Teleports your Champion to target nearby location under your mouse cursor.
Flash
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
or
Barrier
Shields your champion for 95 + (25 × level) for 2 seconds.
Barrier
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Skill Order
Urchin Strike
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
0
Cooldown
10/9/8/7/6 Seconds
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 10 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 40 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 70 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 100 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 130 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Seastone Trident
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35*AP) 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 10/15/20/25/30 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
0
Cooldown
10/10/10/10/10 Seconds
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 30 (+0.35*AP) plus 4% 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 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 40 (+0.35*AP) plus 5% 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 15 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 50 (+0.35*AP) plus 6% 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 20 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 60 (+0.35*AP) plus 7% 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 25 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 70 (+0.35*AP) plus 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 30 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Playful / Trickster
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75*AP) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactivating 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*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400
Cooldown
16/14/12/10/8 Seconds
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70 (+0.75*AP) magic damage to nearby enemies and slowing them by 40% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 70 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 120 (+0.75*AP) magic damage to nearby enemies and slowing them by 45% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 120 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 170 (+0.75*AP) magic damage to nearby enemies and slowing them by 50% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 170 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 220 (+0.75*AP) magic damage to nearby enemies and slowing them by 55% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 220 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 270 (+0.75*AP) magic damage to nearby enemies and slowing them by 60% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 270 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Chum the Waters
Chum the Waters
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 (+1*AP) 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.
Cost
100/100/100 Mana
Range
1275
Cooldown
100/85/70 Seconds
Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50%. 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 (+1*AP) 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% for 1.5 seconds.
Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 60%. 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 325 (+1*AP) 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 60% for 1.5 seconds.
Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 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 450 (+1*AP) 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 70% for 1.5 seconds.
W
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 30 (+0.35*AP) plus 4% 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 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
Q
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 10 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
E
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70 (+0.75*AP) magic damage to nearby enemies and slowing them by 40% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 70 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
W
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 40 (+0.35*AP) plus 5% 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 15 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
W
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 50 (+0.35*AP) plus 6% 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 20 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
R
Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50%. 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 (+1*AP) 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% for 1.5 seconds.
W
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 60 (+0.35*AP) plus 7% 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 25 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
E
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 120 (+0.75*AP) magic damage to nearby enemies and slowing them by 45% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 120 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
W
Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 70 (+0.35*AP) plus 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 30 (+0.35*AP) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.
E
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 170 (+0.75*AP) magic damage to nearby enemies and slowing them by 50% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 170 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
R
Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 60%. 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 325 (+1*AP) 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 60% for 1.5 seconds.
E
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 220 (+0.75*AP) magic damage to nearby enemies and slowing them by 55% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 220 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
E
Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 270 (+0.75*AP) magic damage to nearby enemies and slowing them by 60% for 2 seconds.
Reactivating this ability while Fizz is on top of his spear causes Fizz to jump again towards your cursor and deal 270 (+0.75*AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Q
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 40 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Q
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 70 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
R
Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 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 450 (+1*AP) 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 70% for 1.5 seconds.
Q
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 100 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
Q
Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 130 (+0.6*AP) magic damage. This ability can trigger on-hit effects.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Items
Starting Items
Elixir of Fortitude
Health Potion
x4
Sight Ward
Core Items
Blade of the Ruined King
Trinity Force
Defensive
Ninja Tabi
Guardian Angel
Zhonya's Hourglass
Randuin's Omen
Offensive
Wit's End
Infinity Edge
Last Whisper
Youmuu's Ghostblade
Pros and Cons
Pros
Unmatched 1v1 damage
Able to snowball lane (especially top) like no other champion
Has a very effective escape
Extremely capable of creating or following ganks
Cons
Does not have natural sustain
In order to totally maximize damage, one has to sacrifice escape capabilities
ok i have a question for you all that go ad fizz what is your build and do you only ad situational or all the time and if you do ad fizz all the time what is your recommended build cause i like apc fizz but haven't tried ad fizz all i know is i love fizz with his ability to make plays and do fast, extreme nuke damage with apc like i went 16/0/6 on my first ranked match so please let me know your opinion and please leave your build in a reply thanks.
