![[image loading]](http://i.imgur.com/Q6Mp2.png)
Stats:
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Health: 414 (+86)
Mana: 200 (+40)
Attack Damage: 53 (+3)
Attack Speed: 0.658 (+3.1% / +0.031)
Range: 175
Health Regen: 7.0 (+0.7)
Mana Regen: 6.15 (+0.45)
Armor: 13 (+3.4)
Magic Resist: 30 (+1.25)
Movement Speed: 310
Mana: 200 (+40)
Attack Damage: 53 (+3)
Attack Speed: 0.658 (+3.1% / +0.031)
Range: 175
Health Regen: 7.0 (+0.7)
Mana Regen: 6.15 (+0.45)
Armor: 13 (+3.4)
Magic Resist: 30 (+1.25)
Movement Speed: 310
Patch Changes:
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V1.0.0.135:
Base damage increased to 56 from 54.
Armor per level increased to 3.4 from 3.1.
Chum the Waters mana cost reduced to 100 from 150.
V1.0.0.132:
Chum the Waters: implemented the following changes which were in Ahri patch changelog, but not actually moved into the patch:
Added a 3-2-1 timer like Time Bomb.
No longer hits nontargetable units like Vladimir in Sanguine Pool.
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling.
Fixed a bug where it stopped working if Fizz died.
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately.
V1.0.0.131:
Base health regen per 5 reduced to 7 from 9.
Chum the Waters
Fixed a bug where Chum the Waters stopped working if Fizz died.
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling.
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately.
Added a 3-2-1 timer like Time Bomb.
No longer hits nontargetable units like Vladimir in Sanguine Pool.
Urchin Strike ability power ratio reduced to .6 from .7.
Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50.
V1.0.0.130:
Urchin Strike:
Targeting updated to hit targets slightly earlier.
Damaging component can no longer be dodged.
Base damage increased to 56 from 54.
Armor per level increased to 3.4 from 3.1.
Chum the Waters mana cost reduced to 100 from 150.
V1.0.0.132:
Chum the Waters: implemented the following changes which were in Ahri patch changelog, but not actually moved into the patch:
Added a 3-2-1 timer like Time Bomb.
No longer hits nontargetable units like Vladimir in Sanguine Pool.
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling.
Fixed a bug where it stopped working if Fizz died.
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately.
V1.0.0.131:
Base health regen per 5 reduced to 7 from 9.
Chum the Waters
Fixed a bug where Chum the Waters stopped working if Fizz died.
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling.
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately.
Added a 3-2-1 timer like Time Bomb.
No longer hits nontargetable units like Vladimir in Sanguine Pool.
Urchin Strike ability power ratio reduced to .6 from .7.
Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50.
V1.0.0.130:
Urchin Strike:
Targeting updated to hit targets slightly earlier.
Damaging component can no longer be dodged.
Abilities:
![[image loading]](http://images1.wikia.nocookie.net/__cb20111115115020/leagueoflegends/images/f/f6/NimbleFighter.jpg)
[Passive] - Nimble Fighter: Fizz's dexterity allows him to perpetually ignore unit collision and take reduced physical damage from auto-attacks.
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Level 1: 4 Reduced Damage
Level 4: 6 Reduced Damage
Level 7: 8 Reduced Damage
Level 10: 10 Reduced Damage
Level 13: 12 Reduced Damage
Level 16: 14 Reduced Damage
An amazing passive that lets him harass his opposing laner without taking too much, if any, creep damage.
Level 4: 6 Reduced Damage
Level 7: 8 Reduced Damage
Level 10: 10 Reduced Damage
Level 13: 12 Reduced Damage
Level 16: 14 Reduced Damage
An amazing passive that lets him harass his opposing laner without taking too much, if any, creep damage.
![[image loading]](http://images1.wikia.nocookie.net/__cb20111115115318/leagueoflegends/images/9/9e/UrchinStrike.jpg)
[Q] - Urchin Strike: Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
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Active:
Rank 1: 50 Mana / 10 sec. CD / 10 (+0.6 AP) Magic Damage
Rank 2: 55 Mana / 9 sec. CD / 40 (+0.6 AP) Magic Damage
Rank 3: 60 Mana / 8 sec. CD / 70 (+0.6 AP) Magic Damage
Rank 4: 65 Mana / 7 sec. CD / 100 (+0.6 AP) Magic Damage
Rank 5: 70 Mana / 6 sec. CD / 130 (+0.6 AP) Magic Damage
This is your initiate, your escape, and your juke boots. Because there's a fixed distance, you need to be careful when hitting something that's close to you or you might end up in an undesirable position. Apparently, if you use this when an enemy is too close to a thin wall, you will go through both; I haven't had this happen yet but be wary of that. This will also trigger effects such as Sheen, Lich Bane, Lizard Buff, and your [W] - Seastone Trident.
