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FIZZ
Just When You Thought It Was Safe... - AP Fizz Guide
by AngelPants
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RUNES>
9 Greater Mark of Insight
9 Greater Seal of Resilience
9 Greater Glyph of Force
3 Greater Quintessence of Force

MASTERIES>
Offense (21)
Summoner's Wrath

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Utility (9)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter (Passive)
Urchin Strike X X X X X
Seastone Trident X X X X X
Playful / Trickster X X X X X
Chum the Waters X X X
ITEM BUILD>
boots-of-speed + health-potion3
catalyst-the-protector into rod-of-ages
sorcerers-shoes
rabadons-deathcap
lich-bane
void-staff
quicksilver-sash or banshees-veil or guardian-angel
elixir-of-brilliance
About Fizz
Fizz is a melee AP assassin champion with high burst, good mobility, and a game-changing AOE ult. He specializes in ignoring enemy damage with his Playful/Trickster ability and can efficiently remove the carry from a fight before it even begins, if played properly. He is great in any lane, including top, mid, duo bottom and the jungle. This guide will be for players who are choosing to lane with him. A good way to think of him is a mix between Riven and Vlad. He has the ability to be untargetable, and can dash to and destroy a target. He's also insanely fun!

I should note that I'm by no means an expert at this game, and have only just started playing Fizz. I'm the type of player to stick to a select few champions that I enjoy and master them, and I immediately took a liking to him. I will most likely be updating this guide quite often in the upcoming weeks, months, as new strategies are found and new item builds explored. But for now, this is what I've got, and it has worked fantastically for me thus far. Hope you enjoy it and find it at least somewhat useful!
Masteries
For Fizz's masteries, I take a 21/0/9 route. In the offensive tree, I basically pick up anything that gives me extra AP and damage, while also grabbing the Summoner's Wrath mastery that gives you enhanced Exhaust and Ignite. In the utility tree, I like to take the extra mana per level, bonus movement speed and the runes duration mastery. I also take the Improved Recall mastery - for only one point, it's definitely worth it and will most likely save your life at one point or another.
Magic Penetration Marks
Armor Seals
AP Per Level Glyphs
AP Per Level Quintessences

Pretty standard stuff here. I like getting the Armor Seals because since he is a melee champion, he will be taking quite a few hits in lane. If you prefer though, you can swap it out for the Mana Regen Seals. I personally have not had any mana issues with Fizz, however. Also, this setup will make you a complete monster late game with your AP per level Glyphs and Quints.
Summoner Spells
[summoners/exhaust.png][summoners/ignite.png]

Explanation:


I'm still toying around with his summoner spells, but I've found taking ignite and exhaust will grab you many kills and will save your life on more than one occasion. Ignite synergizes very well with his Seastone Trident ability, with the damage over time nabbing kills on champions who think they have retreated to safety. But like I said, this is still a work in progress, I haven't had a chance to try out the new summoner spells yet, and even though Flash has been nerfed I still think it is a very powerful summoner spell. If you feel you need it, I would recommend taking it over Exhaust.
Skills
[skills/fizz/p.png] Passive: Nimble Fighter

Fizz's dexterity allows him to ignore unit collision and take 4 / 7 / 10 / 13 / 16 / 19 less physical damage from basic attacks.

Explanation:

This is a great passive, making him even more mobile than he already is. He has the effect of ignoring unit collision as if you've used Ghost, which will save you from getting trapped behind minions or enemy champions. The protection from basic attacks is also nice, and combined with the Armor Seals makes him deceptively durable and an overall great laner. Likewise, this also makes him fantastic in the jungle as well.




[skills/fizz/q.png] Q: Urchin Strike

Fizz dashes through his target, dealing normal attack damage plus 10 / 40 / 70 / 100 / 130 (+70% of ability power) as magic damage. This ability can trigger on-hit effects.

Explanation:

This is basically your gap closer. Use it to initiate a skirmish, chase down fleeing enemies, or escape to safety. It has a nice 70% ap ratio as well. This ability also adds on-hit effects, which might encourage some people to build him AD, but I personally haven't tried him out as AD yet. It should also be noted that this ability always travels a set distance - so if you are right in front of an enemy champion and you use this ability on them, you will go flying behind them. Just something to be mindful of when going in for an attack.



[skills/fizz/w.png] W: Seastone Trident

Passive: Fizz's attacks rend his enemies, dealing 30 / 40 / 50 / 60 / 70 (+35% of ability power) plus 4 / 5 / 6 / 7 / 8 % of the target's missing health as magic damage over 3 seconds. Max 300 vs. minions.

Active: For 5 seconds, Fizz's attacks deal an additional 10 / 20 / 30 / 40 / 50 (+35% of ability power) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.


