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Fizz Build Guide by NoReXx1234

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 NoReXx1234

Fizz, the Tidal Destroyer, by NoReXx1234

NoReXx1234 Last updated on November 16, 2012
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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

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

WARNING: This Fizz guide differs from the ordinary guides in some key elements that are aimed at people who don't know how to play Fizz, but have a lot of experience with the game itself. On that note I hereby kindly ask you to try this build out before posting rude comments about how much this build sucks -- because it doesn't.


Guide Top

Pros / Cons

Pros
  • High burst
  • Excellent escape capabilities, nearly ungankable
  • Percentage Max-HP damage
  • Easy to get a lot of feed early on in the game
  • Great late game carry
  • Fun to play :o)
Cons
  • Very low sustain
  • Very squishy, and easy to pick out in a teamfight early on if you don't have fast reflexes
  • Very high skill cap








Guide Top

Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Ability Power
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3

This is the first major difference. I don't take any mana regen runes at all. The goal with this build is to conserve mana until the opponent makes the mistake of getting too close and then to punish him harshly for it.


Guide Top

Masteries

Masteries
4/1
4/5
1/1
3/5
4/1
4/
1/
1/5
3/1
1/1
3/5
1/1

Pretty standart offensive mage masteries. You can choose to take another point in Swiftness instead of Runic Affinity . That, however, is only advisable if you don't have a jungler who is either

A) your premade partner or

B) willing to give you blue (e.g. Fiddlesticks)


Guide Top

Items

Start with a . Yes, you read correctly, a . This is for two reasons:

1) It gives you a lot of bonus AP, so you start with a terrific 53(!!!) AP on level 1. This bonus damage is needed to compensate for the absence of Ignite.

2) It also gives 5 mana regen per 5 seconds, which is great to even out the manareg loss in your rune page.


A lot of people ask me, why I dont take Boot/Pot instead, just like every other player does. The answer is simple: with Ghost at my disposal, I can always escape or chase, if I need the sudden speed boost. And by the time you have to escape again and you have no Ghost ready, you should have enough money to buy Boots of Speed, after you scared away (or killed) your lane opponent.


The next big Item is for obvious reasons. You are an AP burst assasin and should be played like one.

If played well, you can buy instant just as you hit Level 6.

After that, only return to base if you are either very low on health, or have the money to buy instant Sheen.

Now you can basically snowball your . You should have it between minute 14 (for good games) and minute 19 (for bad games). It is important to get it asap, otherwise your damage will temporarily fall behind and you will have a hard time getting more money, that you so desperaterly need.

Nextup is an item that can easily double your burst in conjunction with Lich Bane, and that is . If possible, buy Needlessly Large Rod first. The Lich Bane procc gives you an effective 48+80 damage on your Urchin Strike.


After purchasing you have completed the basic build. Now you can decide yourself, whether you need more Durability with items like
Abyssal Scepter,
Rylai's Crystal Scepter and/or
Guardian Angel
or whether you prefer to stay squishy with
Void Staff,
Athene's Unholy Grail,
Will of the Ancients and
Morello's Evil Tome (you don't have to use Morello's Evil Tomes active due to your W skill, but the stats that the item brings with it, make it a viable option anyways.)

Personally I like to stick to the more durability oriented build despite disregarding any survivability before. That is, because after you get fed early game (which you will) you will soon become the center of attention. And we all know, that a dead fish deals no damage anymore.


Guide Top

No-Go Items

Now, you may ask yourself: "why the hell is there no Rod of Ages in this build?

Answer: because this item gives you NOTHING at any point in time, no matter when you buy it.
Example:

1) You buy Rod of Ages before Lich Bane.
Result: You trade your immense early game power for survivability, which you don't need at that point. At the time you finished RoA, you can escape most sticky Situations with Playful / Trickster, without even getting close to touching the bonus HP from RoA. That means you could have basically saved the money for something better instead.

2) You buy Rod of Ages before Rabadon's Deathcap.
Result: Why on earth would anyone want to delay this amazing item?

