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All Guides Fizz Guides Detailed Fizz 6.21 guide WIP
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Fizz Statistics for

Author's performance with Fizz compared to the ranked average.

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Average
Games Played
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Win %
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Kills
0.0
0.0
Assists
0.0
0.0
Deaths
0.0
0.0
KA:D Ratio
0.0
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Gold Earned
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Creep Score
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Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png - Do I even have to explain it? Great for making flashy plays (and making flash + E plays), adding more sliperynes to your kit, running away and going forward and styling on your enemies making them hate that they queued up. Only situation you should not take it is if you were dropped on your head as a child.
14.png- Are you an exipirienced fizz player, in an easy matchup or just want to snowball? Pick ignite, my friend. It does fall off late game, but the gold it earns you (300 gold per kill X 4 kills (I really believe you can do it)) makes it worth it.
21.png /7.png- I have 2 reasons to put them together : 1. They are both very similar, 2. I am lazy. Only difference is that heal is countered by ignite(which is common in mid lane)but it ads a bit of mobility and can heal both you and an ally of yours. It all comes down to personal preference and is your ADC mobile or not, but if you want my opinion Barrier is better, because I prefer going solo.
12.png- Take it in hard matchups(so you can back when you are low and not miss any farm) or if you want splitpush, roam and map presence power. Its good on top Fizz and on team players, so most of you can ignore this section(jk love you guys and grills).
11.png- Only take it on jungle Fizz. If I catch you playing this on mid I am going to find where you live and take a dump in your toilet and not flush it.
3.png- Enemies mid is assassin or they have at least 2 of them? All your problems solved. I guess you can pick it if you are mentally challenged... I mean on support Fizz.
6.png- I have mixed feelings about this. You already have enought mobility and a passive that lets you pass trough units, but anything that compliments your already high sliperynes is deffinetly your friend.
1.png- Since you can dodge 99% of hard cc in the game with your fizzjump.png  you should only take it vs someone like 127.png  because of her lissandraR.png.

New Runes Back to Top

Masteries Back to Top

Take this almost all the time. Let me explain:


Sorcery is better than Fury becouse you are AP.

Double edged sword is good because damage gained is greater than damage reiceved, so it is worth it. Feast is good in hard matchups because of the sustain. I don't like Expose weakness because you are gonna be killing your enemies before your allies get to attack them(maybe on saren't Fizz? Oh, crap I just gave you an idea).

I think people really don't get how small 2% spell wamp is. I preferre natural talent, because you gain about 40 more damage on every combo + ad to last hit easier.

If you kill 3 enemies Bounty hunter is already more effective, but since you don't have much cc it's already more effective at 1 or 2 different champions killed. If you can successfully kill all 5 enemies at least once its double the effective.

Savagery is better because you can farm easier. Wanderer is good for roaming, but I feel first one is more impactful.

Assassin is good because of the extra damage you get when 1v1 ing. Secret Sash is good in hard matchups, but only if you take pots. Runic Affinity is good on junglers, but you aren't playing Fizz jungle, right? RIGHT?

Here, we pick Mercyless because with it you deal like 20% more damage on low health targets( because of your W)

Here, Dangerous Game is better, since you aren't gonna be poking, you are gonna go all in, but if you aren't convinced here is some math: 5 kills is gonna be 10 gold each(since you are gonna kill them faster than 10 seconds, so this will be on cooldown) X 5 kills = 50 gold which is a health pot or 5% health and mana restored X 5 kills =25% health and mana restored. So, Dangerous Game is just better.

Since you already have enough magic penetration from your runes, and you could always use more cdr, Intelligence is just the more optimal choice here.

Really? I have to explain this? Tunderlord is gonna add a bunch more dathink plus you can proc it the easiest in the game. Activate W and Q an enemy and you just activated tunderlord. Stormraider? Only if they have a lot of slows on their team. Don't even think about support Fizz.

Abilities Back to Top

W
Q
E
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Passive
Q
2
14
15
17
18
W
1
8
10
12
13
E
3
4
5
7
9
R
6
11
16

If your opponent has high damage on long cooldown, start E. If you started E pick W second and Q third, than max normally.

If you started W, go Q level 2 for secret cheesy tunderlord's.
Pick R whenever you can, since, like Rengar's R, it's a free kill whenever you have it.
Although Fizz has a weak laning phase, his level 2 and level 3 powerspikes are amongst the best in the game.

Items Back to Top

Starting Items

    Your standard start. It is great for snowballing. Oh, yeah, just so you don't turn out stupid in front of your friends it is called The Faker start.
    Take this vs heavy poke.
    Ad poke? This is your answer.
    If you are jungling.

Core Items

    Cheap, nice stats and gives you some CDR and reduces healing of your enemies if you hit them. Take it in 90% of your games.
    Vs AP heavy teams or if you are laning vs an AP assassin.
    It is viable vs AD heavy teams and it is a great counter to Zed.
    It can be upgraded into so many items, so try to get it 1st or 2nd back.
    Viable boots.
    Example of a build vs AD teams. It will give you a lot of utility!
    Vs AP teams.
    A bunch of AP!
    More mobility, more damage, more sliperynes and more LP! I love this item, but it is more of personal opinion.

Situational Items

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

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