[1.1.0] Fizz Guide - Fizz - AP Mid Lane
Fizz - AP Mid Lane
Fizz Build
Best Build Guide for Fizz
Item Build Description
Additional information on the items
Start always with
Amplifying Tome
if your pretty confident in early laning phase, or start with
Sapphire Crystal
if you're going for a more passive approach early laning.
First Back
always prioritize buying
Sheen
to start doing good damage trades, second buy is either
Boots of Speed
if your planning to rush [stasis enchant] or buy
Aether Wisp
if you plan to go core first.
Pre- Enchant Boots
Mercury's Treads
is enemy has high cc.
[ninja tabi] is enemy is built on AD
Ionian Boots of Lucidity
for overall ability haste
Core Items
Lich Bane
is a power spike for Fizz since having this item means you can already perform all-in trades and have a higher chance of securing a kill.
Rabadon's Deathcap
is mid-late game spike you'll have. Having this item would melt enemy adc and squishies. Having this makes you significantly a much bigger threat to your enemies especially enemy carries , with your [fizz:1] and
Rending Wave
combo combined with [ignite] will be enough to take out any squishy champs that hasn’t build magic res.
[stasis enchant] is one of the most important things for fizz to have, this gives you better outplay potential and survivability.
Situational items
buy
Hextech Gunblade
if you plan on doing slow cc with fizz on early- mid games.
buy
Morellonomicon
if your team is against teams with heavy heals.
buy
Void Staff
if your against champs which are built tanky.
buy
Liandry's Torment
if your team is against a tanky team.
buy
Awakened Soulstealer
and
Infinity Orb
if you plan to be the heavy engage with your Heavy AP Ult
Fizz Runes
Best Runes for Fizz
Triumph is a rune that pairs well with Fizz since Fizz likes to perform multiple all-ins and having extra healing and damage to low champs is always good.
Regeneration is a rune you'll need for extra sustain since most of the time you'll be poked back to your turret.
Hunter- Genius is a rune for extra haste on your ult. Having multiple Hunter stacks means more kill potential for Fizz
Skill Order
How to distribute skill points
Summoner Spells
When to take which summoners
Fizz Matchups & Counters
Detailed information on how to play matchups and counters
Almost the same with orianna but ziggs has no good cc or movement skill. Avoid getting hit by his Bouncing Bomb at early phase. This matchup would be hard to perform trades if you keep getting hit by his pokes and his bomb carpet. Avoid getting combo'd by his passive + Bouncing Bomb . Mid- Late game, always target ziggs first to avoid getting Mega Inferno Bomb at team fights.
Knowing The Abilities
Summarizing Fizz as a champion, you can relatively say he is an annoying assassin in Wild Rift. This is also the reason why he is a fun champ to play. Chum the waters has a long deploy range and a wide area of effect, getting hit is already a mark of death for most champions. In addition to this, Fizz is very mobile and very agile considering his untargetability during the execution of Playful/Trickster.
Abilities
Seastone Trident – Passive Attacks deals additional 22 magic damage + 40% of AP over 3 seconds
- The passive deals a tiny amount of DoT on auto-attacks, which can be very helpful for last hitting minions or finishing champs with very minimal amount of hp left.
Urchin Strike – 1st Skill Dashes a fixed distance towards the target enemy, dealing them 10 magic damage + 55% AP and 58 physical damage + 100% AD while applying on-hit effects.
- Urchin strike can be said to have double functions: magic damage dealing while his dashing and physical damage after performing an auto-attack ( I can compare this to an auto attack since it applies on hit effects like Lich Bane. Being a dash you can creatively use this to your advantage considering his kit makes him very mobile.
Rending Wave – 2nd Skill Empowers Fizz’s next attack to deal 50 bonus magic damage + 50% AP. Additional attacks within 5 seconds deal 1- bonus magic damage + 35% AP. Killing a unit with the first attack reduces Rending Wave’s cooldown to 1 second
- Very useful ability for last-hitting under turrets since it resets auto- attack and does a small burst on the first auto.
Playful / Trickster – 3rd Skill Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds. Fizz hops down with a large splash that deals 70 magic damage + 70% AP and applies slowness to enemies hit by 40% for 2 seconds. Can be re-casted to hop down early dealing a small splash on an area that does not slow enemies.
