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Fizz Build Guide by ferdy16

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Not Updated For Current Season

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League of Legends Build Guide Author ferdy16

Fizz - The Ability Power Assassin (AP mid / jungle)

ferdy16 Last updated on November 20, 2012

AP mid / Jungle

Ability Sequence

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

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction



Hi, and welcome to my guide to Fizz

This is my first guide I have ever made on mobafire. I had some trouble at the start, but I figured out how it works. My guide works really simple. I am talking about AP mid fizz in all the chapters, but I got óne special chapter where I am telling you everything about jungle Fizz. Have fun reading! ;)


Guide Top

Abbreviations



Before you are getting confused, I am using a lot of abbreviations in my guide

AD = Attack Damage
AP = Ability Power
DoT = Damage over Time
MR = Magic Resist
CD = Cooldown
CDR = Cooldown Reduction
AS = Attack Speed
CS = Creeps (farm)
Pots = Potions
CV = Clairvoyance
CC = Crowd Control
Combo = Combination
AoE = Area of Effect
B = Recall/Back
TP = Teleport


Guide Top

Pros / Cons


Pros

+ Extremely strong mid/late game
+ High burst damage
+ High escape mobilities
+ Hard to focus
+ Nice DoT skill
+ A skin will give you +10 imaginary coolness damage

Cons

- Hard early game
- Melee (hard to last hit)
- Gold dependent
- You need to get used to him (Same to every champion)


Guide Top

Rune Explanation



The runes I normally use


I always use 3 Greater Quintessence of Ability Power because it's pretty standard for every AP carry. It will make your damage at the start of the game a little bit higher and every AP carry can use that. I think it is more useful than Greater Quintessence of Magic Penetration because I already take Magic Penetration Marks. The AP at the start is just more useful than any other runes for an AP carry.

I take 9 Greater Mark of Magic Penetration runes, because they are good for an AP carry. Some magic resist of your opponent won't count anymore with these runes, Especcially in combination with your Sorcerer's Shoes. This will increase your damage!

I get 9 Greater Seal of Ability Power because I always want to deal the most damage as possible. I don't need to use mana regeneration runes because I buy an early Catalyst the Protector. You can better get more Ability Power. Also if you don't waste your spells you don't need mana regeneration.

Here I get 9 Greater Glyph of Scaling Ability Power because I like the extra AP per level. I think it's more useful then the CDR Glyphs becouse I get a Nashor's Tooth with 25% CDR. I also take CDR masteries in the offensive tree. That's the reason I think that AP runes are more important.




Alternatives


You could use the Greater Mark of Attack Speed because you will hit more basic attacks in a shorter time so more damage out of your W, Seastone Trident. You will hit a few more times. I think these runes are good, but I think the Magic Penetration marks are better because that will affect all Fizz' skills. This is still a good alternative.

Greater Seal of Replenishment The Greater Seal of Replenishment are also usable. Mana regeneration is always useful, but I start with an early Catalyst the Protector, so I think AP seals are better. Also ask your jungler álways for the blue buff. Fizz is really strong with the extra CDR and mana regeneration. You can better take the AP runes if you get the blue buff most of the time.

CDR can help out in some cases. Sometimes you are almost death and your E Playful / Trickster has 0,5 seconds Cooldown to go, but you still die. The Greater Glyph of Cooldown Reduction could be useful in that case. Don't be at a dangerous place in lane when your E is on cooldown (especcially if you have no ward!). You can survive ganks with your E.


Guide Top

Mastery Explanation


Masteries
4/4
4/3
1/1
3/1
4/3
4/1
1/1
2/2
2/2
4/1
1/1

I go for anOffensive mastery page. I take the AP masteries and the extra damage masteries. Also the Cooldown Reduction from Sorcery and the magic penetration is useful. In de Defensive tree I take Veteran's Scars . The extra health will give you a little bit more sustain at the start. I take 2 points in armor and 2 points in magic resist. I also take the health per lvl.

