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About MR glyphs,I don't like them on Fizz.Your ratios are really nice,and a good Fizz will almost always dodge 1,2 spells of the opponent(unless they have no skillshots).That beeing so,I prefer the AP per level glyphs,but if you are going against Malzahar, Vladimir or other champion with annoying undodgeable single target spells,you might opt for MR glyphs.
Lich Bane gives a nice boost to your Ability Power,Magic Resist,Movement Speed and Mana Pool,and the passive procs with your Q and your W,giving you a nice boost of 500 damage to your combo as soon as you buy it.I wouldn't change it for any item unless I'm building tanky.
I like to play offensive only when I have my 3 skills,since I can harass until I'm satisfied with his low life and willing to jump for the kill,and still go away unharmed if things don't go as planned,but it's your choice,and if you can own your lane early,congratulation.
It doesn't matter how much you insist,I would never put a point at Playful / Trickster at level 1,unless things go wrong(I don't put the points in my skills as soon as I spawn,I wait to see what will be the situation).Large mana cost,huge cooldown and few offensive utilities in lane,other than a second gap closer and a nice tool while tower diving(what you won't do at level 1).
Thanks for voting,and I'll try to make changes to my guide in the next few days.I know the answers are not in the order of your questions,so sorry XD
Other than that, I just have a few points.
- Get your Kage's Lucky Pick much earlier, like just after your starting boots, and it will generate much more than its cost and then build into a useful item. It takes 25min 30sec to generate its full cost, or about 8+ minutes to generate its cost not counting the AP worth 500+ gold. I know you mention this in your items but do put it in you cheat sheets. EDIT: If you really need the early Catalyst (Fizz rapes the lane too hard to need it) then you should still get it after the Catalyst. The thing is Kage's lets you be even more aggressive on lane because now you have AP.
- You should get Playful / Trickster at level one so when **** happens (or when your team catches someone) you can move quickly. EDIT: It's not like you can attack you opponent at level one without any gap closer, so you should get this in case of any level 2 gank by either jungler. You will still be level 1 when it happens. Putting the point there doesn't mean you have to use it if you don't need it.
- The higher tiers of the Defence mastery tree don't actually help you survive the jungle camps, so grab some AD, AP or AS from the Offense tree with the extra points.
- You can play more aggressively at level two (with some measure of caution) as the opponent's spells don't hurt yet, but yours do with just one point. EDIT: You need to press your low-level advantage. Since your opponent isn't a threat early, you should take the level 2 time to land some harass for future dominance.
- MAGIC RESIST GLYPHS. SUPERIOR MID LANE. EDIT: Still superior. Its inevitable that you still eat some spells, and they're not tasty. The flats still give half of the scaling ones late game, so they are much better.
- Lich Bane doesn't do much damage without the huge AP boost from your Rab's. Also, it does physical damage, so it should be lower priority as you build magic penetration. Really not worth it without more AP first.
- Deathfire Grasp is cost-efficient and hurts, even early on. Maybe a early DFG could be a situational choice, like against a Warmog's Armor rusher. The CDR from nowhere helps early-mid game too.
Other than that, you can improve the formatting on some of the sections. I'm no expert at that though.
Your explanations are really nice and easy to understand, a skill I'm quite lacking >.>
+1
suggestion: You can