Explanation:

This is the ability that I maximize first. Its passive is just amazing and you'll constantly find yourself getting kills that it seemed like you weren't going to get, due to the damage over time properties it has. The active on hit effect reduces healing, which is great when facing off against a pesky Sona or Soraka who insists on healing up their allies. You should always activate your W for the bonus damage and grevious wounds effect before you go in for an attack, or before you begin a combo. Additionally, this also makes Fizz a nice choice to counter the standard duo-bot lane of "healer + carry."





[skills/fizz/e.png] E: Playful / Trickster

Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70 / 120 / 170 / 220 / 270 +(75% of ability power) magic damage to nearby enemies and slowing them by 40 / 45 / 50 / 55 / 60% for 2 seconds.

Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70 / 120 / 170 / 220 / 270 +(0.75 of ability power) magic damage in a smaller area to enemies nearby, instead of slamming the ground.


Explanation:

You're going to fall in love with this ability. It's basically your get out of jail free skill. With this activated, you can't be targeted by anything, period - not even towers, which makes it your go-to ability when tower diving enemy champions. It's not quite as forgiving or newcomer friendly as Vlad's blood pool, though - you must be crafty with it and give some thought as to when you're going to use it. With quick enough reflexes, you can dodge spells and attacks on command! You don't want to constantly spam this ability while laning, though, as it has a high mana cost.

If only used once, Fizz will slow and damage enemies directly under him. If chasing a fleeing enemy, dash toward them using your Urchin Strike, then activate Playful to slow them. This should easily stop them in their tracks and allow you and your team to pick up the kill.

You can also use it a second time when Fizz is on top of his spear, which causes him to jump again, continuing to ignore enemy spells and attacks. Once he lands, he will cause magic damage to a smaller AOE than the first jump, and it does not add the slowing effect.




[skills/fizz/r.png] R: Chum the Waters

Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50 / 60 / 70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it.

After 1.5 seconds, a shark erupts from the earth, dealing 200 / 325 / 450 (+100% of ability power) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50 / 60 / 70% for 1.5 seconds.


Explanation:


What an amazing ult. It has a 1:1 ratio, is an AOE spell, AND causes a knock up and slow. So much damage and utility on an ultimate that's on a relatively short cooldown. It is a skillshot, so if you're not familiar with them, it may take some practice to get down. If you toss this ult directly onto an enemy champion, a fish will bind to them, slowing them and then the shark will activate 1.5 seconds later, dealing massive damage, knocking them up, and slowing them, as well as any other enemy champions or minions near them. You can also cast it on the ground where you believe an enemy champion to be going. If they walk into it, the fish will bind to them. The ult will still be cast 1.5 seconds after actually casting the ability, not 1.5 seconds after binding to the champion. This ult should ideally be used to initiate team fights, but it can also be used to kill fleeing enemies, and even to keep people from chasing you if absolutely necessary. Also, don't hesitate to use it during the laning phase if it will get you a kill.



Item Builds
[items/boots-of-speed.png] [items/health-potion3.png]
Pretty standard to start off with, gives you lots of sustain and early movement speed. You'll find that if your lane opponent starts off with this and you don't, you will take a lot more harrass and won't be able to dish it back in return. Once you've farmed 1325 gold, recall to buy your[items/catalyst-the-protector.png]. It will give you a lot more health and mana, and heals you a bit upon leveling up, which will help you immensely for the duration of the laning phase. After that, I like to finish my [items/sorcerers-shoes.png], but you can choose to finish your [items/rod-of-ages.png] first, it's really up to personal preference. I feel that the Rod of Ages gives you plenty enough survivability and mana, so after that I build straight AP, rushing a [items/rabadons-deathcap.png]. You'll start doing substantially more damage at this point in the game, and if you're playing well, you should really start racking up the kills. After the Deathcap, I go for a [items/lich-bane.png]. This is just a really fantastic item for Fizz because after using an ability, your melee attack deal 100% of your AP - which should be extremely high at this point. The bonus movespeed and AP is also great. No stat goes to waste here. If your enemies are smart, they will have started building some magic resist by this point in the game. Not to worry, we can slice through that with a [items/void-staff.png]. And finally, it's always nice to have extra survivability. Your AP should be through the roof by now, but it's not going to do you any good if you're continually getting focused down. My personal favorite is the [items/quicksilver-sash.png]. It's cheap, effective, gives you magic resist and a FREE CLEANSE!! It's one of the most underrated items in the game if you ask me. Other than that, you can never go wrong with a [items/banshees-veil.png] or a [items/guardian-angel.png]. The choice is yours!
Early Game
Early game is all about farming, farming, farming, with a bit of harrass thrown in. If you see an opportunity for a kill that you can execute without dying, by all means go for it. But the most important thing is to farm as many minions as you can. After all, Fizz is only as good as his equipment and you're going to be needing a lot of it. Luckily, he is a pretty decent farmer. Last hit minions only in the early stage - the last thing you want to do is push your lane, which will open you up to a gank by the enemy jungler. If the enemy champions in your lane have pushed the minions to your tower, this opens them up to a gank from your own jungler, and Fizz is fantastic at securing kills. Use your W to start off with, then dash to the target with your Q, then slow them with your E. If you're level 6, don't hesitate to throw down your ultimate - the knock up, slow and damage should be plenty enough to secure the kill.