I also got a second and more defensive option:
Masteries
4/4
4/3
1/1
2/2
2/2
4/1
1/3
2/1
1/1
3/3
3/1
2/1
1/1

I take Cooldown Reduction from Sorcery and Enlightenment in the second option. This will give you lots of CDR and it's more save. Damage will decrease while sustain will increase. It's your choice. I take the offensive option most of the time.


Guide Top

Summoner Spells



The spells I normally take


In my opinion Flash is a must have summoner ability. It's a great escape tool and you can flash over walls. Almost everyone uses flash and sometimes you need to counterflash. An alternative for Flash could be Ghost, but I suggest you to take flash.

I always take ignite when I am AP mid. I do this becouse it is a nice finisher and I hate it when my enemy gets away with low health (Who not?). The combination of Ignite and the DoT from Seastone Trident is really great to finish people with low health who think they can get away with a flash when they are low.



Alternatives


Ghost is an alternative for Flash. Ghost is also a good escape tool, but you can't go over big walls. Ofcourse Fizz can already jump over certain walls with Playful / Trickster, but I still suggest you to take Flash. It's to you what you think that is more useful.

Exhaust is an alternative for Ignite. The extra damage is nice and it could also really help you when someone is trying to get away. Exhaust can also be used defensive while Ignite can only be used offensive. I think that Ignite is more offensive than exhaust because the true damage will deal more damage (most of the time) then the slow in my opinion.

You can also change Ignite for surge. Surge is a really great skill for Fizz because of the extra AP and AS. The AP is good for every AP Carry. The AS is also good for Fizz because of his Seastone Trident ability.

Cleanse can be used defensive. You can use the Flash + cleanse combo to get away when you are (getting) stunned. Get cleanse when the enemy team has a lot of CC, but when you play blind pick mode just take Ignite.

You won't miss any a lot of exp and last hits when you use teleport. I normally don't take this skill, but sometimes I see people using teleport and it could be nice. Teleport is a level advantage to enjoy.



Spells you can better not use


Smite is a must have summoner ability when jungling. Ofcourse smite is not viable when you are AP mid, but I also made a jungle guide. I will tell you everything about jungle Fizz later on.

You don't need to get heal becouse it's useless lategame and only your AD carry needs to take heal. Late game Ignite, Exhaust or Ghost are a lot better summoner spells to have.

Promote, this skill is only useful for pushing, and pushing early game is really useless. Your jungler can't gank with a pushed lane. No one uses promote.

Revive is one of the worst skills in League of Legends. It's very useless, and the Cooldown is very long. Too long to take this skill.

Fizz don't need clarity. It's useless late game and because I get an early Catalyst the Protector it's also useless early game. Just don't waste your skills. Also always ask your jungler for the blue.

Don't take clairvoyance. Clairvoyance is a support skill and your support will take clairvoyance or Exhaust.


Guide Top

Skill Explanation



Fizz' Passive

Fizz' Passive is Nimble Fighter and allows him to ignore unit collision. Also he will take a little bit less damage from basic attacks (4/6/8/10/12/14).

The unit collision is nice, because you dont have to walk around minions to take a last hit. Also you can walk trough minions when you are escaping while your opponent needs to walk around the minions. A little bit less damage from basic attacks is never bad. I think Fizz got a useful passive.


Fizz' Q

Urchin Strike is a non-skillshot skill that strikes the target a set distance. You will always strike the same distance, so when your opponent is close you will get 'far' behind him. This skill aplies on-hit effects. This means that it will deal your normal attack damage and 10/40/70/100/130 + 60% of your AP in magic damage.

This skill is a great assassin skill. You can dash to enemies and the on-hit effects (like red buff and sheen) are great when you use the W + Q combo. I will talk about skill combo's later on.


Fizz' W

Seastone Trident has got a passive and an active. The passive allows Fizz' basic attack to deal 30/40/50/60/70 + 35% AP + 4/5/6/7/8% of the targets missing health as magic damage over 3 secends.
The active allows Fizz' basic attacks to deal an additional 10/15/20/25/30 + 35% AP magic damage on hit and apply Grevious Wounds to his target. This will reduce the incoming healing of you target with 50%. The active will last for 5 seconds.


