Fizz Build Guide by furbi
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.
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.
This Fizz guide shows how to instantly kill other opponents without a chance for them to Flash out or do anything to you. Even if they do Flash, they will eventually die due to your damage from your Chum the Waters + Seastone Trident + Ignite combo. Previous guides I have seen do not use Playful / Trickster to its fullest, even though Urchin Strike and Seastone Trident have been nerfed in a previous patch, and Playful / Trickster has the highest AP ratio out of the 3. Some may say that taking Deathfire Grasp from the beginning may not be a good choice, but dominating your lane from the beginning with your unbelievable burst damage will let you have a great advantage.
Pros / Cons
Easy to get in and out of team fights
Heal reduction from seastone trident
Great damage and slow from trickster
Dodges global ults with playful
Very high mobility
Gets focused often
Gets outfarmed because melee
Hard to get cs early game
Has only 1 crowd control skill
Chum the waters is hard to hit
Runes and Masteries
For my runes and masteries, I chose a standard AP carry build. I will not explain in detail why I chose these runes or masteries because they are quite trivial, and you can change them to your liking.
Greater Mark of Magic Penetration
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
Mastery TipsFizz needs to jump into team fights, so he needs armor and magic resist.SPACE
SPACE Fizz still has great damage output with his combo.
For this guide, the items that you purchase are the most important. This build heavily relies on Deathfire Grasp because this lets you have tons of burst from the beginning with your other skills. All the other items are trivial.
These boots are always needed for you to have more magic penetration on top of your magic pen runes. Other boots you can try are Boots of Mobility so you can chase your opponent to their death, or Ionian Boots of Lucidity to decrease your cooldown time of your Playful / Trickster and Chum the Waters.
This item is your CORE item. Whenever you want to gank or kill your opponent, you will always start your combo with this item. I will go into further detail about this combo later on.
The more AP you have, the more damage you get with this item. Even though at this point you do not have that much AP, it does not hurt to have it because whenever Fizz uses his seaston trident, it procs the Lich Bane so it stacks on his Urchin Strike or his normal attacks.
Because Fizz is a champ where he needs to dive right into the fight, he needs sustainability. Guardian Angel is the best item to choose because first of all, if someone has Guardian Angel, they are less likely to be targeted first because they are harder to kill; and second of all, even if Fizz dies and procs Guardian Angel, he can just Playful / Trickster away from the team fight and live for another fight.
I doubt I need to explain why Fizz need this item, but its just a very very good item, not to say the best item, because it increases the damage on Deathfire Grasp and Lich Bane and every other skill Fizz has. I make this item 5th because Fizz has enough burst up until here due to Deathfire Grasp and Lich Bane.
This item is also for sustainability in team fights. If Fizz goes this far in his build, his opponents will realize his true power, and try to kill you with or without Guardian Angel, so Zhonya's Hourglass comes in handy. Throw in Chum the Waters, jump in with Playful / Trickster, then use Zhonya's Hourglass so your opponents don't try and target you.
- Doran's Ring is used for temporarily increasing your HP, MP regen, and AP. You will sell this item later on but you might want to buy this item early game to gain stability
- Archangel's Staff is a means for increasing Fizz's MP for early and mid laning so you won't have to go back to base for MP. Get Boots of Speed then go straight for Tear of the Goddess or start off with Meki Pendant and 2 Health Potions.
- Banshee's Veil is a great way to increase Fizz's HP and MP for more sustainability mid to late game, and is also a great way to neutralize your opponent's skill. You should not build this item or catalyst the protector early game because you will not be able to finish your core build.
- Void Staff is needed if your opponents have tons of magic resist. You can replace your Zhonya's Hourglass with a Void Staff if you think your skills aren't doing enough damage. This item is only useful in late game because not many champions build magic resist from the beginning other than Galio, and you already have your magic penetration runes and Sorcerer's Shoes, so the magic penetration from those should be enough in early to mid game.
