Fizz/Strategy
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< Fizz
| Champion | Ability Details | Background | Strategy | Skins & Trivia |
|---|
Skill usage
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- Remember that
Playful can hop over walls making it a good escape mechanism.
- As long as you have vision of a targetable unit across an impassable terrain, making use of them to dash over the wall with Urchin Strike to escape or get closer to fleeing prey is possible.
- Note that
Fizz will not pass through terrain if he uses
Urchin Strike on a unit on the same side as he is, eg. targeting the large Wraith on Summoner's Rift will not throw him into mid lane.
- If timed correctly,
Playful can be used to dodge powerful skills like
Requiem,
Ace in the Hole or even an enemy
Fizz's
Chum the Waters.
-
Playful cannot dodge delayed damage like
Hemoplague, or
Twisted Advance.
-
Playful can also be used for tower diving since he becomes untargetable from turret shot for a short period time. It also resets the successive turret damage as well should Fizz gets hit by a turret.
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-
Chum the Waters can perform well as an initiation, due to its nature of delayed effects: it may cause your opponents to scatter themselves in their attempts to dodge the damage from
Chum the Waters.
-
Fizz can do "hit and run" tactics with good use of
Urchin Strike and ,
Playful minimizing his income of damage.
- Take care when running from an enemy with
Playful as you can get stuck in some places like the corners of the enemy teams base entrances or even your own.
- If in a teamfight you get focused try to use your
Chum the Waters and your
Urchin Strike when you're at low health and then a quick escape with
Playful to deceive the enemy team making them think they can kill you to get an easy kill for your team.
-
Seastone Trident can deal significant damage early game, allowing
Fizz to come out on top of most duels.
- Maxing this skill after reaching level three allows
Fizz to harass effectively by using
Urchin Strike to reach an opponent, autoattacking to proc the passive of
Seastone Trident, and using
Playful/
Trickster to escape.
- However, this offers a significant drawback in the burst damage Fizz is renowned for, while in turn offering much more harass at a noticeably lower mana cost.
- Note that
Seastone Trident deals damage based on missing enemy health.
- Maxing this skill after reaching level three allows
- Unlike most assassins,
Fizz's abilities lacks sustainable means of farming, as maxing
Playful to farm will waste a lot of his mana pool and his escape potential. Because of this, it is recommended to max
Seastone Trident to max his basic attack damage output and last hit minions under the tower.
Build usages
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- Building health along with ability power will help keep Fizz alive as he is melee and needs to be able to stay in there long enough. Some good items are
Rylai's Crystal Scepter,
Frozen Mallet and
Rod of Ages.
-
Liandry's Torment is very strong when building
Rylai's Crystal Scepter, as the buff will always deal double damage. In addition, as it deals a percentage of the target's current health, synergizing with
Seastone Trident.
- It should be noted, however, that the
Liandry's Torment's effect will not apply by simply autoattacking with
Seastone Trident's passive like most on-hit effects components. It will, however, apply when Fizz uses
Urchin Strike, as it apply both on-hit and on-ability effect. In this case, consider building
Frozen Mallet on Fizz instead of
Rylai's Crystal Scepter, as it not only provides a stronger slow, but more durability for Fizz as well.
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Malady is a useful item that increases ability power and attack speed; it also provides an on-hit effect that reduces magic resist with autoattacks, making all your abilities deal more damage.
- It is worth noting, however, that a Fizz who plays "hit-and-run," as most do, will get only minimal utility from its MR-shred.
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Nashor's Tooth is a decent item, since the active on
Seastone Trident deals damage scaling on attack speed; the ability power, cooldown reduction and attack speed all benefit him.
- Consider building gold-generating items like
Kage's Lucky Pick as Fizz's skillset lacks effective and sustainable means of farming and allows Fizz more opportunity to roam around to gank other lanes. This item can eventually be built into
Twin Shadows which gives more magic defense and ability power for Fizz as well as some movement speed to help chase enemies down.
- Should Fizz take
Heal as one of his Summoner's Spells, consider building
Philosopher's Stone instead so he can stay in the lane much longer. This item can later be upgraded to
Eleisa's Miracle to lower the cooldown of Heal (be sure to upgrade the item before or on level 15).
Ohmwrecker is a better item for Fizz thanks to his good tower diving ability from
Playful and the additional health and AP needed for his build.
- Should Fizz take
-
Lich Bane synergizes extremely well with
Urchin Strike.
- An AD Bruiser-ish build also works well on him due to the fact his W deals % damage. The fact that a Bruiser also builds resistances and health (alongside AD) will allow him to stay in team fights as it counters his natural squishiness. It will also compliment his hit-and-run playstyle, as well as any jungling build.
- However, given his Ability Power ratios, particularly on
Chum the Waters and
Seastone Trident's active, building AD wastes a lot of damage potential.
- However, given his Ability Power ratios, particularly on
Recommended builds
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| Summoner's Rift recommended items | |||||
|---|---|---|---|---|---|
| Starting | | | |||
| Essential | | | | ||
| Offensive | | | | ||
| Defensive | | | | ||
| Consumables | | | | ||
| The Proving Grounds recommended items | |||||
|---|---|---|---|---|---|
| Starting | | | | | |
| Essential | | | | | |
| Offensive | | | | ||
| Defensive | | | | ||
| Consumables | | | |||
| The Crystal Scar recommended items | |||||
|---|---|---|---|---|---|
| Starting | | | | ||
| Essential | | | | ||
| Offensive | | | | ||
| Defensive | | | | ||
| Consumables | | | |||
| The Twisted Treeline recommended items | |||||
|---|---|---|---|---|---|
| Starting | | | |||
| Essential | | | | ||
| Offensive | | | | ||
| Defensive | | | |||
| Consumables | | | |||
Countering
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-
Fizz is fairly squishy early game, and can be easily zoned.
- Save your high-damaging spells for when his
Playful is on cooldown.
- Avoiding his
Chum the Waters is extremely important, as it has high AoE damage and a knockup.
- Take note that even if you avoid the skillshot, the fish will remain at the end of its path and attach to any champion who walks into its circle.
- Remember to activate healing abilities only after his
Seastone Trident debuff expires.
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Fizz mainly deals magic damage, either through his auto-attacks or his spells. Therefore, investing in magic resistance will mitigate his damage.
Fizz is an incredibly effective counter against casters who utilize skillshots as their primary bursting capacity or initiations. Therefore, avoid picking such champions, a number of which include
Kassadin,
Anivia, and
Zyra.
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