The DoT is really nice to finish people with low health, and with your 50% healing reduction you can counter champions that use lifesteal and spellvamp. Also champions that can heal themselves ( Volibear and Dr. Mundo). Fizz' Q applies on-hit effects. Keep that in mind. I will talk about skill combo's later on.


Fizz' E

Fizz' E is Playful / Trickster. Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 + 75% AP magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.

Reactivating this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 + 75% AP magic damage in a smaller area to enemies nearby, instead of slamming the ground.


This skill is great! You can escape dangerous situations. You can also dodge stuns and other CC abilities. You can jump out of Fiddelsticks' Crowstorm and dodge Caitlyn's Ace in the Hole, Karthus' Requiem and a lot more ulti's. It deals a bunch of damage and it has a small AoE! But, the mana costs and cooldown are high and very long.


Fizz' R

Fizz R is Chum the Waters. Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement speed by 50/60/70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it. You will get vision where you shot the fish.

After 1,5 seconds, a shark erupts from the earth, dealing 200/325/450 + 100% AP in magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1,5 seconds.


This skill is also great because of the slow and the big amount of damage it deals. You will also knock up and you can engage and start a teamfight with this skill. The AP scaling is also good. You will deal 100% of your Ability Power in damage. It's great for teamfights becouse of the AoE damage and the knock-up! But, this skill is hard to aim.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

In lvl 1 you start with your your W, Seastone Trident. The DoT is nice because you sometimes have a wrong timing with last hitting a minion and your DoT will finish it. Because a little bit of the damage is equal to a percentage of the missing health of your target you will deal more DoT!

In lvl 2 you need to lvl up your Q Urchin Strike. You can use your W + Q combo now. In lvl 3 you can lvl up your E Playful / Trickster. This allow you do use W + Q + Basic attack on your target and then inmediately use E to get back and dodge their skills. Ofcourse it's important against who you play. Don't waste your E to much, becouse of it's long CD and it's high mana costs. That's one of the reasons I start with my W. I think that Playful / Trickster's cooldown is just too long and it has high mana costs. It's better to get some more last hits at the start of the game. I also think you don't need your E before lvl 3 because you don't take any risks and you just want to last hit at the start of the game.

When you reach lvl 6 it's time to lvl up your ultimate Chum the Waters. Always level your ultimate when you can (lvl 6, 11 and 16). Poke with the W + Q combo on your target and then go back with your E. Do this till he is a little bit low, but still in his lane. Your ultimate has got a long range so aim it on him when he wants to last hit a low minion from your side. Shoot it and use E to go to him, then Q + W and finish him with ignite. Ofcourse this won't work against all opponents. Opponents like Morgana and Ryze are good against Fizz. I will talk about counters later on in my guide.
--> --> -->


Guide Top

Item Explanation



Start items

+ + +

It's better to start with some potions than start with a Doran's Ring, because I can stay longer in lane. I prefer boots and potions on every AP mid champion. If I have an opponent that is very agressive and I don't have pots, I need to recall very early, he will get a lvl advantage and also a gold advantage, because he will get more CS.



Early game items

+ + +

In the early game I get a Catalyst the protector becouse Fizz' early game is hard and you need some sustain. My first recall is most of the time when I have enough money (1325) for my Catalyst. You also need some damage and that's the reason why I added a Sheen that we can build into a Lich Bane later on. Also I see a lot of people using CDR boots, but I prefer Sorcerer's Shoes, because your damage will increase from that. That's why I buy the Fiendish Codex for the CDR and Sorcerer's Shoes for the damage.



Mid game items

+ +

I can build my Catalyst the Protector into a Rod of Ages now. Your damage and sustain will increase over time becouse the stats of your Rod of Ages grow every minit. The lich bane is great for Fizz, especially because his Q applies on-hit effects. The W + Q combo will deal great damage now. When you have rabadon's Deathcap your overall damage will increase more. Your ulti is now great in teamfights with the AoE damage and the 100% AP scaling.



