Fizz Build Guide

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Burst Through the Enemy Lines

written by Willard_Filmore

Fizz Build

Starting items

Core Build

Late Game / Luxury Items

Situational Items

  • OR
  • OR
  • OR

Shopping List

  • #1 Buy
  • x 3
    #2 Consume
  • #3 Buy
  • #4 Buy
  • #5 Buy
  • #6 Buy
  • #7 Buy
  • #8 Buy
  • #9 Buy
  • #10 Buy
  • #11 Buy
  • #12 Buy
  • #13 Buy
  • #14 Consume

Skill Order

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • Nimble Fighter
  • Urchin Strike
  • Seastone Trident
  • Playful / Trickster
  • Chum the Waters

Runes for Fizz


Masteries for Fizz



Table of Contents

  • Introduction

    With the ability to easily navigate around the fields of battle, Fizz proves to be one of the most deadly A.P. assassins in the League of Legends. He can dash to his foes, apply powerful damage over time, hop towards or away from sticky situations, and summon a shark to cripple his enemies!

  • Fizz's Kit

    Nimble Fighter:


    (Innate): Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less physical damage from basic attacks.


    Fizz's passive makes harrassment very easy since he does not have to deal with collision with minions or other units. Also, when going deeper into enemy terriory, minions will not deal as much damage.

     

    Urchin Strike:

     

    (Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.

     

    Range: 550

    Cost: 50 / 55 / 60 / 65 / 70 mana

    Cooldown: 10 / 9 / 8 / 7 / 6 seconds

    Additional Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)

     

    This ability makes an excellent gap closer. It also applies Fizz's bleed on-hit. This ability also procs AND applies the effects from  Lich Bane and Sheen

     

    If the target is close to Fizz, it is possible that Fizz can pass through the target, placing him a few units behind the target.

     

    Seastone Trident:

     

    (Passive): Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration. The total damage caps at 270 against minions and monsters.


    Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) 

    (+4 / 5 / 6 / 7 / 8 % of target's missing health)


    The passive bleed makes it very hard for a target to make an escape with low health after an encounter since the damage increases the lower the enemy health.


    (Active): Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds to his opponents.


    Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)

    Cost: 40 mana

    Cooldown: 10 seconds


    The empowerment of Fizz's auto-attacks allows for extra flat magic damage in a fight (Similar to Kassadin's Nether Blade when active). The Grevious Wounds component also makes it harder for enemies to recover when taking damage from the bleed component of the passive of Seastone Trident. 

     

    It is also to be kept in mind that when this ability is activated, it triggers Lich Bane and Sheen's passive, which can be used to heavily hit structures.


     

    Playful / Trickster: 

     

    Playful: (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 it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.


    Range: 400

    Cost: 90 / 100 / 110 / 120 / 130 mana

    Cooldown: 16 / 14 / 12 / 10 / 8 seconds

    Slow: 40 / 45 / 50 / 55 / 60 %

    Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)


    Trickster: (Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.


    Range: 400

    Cost: 0 mana

    Cooldown: 16 / 14 / 12 / 10 / 8 seconds

    Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)


    This ability is what makes Fizz shine. Fizz cam hop around the battlefield without being able to be hit. Fizz can dodge any ability, exept it cannot break tethers already applied to him. Also, the delayed damage from Vladimir's Hemoplague cannot be dodged. This ability can also be used to jump over walls. This ability, if timed correctly, can dodge Caitlyn's Ace in the Hole , Karthus'   Requiem , and even another Fizz's Chum the Waters.


     

    Chum the Waters:

     

    (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 champion that has the fish attached will be slowed. Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.


    Cost: 100 mana
    Range: 1275

    Cooldown: 100 / 85 / 70 seconds

    Magic Damage: 200 / 325 / 450(+1.0 per ability power)

    Slow: 50 / 60 / 70 %

     

     Chum the Waters is an amazing initiator, and excecution ability. This ability's AoE makes it great for damaging multiple targets in a team fight. When used on a single target, either fire from a bush, or at random in the lane (this does not attach to minions, making it unpredictable as to when it will be used in lane). If an enemy is running away, the slow makes it easy to catch up to an enemy, or iy can be used to excecute an enemy from a distance.

     

    Be weary of enemies with cleansing capabilities, such as the Summoner Spell Cleanse , Gangplank's Remove Scurvy , Quicksilver Sash 's Active. If the ability is cleansed while the fish is attached, it will simply drop it on the ground.

     

    Chum the Waters will not damage enemies in an untargetable state, such as Vladimir's Sanguine Pool and Fizz's Playful / Trickster.

  • Runes and Masteries (Explanation)

    Runes


    Quintessences: Flat Quintessences allow for a very powerful early game since it allows for stronger bursts on Ability Power based abilites. Although Ability Power per level Quintessences give more later game, it seems more affective to take flat Quintessences.

