by p11

[2.1a] Fizz Guide - ONE JUMP AHEAD OF YOU - CHUM THE RANKS WITH FIZZ

5763
0
Perfectionist World Cultural Heritage
Patch 2.1a
April 13, 2021 02:33
Mid

ONE JUMP AHEAD OF YOU - CHUM THE RANKS WITH FIZZ

Climb ranks from the top of your trident with this shark sized Fizz guide helping you hit Challenger in Wild Rift

Fizz Build

Best Build Guide for Fizz

The Build
Lich Bane
Infinity Orb
Stasis Enchant
Rabadon's Deathcap
Morellonomicon
LAST ITEM
Guardian Angel
Hextech Gunblade

Item Build Description

Additional information on the items

๐“๐ก๐ž ๐๐ฎ๐ข๐ฅ๐ย 

Lich BaneLich Bane is a staple item on Fizz, having the bonus damage on your Urchin StrikeUrchin Strike & Rending WaveRending Wave can surprise a lot of squishy enemies and even force some 1v2s to go in your favor. It also works with the last hitting reset effect of Rending WaveRending Wave

Infinity OrbInfinity Orb is next for multiple reasons. The +200 HP helps you live slightly longer, the +5% Move Speed lets you roam slightly quicker, the +15 Magic Penetration sets you up for when opponents start buying Magic Resistance & most importantly the ษชษดแด‡แด ษชแด›แด€ส™สŸแด‡ แด…แด‡แดษช๊œฑแด‡ passive helps you finish off enemies with your combo.

[Stasis Enchant] always helps you with buying time for your [Fizz:3] cool down. Nothing more to it, you can play really greedy with this bad boy off cooldown.

Rabadon's DeathcapRabadon's Deathcap since we already have some magic pen and the enemy carries generally wont build flat magic resist so getting raw damage is the best thing. If the opponent has healing switch this with the next item ( MorellonomiconMorellonomicon ).

MorellonomiconMorellonomicon for the Anti-Healing / Magic Pen / HP are just stats that Fizz likes. Nothing more to it.

Guardian AngelGuardian Angel or Hextech RevolverHextech Revolver will be your last item. Guardian AngelGuardian Angel for another life if you finding yourself going 1 for 1 continuously, or Hextech RevolverHextech Revolver for double vamp stats ( Urchin StrikeUrchin Strike scales with 100% AD ๐Ÿ˜‰ ) and even more overall damage if you aren't dying that much.

๐˜–๐˜ต๐˜ฉ๐˜ฆ๐˜ณ ๐˜‰๐˜ถ๐˜ช๐˜ญ๐˜ฅ ๐˜—๐˜ข๐˜ต๐˜ฉ๐˜ด

Judging by the top 50 Fizz's I've noticed a lot of them will go Rabadon's DeathcapRabadon's Deathcap 2nd when ahead. If you're that ahead and want to build Rabadon's DeathcapRabadon's Deathcap i recommend switching Infinity OrbInfinity Orb to the 4th item slot.

Fizz Runes

Best Runes for Fizz

Keystone
Electrocute
Electrocute
Domination
Triumph
Triumph
Resolve
Second Wind
Second Wind
Inspiration
Hunter Genius
Hunter Genius
Electrocute is the only keystone we bother with. Nothing else provides us with burst.

Triumph is really good here but Brutal is also an option, personal preference.

Regeneration is to help our early game since we get bullies by ranged characters.

Hunter - Genius is our friend in the last tree due to giving us more Ability Haste for Playful / TricksterPlayful / Trickster

Skill Order

How to distribute skill points

Seastone Trident
Seastone Trident - Passive
Urchin Strike
Urchin Strike
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Rending Wave
Rending Wave
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Playful / Trickster
Playful / Trickster
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Chum The Waters
Chum The Waters
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Summoner Spells

When to take which summoners

Flash
Extra evasiveness, you can also combo with your 3 to surprise someone that thought they were safe.
Ignite
Since you have your 3 you dont really need any defensive summoners. Ignite ignores healing and helps with the extra tick of damage to finish someone off.

Fizz Matchups & Counters

Detailed information on how to play matchups and counters

Ahri
Easy
Ahri
Aurelion Sol
Easy
Aurelion Sol
Lux
Easy
Lux
Twisted Fate
Easy
Twisted Fate
Yasuo
Easy
Yasuo
Ezreal
Medium
Ezreal
Gragas
Medium
Gragas
Seraphine
Medium
Seraphine
Ziggs
Medium
Ziggs
Annie
Hard
Annie
Malphite
Hard
Malphite
Akali
Skill
Akali
Orianna
Skill
Orianna
Zed
Skill
Zed

Play around CharmCharm with Playful / TricksterPlayful / Trickster . Average fight looks like this:
Chum The WatersChum The Waters > Spirit RushSpirit Rush > CharmCharm > Playful / TricksterPlayful / Trickster > Fox-fireFox-fire / Rending WaveRending Wave + Urchin StrikeUrchin Strike > Orb Of DeceptionOrb Of Deception

She is very animated and obvious in her abilities so she isn't too hard with some practice in the matchup.