Rank 1: 50 Mana / 10 sec. CD / 10 (+0.6 AP) Magic Damage
Rank 2: 55 Mana / 9 sec. CD / 40 (+0.6 AP) Magic Damage
Rank 3: 60 Mana / 8 sec. CD / 70 (+0.6 AP) Magic Damage
Rank 4: 65 Mana / 7 sec. CD / 100 (+0.6 AP) Magic Damage
Rank 5: 70 Mana / 6 sec. CD / 130 (+0.6 AP) Magic Damage
This is your initiate, your escape, and your juke boots. Because there's a fixed distance, you need to be careful when hitting something that's close to you or you might end up in an undesirable position. Apparently, if you use this when an enemy is too close to a thin wall, you will go through both; I haven't had this happen yet but be wary of that. This will also trigger effects such as Sheen, Lich Bane, Lizard Buff, and your [W] - Seastone Trident.
![[image loading]](http://images2.wikia.nocookie.net/__cb20111115115333/leagueoflegends/images/2/29/SeastoneTrident.jpg)
[W] - Seastone Trident: Fizz's auto-attacks passively deal magic damage over 3 seconds that strengthen if the opponent is low on life. Multiple auto-attacks will only refresh the duration. Activating it will empower Fizz for the next 5 seconds, dealing additional magic damage on-hit and inflicting grievous wounds to his opponents.
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Passive:
Rank 1: 30 (+0.35 AP) + (4% of Missing HP) Magic Damage
Rank 2: 40 (+0.35 AP) + (5% of Missing HP) Magic Damage
Rank 3: 50 (+0.35 AP) + (6% of Missing HP) Magic Damage
Rank 4: 60 (+0.35 AP) + (7% of Missing HP) Magic Damage
Rank 5: 70 (+0.35 AP) + (8% of Missing HP) Magic Damage
Active: 40 Mana / 10sec. CD
Rank 1: 10 (+0.35 AP) Magic Damage
Rank 2: 15 (+0.35 AP) Magic Damage
Rank 3: 20 (+0.35 AP) Magic Damage
Rank 4: 25 (+0.35 AP) Magic Damage
Rank 5: 30 (+0.35 AP) Magic Damage
It's like your own miniature Ignite. Getting hit by this hurts, alot, especially once you start getting your AP. Use this when you've gotten close to your opposing laner with your [Q] or [E] to harass. In small or large teamfights, make sure you're using your auto-attacks as much as you can or you aren't dealing your maximum damage as Fizz.
Rank 1: 30 (+0.35 AP) + (4% of Missing HP) Magic Damage
Rank 2: 40 (+0.35 AP) + (5% of Missing HP) Magic Damage
Rank 3: 50 (+0.35 AP) + (6% of Missing HP) Magic Damage
Rank 4: 60 (+0.35 AP) + (7% of Missing HP) Magic Damage
Rank 5: 70 (+0.35 AP) + (8% of Missing HP) Magic Damage
Active: 40 Mana / 10sec. CD
Rank 1: 10 (+0.35 AP) Magic Damage
Rank 2: 15 (+0.35 AP) Magic Damage
Rank 3: 20 (+0.35 AP) Magic Damage
Rank 4: 25 (+0.35 AP) Magic Damage
Rank 5: 30 (+0.35 AP) Magic Damage
It's like your own miniature Ignite. Getting hit by this hurts, alot, especially once you start getting your AP. Use this when you've gotten close to your opposing laner with your [Q] or [E] to harass. In small or large teamfights, make sure you're using your auto-attacks as much as you can or you aren't dealing your maximum damage as Fizz.
