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Fizz Build Guide by CerberBG

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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 CerberBG

Fizz - The AD Trickster

CerberBG Last updated on January 18, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Lore of The Trickster

Lore: 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 keen resourcefulness that let him skirt danger with clever 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 trident from the ruins and set out alone.

For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a 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 inadverently 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 creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
''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.


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Build

This is a pretty nice build i created by myself, most games i get 15+/0/.
Please rate and comment.


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Runes

I take 9 Marks of strength , because of early dmg for early farming, 9 Seals of vigor for more armour so you take less dmg when ganking early,1 quintessence of strength,2 quintessences of Fortitude for more HP early.


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Skills

(Passive): Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
The physical damage reduction on his passive is just insane, its basically a free Tantrum passive. The no unit collision is pretty nice too.
(Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage (10/40/70/100/130)(+.7) to it. The ability will also apply on-hit effects.
The one thing you want to be careful is that you go through the target when dashing to them. Use this to your advantage, if your coming from behind maybe you should angle it so that you will still be in auto-attack range after using it. Also and excellent gap-closer.

Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)+ 4 / 5 / 6 / 7 / 8 % of target missing health
Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)
This is your main damage output for jungling. The % damage is useful against large health pool monsters such as golem, lizard, and baron/dragon. The only thing that's annoying IMO is that this thing has no range at all.
I forgot to mention that this skill is very good at farming creeps and kill stealing low health champs. The kill stealing part may not be so good though; but it is fun :)

Fizz becomes invulnerable for .5 seconds and can activate again to use trickster to deal damage or drop down and deal damage/slow. Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) Slow: 40 / 45 / 50 / 55 / 60 %
You must think carefully when using this spell. The high AP ratio is deceptive. If you use this as one of your main damage outputs, then you lose your escaping mechanism. If you use this to chase, you won't have a spell to get away with. Although leveling this lowers the cooldown, I still max this last.

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. Magic Damage: 200 / 325 / 450 (+1.0 per ability power) Slow: 50 / 60 / 70 %
FEEDING TIME! This is probably one of the coolest looking ults in the game. A freaking shark comes out of the ground. My only advice with this is to try not to miss, and make sure it sticks to the right target. If you know an enemy is in a bush, shooting the shark in and then engaging is a good way to start a 1 on 1 battle. The scaling seems low but that's only because the fish can travel past minions and it's and AoE spell.


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While Laning

As a Laner

Around Mid Game it is important for you to start clearing your own jungle as well as raiding the enemies for red and blue buffs. Dragon Control is also very important if you want your team to gain the gold advantage. As soon as you go back for the first time and begin roaming be sure to check for dragon and try to get bot lane or mid to come help you get it. If you are in TT make sure as soon as you hit lvl 6 your team is ready to take dragon. In order to help you control the jungle here are the jungle timers.

Summoners Rift:
Baron - 7mins - Spawns at 15mins
Dragon - 6mins - Spawns at 2:30
Golem - 5mins - Spawns at 1:55
Lizard - 5mins - Spawns at 1:55
Mini Golems - 1:40 - Spawns at 1:40
Wraiths - 1:40 - Spawns at 1:40
Wolves - 1:40 - Spawns at 1:40

Twisted Treeline:
Lizard - 4mins - Spawns at 2:10
Dragon - 5mins - Spawns at 4:30
Small Buff Packs - 3mins - Spawns at 1:40