Mid Game
At this point, you should ideally have your Rod of Ages, Sorcerer's Shoes and should be working towards your Deathcap. Team fights usually begin at this point - and your job is to take out their main damage dealer(s) as quickly as possible while still surviving yourself if at all possible. Before any fight begins, you should be looking for a way to throw in your ult and hit as many of them as possible. With its 1:1 ratio, knock up and slow, it will render them completely vulnerable for a short period of time. This gives you a chance to go in and deal as much damage possible to their carry while they're vulnerable. If your team has a Galio, Amumu, or Sona, your ult will synergize fantastically with theirs, and you should be able to catch more enemies with your own ult by following up with it after one of theirs. After the enemy AD carry and AP champion are killed, focus next on the team's support (unless of course it's Alistar), or the next squishiest target. Never target the tank until last.

Just as a side note, his Playful/Trickster ability can be used to farm entire creep waves with ease once you've built enough AP.
Late Game
You should be a complete monster by late game if you've had at least a decent game thus far. This point in the game is basically focused around fighting for baron and taking down towers. Keep doing what you've been doing, which is removing their carry as soon as possible. Farming minions should be a breeze by this point by using your Playful/Trickster ability. Don't travel alone, because if you're caught by yourself this late in the game, you'll most likely end up dead. Stay in a group, try to take baron, win team fights, and push to the enemy nexus for the win!
Final Comments
Thanks for taking the time to read my Fizz guide! I've only just started using him and I'm completely aware that this guide isn't perfect, and probably never will be. As more discoveries and tactics are found about Fizz, I will be updating the guide accordingly, giving new strategies, item builds, and the like. Hope you found some of this information helpful! Now get out there and start chumming the waters!

Any comments and constructive criticism are greatly appreciated!

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Comments: 15
  • astrolia
    1 year ago
    Approval denied. You have a pretty basic and all around guide here, but it's lacking the extra oomph that would bump it to approved status. To give you an idea, what about lane matchups? Who can Fizz counter and who counters Fizz? What do? Etc.
  • OrangeFlame
    1 year ago
    I like your build but i really don't think that the RoA is needed. I mean, what a Fizz player should do is dash in and out the fight dealing the biggest amount of damage to a target before even come to the point where he gets hit. You can't hit what ain't there, right? That's how Fizz goes and that's why you don't need life, especially if you take in account the fact that he's a poor farmer. I would rather rush a sheen + rabadon than waste golds on a RoA.
    Another thing that you may had to your guide is that, once you have your lich bane is always always always recommended to activate seastone trident before using Q since it is a normal attack and applies on hit effects(So you'll be dealing like 100% of your ap + the total base+AP nuke of your Q in just one hit)
  • Riley Cole
    1 year ago
    Good guide, but do not agree with the runes at all
  • Shynigamie
    1 year ago
    Haha, I've been playing fizz recently and I've been rushing philo's to shrug off the harassment and the mana regen to harass back, and would it be plausible to use morello's instead of lich bane? Just my thoughts from my previous games haha.
  • AngelPants
    1 year ago
    @KungfuDojo I haven't tried Gunblade on him yet but I would think it would be a good item for him. I'll have to try it out next time I play him.
  • KungfuDojo
    1 year ago
    What do you think about going Gunblade?

    His Q is basically exactly Jax' Q, atleast for the scaling. It deals 0.7 AP + 1.0 AD as magic dmg. I wonder if maxing it second works because I rather like to keep E for escaping instead of using it to deal dmg.
  • Arongelion
    1 year ago
    wall of text much o.o
  • tirrorex
    1 year ago
    rod is fail, build an archange bro!
  • AngelPants
    1 year ago
    @Aphileon x_O oh geez, i'll have to fix that once the site traffic calms down and it lets me go in and edit lol thanks for spotting it though!
  • Aphileon
    1 year ago
    Liked your guide, but you made a mistake in the skill section. Leveled E one too many times :3.
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