Late game items

+

Late game I build my Fiendish Codex into a Nashor's Tooth. The attack speed will increase the hits you can do in the 5 seconds of your Seastone Trident active. The Cooldown Reduction is just very nice to have. The CD on your ultimate will be Very low. The same on your Playful / Trickster. Because Fizz will get focussed you also need to get a defensive item. In my opinion the Guardian Angel is one of the best items when you are getting focussed, but you can also get some more health with a Warmog's Armor



You don't need to buy always the same items every single game. That isn't good. You always need to look to your enemy team and sometimes you need to change your build a little bit. Thats the reason I made some explanations for situational items:


Situational items

You can buy a Abyssal Scepter when the other team's primary damage is magic damage. It also reduces the magic resist of nearby enemies. You can also buy an abyssal scepter when the enemy is stacking magic resist.

Buy a Void Staff when the enemy is stacking magic resist. The 40% magic penetration will really help you out.

You can also start with 1 or 2 Doran's rings after you started with shoes and sell it later. But I think it is not needed. You will get your Sheen for damage and your Catalyst for sustain. You won't need the health, mana regen and AP that the doran's rings will give you.

A Zhonya's hourglass is a good item for when the primary damage from the enemy team is attack damage. You will get a lot of armor and also a lot of AP. The active can be useful in some cases.

This item will give you more sustain. 500 Health is very much. If you can't survive teamfights you can buy this item. The slow is also very good to have. Rylai's Crystal Scepter also gives some good AP.

An Hextech gunblade is good becouse of the AP and AD. The spellvamp and lifesteal could be good, but spellvamp won't work for the DoT of your Seastone Trident. Keep that in mind before buying this item.


Guide Top

Gameplay





Laning phase



Ask your solo top or bot lane to pull the blue/red buff. You don't want to miss exp and last hits, and you are not an AP mid that can pull trough the wall with just 1 basic attack. Also be carefull with leeching the wolves or whraits, because you deal DoT with your Seastone Trident.

In lane you need to play really defensive at the start, because Fizz' early game is hard. Don't go insane. Just last hit minions and get exp. In lvl 3 you can use your W + Q combo and you can easily dodge their skills and get back with your E. I use this combo when I see a minion low from my side and my opponent comes closer to last hit. But, be carefull! Don't be in a dangerous place in your lane when your E is on cooldown. Their jungler can always gank you and you can't escape ganks easily without your E! Try to gank bot lane and top lane sometimes when your own lane is overpushed and there are great gank possibilities. Personally I don't like to overpush my own lane, but sometimes it's better because you can gank without losing your turret on mid.

In lvl 6 it's time to lvl up our ultimate. Keep using your W + Q + E combo till your opponent is low, but still in lane. Look at your minions and use your ultimate when your opponent wants to last hit. Use your W + Q combo again, but if that wasn't enough for a kill, don't use your E to escape, but to kill him/her. You also got Ignite and the DoT of your W, keep that in mind. Fizz can turret dive really great, but don't go insane. Always ask your jungler for the blue buff. Some junglers like Amumu and Fiddlesticks can't give the first 2/3 bleu buffs to the mid, but there are a lot of junglers that don't really need the second blue buff.



Teamfights



Fizz can engage really well in teamfights. Always let your tank go in first. Then use your ultimate and get down their squishies. Focus their AD carry and AP carry. It's hard for them to focus you, because you move really fast. Keep in mind that you always need to focus in teamfigths. Just ignore champions like Volibear, Dr. Mundo and use ignite on champions like Fiddlesticks, Akali, Sion and AD carries with a lot of lifesteal.



Farming



Because of Fizz' hard early game it could be hard to farm. You are melee and your opponent on mid is ranged most of the time. You can only farm with basic attacks at the start. Mid game you can use your E to jump on minion waves and kill them all. It's a really nice farm skill in mid game. Farming is late game also easy with basic attacks because of the attack speed of your Nashor's Tooth.


Guide Top

Jungle Fizz



Well, can Fizz jungle? Yes, he can! His ganks are really strong with his high burst damage. He can jungle very well, but the reason why jungle Fizz is underplayed is because of his build. You need to start with armor but you can still go really strong AP later on. I will show you my jungle Fizz guide!



