Fizz, the Tidal Trickster Guide

Champion Spotlight:

Abilities:

Patch v1.0.0.131

Nimble Fighter
(Innate): Fizz’s dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
Ability Description Leveling up

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 manaCooldown:10 / 9 / 8 / 7 / 6 secondsAdditional Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)

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 missing 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.

  • Cost: 40 mana
  • Cooldown: 10 seconds
Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)

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. Cost:90 / 100 / 110 / 120 / 130 manaCooldown:16 / 14 / 12 / 10 / 8 secondsSlow: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
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)

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 by 50%.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: 150 mana
  • Range: 1275
Cooldown:100 / 85 / 70 secondsMagic Damage:200 / 325 / 450 (+1.0 per ability power)Slow: 50 / 60 / 70 %

Runes:

These are the runes I use on Fizz which are fairly standard runes for most casters.  The only difference being depending on where and who I am laning against as Fizz.  I will either go all out damage AP runes or more of a tanky AP rune set.  Marks will always be Magic Penetration, Quintessences will always be Flat AP.  The difference between the tanky AP and the damage AP rune sets are the Seals and Glyphs.  In the damage runes set  you will have AP per level.  The tanky rune set will instead of Armor Seals and Magic Resist Glyphs.  This will allow you to be durable but still have some fairly decent damage output early game and against tougher laning opponents especially in top lane.

Masteries:

These are the masteries I use for Fizz.  The 21 points in offense are pretty standard.  The 3 points in Brute Force are mainly for ease of last hitting and for auto attacks on casters in general.  But this works especially well on Fizz as he is an auto attack caster champion.  The 9 points in the utility tree change from time to time.  However with Fizz I tend to look for mobility which is why I put points into Swiftness and in most cases I don’t end up getting offered blue buff on Fizz.  This is why my ninth point is not in Runic Affinity.  Another way to move around the 9 points in the Utility tree that I  sometimes go if I don’t need Swiftness is to put one point into Summoner’s Insight and Good Hands.  3 points in Expanded Mind and Meditation and one in Runic Affinity.  This gives me more mana and regen for harassment as well as longer buff durations for when I do get buffs from the jungler.  In most cases this will be standard 21/0/9 build for an AP caster as you will be given blue buff by the jungler.

Skill Order/Priority:

Skill Priority:

R>W>E>Q

Skill Order 1-6:

W>E>Q>W>W>R

The main reason for this skill order is because Fizz’s W allows you to deal more damage to opponents that are missing health, which is the main reason to skill it up over any other of Fizz’s skill as you will be auto attacking and hurting them.  As you continue to do so you will be dealing even more damage to them.

Summoner Spells:

Flash/Ignite

Items:

For the start of the game I start with boots and 3 health potions, as this gives Fizz both mobility and lane sustainability so you can farm for awhile even if you get harassed.  On first return grab 2 Doran’s Rings if you can afford it otherwise just buy one and some wards and health potions.  Later you will go back and buy your second Doran’s Ring, Sheen, and Sorcerer’s Shoes or Mercury Treads.  Farm for a Needlessly Large Rod and a Blasting Wand so you can build it into a Rabadons Deathcap.  When Deathcap is built, finish building Lichbane, then procesd to build either a Void Staff or a Rylai’s Crystal Scepter depending on if you need more health or not.  Then by the end you should buy Zhonya’s Hourglass if you get focused a lot, or a different defensive item.  Another alternative item for a build path is to buy an early Catalyst of the Protector and build that into a Rod of Ages instead of a Zhonya’s Hourglass so that you can have more health and mana as another form of survivability and defensive item.

Laning:

Laning is relatively similar for whether you are top or mid.  You want to farm, farm, farm as much as possible and allowed by your lane opponent as you are melee.  You can try and trade blows usually with your opponent by level 3.  You will have all your abilities by then and will be able to escape most of the harass of you lane opponent.  So you will be essentially poking at your opponent til you can go for the kill.  You want use your E or Q ability first so that you end up behind the opponent or on top of them.  Activate your Q ability so if they try to heal it won’t do that much with the heal potion especially if you use ignite on top of that when going for the kill.  Auto attack the opponent a couple of times, but be wary of how many minions there are on both  sides as you will have to account for that damage as well as your opponents to know how long you can stay and trade for.  Then you want to use your E or Q ability to dash away from your opponent.  This gives you a hit and run tactic of gameplay.  This will allow you to ware your opponent down more so then you as his base health regen will be halved unlike yours due to your W’s active ability.  Try to start ganks yourself with a slow on your E if your jungler is around or start fights with your ultimate as it can provide a decent amount of CC and damage which will usually lead you to a kill.  Fizz is relatively squishy though so you need to know when you can go in and when to jump out of fights, same for when your jungler is ganking your lane so that you make it out alive and with an assist or kill.  This makes Fizz a relatively difficult champion to learn and master as you need to always be looking for opportunities and few mistakes are forgiven as you are a melee champion.  Fizz, however does deal a good amount of damage and burst so don’t think you are weak just because you are melee, but just don’t get too overconfident thinking you can burst people down in one combo like a normal caster champion.

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About adrelion

League of Legends player, Minecrafter, overall gamer, music enthusiast, nerd, paintballer, anime watcher, manage reader, and overall nice guy. View all posts by adrelion

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