Upon looking at Fizz, one might be quick to assume all sorts of roles for the champion. Some might call him a toplane tank, some might call him a support. Regardless of his appearance though, Fizz is a midlane assassin champion that exclusively builds AP and is known for his cancerous one-shots.
Fizz is an old champion but has rare interactions in his kit on his E ability, the sort of interactions you would expect from season 12 or 11 champions. Fizz relies on his combos to effectively oneshot champions many times tankier than himself and can do this very effectively.
This is what you should know about Fizz as a champion in League of Legends.
Fizz is primarily an AP champion. He has no AD ratios in his kit so going AD on him is equivalent to tying your legs together while running a marathon against 5-year-olds because you wanted a “challenge”. Fizz does magic damage exclusively and relies on his R>Q>W>E as his full combo.
Fizz is one of the few AP assassins found in the midlane, and is very prominent in his job as an assassin, having the potential to take out enemy champions that have an item advantage over him.
Fizz’s kit is sort of basic except for his E, so there is always an underlying feeling of playing something clunky and old when you pick him up, but that feeling usually fades away when you feel the power of the oneshot that Fizz possesses.
Fizz is also known for his ease of use and the fact that he builds many defensive items while still doing the same amount of damage Zed does when he builds full AD. This means Fizz can wholeheartedly abuse the fact that armor is more readily available to every champion in the game as a base stat and Fizz has an advantage over his AD assassin counterparts.
What Are Fizz’s Abilities?
P- Nimble Fighter
Fizz gains ghosting and takes 4 (+ 1% AP) reduced damage from every instance of damage, up to a maximum of 50% reduction.
Q- Urchin Strike
Fizz dashes a defined distance in the direction of the target enemy, dealing magic damage + 100% AD physical damage and applying on-hit effects at 100% efficiency upon impact or if the opponent is within 200 units afterwards.
During the dash, W-Seastone Trident and R-Chum the Waters could be cast.
W- Seastone Trident
Fizz’s basic attacks rip foes on contact, causing magic damage every 0.5 seconds for 3 seconds and renewing on hit.
Fizz’s next basic attack within 4 seconds gains an uncancelable windup, 50 additional range, and does bonus magic damage.
If Seastone Trident successfully kills its victim, the cooldown is decreased to 1 second and Fizz replenishes mana. Fizz’s basic attacks deal extra magic damage on hit for the next 5 seconds if the target is not slain.
This also resets Fizz’s aa timer.
Fizz dashes to the target position while becoming untargetable, balancing on his trident for 0.75 seconds and casting E-Trickster after 0.15 seconds.
He then proceeds to hop off his trident over the course of 0.5 seconds, after which he becomes targetable and lands to generate a splash that deals magic damage to all adjacent opponents and slows them for 2 seconds.
Fizz sprints to the target spot, hopping down and splashing onto the ground before arriving to do the same damage in a smaller radius but without applying the slow.
If the range is exceeded, E-Trickster will cast at maximum range.
R- Chum The Waters
Fizz drops a lure at the selected place, allowing a shark to see the area before emerging to chew on the lure after 2 seconds, causing magic damage to nearby opponents, knocking them back but not through the terrain, and slowing them for 2 seconds. The greater the lure’s initial flight distance, the larger the shark drawn, increasing Chum the Waters’ damage, slow, eruption radius, and knockback distance.
Guppy (455) has a 40% slow speed, a 200 eruption radius, and a 150 unit knockback distance.
Chomper (455-910): 60% slow, 325 eruption radius, and a knockback distance of 250 units.
Gigalodon (>910): 80% slow, 450 radius of eruption, and 350 unit knockback distance.
Enemy champions can intercept the bait while it is in flight, causing it to connect to them and the shark to emerge at their location after the same time. The holder of the lure is slowed and revealed for the period, and then is affected by the eruption but is knocked up for 1 second rather than knocked back.
Is Full AP Fizz Worth It In LoL?