![[image loading]](http://images.wikia.com/leagueoflegends/images/5/50/Playful.jpg)
![[image loading]](http://images.wikia.com/leagueoflegends/images/8/8a/Trickster.jpg)
[E] - Playful / Trickster:
Playful: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.5 seconds and gaining the ability to use Trickster before the effect ends. If Fizz doesn't use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
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Active:
Rank 1: 90 Mana / 16sec. CD / 40% Slow / 70 (+0.75 AP) Magic Damage
Rank 2: 100 Mana / 14sec. CD / 45% Slow / 120 (+0.75 AP) Magic Damage
Rank 3: 110 Mana / 12sec. CD / 50% Slow / 170 (+0.75 AP) Magic Damage
Rank 4: 120 Mana / 10sec. CD / 55% Slow / 220 (+0.75 AP) Magic Damage
Rank 5: 130 Mana / 8sec. CD / 60% Slow / 270 (+0.75 AP) Magic Damage
Trickster: Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Active:
Rank 1: 70 (+0.75 AP) Magic Damage
Rank 2: 120 (+0.75 AP) Magic Damage
Rank 3: 170 (+0.75 AP) Magic Damage
Rank 4: 220 (+0.75 AP) Magic Damage
Rank 5: 270 (+0.75 AP) Magic Damage
For clarification, this skill only deals magic damage once, no damage is applied getting on the spear; you either stay on the spear and it will automatically take you off or you activate Trickster and move, both dealing the magic damage. This skill is two dashs, one getting on the spear and one getting off; both of these dashes can be used to jump over walls or terrain. I've been messing around with this skill and I believe that this skill can jump over the same walls and ledges that Nidalee can. The range on this skill is deceptively high. This skill is how Fizz is able to manage laning middle without being dominated; able to evade things like Disintigrate, Null Sphere, Parrrley, Requiem, or a fed AD carry's auto-attacks. However, there's a very short window on how long you're invulnerable but with practice you get a feel of it. The range of this ability can be weird, so be cautious using this for dealing damage.
Rank 1: 90 Mana / 16sec. CD / 40% Slow / 70 (+0.75 AP) Magic Damage
Rank 2: 100 Mana / 14sec. CD / 45% Slow / 120 (+0.75 AP) Magic Damage
Rank 3: 110 Mana / 12sec. CD / 50% Slow / 170 (+0.75 AP) Magic Damage
Rank 4: 120 Mana / 10sec. CD / 55% Slow / 220 (+0.75 AP) Magic Damage
Rank 5: 130 Mana / 8sec. CD / 60% Slow / 270 (+0.75 AP) Magic Damage
Trickster: Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Active:
Rank 1: 70 (+0.75 AP) Magic Damage
Rank 2: 120 (+0.75 AP) Magic Damage
Rank 3: 170 (+0.75 AP) Magic Damage
Rank 4: 220 (+0.75 AP) Magic Damage
Rank 5: 270 (+0.75 AP) Magic Damage
For clarification, this skill only deals magic damage once, no damage is applied getting on the spear; you either stay on the spear and it will automatically take you off or you activate Trickster and move, both dealing the magic damage. This skill is two dashs, one getting on the spear and one getting off; both of these dashes can be used to jump over walls or terrain. I've been messing around with this skill and I believe that this skill can jump over the same walls and ledges that Nidalee can. The range on this skill is deceptively high. This skill is how Fizz is able to manage laning middle without being dominated; able to evade things like Disintigrate, Null Sphere, Parrrley, Requiem, or a fed AD carry's auto-attacks. However, there's a very short window on how long you're invulnerable but with practice you get a feel of it. The range of this ability can be weird, so be cautious using this for dealing damage.
![[image loading]](http://images.wikia.com/leagueoflegends/images/1/1f/ChumtheWaters.jpg)
[R] - Chum the Waters: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and binds itself to the first enemy champion that walks into the area. Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage. The shark will knock up the bound enemy champion, and knock-back then slow all enemies in the area for 1.5 seconds.
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Active: 100 Mana
Rank 1: 100sec. CD / 50% Slow / 200 (+1.0 AP) Magic Damage
Rank 2: 85sec. CD / 60% Slow / 325 (+1.0 AP) Magic Damage
Rank 3: 70sec. CD / 70% Slow / 450 (+1.0 AP) Magic Damage
Lolllllll, most satisfying ultimate since Garen. It has the mechanics of how you'd throw Olaf's axe where you control how far the fish goes and where the it stops if it doesn't hit an enemy champion. The slow will be triggered before and after the shark pops out so it lasts for 3 seconds. The knock-back isn't really a knock-back but more of a nudge like the mechanics of a trundle pillar.