The runes I normally use


I take the Magic penetration quints because you need attack speed marks. Mark runes are normally magic penetration, and I didn't want to lack Magic penetration. The extra magic penetration will make your ganks stronger.

I think these runes are a must have for jungle Fizz. He needs the armor to survive in the jungle. Without it he could die. The armor is also good to take a little bit less damage from basic attacks.

The attack speed runes are very useful. It's not necessary, but you will hit more basic attacks with the active of your Seastone Trident. This will let you clear the jungle faster, and very useful when you play jungle Fizz.

I take the flat AP glyphs, because else you got no AP runes/masteries while you are an AP carry. This will give you that little bit extra damage you need.


Alternatives


You can als take the AP quints, but I prefer the magic penetration quints, because else you won't have any magic penetration runes or masteries.

The AS marks are useful, but you can also just take the magic penetration marks becouse most of the people don't have that much IP for different rune pages.
You can also take the AP per lvl glyphs becouse that will give Fizz more AP later on in the game. Late game he will be very strong. I normally take the flat AP runes, but it's your own choice.




Masteries


Masteries
1/2
3/2
2/2
4/1
3/3
2/1
1/1
1/3
3/1
1/1
3/3
1/1
4/3
1/3


I take verydefensive masteries because Fizz needs the survivabilty in the jungle. He needs the armor and incoming damage reduction. You can also take more offensive masteries, but it's at your own risk. Also I take Runic Affinity for longer buffs. Always try to get the blue buff yourself, but if you see your AP mid really needs it you need to give it to your AP mid.



Summoner spells I normally take


Smite is a must have when jungling. Ofcourse there are a few champions that have the possibilities to jungle without smite ( Shaco and Warwick), but Fizz really needs it.

You can choose out of flash and Ghost. I always take flash, becouse you can flash over big walls. You can go already over certain walls with your Playful / Trickster but it's just over small walls. I really like it to have a way to escape dangerous situations.



Alternatives for Flash


You can also escape dangerous situations using ghost. It can also be really usefull, but you already have your passive and you can already ignore unit collision. Also with Flash you can go over big walls.

Sometimes I see people using Exhaust and smite when jungling. Exhaust is more offensive, but you can use it also defensive. I still suggest you to take flash, but if you can handle it it's your choice.



Skill Sequence


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


In lvl 1 I start with Seastone Trident. With this skill you can get the blue golem down very fast. When you are lvl 2 lvl up your Urchin Strike. Kill the wolves, Whraits, red buff and golems. When you are lvl 3 it's time to lvl up your Playful / Trickster. You can gank really powerfull right now, because of your 2 assassin skills.

In lvl 6 you lvl your ultimate (ofcourse). Your ganks will be even more powerfull now with your slowing ultimate and assassin skills. Try to throw your ultimate on your enemies before they see you coming. You could miss if they see you coming and walk back. If you are an advanced Fizz player it isn't needed to throw your ult very early. You are skilled enough to aim your ultimate to the right position.

When I am jungling I prefer to lvl up my Q before my E. Becouse I buy a Madred's Bloodrazor I have a little bit more attack speed and attack damage. I think that your Q will fit more in this guide to lvl up first.
--> --> -->



Item Explanation


Start items

+ + + + +

It's really important to start with these items. You could die if you don't start with Cloth armor and 5 health potions. You can now clear the jungle and gank with your double buff. Fizz is really strong with the double buff, becouse of his Q that applies on-hit effects (red buff).



Early game items

+ + + + + /

Ofcourse you need to pick up boots for being faster in walking from jungle camp to junge camp. You can also buy more potions. You could need the survivability. The madred's razors will greatly increase your jungle speed. Catalyst the protector is also nice when jungling becouse of the mana and health regeneration after leveling up. You have also more sustain, and that's what Fizz needs in his hard early game. The sheen is pure for damage and the CDR of your fiendish codex will let you clear the jungle even faster. Also upgrade your boots of speed into Sorcerer's shoes or Beserker's greaves. Your ganks will be really strong now.



