Introduction to Fizz
Before we go any further let me tell you this: This is not going to be an in-depth guide to all of his skills and abilities, because you should know by now what his skills do. I'm going to tell you how to use them well and what items you should be getting to absolutely dominate upon the battlefield.Fizz is a melee caster. He excels in dealing heavy burst damage to his opponents and being able to jump in and out of fights without being hit by any major damaging spells. A good Fizz player can kite around someone like Sion and destroy him before he is even able to land a single stun on you.[imgext=]
Masteries
I prefer to go into a 9/0/21 build as this allows for Fizz to have much more versatility and more harassing potential from early game all the way to late game. The extra gold helps you get your items sooner, and a Fizz with superior items is a Fizz to be afraid of.The cooldown masteries are almost a must, as his E takes a very long time to cooldown and we do not max it out until later on in the game because you should be using it to escape the enemy players, not to initiate your battles.
Runes
If you dislike my choice of masteries and want your own, I strongly advise grabbing cooldown blues.The runes I use are high in magic penetration and ability power. The magic penetration allows for building magic penetration items later on in the game so you can focus on staying alive and dealing heavy damage to your opponents.
Summoner Spells
![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
Explanation:
These should be the only two spells you ever need. Ignite is a given, it allows you to guarantee kills that you would have otherwise missed, and ghost allows you to be even slipperier in the midst of combat, chase someone down, or make a clean getaway.
What you shouldn't get:
This is a spell for supports. You are not one.
With the masteries given, you will find yourself rarely running out of mana.
While cleanse is a good spell, you won't need it because you can dodge a lot of spells that come at you, including stuns.
You have ghost and deal tons of burst damage. if you're in a tight situation, you can run. If you're chasing, you have ghost.
You have your
and it does just about that.
No longer exists.
You have so much health you shouldn't ever have to worry about this one.
This is another support spell.
You have a
, what do you need Revive for?
You're not jungling.
You deal enough damage as it is.
You're quick to get from one place to another, you shouldn't need to grab teleport.
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:
This is a WONDERFUL ability! It alows you to harass the enemy early game if they're not too strong and smack them with your
a few times before having taken any real damage from minions.
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:
Use this. Use this all the time. You want to use your
first, then use
and jump at them. Land one or two hits and watch as their health drops.You can also use this spell as a useful juking ability. Hiding in the bush and the enemies are coming? Not a problem. Wait until they're next to the bush and use this abiltiy. Follow it up with your
and you're out of there so fast they won't even know what hit them.
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:
Use this in every team fight you get. Hit more than just one person with it though because it can make or break a team fight when activated. dealing 8% of a target's missing health plus an additional 150-200 or so damage is a real huge thing.
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:
This is why people say you're OP. If you know how to use this spell well, nobody will catch you and nobody will be able to damage you. This spell can be used in SO many ways. You can dodge an ult from the following champions by using your
![skills/fizz/e.png [skills/fizz/e.png]](guide/skills/fizz/e.png)
![champ/caitlyn.png [champ/caitlyn.png]](guide/champ/caitlyn.png)
![champ/ashe.png [champ/ashe.png]](guide/champ/ashe.png)
![champ/brand.png [champ/brand.png]](guide/champ/brand.png)
![champ/ezreal.png [champ/ezreal.png]](guide/champ/ezreal.png)
![champ/fizz.png [champ/fizz.png]](guide/champ/fizz.png)
![champ/graves.png [champ/graves.png]](guide/champ/graves.png)
![champ/gragas.png [champ/gragas.png]](guide/champ/gragas.png)
(This one is a bit tricky but if you time it right, the satisfaction is endless.)![champ/lux.png [champ/lux.png]](guide/champ/lux.png)
![champ/leona.png [champ/leona.png]](guide/champ/leona.png)
![champ/vladimir.png [champ/vladimir.png]](guide/champ/vladimir.png)
As well as numerous other characters, but these are the ones that are going to save you.
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:
Chum the Waters. This is one of the most enjoyable spells I have ever used. If you can aim a skill shot really well, not only can you use this to save your teammates, kill multiple enemies, save a turret, so on and so forth, but you also get the satisfaction of watching someone get eaten by a shark. Nobody wants to be eaten by a shark.
Use this ability to either open team fights, or win fights against champions you would otherwise lose against. Don't use it right away when fighting head-to-head. Wait until you're at about 3/4ths of your health before using it. It can scare them and make them run away, or it can deal enough damage to make them do so. Once they're on the run, they're just bait for your trident.
Item Builds
Coming out of the spawn pool you're going to want to grab an
.Upon your first back, pick up a
.Coming back again, you're going to want to buy a
, and if you have enough money,
]. If not, wait until you can back again and buy the boots.The third time you back, you should be ready to buy a
-bane] or a
second. You want both of these items before you build into a After you have bought your
Your sixth item should be a
Your final build should normally look like this:











OR











If you so chose, you could also replace
Early, Mid, and Lategame
Harass, harass, harass! As soon as you hit level three. Every chance you get, you want to use your
, follow it up with an
and then jump away with
. You can even tower dive well because you can use
to escape tower aggro and to jump out of range. Just keep on harassing until you get a few kills.That's the gist of Fizz's early game. Short and sweet. And deadly.
Come midgame you want to begin your ganking phase. That information can be found in Chapter 8.
In lategame, you should be actively participating in team fights. Take out their highest damage dealer first. This is usually their squishiest champion as well. You can take them out with a few well placed skills and use your
after that to avoid any unwanted damage from enemy champions. Stick with your team because even though you can escape horrible conditions, that doesn't mean that they can't exhaust you. If you're not quick enough with your
you can get stunned, and so on. Once you're no longer mobile, it's hard to escape.
Ganking
By now you should have started ganking. You want to find a group with a squishy character such as
and demolish her, or find a lane with two half-health champions. Send in your
, and follow it up with a ![skills/fizz/w.png [skills/fizz/w.png]](guide/skills/fizz/w.png)
to do massive damage. If they have extremely low health after that, leave them. Your
passive will finish them off. Go for the next guy.
Final Comments
Fizz is just an amazing character.
ProBuilds
Champion Select
LoLCounter




























































Copyright © 2009-2013 SoloMid. All Rights Reserved.