Rank 1: 100sec. CD / 50% Slow / 200 (+1.0 AP) Magic Damage
Rank 2: 85sec. CD / 60% Slow / 325 (+1.0 AP) Magic Damage
Rank 3: 70sec. CD / 70% Slow / 450 (+1.0 AP) Magic Damage
Lolllllll, most satisfying ultimate since Garen. It has the mechanics of how you'd throw Olaf's axe where you control how far the fish goes and where the it stops if it doesn't hit an enemy champion. The slow will be triggered before and after the shark pops out so it lasts for 3 seconds. The knock-back isn't really a knock-back but more of a nudge like the mechanics of a trundle pillar.
Skill Order:
Skill Path #1: Super-mega Aggressive Laning
R>Q>E>W
Q+W+Autox? onto enemy laner as much as possible. (if against somewhat-strong laner, Q+W every E cooldown)
When low enough, QWERIgnite and kill.
Cons: Difficult to farm without E, punished easily by ganks if too aggressive
Skill Path #2: Farmfest Laning
R>E>Q>W
E in between melee and caster minions to kill them all after obtaining significant AP.
Look to E when enemy laner is in creep line to harass. (less relevant when laning mid)
Cons: Mana (130mp for Level 5 E), weaker killing power than #1
There will be some exceptions to changing the skill order against some champions like perhaps maxing W against a Mundo or something.
Runes:
9x Magic Penetration / Magic Resist Reds
9x Armor Yellows
9x Ability Power / Ability Power per Level / Magic Resist Blues
3x Movement Speed / Ability Power / Health Quints
Reds are based on what you're comfortable with. Yellows are for your survivability in combination with your passive allowing you to take little to no minion damage when playing aggressively. Blues will depend on the player and matchup; I personally prefer flat AP because I like early aggression on Fizz. If I had the IP and additional runepages I would get movement speed for my quints because I could get those extra stabs of [W] in but I don't so I settle with flat AP. Health quints are also nice for surviving those early levels in a hard lane.
Masteries:
After many Fizz games, I've decided that this setup is best for playing Fizz (with some exceptions):
![[image loading]](http://i.imgur.com/dNUlk.png)
I've realized that Fizz deals amazing damage, so much that he doesn't need 21 points into offense. However, Fizz can only do this amazing damage after surviving his Kassadin-level early game. With these masteries, he reduces a lot of early-game harass, gets a little bit of extra health, and scaling CDR for his mid/late-game.
Summoner Spell Choices:
![[image loading]](http://images3.wikia.nocookie.net/__cb20111115121118/leagueoflegends/images/a/ab/Ghost.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20111115121118/leagueoflegends/images/7/74/Flash.png)
![[image loading]](http://images4.wikia.nocookie.net/__cb20111115121117/leagueoflegends/images/6/6e/Heal.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20111115121117/leagueoflegends/images/f/f4/Ignite.png)
Items:
Starting Items:
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![[image loading]](http://images3.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/e/ec/Boots_of_Speed.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
Boots + 3 Pots: Standard start, movement speed and a good number of pots.
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014175905/leagueoflegends/images/b/b7/Sapphire_Crystal.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
Sapphire Crystal + 2 Pots: Rush your catalyst.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091016143914/leagueoflegends/images/0/0b/Regrowth_Pendant.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
Regrowth Pendant + 1 Pot: Rushing philostone against weak/passive early laners.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016143921/leagueoflegends/images/4/46/Cloth_Armor.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
Cloth Armor + 5 Pots: For certain top lane matchups or going mid lane vs a Pantheon/Talon/AD Carry/Etc.
Opening Paths:
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![[image loading]](http://images1.wikia.nocookie.net/__cb20091014183616/leagueoflegends/images/c/cf/Philosopher's_Stone.gif)
Philosopher's Stone: A nice item if you're laning top and sometimes mid against certain heros.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014182112/leagueoflegends/images/e/ee/Catalyst_the_Protector.gif)
Catalyst: Good sustain, straight into Rod of Ages.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014175826/leagueoflegends/images/9/96/Doran's_Ring.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014175826/leagueoflegends/images/9/96/Doran's_Ring.gif)
Double Doran's Rings: Standard AP build, lacking sustain but stronger burst and enough mana regen to never go out of mana if playing properly.