- This ability is main ability in wave clearing and should always be single- casted when used for wave clear as this can hit an entire wave with it. Double- cast usually used for mobility, aggressive champion attacks, and for disengaging. Try to maximize the untargetability this skill provides but remember that he is not invulnerable as he can still take damage from sources that applied effects before the skill activation.
Chum The Waters – 4th skill Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up the target and knocks away enemies in the radius. The farther the fist travels, the larger the shark it will attract, dealing 150 to 350 magic damage + 60% AP to 120% AP while slowing enemies hit by 40% to 80% based on the size of the shark.
- This ability is the bane of most immobile champions. This skill has a huge hitbox making it easier to hit champions from max range and does massive damage from long distances but less damage on near distances. This skill pairs with Fizz’s dive marks easy kills.
Combos
Urchin Strike -> Auto Attack -> Rending Wave -> Playful / Trickster
The most basic Fizz combo for trading. 1st skill is used for closing the gap or better to hit the enemy champ then sneaking in an auto-attack then executing 2nd skill to reset and procc for the electrocute which deals a lot of damage. At this point, you can decide to continue the engage or to retreat back to the turret with the use of your 3rd skill.
You can either double-cast to dash from your opponent or single-cast to harrass and the slow. Remember to use Playful/ Trickster if your on a sure footing as wasting it can get you killed from enemy junglers who gank or perform tower dives.
Combos
Playful / Trickster -> Auto Attack -> Rending Wave -> Urchin Strike
This is the combo used for skill dodging and capitalizing their missed skill shots to perform an all-in. Ideally you want to single cast the 3rd skill then use the Auto attack then reset it with 2nd skill to land 2 auto attacks. With 1st skill left in hand u can either dash back or keep on the aggro towards the enemy champ. This combo is generally the opposite of combo 1 which utilizes his 1st skill as the main engage skill.
Combos
Chum The Waters -> Playful / Trickster -> Auto Attack -> Rending Wave
This is the main combo for engaging in lane post-5 with the intention of all-in killing them. Ideally you’d want to land your ult at max range then close in the gap with the 3rd skill then slipping in 1-2 auto attack before the enemy champ gets knocked up then use your 2nd to reset auto. Against opponents that has no CC or spells, you can just walk up to them unless they use flash then that is the time to use your 3rd skill to close the gap.
Combos
Urchin Strike -> Chum The Waters -> Playful / Trickster Auto Attack -> Rending Wave
This combo uses the 1st skill to close the gap and also to cancel the animation for the ult allowing it to cast immediately allowing you to tag someone with the ult quicker and allows you to tag someone farther away.
Combos
Playful / Trickster -> [flash]
If you single-cast 3rd skill, you can sneak in a flash before landing on the grand and it moves the impact to the new location. This is used for catching people out of range and also if the enemy tries to flash to dodge your 3rd skill.
Laning Phase
The way you play depends on the matchup you have which is either a melee or a range matchup. Ideally you’d want to start with your 3rd skill first to farm waves. In the face of a range matchup, you’d want to trade only having your 1st three spells or at least 2 of them. Being melee can easily make you easy to harass so rather than playing aggressive its best to focus on using your 3rd skill defensively and to farm. If you’re up with a melee matchup you can start trading after going lvl 2. You can easily proc your electrocute for extra damage by using your 1st skill -> auto attack -> 2nd skill then disengage or continue on poking them. During laning phase, its best to stay passive as most of the time you’ll be farming minion waves under your turret. Keeping alive either the enemy caster minions or the enemy siege minions allows you to freeze the wave and farm safely. At level 5, kill potential becomes higher but you should avoid using your ult unless you’re sure that your target will die after going all-in. Use your ult to help your jungler perform ganks or to skirmish through the jungle and kill champs who don’t expect your presence.
Late Game and Teamfights
Teamfights are very straight forward for Fizz, go backdoor and kill the enemy carries while also utilizing your ult for the CC. You can use your 3rd skill to engage enemy with cc then use Ionian Stasis to wait for the cooldown. Then use your 1st skill to deal AP then 2nd skill for a great damage output then use your 3rd skill again to either continue on the engage or to disengage.