Isabelle. I can see what your saying... Mary`s storry is incredible, I just got a top of the range Smart ForTwo after having made $4897 this-last/month and just a little over ten-grand lass-month. this is really the nicest-work I've had. I started this 7-months ago and right away began to bring in at least $81 per/hr. I use this web-site,, Great60.comTAKE A LOOK
Even though i've only had Fizz for a short period of time, he is fastly becoming my favorite champ.
I am a Top laner and a Solotop, and I can say that Fizz can go head to head with champs( in my opinion) are the most painful to go against, and come out on top( I haven't gone negitive yet, and every game I've played, I've gotten more than 15+ kills)
I was strongly advised to stay away from an AD build, do I created an AP nuke/Attack Speed build(Fizz scales amazingly well with AP(his Ult scales 100% off of AP) and the AS just allows you to apply as many stacks of his W as possible)
I litteraly had 809 AP and 1.5 AS at the end of my last game( a Linch bane, Bezerkers greaves, Nashadars Tooth, and three Rabadons) and a kill ratio of 24-12-8
Mordekaiser will overtake fizz in top lane. To be honest I think the main build for this guide should be ad. It has much more favorable matchups against a lot of difficult lanes such as yorick. I run lifesteal quints and 19/11/0 on ad fizz top to maximize trades. As a side note, if you abuse your lvl 1 and 2 by taking wraiths before going to lane (must start cloth 5 pot or use a potion) you can freeze a lane while taking no damage from creeps after you get a wriggles. This stops them from farming until they get a jungler to come up and break it, which can often result in you getting a double kill if they aren't careful.
Also, rushing hexdrinker against ap champions as opposed to going wriggles makes it impossible for them to duel you at 6. Since they are likely double ap you usually end up getting phage then wits end at this point and finishing up maw later on. With this build i normally go randuins because you have a low health pool, it has a great active, and you need to get armor from something. If you already have a strong front line and don't need the extra health to assassinate their ad in teamfights then frozen heart and guardian angel present great alternative for armor.
The last thing I would like to add is that you will likely want ninja tabi or merc treads when going ad because you are taking more of a tanky dps bruiser style of play.
To sum things up, against ap I usually go boots 3 pots -> optional dorans blades (to compliment lifesteal quints/mastery) -> hexdrinker->phage-> wits end ->wardens mail (a very similar build to the one listed but defensive boots and randuins over ga, leaving out wriggles against double ap, leaving one slot open for another defensive item or an offensive item like bloodthirser)
Against ad i usually go cloth 5 pots -> wriggles ->boots->HoG->phage->wits end->wardens mail (again, defensive boots, replacing ga for randuins, and leaving an open spot where you can build maw or whatever else you need to round out the build)
Edit: I would add olaf to the counters. If olaf gets ahead in any way (such as wins 1 trade) he will completely zone a fizz just off using his true dmg on cooldown
Last edited by chainpullz on 5/28/2012 11:52:09 AM
Mordekaiser shouldn't overtake Fizz top, as long as Fizz plays carefull he can almost 100-0 Morde at level 6 as soon as his shield is down. If Morde wants his shield up, he will have to overextend and will die 100% if jungle just ganks as he is supposed to. Olaf is not a direct counter either, but his true damage sure hits like a truck....But it does it nomatter who Olaf faces. His only counters are basicly the ones already listed due to their ability to stun and do shitloads of damage so fizz can't trade without baiting a risk. Someone asks how he does against Vlad; he obliderates Vlad if played correctly, couse when Vlad is getting stronger by mid-game, Fizz is getting alot stronger and will own Vlad with his passive from W reducing Vlads sustain by ALOT. If Vlad is good he should never die, but he can't trade with Fizz either and should eventually just get zoned unless his jungle outperforms the other.