- Rylai's Crystal Scepter is used for more sustainability in lane and more AP, but the main reason you would buy this item is for supporting your other carries. Because Fizz is a champion that dives into the enemy champions, it is hard for ranged AD champions and top champions to catch up with you. So Rylai's Crystal Scepter comes in handy by slowing the enemy down and letting your allies get an assist or even a kill.
- Abyssal Scepter is used when the opposing team has a very high burst damage AP carry such as Veigar or LeBlanc, and can be also used for lowering your opponent's magic resist.
- Haunting Guise is really optional because you are going to sell it later for a better item because no one uses this item these days and there are a lot better items then this one, even though this item has magic penetration, not many people use it.
- Elixir of Brilliance is a must if you already have your build completed. Lowering your cooldown and increasing your AP is crucial late game when you cannot buy any other items.
I will briefly explain all of the skills that Fizz has before I go into the skill order.
- Nimble Fighter (Passive)
This passive is very useful when Fizz wants to tower dive. Because he can ignore unit collision, it is fairly easy to get in and out of tower range, also reducing the damage when minions attack you.
- Urchin Strike (Q skill)
This skill is used when you want to get close to an opponent or run away from them by dashing a fixed distance.
- Seastone Trident (W skill)
This skill has a passive and an active. His passive does damage over time whenever he attacks something, and when activated does more damage. If the target's HP is lower, it does more damage.
- Playful / Trickster (E skill)
This skill is Fizz's main skill in this build. When activated, Fizz becomes untargetable for 0.75 seconds, so he is able to dodge many skills such as Ezreal's Trueshot Barrage, Ashe's Enchanted Crystal Arrow, and even Karthus's Requiem. This skill has the highest AP ratio other than Chum the Waters, so this skill does the most damage and also has a massive slow when trickster is not activated.
- Chum The Waters (R skill)
Fizz is able to throw a huge fish at a location, and if it hits an enemy champion, it slows them 50% for 1.5 seconds, and knocks them up. This skill is very useful when you want to chase down an enemy champion who is trying to run away, and even if other enemy champions are in that radius, they also get damaged and knocked back.
As you can see, I take Playful / Trickster first. This is because this skill has the most base damage, the highest AP ratio, insane slow, and its cooldown goes down 2 seconds every time you level it up. I max this skill out first.SPACE
The next skill I max out is Urchin Strike. Like Playful / Trickster, as you level this skill, the cooldown decreases, so leveling this skill next is acceptable.
I max out Seastone Trident last because I usually just use this skill as a way to stop the opponent from healing, but it all depends on the situation. If I am fighting an opponent like Vladimir or Dr. Mundo, they purely rely on healing themselves. In this case, I would max Seastone Trident first rather than Urchin Strike.
Flash is a really good choice for Fizz.
Even though he has 2 skills which he can use to
go in and out of team fights, it doesn't hurt to
have a third.
Ignite is a very good finisher, and can also be used
to add more damage to your skill combo.
Other viable summoner spells
- Heal is very useful in team fights and early game. Whenever your opponent fights Fizz, they see your low base HP, and try and kill you from the beginning. This is when your Heal comes in. Usually your enemy does not expect you to have Heal if you are a mid champion, so you should be able to get first blood or a kill from the beginning. In team fights, Fizz is a very squishy champion and this is also a squishy build, so when Fizz dives into team fights, whenever he is about to die or when your allies are low on HP, pop a Heal for them.
- Teleport is also one of the few skills that most Fizz users use. Whenever you want to gank bot or top, make your allies put a ward or two in their bush, so whenever the enemy's jungler ganks, Fizz can just teleport into the team fight to support them or kill them.
- Exhaust can be used to weaken your enemy when you are 1vs1 with a top melee champion. Fizz is very weak against champions which are tanky and melee, so slowing them down and decreasing their overall damage output is a great way to fight them.
- Cleanse is especially good for level 6 initiating, ganks, and in late game team fights. Once your enemies realize your amazing damage burst, they are going to focus all their crowd control skills onto you, so use your Cleanse and initiate on the other team or Playful / Trickster to jump out of the fight if you are taking heavy damage.
