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Fizz Build Guide by xKobee

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League of Legends Build Guide Author xKobee

Fizz Ad/Tank Top 6.11

xKobee Last updated on June 2, 2016
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Ability Sequence

3
14
15
17
18
Ability Key Q
1
4
5
7
9
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18



Threats to Fizz with this build

Threat
Low
High
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Threat Champion Notes
1
Gangplank
Guide Top

Introduction

Hi,

This is my first guide. I hope this guide will be useful!

Fizz AD is coming back in the summoner's rift because of the 6.11 trinity buff: 40% AS and 20% cdr.


Guide Top

LORE

“ Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he’s on our side.” – Miss Fortune, the Bounty Hunter



Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.





Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.


Guide Top

Pros / Cons

[Pros]
•Super fun.
•Amazing all throughout the game.
•Can farm to epic proportions.
•Amazingly Mobile.
•Awesome ganker.
•Deals TONS of damage.
[Cons]
•Very high skill cap.
•He's melee.
•Low sustain.
•His ult is a skill shot.
•Needs alot of farm (or champion kills).
•Very little armour.


Guide Top

Fizz's Abilities

Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.

Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.

Physical Damage: 100% AD

Magic Damage:10/25/40/55/70 (+0.3 ability power) magic damage
Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.

Total Magic damage: 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health) as magic damage

Active: Fizz's autoattacks are empowered for the next 3 seconds, dealing additional magic damage on-hit.

Magic damage: 20/30/40/50/60 (+0.45 ability power) over 3 seconds
Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing magic damage and slowing nearby enemies within 330 range for 2 seconds.

Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)

Slow: 40 / 45 / 50 / 55 / 60%

Trickster Range: 400
Active: Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 270 range. Trickster does not apply a slow.

Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)

Active: 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 it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.

Slow: 50 / 60 / 70%

Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.

NEW : SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.

Magic damage: 200 / 325 / 450 (+ 100% AP)