3) You buy Rod of Ages after your key items.
Result: Either you won't be able to benefit from all 10 stacks, or there are items that give a lot more support.
Rylai's Crystal Scepter brings a slow,
Abyssal Scepter gives more magic resistance,
Zhonya's Hourglass brings a 2 second immunity with it

etc. etc.



Archangel's Staff is also a definite No-Go. Not only in this build, but on Fizz in general. You won't be able to benefit from the maximum bonus mana, since your ability cooldowns are too high for that. The manaregen may be useful, but when you have a skilled jungler, you won't have any problems even without Archangel's Staff


[More to come in future updates]


Guide Top

Gameplay Tips

Early Game



Since you start out with Seastone Trident, you should stay defensive, especially against champions who have a lot of range poke. lasthit if possible, but don't put yourself in danger for 20g.

At level 2, when you get Urchin Strike is when the fun begins. Wait for an opening. since you have no Boots of Speed, you have to wait for the opponent to get too close. once you see an opening, activate W and dash on your opponent with your Q, followed by 1-2 autohits. This poke most likely cuts down half of the opponent's health instantly, if not more. Repeat the process, while your foe chews through health potions.


At Level 3 and with your Playful / Trickster, you are now ungankable. Use that to your advantage and play extremely aggressive. Once he is either below 300 health or out of potions and at ~350 health, use Flash, followed by an instant W-Q-combo and more autoattacks to finish him off. If he flashes away, use Playful / Trickster to follow and finish him with a last autoattack.

Note, that if your opponent gets away with less than 50 HP and a fresh Seastone Trident debuff, you can let go and watch him/her die while you are out of danger.


At level 6, you should either call for a gank on mid, or leave to get your Sorcerer's Shoes. Either way, with or without boots, you will kill your opponent now and get your blue buff. Do so, by waiting for an opening(him trying to get some creeps or whatever) and lead with your Chum the Waters, followed by your W-Q-Combo and autohits for the chase. at level 6, no champion has enough durability to withstand this huge burst(except maybe morgana with mr-runes and a Null-Magic Mantle

Midgame




Always keep an eye out for bot and top lane. If there is a possibility for a successful gank, don't be afraid to leave your lane. If the gank works out, your opponent will come up/down to avenge whatever lane you ganked, but you still have your own team around you. What happens is either, that you kill him/her aswell, or he/she will go turret hugging.

Note, that this roaming behaviour will hurt your farm, but by exchanging 300g in minions for 300g+175g in champions and a free lane for your teammate, you will come out ahead.


Endgame/Teamfights



Always stay in the back until either the enemy team, or your tank initiated. keep an eye on their ap/ad carry and throw your fish, Chum the Waters in to desrupt the enemy team and to give you a time window, where you can dash in, take out either their AD or AP, and dash out, either using Flash or Playful / Trickster.

Keep in mind, that like every other AP carry, you are in no fighting condition for a few seconds after your burst, so try to get to a secure position until your cooldowns are back.

If the enemy team chases you, this is the right time to pop Ghost. Even with defensive items, a fish that gets stomped by 5 people, won't live for long, so try NOT to be caught.

You can also use Ghost offensively to chase down low health opponents. Try not to use Playful / Trickster until you are guaranteed a slow on your prey. Example:

Enemy Vayne runs away with 2/3 health. Her team is nearby, but your team can keep them busy. Pop Ghost and start chasing. Once she is in range of Urchin Strike use it with your Seastone Trident to deal massive damage. Instantly follow with Playful / Trickster, but wait for the drop to slow her. By now she won't have anywhere to run and you can simply pick her up, or feed them to your pet shark, if you so desire.

In a fight, where the enemy team is not occupied, always keep a finger on your Flash, it will be your life saver.


Guide Top

Final Words

Thank you for taking the time to read this guide. Maybe we will meet some time on the fields of justice and you can let me taste my own medicine. This is my first guide,so even if I can guarantee you that it works, please leave improvement advises in the discussion section. If there are any typos, feel free to flame me on them.