay out of his range and dodge his Chum the Waters. Rather than risking a max range Chum the Waters every time an enemy squishy is out of range, Hextech Protobelt-01's active allows Fizz to simply dash forward into Urchin Strike or Playful / Trickster range. Plus, the extra tankiness helps Fizz stay alive when he is diving the enemy team and Hextech Protobelt-01's passive can be used after Urchin Strike (basically in melee range]] for tons of damage. Keep in mind that if the enemy target buys a Banshee's Veil to counter you, Hextech Protobelt-01's active can be used to easily proc the spell shield.|
|Usually, this is your second item after Hextech Protobelt-01. Nothing too much to say about this item. Lich Bane gives movespeed (which allows Fizz to catch up to enemies, along with Hextech Protobelt-01) and lots of burst (especially since it's trivial for Fizz to proc Lich Bane as both Urchin Strike and Seastone Trident apply on-hit effects such as Sheen and Lich Bane). When building this item, build Sheen, Aether Wisp, and then Blasting Wand. However, if you don't have enough to buy Sheen, build either Aether Wisp or Amplifying Tome (for Aether Wisp).|
|Always your third item after Hextech Protobelt-01 and Lich Bane. The reason for this is that, as Fizz, your role in a teamfight is to dive the backline, kill a squishy target, and not be blown up in the process. The hard part isn't exactly killing the enemy squishy. Rather, it's surviving after your initial burst. Being able to kill the enemy ADC means nothing if you simply die right afterwards. Zhonya's Hourglass helps to solve this with an active that makes you invulnerable for 2.5 seconds after your burst.|
|For your fourth item, you have a choice between Void Staff and Rabadon's Deathcap. The choice is simple to make. If the enemy squishies (your targets) have magic resist items, buy Void Staff. If not, buy Rabadon's Deathcap. Both will exponentially increase your burst simply due to how their passives work. Buy the other item as your fifth and last item afterwards.|
|See Void Staff|
|A very situational item for when you are snowballing hard. If you're really fed and expect to get more fed, consider upgrading The Dark Seal to Mejai's Soulstealer sometime after Hextech Protobelt-01. Keep in mind that if you do buy this item, you must play safer and make sure not to die. If this is bought before Lich Bane, I strongly recommend skipping Lich Bane as you don't need the extra damage and going straight for Zhonya's Hourglass so you can survive in fights to maintain your stacks.|
NOTE: In this section, aa stands for auto-attack and Q W E R are abilities.
FURTHER NOTE: (PB) stands for Hextech Protobelt-01's active. I put it in parenthesis because you might not have this up or even have the item while using this combo.
Trading in Lane WITHOUT Chum the Waters
Trading in Lane WITHOUT Playful / Trickster nor Chum the Waters
One-Shot Combo With Max Range Chum the Waters
NOTE:Throw Chum the Waters either when the enemy laner is going for an auto-attack, if you're in a bush with a Control Ward, or if you're simply waiting for a flank in a teamfight. This way, it's much harder for the enemy laner to dodge. WAITR means to wait for the shark to chomp before you dash in with Urchin Strike. Further, you should use Seastone Trident right before Urchin Strike to quickly proc the Seastone Trident proc and any Sheen or Lich Bane proc without having to auto-attack.
Lane Solo-Kill With Sneaky Chum the Waters
NOTE: Use Urchin Strike on a minion and then Chum the Waters in the middle of your dash for a sneaky high-range Chum the Waters.
Undodgeable Low-Range Chum the Waters Mid- Urchin Strike
NOTE: This combo has less damage than Combo #4 but is more consistent as the Chum the Waters cannot be dodged without Flash or a similar blink ability. Use Urchin Strike on the enemy target and hover your mouse over the target to cast Chum the Waters mid dash. Keep in mind you can skip most of the auto-attacks if you don't need the extra damage.
Variation of One-Shot Combo With Max Range Chum the Waters
NOTE: Similar to Combo #3 except E is used before W-Q, usually to dodge a skillshot such as a Lux Light Binding.
Versus Melee Matchups: Run Ignite if you want the early kill pressure. Start W and auto the enemy laner when they walk up to farm. Your aa-aa-w will win every trade, even versus Diana or Katarina. The only meta melee matchup (champions that would usually be played mid) that Fizz loses early game trades is Talon. Make sure to use your E to dodge abilities like Zed's Razor Shuriken, Talon's Rake, or Katarina's Bouncing Blades. You will certainly win a trade afterwards. Once you hit 6, it's usually pretty easy to walk to a side bush, drop a control ward, and land ult when the enemy laner walks up to auto minions.