Shoes:
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![[image loading]](http://images4.wikia.nocookie.net/__cb20091014183729/leagueoflegends/images/9/9a/Sorcerer's_Shoes.gif)
Sorcerer Shoes: Standard AP.
![[image loading]](http://images.wikia.com/leagueoflegends/images/1/10/Ionian_Boots_of_Lucidity.gif)
Ionian Boots of Lucidity: If you're laning top and aren't going to be getting the blue buffs, these shoes aren't bad. Also lower CDs on your spells don't hurt (~40 second sharks).
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144240/leagueoflegends/images/0/0f/Ninja_Tabi.gif)
Ninja Tabi: Worth getting against a bruiser top / AD champion that you think is beating you in trades, otherwise just get something else.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183237/leagueoflegends/images/2/2a/Mercury's_Treads.gif)
Mercury Treads: For playing against a team with a ton of CC. I end up taking these boots over the other 3 in most of my games.
Good Items Choices:
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![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183630/leagueoflegends/images/c/ce/Rod_of_Ages.gif)
Rod of Ages: Makes you tankier to survive enemy burst with a decent amount of AP.
![[image loading]](http://images4.wikia.nocookie.net/__cb20110105233940/leagueoflegends/images/3/3f/Rabadon's_Deathcap.gif)
Rabadon's Deathcap: Lots of AP for the stronger burstings.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183709/leagueoflegends/images/d/d7/Sheen.gif)
Sheen: A good item to get early on to make your Urchin Strike hurt in the laning phase.
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183036/leagueoflegends/images/d/da/Lich_Bane.gif)
Lich Bane: A perfect item for Fizz. Lich Bane + On-hit AP champion = +1.0 AP ratio on Urchin Strike totalling for a 1.6 AP Ratio.
![[image loading]](http://images.wikia.com/leagueoflegends/images/d/d1/Zhonya's_Hourglass.gif)
Zhonya's Hourglass: So I herd you like being invincible..
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014194025/leagueoflegends/images/7/71/Deathfire_Grasp.gif)
Deathfire Grasp: After seeing the Fnatic AP players do this and one-shotting carries, I realize this is a very viable, if not core, item on Fizz. Use this by hitting a shark on an enemy, followed by DFG, followed by Urchin Strike for tons of damage.
Bad Item Choices:
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![[image loading]](http://images4.wikia.nocookie.net/__cb20110404101952/leagueoflegends/images/b/ba/Hextech_Revolver.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20110404102655/leagueoflegends/images/c/cd/Hextech_Gunblade.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20100610183512/leagueoflegends/images/8/83/Will_of_the_Ancients.gif)
Hextech Revolver/Gunblade/WoTA: Fizz is not a sustainy/long-fight type of champ; he wants to kill someone instantly and get out immediately after. Furthermore, 2 of his skills are AoE and one doesn't vamp at all so buying these items isn't cost effective.
![[image loading]](http://images3.wikia.nocookie.net/__cb20110925003849/leagueoflegends/images/a/ae/Rylai's_Crystal_Scepter.gif)
Rylai's: Fizz has plenty of chasing power and slows in his kit that it isn't worth buying Rylai's ever.
![[image loading]](http://images1.wikia.nocookie.net/__cb20091124223148/leagueoflegends/images/1/1b/Sight_Ward.gif)
Sight Ward: [Note: Half-joking] Wards? Why get wards? You're a trolly fishy who hops away from any and every gank.
Example Final Build:
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014183729/leagueoflegends/images/9/9a/Sorcerer's_Shoes.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183630/leagueoflegends/images/c/ce/Rod_of_Ages.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20110105233940/leagueoflegends/images/3/3f/Rabadon's_Deathcap.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091203061224/leagueoflegends/images/f/f3/Void_Staff.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183036/leagueoflegends/images/d/da/Lich_Bane.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014194025/leagueoflegends/images/7/71/Deathfire_Grasp.gif)
Jungle Fizz:
For jungle fizz you'd build more like a bruiser than an AP carry but your role in teamfights is basically the same. For runes you'll need a good amount of attack speed as well as building items such as Wit's End or Trinity Force. For skills you'll be maxing [W]Seastone Trident and hitting jungle creeps once then attacking the next for the most efficient jungle clears.
