Introduction
I've been playing LoL since 3 months after it came out and I've been a huge fan since. I've gone from one main champ to the next but finally I decided I needed to settle and focus on one main. After Fizz was released, I knew I had found my main. Fizz has some great maneuverability and tricks hence his name,"The Tidal Trickster".
Masteries
Masteries are probably the most important thing that makes Solo Top Fizz even possible. Starting out in the Offensive Tree, Summoner's Wrath gives you 5 AP and AD when your ignite is on cooldown. This means when you are fighting someone and you ignite them, you get 5 more auto attack damage(- arm damage reduction) and 5 more ability power damage into your skills that have all AP ratios. Fury helps you auto attack more, which is the point of Bruiser Fizz. The more auto attacks you do, the more procs of seastone trident passive and active damage you do. Take both Deadliness into Weapon Expertise and Blast into Arcane Knowledge for both AP and AD penetration and AP and AD per levels which helps scale you into late game. Take a point into Brute Force for some more early game damage output. Now to the most important part, the Defensive Tree. Summoner's Resolve gives you 20 more shield value. Durability into Veteran's Scars helps give you scaling health into late game but also giving you 30 more starting health to help with lane phase. Hardiness gives you flat armor for early game vs enemy bruisers and reduced minion damage. Unyielding into Block give you reduced damaged from enemy champion auto attacks and damage. With your passive it renders their auto attacks to hit for way less they if you were a normal top lane bruiser. Safeguard helps you if your someone who likes to tower dive. Say the tower hits you for 200 damage. Really it will hit you for 190 with Safeguard and can mean living the dive with minimal health. Juggernaut helps both your early and late game. With the current runes/masteries, you get and extra 24.56 health added on to give you a level 1 health of 638.56.
Runes
Lets start off by talking about my secret weapon, the crit chance mark. This crit chance rune can make and break the lane phase for the enemy top laner. One lucky crit can send them back to base or to their grave. Lucky crits force them to back off and play more passive allowing you to have cs dominance over the lane. Attack speed marks not only allow easier csing, but also helps you deal more damage by procing more seastone trident active and passive damage. Armor seals for reduced physical minion and enemy champion damage. Magic Resistance glyphs for any magic damage they may have or just in case there is an AP top lane that you weren't expecting. And finally Flat Health quints for more health to take more damage and so they will underestimate you, thinking you have lower health until you fight and end up winning because you have that 78 more health.
Summoner Spells
![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
![summoners/barrier.png [summoners/barrier.png]](guide/summoners/barrier.png)
Explanation:
For summoner spells I take ignite/barrier. Barrier baiting is one of my favorite things to do with Fizz. If you time it right, you can barrier in anticipation of their ignite and burst damage, then exchange with seastone trident and ignite for the kill. Ignite works very well with your seastone trident. They are both dots and have heal reduction and both are good for cleaning up kills.
Skills
Passive: Nimble FighterExplanation:
Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 less physical damage from basic attacks.
This is the main reason Solo Top Bruiser Fizz is possible along with certain masteries. Taking reduced damage from auto attacks along with masteries helps in negating alot of physical auto attack damage. This skill alone allows you to exchange with other auto attacks efficiently.
Q: Urchin StrikeExplanation:
Fizz dashes through his target, dealing normal attack damage plus 10 / 40 / 70 / 100 / 130 (+60% of ability power) as magic damage. This ability can trigger on-hit effects.
Main source of gap closing. This allows you to maximize your dps by auto attacking and then using a quick Urchin Strike right after to deal another auto attacks worth plus some magic damage. This helps you deal significant hybrid damage in an exchange.
W: Seastone TridentExplanation:
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, 's attacks deal an additional 10 / 15 / 20 / 25 / 30 (+35% of ability power) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.Â
Best dot world. Not only does it do magic damage over time but when activated it does additional magic damage on every auto attack and has a heal reduction. Great for sustain top laners so their sustain is cut in half when trying to exchange or fight.
E: PlayfulExplanation:
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  is on top of his spear, causes  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.
