Introduction
Fizz is a very strong jungler. Building him correctly is correctly is very important though. His abilities give him great ganking ability, while also allowing him to escape from dangerous encounters. His ultimate is very strong and has super range, so hitting an open target is a necessity to playing him well.
Summoner Spells
![summoners/smite.png [summoners/smite.png]](guide/summoners/smite.png)
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Explanation:
Smite is obvious. Flash because of the escape ability, but also good for jumping in.
Ghost is ok for keeping on your target. Possibly Surge for its as and ap boost. Exhaust if your team needs it. Cleanse if they have lots of CC.
Skills
Passive: Nimble FighterFizz's dexterity allows him to ignore unit collision and take 4 / 7 / 10 / 13 / 16 / 19 less physical damage from basic attacks.
Explanation:
Not much to it other then what it says. Allows you to walk through creeps like ghost, but makes you tanky for it.
Q: Urchin StrikeFizz 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:
Good dash ability that goes a full length dash like Renekton's slice and dice, but it's just 1 long dash. It can be used to harass and get away, or to initiate a gank.
W: Seastone TridentPassive: 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:
Easily his best jungling skill. Melts the health of creeps, and champs so stacked with on-hit items and attack speed helps to use this as much as possible.
E: Playful / TricksterFizz 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:
A nice skill that requires lots of practice to use perfectly. Its good for harass but also used for dodging skill shots and even skills like leblanc's Q. Also good to mention it can be used to hop over small walls like the ones at blue buff.
R: Chum the WatersFizz 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:
Awesome Ultimate with good damage. It's range is extremely long for a skill shot, sort of like nidalee's spear. Use it to throw from a bush when ganking then jump in when it knocks them up.
Item Builds
Start with
for jungling reasons obviously. Next get
and
or how ever many you need plus
Finish
then either get
if you've gotten some kills or some assists, then
After this the idea is to get tanky so
into either
or just get
first. Final defensive items would be
or
for a heavy ap team. Sell
late game if you need to upgrade for something necessary like madreds or a GA
ProBuilds
Champion Select
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