     

    Glyphs: I personally take flat Ability Power Gylphs for early game advantage. But there is room for change here. Ability power per level glyphs give triple the Ability Power of that of the flat Ability Power Glyphs. If you'd prefer some more ability power late game, then by all means take Ability Power per level Glyphs. If you'd prefer some more defence, then flat Magic Resist or Magic Resist per level would be better.

     

    Seals: I take flat Armor Seals in order to stay protected from A.D. champions. I prefer armor because it is easier for Fizz to take more damage from physical attacks. Whereas it is relatively for Fizz to dodge / escape most spells. Armor per level seals are also optional if one would prefer more defense late game.

     

    Marks: Magic Penetration Marks are a must on Fizz. The only time they aren't too helpful, is when Fizz deals with an enemy with high armor, but otherwise, Armor Penetration Marks are the best since it is a primary rune.

     

    Masteries



    21/9/0: 
    This is the most effective way when playing a very offensive Fizz. This helps maximize damage, while also taking some defense.

     

    21/0/9: Taking points in utility should only be taken if you are encountering mana problems. Fizz does not use much mana, so the mastery page is not as effective since the defence is being given up.

     

    Always keep 21 points in the offesnse tree. All of the extra ability based masteries make Fizz's effectiveness in battle very strong.

  • Skilling Order

    W>Q>E>W>W>R>W>E>W>E>R>E>E>Q>Q>R>Q>Q


    Why set Seastone Trident as a priority?

    Seastone Trident's bleed is very powerful and has decent Ability Power scaling. This allows a lot of damage to be dealt from only basic attacks.

     

    Why take Urchin Strike second rather than Playful / Trickster? Isn't the mobility more useful?

    Urchin Strike makes it very easy to jump on to enemies and deal very powerful burst damage. Since Seastone Trident was taken first, Urchin Strike will also apply Seastone Trident's bleed.

  • Summoner Spells

    Best Spell Combonation

     

    Ghost : This allows Fizz to keep up to an escaping enemy, allows for easy application of Seastone Trident's DoT, and to widdle them away with other abilities.

     

    Ignite : This mixed with Seastone Trident allows for TONS OF DAMAGE overtime, which often leads to an escaping enemies' death. The extra ability power from [mastery=Summoner's Wrath] is quite helpful.

     

    Alternatives



    Flash : Blinks are always nice. Take this if you think Playful / Tricksters is just not enough for your mobility needs.

     

    Teleport : Take this if you are worried about teammates not being able to hold a lane, or if you don't want your lane being pushed when you Recall .

     

    Heal : Only take this if you think you will encounter sustain issues.

     

    Exhaust : Take this for screwing enemies over when they attempt to escape.

     

    Do Not Take These



    Revive : Nobody should take this.

     

    Clarity : Fizz rarely encounters mana problems, so this is not recommended.

     

    Cleanse : Crowd Control is not a problem with Fizz considering he can dodge them completely, or he can quickly escape during or after the crowd control.

     

    Promote : Don't take this when Fizz, it is unnecesary.

     

    Surge : This ability just is not worth it. This ability is only useful when pushing a turret.

  • Build Usage

    Fizz has a variety of ways to be built. One of the most effective is playing an Ability Power/ Cooldown Reduction based build.

     

    1. Boots of Speed and 3 Health Potion s. Or a Doran's Ring . Or an Amplifying Tome and 1 Health Potion.

     

    *The rest of the guide will be based off of take Boots of speed and 3 Health Potions.

     

    2. The next item will be situational. If you would prefer more burst damage, go for a Blasting Wand . If you are having problems with sustain, take Catalyst the Protector .

     

    3. Turn the Blasting Wand / Catalyst the Protector into a Rod of Ages . This allows for high sustain. It is important that this item is bought as soon as possible in order for it to charge up faster.

     

    4. Upgrade your Boots of Speed into Ionian Boots of Lucidity .

     

    5. If you would prefer some Ability Power with some extra gold per 10 seconds, grab a [item=Kage's Lucky Pick] , or if you wouldl prefer more Ability Power and Cooldown Reduction, grab a Fiendish Codex

     

    6. Turn the Kage's Lucky Pick / Fiendish Codex into a [item=Morello's Evil Tome] . At this, point, 39% cooldown reduction will be achieved (including masteries). This is wear spamming abilities will be possible.

     

    7. Next get a Sheen

     

    8. Turn the Sheen into a Lich Bane . Alternatively, you can slowly build more items for the Lich Bane itself. This is where extreme burst comes in because if the instant proc and appliance of the passive from Urchin Strike.

     

    9. Grab a Needlessly Large Rod .

     

    10. Grab a Rabadon's Deathcap . Gives extreme increase in Ability Power. This also allows for more damage from Lich Bane's passive.

     

    11. This part is situational.

    • If you are dealing with a lot of A.D. enemies, grab a Zhonya's Hourglass .
    • If you are being harassed by other A.P. champions, grab an Abyssal Scepter .
    • If you are dealing with enemies building magic resist, grab a Void Staff .
    • If you want to deal all together more damage, grab an Archangel's Staff . This will help a lot because of the mana already given from Rod of Ages and Lich Bane.