Fizz

VERIFICATION OF THE BUILD

In case you've come into this guide thinking "this guy is just talking random crap, why would you want Infinity Orb second, or something similar"



Here are 3 of the top Fizz players in SEA running quite similar to what I have presented today. The reason I believe they go Rabadon's DeathcapRabadon's Deathcap over Infinity OrbInfinity Orb is because (from my understanding) they know where they can push for more total DPS so trading the survivability stats for more raw damage is worth it to them. Of course I would not recommend this if you're below Diamond and don't know what you're doing. You can also see the Double Void StaffVoid Staff from the middle picture, I believe this is because Void StaffVoid Staff gives 70AP and from what I believe is the cheapest way to get it, willing to assume he was versus 2 tanks as well.

Fizz

HOW TO PLAY:

In lane you'll most commonly be dealing damage with Rending WaveRending Wave Auto attacks and Urchin StrikeUrchin Strike through the enemy champion while Rending WaveRending Wave is up, then retreating with Playful / TricksterPlayful / Trickster back to safety.

It's very important that you fit auto attacks in between your skills, when you're ahead it is not the most important thing but during the laning phase or while getting a pick its important that you have the highest damage output possible.

When trying to one-shot an opponent the quickest combo is Chum The WatersChum The Waters > Rending WaveRending Wave > Urchin StrikeUrchin Strike > Playful / TricksterPlayful / Trickster or Chum The WatersChum The Waters > Playful / TricksterPlayful / Trickster > Rending WaveRending Wave > Urchin StrikeUrchin Strike . Although to get the most damage out you would have to squeeze a few auto attacks in there

Level 1: You are able to quickly proc Electrocute with (Auto Attack > Rending WaveRending Wave > Auto Attack)
Level 5: You should be looking to pick up a kill with Chum The WatersChum The Waters on your opponent or the enemy jungler. Remember if your wave is crashed on their tower you can drop tower aggro with Playful / TricksterPlayful / Trickster
Level 6-9: Farm farm farm, look for kills with Chum The WatersChum The Waters up.
Level 9+: Focus enemy carries and look for picks before the team fight breaks out. Good teams will have people protecting the carries to try to work around them.

Also remember mid-lane first turret is the most important turret in the game. It opens up the opponents jungle entrances on the sides and gives them less safety when you roam. Try to get your jungler to help you claim their one first.

Fizz

KEY TERMS

As with any guide, if you have any questions or would like to discuss some things you can reach out to me on Discord: Paz#0737 or on my discord here: https://discord.gg/xp99TDD75j

  • Rush: Build / do ASAP, no matter the circumstances.
  • Skirmish: Smaller fight, think of it as a team fight but no one commits all resources to it.
  • Pressure: To create pressure is to do something that forces your opponents to react.
  • HPT: High Priority Target, usually the opponents carry.
  • Immobile: A character with no gap-closers.
  • Gap-closers: Abilities like Arcane ShiftArcane Shift , Shuriken FlipShuriken Flip , [Kaisa:4] . Abilties that can close the gap by dashing / increasing movement speed.
  • Engage: The act of starting a fight, usually with an ability that provides CC.
  • CC: Crowd Control, Abilities that displace an enemy or stop them using abilities. Deadly FlourishDeadly Flourish , ApprehendApprehend , Decisive StrikeDecisive Strike , Unstoppable ForceUnstoppable Force .
  • AD Carry: An enemy that builds Attack Damage.
  • AP Carry: An enemy that builds Ability Power.
  • Combo: Your champions expected combo. PulverizePulverize > HeadbuttHeadbutt / ย  Silver BoltsSilver Bolts > (AA) > TumbleTumble > (AA).
  • Cancel: To cancel a champions ability means to stop it as it is channeling. For example Bullet TimeBullet Time and Curtain CallCurtain Call is a channeled ability and can be stopped by using CC during her cast, or by using CC during HeadbuttHeadbutt will stop him from travelling the full distance. Keep in mind not all channels can be cancelled, for example ย  Arcane ShiftArcane Shift .
  • Effective Health: Effective health is the durability of a champion, taking into account their health as well as their armor, magic resist, any regeneration they could have as well as any shields.
  • X-Factor Play: A play that turns a losing fight into a winning fight.
Comments
Look at the nice things other people said!
You must be logged in to comment
No Comments yet