Mid game items

+ + + /

Buy a recurve bow and upgrade it into a Madred's Bloodrazor later on. This will greatly increase your damage output out of your Seastone Trident. Also the on-hit effect from Madred's Bloodrazor is nice when using your Urchin Strike. You need some survivabilty and thats the reason why I upgrade my catalyst the protector into a rod of ages. Upgrade your sheen into a lich bane or a trinity force now.



Late game items

+ /

I take the Nashor's Tooth becouse of the 25% cooldown reduction and the attack speed will increase the hits of your Seastone Trident. I always choose between a rabadon's deathcap and a hextech gunblade as my last item. Well, I like the Hextech gunblade when I got a trinity force and I like the rabadon's deathcap when I have a lich bane. I didn't bought a defensive item in my normal guide, but always look to the enemy team and sometimes you need to change your build. You can see some situational items by scrolling up and go to the 'Item explanation' chapter.


Gameplay



I suggest you to start with the blue buff, but if you are a proper jungler you can start at the wolves. If you start at the wolves ask your teammates to deal a little bit damage to the wolves. Ofcourse you need to last hit the wolves. Get the blue and go to the whraits. If you start at the blue buff go to the wolves after the blue and then go to the whraits. After you got the red buff you will lvl up to 3 and then you can decide to gank or keep jungling (get the golems). I normally look every lane and if I see great gank opportunities I am going to gank. If all lanes are overpushed you can better keep jungling.



Always try to claim the blue buff. But if the AP mid is in trouble and needs the blue buff, give it to the AP mid. Make the blue buff low and let the AP mid last hit it. Always ping the AP mid and the blue buff, because sometimes the AP mid doesn't know that you want to give it to him or her. An other option is to steal the enemy blue buff. Most junglers start at blue and it respawns between 7:00-7:20. You can kill the blue buff really quick because of you Madred's Razors. Make sure you have a ward on your own blue buff so you can give that to your AP mid without it is stolen.


Guide Top

Counters



When you play ranked or draft pick mode you can see the mid/jungler of your opponents. Here I have a list that could be useful.


AP mid counters



Fizz is strong against:

- Ahri
- Anivia
- Brand
- Galio
- Lux
- Orianna
- Xerath

Fizz is weak against:

- Kennen
- Malzahar
- Morgana
- Ryze
- Vladimir

Neutral:

- Annie
- Cassiopeia
- Heimerdinger
- Karthus
- Kassadin
- Katarina
- LeBlanc
- Swain
- Veigar
- Viktor
- Ziggs
- Zilean



Jungle counters



Fizz is strong against:

- Dr. Mundo
- Fiddlesticks
- Fiora
- Twitch
- Volibear

Fizz is weak against:

- Darius
- Jax
- Lee Sin
- Shyvana
- Xin Zhao

Neutral:

- Alistar
- Amumu
- Evelynn
- Gangplank
- Hecarim
- Jarvan IV
- Maokai
- Nautilus
- Nocturne
- Nunu
- Olaf
- Pantheon
- Rammus
- Riven
- Sejuani
- Shaco
- Shen
- Skarner
- Trundle
- Tryndamere
- Udyr
- Warwick


Guide Top

Summary

Thank you very much for reading my guide to Fizz!

My guide is still not finished, I will constantly update it. I will add more stuff later on. Also I made a pentakill and some quadra kills with Fizz. I will upload them as soon as possible. Thank you very much and feel free to comment and vote! ;)


Guide Top

Change log

08-09-2012 : Changed some details
16-07-2012 : Changed some details and made the guide more clear
01-07-2012 : Added gameplay chapter for AP mid
30-06-2012 : Added jungle guide and jungle chapter
29-06-2012 : Added cool pictures and made a better lay-out
28-06-2012 : Added item explanation and counterlist
27-06-2012 : Guide created


To do list

- Make a better Lay-out
- More specified gameplay
- Gameplay Chapter
- More rune opportunities
- Upload Pentakill
- Check grammar


Thanks to:

- JhoiJhoi, She helped me out sometimes with her 'getting started' guide
- Pimboy12, He helped me making some cool pictures
- Sykkuno, I used some of his brilliant phrases


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