Playful/Trickster gives you many options. Jump to engage, jump to disengage, hop over a wall, jump on someone to deal damage and slow, or even jump to spell block spells. Some awesome things you can spell block with this are things like ashe's enchanted crystal arrow, darius's noxian guillotine, and kathus's requiem.
R: Chum the WatersExplanation:
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.
The catch or engage tool. Catching enemy carries is crucial when thinking of who to use/engage on with this spell. Hitting someone with your ult and separate the carries from the tanks by slowing and knocking them up and taking them out of the fight for a few seconds. Also good catch/clean up tool when used top lane to try to secure kills on your lane opponent.
Skill Order
For maximum damage output follow this order correctly. Max ult at 6,11,and 16 like usual. Max your seastone trident first for the strong proc damage from the active and the passive dot damage. Then proceed to go for the strong hybrid damage with urchin strike also giving it more cooldown reduction for more gap closing. Finally max your playful/trickster. I rather max q over e because you get more damage, but if you feel the cc increase from maxing e over q is worth it then by all means go for it.
Item Builds
My standard start for Fizz is
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giving you sustain along with vision and also two options. If you are against a strong ad bruiser and you don't feel you can exchange without the armor, take
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. You can use you red pot early on in lane phase for the extra damage and health OR if you are in a heated battle with your opponent in lane you can barrier and red pot bait. Make sure you lead with red pot because if you are ignited, the ignite doesn't affect the health gain from the red pot, and also you get 15 more attack damage earlier in the fight. After your first few backs, you should be attaining items that will help you dominate the lane.
for the health, damage, and 5 health heal on hit to help with sustaining the lane and giving you damage and health to exchange with.
also gives you health, but also grants health, health regen, and block 6 damage from auto attacks (including minions). Pick up a
against an ad bruiser top or vs an ad bruiser team. Combined with
,
, and
, auto attacks against you from both minions and enemy champions is greatly reduced making you a strong exchanger in 1v1 fights as well as team fights. If you are agasint an ap heavy team, take
to increase your dps. If you are in need of some more mr or tenacity take
instead. Also try to push for an early
to increase your burst dramatically early on in lane. Your final lane phase item should be a
which will increase your lane sustain by giving you lifesteal and will later build into
or
After the core lane phase/early game items, move on to build your main source of burst. Finish the sheen as an
for the added aoe slow,arm,cdr, and 125% ad burst. After this you move on to core build.From here you have 2 choices:
1.If you are against and strong ap burst enemy team build or you feel more on-hit physical damage will help
into
for the healing/dps along with a magic damage shield.2.If they aren't so heavy ap or you feel more on-hit magic damage will help build
into
for added pushing power/aoe active along with some on-hit magic damage.The main purpose of having 2 different choices is so that you split the stats so they are evenly distributed and not stacked. Stacking too much dps will leave you without any ad and stacking ad will leave you without dps. 5th item is also between 2 item paths.
1.
Build this against an ap heavy team.2.
Build this against some strong bursters (primarily ad brust since it gives arm) For either of these items, if no one else has got one this item for your team yet get it. You'll need it for the teamfights.
Also the 6th item is
. You can build this when you feel it is necessary depending on the situation of the game.
Final Comments
Fizz can easily gank and maneuver through the crowds of champions and minions with easy but remember some of the draw backs. If you don't use your Playful/Trickster wisely or correctly, you make find yourself dead when you could have used it to hop over a wall or dodge a spell, but instead maybe have used it to jump into the fight, slow an enemy champion, or even to damage enemy champions. My personal opinion is to save it only till desperately needed or only use it when you have blue buff on yourself or some more cooldown reduction. Though this is a solid build for offense and hard dps, you have to consider the defensive also. If you need some stronger defense or tend to die frequently, try buying items like guardian angel or warmogs if you are focused down in fights or even just need that extra life. Fizz takes time to master. I'm still mastering him to this day but once you understand his mechanics and trick you will surely prevail. Also if you want to see my fizz in action with my team, watch my stream on twitch http://www.twitch.tv/sylvinity_xio
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