     

    Why take cooldown reduction?


    This allows for a more constant use of Fizz's abilities. It is especially useful when Playful / Trickster can be used in less then five seconds.

  • Ending Build Statistics

    Fizz Ending Build Statistics (Archangel's Staff as Final Item)


    Health

    • Health- 2592 (+630)
    • Health- Regen p/5 seconds 21 (+2)

    Resistances

    • Armor- 92.49 (+18.69)
    • Magic Resist- 89 (+36)

    Attack

    • Attack Speed- 1 (+0)
    • Physical Damage- 107 (+2)
    • Armor Penetration (Flat)- 0 (+0)
    • Armor Penetration (%)- 0 (+0)
    • Critical Strike Chance (%)- 0 (+0)
    • Critical Strike Damage (%)- 200 (+0)
    • Life Steal (%)- 0 (+0)

    Magic

    • Ability Power- 788.903 (+788.903)
    • Magic Penetration (Flat)- 8.55 (+8.55)
    • Magic Penetration (%)- 10 (+10)
    • Spell Vampirism (%)- 0 (+0)

    Spell Pool

    • Mana- 3395 (+2475)
    • Mana Regen p/5 seconds- 51 (+37)

    Utility

    • Movement Speed- 407 (+97)
    • Cooldown Reduction- 39% (+39)
    • Tenacity- 0 (+0)
    • Range- 175 (+0)

  • Ability Usage

    *This Topic will dicuss how to deal with non-team fight situations.

     

    Fizz's abilities prove to be one of the best skill sets in a duel. It is best to actually keep your distance from and enemy in a duel, unless they are ranged, then it doesn't matter. However, when against a melee enemy in a duel, constantly hopping around with Playful / Trickster will prevent you from taking damage, but try to apply the slow when the time is available. Also use Urchin Strike to apply the bleed. When the mobile abilities are on cooldown, get up close and personal with an activated Seastone Trident. If the enemy attempts to escape, or if you just want to unleash a lot of damage, use Chum the Waters (there is also no problem with initiating with this).

     

    Urchin Strike can be used very well when juking from bushes. If you are near death, and are being chased into a bush,enter the bush. When the enemy is right in front of the push, Urchin Strike through the enemy. Since the ending distance of Urchin Strike does not stop where the enemy is, you will be located a set distance away from the enemy. From there, just use Playful / Trickster to continue the escape.

     

    Never be afraid to save teammates by slowing the enemy with Chum the Waters.

     

    In the early laning phase, try to poke enemies with a combination of Urchin Strike and Seastone Trident, then jump away with Playful / Trickster to prevent possible damage.

     

    Also take notice to enemies with strong spells. This part shows why Fizz is a more difficult champion to use then others. Extreme reflexes allow someone to play a good Fizz. Somone with good reflexes can easily active Playful / Trickster to dodge on target missiles such as Leblanc's [spell=Sigil of Silence] or Pantheon's Spear Shot

     

    You can also secure last hits with Urchin Strike if need be.

     

    Also, be careful when leashing for an allied jungler, it is possible to steal jungle kills with Seastone Trident's bleed.

  • Helping with the Team

    Fizz proves to be very powerful while with the team. Chum the Water's AoE is very dangerous when the enemy team is close together. Not only does it deal a lot of damage to every in the AoE radius, but it knocks back and slows everyone in it. Fizz can also easily single out enemies in a fight. He can target an enemy with Urchin Strike, burst them down with Seastone Trident, and escape with Playful / Trickster. 

     

    When your cooldown reduction is high, it is easy to jump to other enemies is team fights since Urchin Strike's cool down is a bit less than 4 seconds. 

     

  • Jungle Fizz

    I don't know much about jungle Fizz, but here's a guide that can help.


    http://www.mobafire.com/league-of-legends/build/who-is-your-jungler-and-what-does-he-do-114118#chapter16

  • Pros and Cons

    Pros:


    • Extremely Mobile
    • High Skill Cap
    • Good at pushing lanes
    • Very strong harrassment
    • Passive Bleed
    • Very Pwerful Ultimate
    • Strong Initiator

    Cons:

     

    • Weak against high sustain champions. Examples: Mordekaier, Vladimir, Volibear, Singed, Diana.
    • Has no self-sustain.
    • Very vulnerable to constant kiting.

  • Credit

    All ability statistics were from the League of Legends Wiki and I do not take responsibility for the statistics.

     

    Jungling guide belongs to "HAHAHANO"

     

    Statistics were calculated through the Leagucraft statistics calculator.

  • Change Log

    Friday August 10, 2012 10:47 p.m. EST: Guide Created.

    Friday August 10, 2012 11:17 p.m. EST: Explanation for some item purchases in the build usage.

    Saturday August 11, 2012 8:33 a.m. EST: Minor spelling changes.

    Saturday August 11, 2012 8:45 a.m EST: Added Build Satistics (Archangel's Staff)



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