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Fizz Build Guide by edyguy

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 edyguy

Fizz mid guide: unleash the shark!

edyguy Last updated on September 23, 2012
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Ability Sequence

2
14
15
17
18
Ability Key Q
3
4
5
7
9
Ability Key W
1
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 3


Guide Top

Introduction

Hey everyone, I'm edyguy, an average player from EU west, and i want to do a guide about my favourite champion: Fizz
By the way, this is my first guide, and if you do not agree with something in my guide, argument your point of view, don't just say it sucks ;)!
I consider myself a good Fizz player, and my build to get the most out of this wondeful champion's potential as an ap carry.


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Runes

I put my standart full ap runes, to have even more to my early game damage, which is what fizz excells at ;).


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Masteries

21/6/3:
Standard offensive caster masteries, with the additional MR and armor because you are a melee mage and can be easily harassed. I also take enhanced flash and ignite.


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Items

Like with each ap carry, i start and 3 , which enables me to dodge skillshots, and stay in lane longer thanks to the potions.
I then take 2 for more health, damage, and mana regen.
I upgrade my boots to Sorcerer's Boots, like most ap carries, for the magic pen.
I then follow with a for even more burst!
My next item is for more survivability, damage, and mana.
I now have enough ap for the proc to be interesting, so i take it an get additional ap, movement speed, MR, and its proc.
By this time, the enemies are focusing you, that's when the comes in handy!
If you still haven't finished, take according to your needs.


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Rabadon's Deathcap vs Lichbane

I see a lot of people take as first major item. I do not approve this method. Fizz is a champion made for bursting down squishies, and gives more additional damage to your burst. The only thing Lich Bane has better is the movement speed bonus and the magic resist.
Let's do the math!
(I count the additional damage this item gives to your burst without counting MR, so far i only count the 30 ap from the runes, and the 30 ap from the )

Lich Bane additional damage to your burst:
60ap+80ap=140ap
80 ap from lichbane
- The proc deals 140 bonus damage
- The Urchin Strike deals 80*0.6=48 bonus damage (from lichbane)
- The Seastone Trident deals 80*0.35=28 bonus damage (from lichbane) per auto attack
- The Playful / Trickster deals 80*0.75=60 bonus damage (from lichbane)
- The Chum the Waters deals 80*1.0=80 bonus damage (from lichbane)
Your burst now deals 140+48+28+60+80=356 bonus damage, +28 per auto attack

Rabadon's Deathcap additional damage to your burst:
60ap+140ap=200 ap
30% of 200 is 60
that means that 200 of your ap comes from your Rabadon's.
- The Urchin Strike deals 200*0.6=120 bonus damage (from rabadon's)
- The Seastone Trident deals 200*0.35=70 bonus damage (from rabadon's) per auto attack
- The Playful / Trickster deals 200*0.75=150 bonus damage (from rabadon's)
- The Chum the Waters deals 200*1.0=200 bonus damage (from rabadon's)
Your burst now deals 120+70+150+200=440 bonus damage, +70 per auto attack

Now some of you might say tha Rabadon's is more expensive than lichbane...
Rabadon's: 3600 gold
Lichbane: 3470 gold
Who wouldn't pay 130 more gold for THAT much additional damage to your burst?
Now, believe it or not, as a first major item on fizz, Rabadon's Deathcap is a way better item than Lich Bane.


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Skill Sequence

Chum the Waters> Seastone Trident> Playful / Trickster> Urchin Strike
Like all ultimates, the shark is the priority. Second comes your w, to add an enormous DoT to your auto attacks and your q, to get an auto attack worth using. Third is your e, to decrease its cd, and increase its damage. It will help u farm entire minion waves, escape more easily, and have extreme mobility by jumping over small walls. Last is your q, because its base damage remains pretty low, and it is boosted by your w, to increase its damage.


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Summoner Spells

Like every other ap carry, Flash and Ignite is the way to go. Flash will make you uncatchable, and ignite will add even more damage to your early game burst, and counter enemy healing (not that important with our op auto attacks that also do it ;))


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Pros / Cons

Pros:
- Very fun to play
- Epic burst from early game to end game
- Not much champs hard counter him (I only see Talon...)
- Epic mobility
- Very good in 1v1

Cons:
- Hard farming before you get your e at a reasonable level
- Melee mage: easy to harass
- AoE damage hard to land (before your e or r do damage, they can flash or walk away from ultimate or e AoE.
- Can take a while to learn


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Basic Spell Combos

These are the most basic spell combos.

Playful / Trickster Urchin Strike: basic harass at lvl 2.
Seastone Trident Urchin Strike Playful / Trickster+ a few auto attacks thanks to the slow : lvl 3 burst, laning harass
Chum the Waters Seastone Trident Urchin Strike Playful / Trickster + auto attack + Ignite: early and mid game op one shooter
Chum the Waters Seastone Trident Urchin Strike Ignite + auto attack + Playful / Trickster to escape: Turn a Teamfight 4v5 in 2 seconds, and escape alive! (u can flash out too)


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Early Game

At level 1, just try to cs without getting punished too much (if the enemy spell does a lot of damage and u can't dodge it, you have got your Playful / Trickster ;). At level 2, you can start harassing by doing Playful / Trickster to get behind the enemy champion, and Urchin Strike to get back to your minion wave. At lvl 3, you should at least make the enemy pop a flash, by activating w, popping q to catch up with him, and doing PLAYFUL for the slow, and ignite. After that, you still have your flash to follow him if you think you can kill him. If you dont fail this, you should get your first kill and start snowballing! (this doesnt work if the enemy champ is too tanky). Don't forget to buy Sight Ward!
If youre lvl 3 aggression didn't work out, try to get to lvl 6 before your opponent (without pushing too much). At level 6, do the same thing, but engage with Chum the Waters. That should grant you a kill if the enemy doesn't dodge it. When you have your shark, and lane pushed, dont hesitate to go roaming. Bot lane is usually the way to go because of the squishiness of their carry, but if your top needs help, go there ;)! Don't forget, thanks to e, Fizz is an awesome tower diver. You should now spend the rest of the early snowballing!)


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Mid Game

By now, you should be fed, and keep snowballing (if your allies are having problems, let them some kills so they get fed and snowball too!) During teamfights, burst down their best damage dealer, when your tank engage (or if u feel kamikaze, engage and make sure your team follows you, and keep your Playful / Trickster to escape after bursting one down, so you don't get killed at the beginning of the TF.


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End Game

If the enemy team didn't already surrender, continue bursting down their squishies TF, if they build MR, build void staff as last item (or switch your boots with it). you should be able to win 1v1 against any of them, so just win TF and finish this game!


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Conclusion

I guess i'm done... well if you have questions, leave them in the comments below, vote for my guide (or against if u dont like it, but explain why!), and tell me if you want me to put another part to this guide. Thank you for reading my guide, I hope it helps you, and meet you on the Fields of Justice!

edyguy