As to Heal. I would never substitute heal for ignite on a burst champion like Fizz, but becouse Fizz already got an escape and a built in dodge/movement-blink-like-ability it is viable to trade in Heal for flash. This will basicly secure your lane 9/10 times on the expense of playing more careful when wards are down.
i love the build but i find going top some of the very popular pics right now counter him pretty hard olaf imo is impossible to deal with and tanky dps like renek lee and riven as you listed counter him pretty well. why go top? it makes for a hard lane which is really long. but good guide :)
The idea of top lane is that every single minion is fought for. I just find that since at mid, most of the meta champs can full clear their wave without getting into harm's way, there's not much to be done there besides the full combo (reliant on fish initiate). Olaf is sort of rough because of his damage, but you can reduce his healing and dodge his axes, force the fight in your direction (so he can't reset the cooldown on it); his true damage is, yeah, pretty rough, but tolerable.
Fizz eats Vlad because he his mobility is way too good and he has a healing reduc. Kennen can be taken down pretty easily after level 3 as long as you can dodge one of his primary skills (Q or W) during a trade.
The way I play Fizz myself is stupidly aggressive, and I like the way he scales with AP, but ultimately, it may be more worth it to run something else on Tanky DPS (help with last hitting or tankiness, movespeed quints in certain matchups)
Wit's End is a really solid item. You'll see a lot of people buying it because it makes you really tanky as well as adding damage, but I'd say it's the only on-hit worth buying (Voy rolls with it). Most of the other on-hit items aren't really cost effective at their respective stages of the game as pertaining to how much they'll benefit you overall.
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Posted 5/17/2013 8:40:42 AMok i have a question for you all that go ad fizz what is your build and do you only ad situational or all the time and if you do ad fizz all the time what is your recommended build cause i like apc fizz but haven't tried ad fizz all i know is i love fizz with his ability to make plays and do fast, extreme nuke damage with apc like i went 16/0/6 on my first ranked match so please let me know your opinion and please leave your build in a reply thanks.
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Posted 2/4/2013 11:29:50 PMIsabelle. I can see what your saying... Mary`s storry is incredible, I just got a top of the range Smart ForTwo after having made $4897 this-last/month and just a little over ten-grand lass-month. this is really the nicest-work I've had. I started this 7-months ago and right away began to bring in at least $81 per/hr. I use this web-site,, Great60.comTAKE A LOOK
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Posted 11/10/2012 12:31:25 PMEven though i've only had Fizz for a short period of time, he is fastly becoming my favorite champ.
I am a Top laner and a Solotop, and I can say that Fizz can go head to head with champs( in my opinion) are the most painful to go against, and come out on top( I haven't gone negitive yet, and every game I've played, I've gotten more than 15+ kills)
I was strongly advised to stay away from an AD build, do I created an AP nuke/Attack Speed build(Fizz scales amazingly well with AP(his Ult scales 100% off of AP) and the AS just allows you to apply as many stacks of his W as possible)
I litteraly had 809 AP and 1.5 AS at the end of my last game( a Linch bane, Bezerkers greaves, Nashadars Tooth, and three Rabadons) and a kill ratio of 24-12-8
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Posted 11/17/2012 6:31:02 PMW doesn't stack. It only refreshes.
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Posted 5/28/2012 11:47:46 AMMordekaiser will overtake fizz in top lane. To be honest I think the main build for this guide should be ad. It has much more favorable matchups against a lot of difficult lanes such as yorick. I run lifesteal quints and 19/11/0 on ad fizz top to maximize trades. As a side note, if you abuse your lvl 1 and 2 by taking wraiths before going to lane (must start cloth 5 pot or use a potion) you can freeze a lane while taking no damage from creeps after you get a wriggles. This stops them from farming until they get a jungler to come up and break it, which can often result in you getting a double kill if they aren't careful.
Also, rushing hexdrinker against ap champions as opposed to going wriggles makes it impossible for them to duel you at 6. Since they are likely double ap you usually end up getting phage then wits end at this point and finishing up maw later on. With this build i normally go randuins because you have a low health pool, it has a great active, and you need to get armor from something. If you already have a strong front line and don't need the extra health to assassinate their ad in teamfights then frozen heart and guardian angel present great alternative for armor.
The last thing I would like to add is that you will likely want ninja tabi or merc treads when going ad because you are taking more of a tanky dps bruiser style of play.
