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Fizz Build Guide by Skared

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Skared

Fizz - Can't Touch This!

Skared Last updated on November 17, 2011
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Ability Sequence

2
13
15
17
18
Ability Key Q
4
8
10
12
14
Ability Key W
1
3
5
7
9
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Guide Top

Introduction

Fizz, Can't Touch This


This is my first guide, for the new champion, Fizz. I've seen alot of players doing poorly with him in public games, and so I wanted to shed some light on this character. First, I want to say that Fizz isn't the easiest champion. He requires not only a good sense of map aware-ness, but he also requires much more precision than most champions do (i.e. Garen). I think Fizz is a really fun character who can be played many different ways, and today what I plan to do is to show you (what I have found to be) the most effective AP build for Fizz.

Typically, I play Fizz in the middle. His Playful/Trickster ability will let you really hone in on your opponent, and Fizz can compete with some of the top carries, provided you can use his kit well enough.


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Pros / Cons

+ Fun, exciting to play
+ Good farmer
+ Capable of carrying
+ One of the most versatile champions
+ Beautiful particles and in-game model
+ A giant shark eats them.


- Squishy
- May be hard for players to learn
- Requires a good game sense and map-awareness
- Requires reflex and good timing


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Runes

Greater Quintessence of Magic Penetration- I choose MPen quints because Fizz's abilities are all magic damage and scale quite well with AP. This is going to maximize late game damage, and provide early benefit as well.

Greater Mark of Magic Penetration- I choose MPen marks because Fizz's abilities are all magic damage and scale quite well with AP. This is going to maximize late game damage, and provide early benefit as well.

Greater Seal of Vitality - I choose HP/Lv seals because Fizz is squishy, and an extra 180 HP at level 18 is going to let you take that extra hit or two, which can really make all the difference. Plus, you gain more HP when leveling.

Greater Glyph of Replenishment- I choose MP/5s glyphs because Fizz is mana-starved early game, and these will really help you to spam Playful/Trickster


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Masteries

For masteries, I take a heavy specialization into the utility tree and a minor spec. into the offense tree. Utility provides mana/Lv, MP/5s, extra move speed, an exp. boost, and CDR. All of these things are what I believe to be most beneficial to an AP Fizz, as you need to be spamming Playful/Trickster as often as possible. I spec. into offense for the bonus CDR, flat AP, and MPen, as these are also very beneficial.


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Items


Tear of the Goddess - as I have mentioned, Fizz is mana-dependent early game, and you need to start stacking up your mana sooner rather than later to have your Archangel's be more effective when you buy it. Also, when you cast both Playful and Trickster, it counts as two spells, effectively granting you an extra 8 mana as opposed to 4.

Sorcerer's Shoes - a classic AP item, this is going to bring your spells closer to dealing true damage, and is a must for an AP Fizz player.

Rod of Ages - an item used for its durability, and sustain in lane. This item is going to keep your mana growing, alongside your Tear of the Goddess. It provides the needed early AP and satisfies the need for extra health.

Lich Bane - This is where you start dealing alot of damage. Your AP isnt much now, but it will really help, giving you even more mana and extra AP. The movement speed is always appreciated on a champ like Fizz, but what should really sell you on this item is its effect, allowing you to deal your AP in damage right after casting.

Archangel's Staff - Now you should be around 300 AP. All the mana that your Tear of the Goddess, RoA, and Lich Bane have provided are finally paying off, making this item an extremely strong choice at this point.

Rabadon's Deathcap - A pure AP-boosting item. Not only is it going to grant you huge amounts of AP while building it, the extra 30% AP it offers is unbeaten at this point in the game.

Warmog's Armor - Just an item that I like to get late into the game to help me stay alive longer, just so I can continue casting in team fights, or in 1v1. You can easily replace this with another item, like a Rylai's or even a Sunfire Cape. Banshee's veil would also be a good choice against an AP heavy team.


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Skill Sequence

I max out Playful/Trickster(someone tell me the bbcode for this!) first. Playful/Trickster is a spell that when activated once, Fizz will vault onto his pole in the direction of your cursor becoming untargetable. If it is activated again, he will vault off in the direction of your cursor, dealing a small area of damage. You can choose not to activate it again, and Fizz will jump down into the ground, dealing a larger area of effect and slowing nearby enemies. Why take this first? Because, it is versatile, easy to land, a good gap-closer, has a great AP ratio, and a slow that also scales. It is an amazing spell for almost any purpose.

Next, I grab Urchin Strike. It is a closer spell that deals damage. Urchin strike has a set dash distance, allowing you to get behind enemy champions, or escaping through enemy minions. This spell also scales well with AP, and the AP is added to your base attack damage. Why wouldn't I max this second? You'll see.

I max out Seastone Trident second. This spell's passive lets your basic attacks do poison damage that scales with AP. When activated, your attacks do the on-hit effect and deal on-hit damage that scales with AP. Even though the AP ratio seems bad.. The active allows you to really deal serious damage, adding tons of magic damage to each strike AND applying your DoT to them.

Lastly, I max out Urchin Strike. It deals a good bit of damage and is not to be underestimated, but earlier in the game it's best just used as a gap-closer or finishing blow spell.

Of course, grab Chum the Waters when available. I'm going to talk about his ultimate. It has ridiculous range, and is AMAZING in team fights. It attaches a fish to a champion that it hits, slows them, and a little bit later a giant shark eats them. It is an AoE and affects their teammates too! It has a low cooldown as well, making it one of the best ultimates in the game. It can do upwards of 800 damage to a single target.


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Summoner Spells

Honestly, you can use whatever the hell you want here. I choose Flash and Cleanse simply because I don't want to die. (Hence the name, Can't Touch This). Fizz's kit makes him extremely good at escaping, so with these two spells you should be able to get out of almost ANYTHING.


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Go get 'em tiger!

Thanks for reading my quick little guide for Fizz! Happy hunting!