Full AP Fizz has been and always will be the epitome of an AP assassin in terms of the one-shot potential he has alongside the mobility and the tankiness. Since ability power as a stat is objectively better than attack damage due to its ability-reliant nature, every AP assassin in the game has to be massively under tuned to keep them in check since every single ranged mage in the game also acts as an assassin depending on the situation.
This means that Fizz rests on a 49.95% winrate in plat+ since the only people that play him are otps. Casual players generally steer away from champions like Fizz and Akali because something like Ahri or Viktor can do the same thing without ever having to put themselves in the face of danger.
However, if someone likes the energy rush you get from being an assassin and loves the way Fizz works, full Ap Fizz is undeniably worth it.
How Do You Play Full AP Fizz In LoL?
If you are looking for an AP Fizz build+ runes that absolutely smash in ranked, we have got it
Best Full AP Fizz Runes in LoL:
- Electrocute- Damaging basic attacks, abilities, item effects, and summoner spells build stacks against enemy champions, up to one every attack or cast per champion. When 3 stacks are applied to a target during a 3-second interval, they are struck by lightning after a 0.25-second delay, dealing 30-180 (depending on level) (+ 25% AP) physical or magical damage.
- Sudden Impact- When you deal damage to an enemy champion within 4 seconds of using a dash or blink, or exiting stealth, you get 7 magic penetration for the next 5 seconds.
The triggering damage will benefit from the penetration. This effect will trigger as soon as the dash or blink is used.
- Eyeball Collection- Collect 1 Eyeball for every takedown you score against an opposing champion, up to a maximum of 10.
Gain 2 Ability Power for every Eyeball gathered, up to a maximum of 20 Ability Power. Completing your collection grants you an extra 10 Ability Power.
- Ingenious Hunter- Gain 20 item haste (+ 6 per Bounty Hunter stack), up to 50 at 5 stacks.
Earn a Bounty Hunter stack every time you take down an enemy champion, up to one per unique champion.
- Triumph- After a 1-second delay, scoring a takedown against an opponent champion heals you for 10% of your missing health and provides you an additional 20 Gold.
- Coup de Grace- Deal 8% increased damage (except true damage) to champions below 40% maximum health.
For bonuses, go AP, AP, and armor or magic resist depending on the matchup that you get
Best Full AP Fizz Item Build:
- Luden’s Tempest- Burst potential and insane item power spike along with magic penetration and ability haste to spam more combos
- Ionian Boots Of Lucidity- Additional item and summoner spell haste so you can spam both your summoner spells and your items alongside your regular abilities
- Zhonya’s Hourglass- The stasis is very important while waiting for your E to come back up and the armor and AP in its stats are good to have
- Lich Bane- Inhuman amounts of burst damage every time you use a spell and then auto attack or auto reset with W
- Rabadon’s Deathcap- Steroid for any AP champion since it increases the total AP by 35% and helps oneshot even tanks simply because of the sheer amount of AP present
- Void Staff- The magic pen can only go so long before you need to buy Void staff since it removes 40% of all magic resist from the enemy team instantaneously.
Other than these items, Fizz can go Hextech Protobelt, Everfrost, Liandry’s Anguish, Demonic Embrace, Nashor’s Tooth, Morellonomicon, Shadowflame, and Horizon Focus to name a few.
What Lane Is Fizz Played In?
Fizz is almost exclusively played in the midlane. Over the years, there has been some cancerous tank builds for both Fizz and Ekko that were played in the toplane, but on the current meta, Fizz cannot be played in any other lane.
He excels in the midlane due to the versatility of the lane and because the lane is very short and easy to gank. Once Fizz acquires an advantage over his laner, he can continually oneshot them and make them regret playing into him
The build mentioned here today talks about Fizz in the midlane and is henceforth designed with it in mind. If you would like to play him in some other lane, kindly check out the runes and the build for it as they may differ.
If you decide to play him mid, the build and runes will work perfectly.
If you liked this article and think it helped develop a baseline understanding of how Fizz works as a champion alongside what runes and items to take on him, kindly let me know in the comments section below, along with any other suggestions you may have. Thanks!