Versus Ranged Matchups: These matchups are generally tricky for Fizz as he doesn't have a reliable way to farm. You will usually want to walk up to the enemy wave before it starts hitting yours, auto a melee minion, and walk back to the middle of your wave. This will draw the enemy melee minions to you, allowing you to secure the first 3 cs. Afterwards, cs as best you can without worrying too much about falling behind. The enemy mid laner will likely miss lots of cs trying to poke you. Also, since you're a snowball mid laner, being down 20 or 30 cs isn't that big of a deal as you will be stronger in teamfights. If you get poked too hard, simply take a back. Look for favorable all-ins or trades once you hit level 3. If your whole combo won't kill the enemy laner, use your q as an escape after you hit them with e, a few autos, and w. As usual, when you hit 6, look for roams or even fake roam by sitting on a control ward and ulting the enemy mid laner when they try to follow your roam.
Mid Game Macro
Once you hit around midgame (when the first bot turret falls), you will usually want to switch with you bot lane to farm. This allows your bot lane to pressure or defend the mid turrets. Further, it's much easier for you to survive a gank without a tier 1 bot turret than your bot lane. Tell your team to drop flank wards beforehand if you have Teleport. If not, be careful when showing bot or the enemy team may force a 5v4. If you do have Teleport ready, be sure to watch the map and teleport within a few seconds of the fight starting.
When you splitpush with Akali, there are a few things to watch out for. First, you must make sure not to be exerting more pressure than the rest of your team. For example, if you're at their tier 2 turret and your team is on baron, it's ok for you to be there even though the enemy team can collapse on you. If they do, your team secures a free baron. However, if you're pushed up to their tier 2 turret and your team is in base, then the enemy team can just 5v1 you and baron while you're dead.
Another problem is when the enemy top laner is stronger than you and he's also splitpushing in your lane. Here, you will want to call for your top laner to match the enemy top laner and you can rotate to the other side lane or 2v1 the enemy top laner as he pushes.
Keep in mind that you can always sit in a bush flanking your team if you think a fight is starting and you don't have teleport.
Approaching a Teamfight
You will want to start every teamfight flanking both teams. A flank behind the enemy team is preferable but you just have to make sure the enemy front line isn't between you and the enemy squishies. Once the fight begins, watch and wait for the enemy frontline to use their CC (like Maokai's Twisted Advance or Malphite's Unstoppable Force). Once this has been used, watch for backline CC being used by anyone who can peel for the enemy squishy (usually a support, such as Janna's Monsoon. Although you can go in before the backline CC is used, it will be harder to kill your target. However, never go in before the frontline CC is used, as they will just use that CC on you and you will instantly die.
Teamfight Target Selection
Here's a hypothetical situation: You've made it past all the enemy CC. Now you can use your full combo to delete one squishy from the teamfight. Do you kill the 10-3-5 Ryze, the 2-3-8 Lucian, or the 0-1-10 Janna? Well, even I couldn't tell you which one to go for. Your mistake was not picking a target before the start of the fight.
Before a fight starts, you want to first consider which enemies you can even 1-shot. This list will usually include the enemy mid, bot, and support. From this list, you want to find the biggest threat to your team. This is usually the enemy that does the most damage but could also include the Soraka that keeps the whole team alive and makes it impossible for you to 1-shot the enemy carries.
Now, you've narrowed down your list of targets to 1 or 2 (in our hypothetical situation, this would be Ryze and Lucian). First, check for items like Guardian Angel, Stopwatch, or Zhonya's Hourglass. This is incredibly important as a well-timed stopwatch or hourglass often decides a fight. If your target has one of these items, reconsider whether it's worth burning all your cooldowns to pop either the GA passive or force the hourglass. So, let's assume Ryze has a completed hourglass. If you judge that forcing the 10-3-5 Ryze to stasis for 2.5 seconds is worth more than a kill on the 2-3-8 Lucian, then go for Ryze. However, if you judge that killing Lucian then going for Ryze as a team is the better option, go for Lucian.
Another factor high elo players consider are summoner spell cooldowns. This can be a bit overwhelming if you're newer to the game, but timing summoner spells are incredibly important once you get to around Diamond 1 or above. It's actually pretty simple. To do this, make sure to have your chat timestamps enabled. For example, if the enemy Syndra flashes, click on the flash on the scoreboard (lets say, hypothetically, she flashes at 13:30). Then, when you're walking to lane or backing, simply add 5 minutes to the flash timestamp. Afterwards, type something like "mid f 1830," with 1830 meaning 18:30. You can do the same with heal (4 minute cd), barrer (3 minute cd), teleport (5 minute cd), ignite (3.5 minute cd), and etc. Remember that Unsealed Spellbook and CDR boots reduce summoner spell cooldowns.
Thank you for reading. Please let me know if you notice any outdated sections or errors and I will do my best to fix them asap.
Special thanks to missMaw for banners and coding.
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