Example Final Build:
![[image loading]](http://images4.wikia.nocookie.net/__cb20091016144240/leagueoflegends/images/0/0f/Ninja_Tabi.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20110404105137/leagueoflegends/images/f/f5/Wriggle's_Lantern.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184314/leagueoflegends/images/2/29/Wit's_End.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014184244/leagueoflegends/images/6/65/Trinity_Force.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/e/ea/Frozen_Mallet.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014182649/leagueoflegends/images/0/08/Guardian_Angel.gif)
Matchups:
Fizz has an incredibly weak early game because he's melee and cannot counter-harass. However, once he gets a few levels and at least one point in QWE, you can out-harass them with your damage. There are champions that you counter fairly hard and champions that will give you a hard time. Zilean is one of the more difficult champions to fight just because of his powerful harass, so play safely in this one. Kassadin is actually very, very very, bad against Fizz; dodge his Q's with your [E] and harass him whenever he gets nearby. Even when he hits 6 he's not in the clear yet because you burst as hard, if not harder, than he does.
Another thing about Fizz is that he is very good at getting away from ganks. Your summoner (Ghost/Flash), Seastone Trident, Playful/Trickster, and Chum the Waters will get you away from almost every form of gank possible. This means you usually have the freedom to be as aggressive as you want in lane without consequence.
Counterpicking with Fizz:
![[image loading]](http://images2.wikia.nocookie.net/__cb20100727200847/leagueoflegends/images/thumb/7/75/VladimirSquare.png/36px-VladimirSquare.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091218144207/leagueoflegends/images/thumb/e/e1/KarthusSquare.png/36px-KarthusSquare.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20110613150907/leagueoflegends/images/thumb/5/57/KassadinSquare.png/36px-KassadinSquare.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091218194427/leagueoflegends/images/thumb/c/cc/ChoGathSquare.png/36px-ChoGathSquare.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091218194523/leagueoflegends/images/thumb/b/b0/DrMundoSquare.png/36px-DrMundoSquare.png)
Countering Fizz:
![[image loading]](http://images2.wikia.nocookie.net/__cb20100114191342/leagueoflegends/images/thumb/8/8d/SorakaSquare.png/36px-SorakaSquare.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091218194436/leagueoflegends/images/thumb/3/3d/CorkiSquare.png/36px-CorkiSquare.png)
![[image loading]](http://images2.wikia.nocookie.net/__cb20100308013422/leagueoflegends/images/thumb/c/c3/EzrealSquare.png/36px-EzrealSquare.png)
![[image loading]](http://images1.wikia.nocookie.net/__cb20110825002742/leagueoflegends/images/thumb/f/f9/TalonSquare.png/36px-TalonSquare.png)
There are very few champions that counter Fizz once he's able to survive his initial 3 levels. To take him on, pick a champion that either has constant low CD damage, or instant-unavoidable damage. Soraka destroys most AP middle champions and Fizz even more because he's melee. Corki and Ezreal are both powerful solo AD champions who have high dps. Talon's damage becomes unavoidable if he's able to silence Fizz.
![[image loading]](http://images4.wikia.nocookie.net/__cb20120117213051/leagueoflegends/images/thumb/3/34/AlistarSquare.png/36px-AlistarSquare.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091218194415/leagueoflegends/images/thumb/5/5b/BlitzcrankSquare.png/36px-BlitzcrankSquare.png)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091218195209/leagueoflegends/images/thumb/7/7c/RammusSquare.png/36px-RammusSquare.png)
As the game progresses to mid/late-game, you need CC. Lots of instant hard CC. If Fizz doesn't get locked down, he'll simply hop around your team and dominate teamfights; but if he does, he is very squishy and can be killed very fast. Champions like Alistar, Blitzcrank, and Rammus are good at this.
The Riot Shop:
Fizz: 6300 IP or 975 RP
Atlantean Fizz: 975 RP
Tundra Fizz: 975 RP
Fisherman Fizz: 975 RP
More Fizz?
There aren't many high ELO streamers who play Fizz on NA, with the exception of Voyboy who plays AD/Bruiser Fizz. On EU however, Tabzz, MoMa, and xPeke play Fizz and some have played them in tournament games as well.
Tune into their streams to see high ELO Fizz plays!
Closing:
+ Show Spoiler +
![[image loading]](http://i42.tinypic.com/91l94h.png)
Fizz is very very strong and people are going to find out quickly how good he is. I'll add more to this as I play more with him.