To sum things up, against ap I usually go boots 3 pots -> optional dorans blades (to compliment lifesteal quints/mastery) -> hexdrinker->phage-> wits end ->wardens mail (a very similar build to the one listed but defensive boots and randuins over ga, leaving out wriggles against double ap, leaving one slot open for another defensive item or an offensive item like bloodthirser)
Against ad i usually go cloth 5 pots -> wriggles ->boots->HoG->phage->wits end->wardens mail (again, defensive boots, replacing ga for randuins, and leaving an open spot where you can build maw or whatever else you need to round out the build)
Edit: I would add olaf to the counters. If olaf gets ahead in any way (such as wins 1 trade) he will completely zone a fizz just off using his true dmg on cooldown
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Posted 5/29/2012 8:37:43 PMMordekaiser shouldn't overtake Fizz top, as long as Fizz plays carefull he can almost 100-0 Morde at level 6 as soon as his shield is down. If Morde wants his shield up, he will have to overextend and will die 100% if jungle just ganks as he is supposed to. Olaf is not a direct counter either, but his true damage sure hits like a truck....But it does it nomatter who Olaf faces. His only counters are basicly the ones already listed due to their ability to stun and do shitloads of damage so fizz can't trade without baiting a risk. Someone asks how he does against Vlad; he obliderates Vlad if played correctly, couse when Vlad is getting stronger by mid-game, Fizz is getting alot stronger and will own Vlad with his passive from W reducing Vlads sustain by ALOT. If Vlad is good he should never die, but he can't trade with Fizz either and should eventually just get zoned unless his jungle outperforms the other.
As to Heal. I would never substitute heal for ignite on a burst champion like Fizz, but becouse Fizz already got an escape and a built in dodge/movement-blink-like-ability it is viable to trade in Heal for flash. This will basicly secure your lane 9/10 times on the expense of playing more careful when wards are down.
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Posted 8/17/2012 6:38:03 PMAre you doing 19/11 with AD masteries or AP masteries when doing AD Fizz top? I can't decide/figure out which would be best.
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Posted 5/24/2012 12:36:49 AMIs Heal a suitable substitue for ignite? I see alot of people run it on fizz seeing as he is slippery.
Also is there situations in which you would build dps instead of ap?
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Posted 6/5/2012 3:19:06 PMYes. Heal ignite is very good on Fizz.
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Posted 4/25/2012 8:12:10 PMnice
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Posted 4/25/2012 2:44:51 PMi love the build but i find going top some of the very popular pics right now counter him pretty hard olaf imo is impossible to deal with and tanky dps like renek lee and riven as you listed counter him pretty well. why go top? it makes for a hard lane which is really long. but good guide :)
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Posted 4/25/2012 3:59:40 PMThe idea of top lane is that every single minion is fought for. I just find that since at mid, most of the meta champs can full clear their wave without getting into harm's way, there's not much to be done there besides the full combo (reliant on fish initiate). Olaf is sort of rough because of his damage, but you can reduce his healing and dodge his axes, force the fight in your direction (so he can't reset the cooldown on it); his true damage is, yeah, pretty rough, but tolerable.
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Posted 4/25/2012 1:07:01 PMI really like this guide but I have a few questions...
1. How does Fizz match up against other more common solo top champions like Kennen, Vlad, or Olaf?
2. Do you still suggest AP and MPen runes and masteries for Tanky Dps Fizz?
3. Is on hit Fizz with Malady, Wits End, ect worth building?
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Posted 4/25/2012 4:03:06 PMFizz eats Vlad because he his mobility is way too good and he has a healing reduc. Kennen can be taken down pretty easily after level 3 as long as you can dodge one of his primary skills (Q or W) during a trade.
The way I play Fizz myself is stupidly aggressive, and I like the way he scales with AP, but ultimately, it may be more worth it to run something else on Tanky DPS (help with last hitting or tankiness, movespeed quints in certain matchups)
Wit's End is a really solid item. You'll see a lot of people buying it because it makes you really tanky as well as adding damage, but I'd say it's the only on-hit worth buying (Voy rolls with it). Most of the other on-hit items aren't really cost effective at their respective stages of the game as pertaining to how much they'll benefit you overall.