- Ghost is a good way of chasing after your enemies or running away from tanky melee chasers. Even though Fizz is a good chaser overall because of his Urchin Strike and Playful / Trickster, but having ghost can secure a kill or an assist.
The Perfect Combo
This chapter is the most important chapter in this guide. The combo that I am going to introduce to you is quite simple, but hard to land every time. So here it goes
First you start off with Chum the Waters to slow down your target. Then you use Playful / Trickster, and while you are in the air, you use Deathfire Grasp, and then you land your Playful / Trickster on top of your enemy and proc your AOE slow. After you land or after you use Deathfire Grasp, use your Seastone Trident and immediately use Urchin Strike to proc your Lich Bane. After that cast Ignite on them and they should die in an instant. This process should be done in approximately 2 seconds.
For this combo to work, switching to smart cast is a must. Pressing your skill and clicking will take too long for you to activate your skill, making it a lot harder to successfully use the combo. Even for people who do not use smart cast, I got used to it in about a week, even though I have played League of Legends for over 2 years.
Why Deathfire Grasp is Viable
I know that many of you might think that building Deathfire Grasp is not good for an AP carry to build in the beginning, but just hear me out. I think you'll understand why after you have read this
Deathfire Grasp does more damage if the target has more HP because it does damage equal to 25% of the enemy's current health, plus 4% for each 100AP. And for Fizz's Seastone Trident, it does more damage depending on the target's missing health.
Once you have finished your full combo on an enemy, your Seastone Trident's damage over time does significantly more damage because their HP is very low after your combo. Deathfire Grasp's compatibility with Fizz and his Seastone Trident is very very good, even though many think this is not a good build. Once you try it out, you will see the damage output and be amazed as to how much damage it can deal.
Early Laning Phase (Lv1 - Lv6)
Fizz is one of the champions which cannot get that much cs but can harass a lot, just like Rumble and Kassadin. Harassing your enemy first, then concentrating on getting last hits is your priority. When your Playful / Trickster hits level 3, it is fairly easy to decrease the amount of HP on minions, so using this skill effectively will grant you with more and more cs. Use Urchin Strike to get last hits on minions that are far away, and use Seastone Trident's active to kill minions which are near your tower or attacking it.
Mid Ganking Phase (Lv6 - Lv11)
Once you hit Lv6, you should start ganking top, bot, or counter jungle the enemy's wraiths or wolves. When you are Lv6, you do not have your Deathfire Grasp yet, but you still do tons of burst damage because other lanes do not have HP items or magic resist yet. The main purpose of ganking is to kill or make your enemies recall back to base. Once this is achieved, your allies can concentrate on getting more last hits while the enemies are at their base.
After you hit Lv8 or Lv9, you should already have your Deathfire Grasp, and now you are able to kill your enemies in one combo explained above.
Mid Team fight Phase (Lv11 - Lv16)
If your ally top melee champion is not a good initiator like Nasus or Irelia, Fizz usually becomes the initiator. Once your Chum the Waters is released and hits an enemy, you should dive right in and hope your allies with dive in after you, but you should obviously ping before you do so. Also, your Playful / Trickster skill has an AOE slow on it, so you should use that wisely and support your allies into killing the enemies effectively.
Late Team fight Phase (Lv16 - Lv18)
At this point in the game, you should already have most of your items done, and on your way to your Zhonya's Hourglass or other finishing item. You should always have a ward around baron, and don't try and go to bot lane (unless you have Teleport) to kill minions or else the enemy team will start to kill baron. Same as the mid team fight phase, initiating with your Chum the Waters is mandatory. Once you dive into the enemy team, there is no turning back, so use your Zhonya's Hourglass and Guardian Angel to its fullest. You should not use your Zhonya's Hourglass if you are not taking heavy damage from the enemy team, but you should be careful not to use it too late or else your enemies will just wait for you to come out of Zhonya's Hourglass and pulverize you.
Matchups and what fizz should do
As a mid champion, Fizz is not ranged, so he has a great disadvantage against other ranged AP champions. I will give you some tips as to what you should do against other AP champions.
There are 2 things you need to be careful when you fight Ahri. First is, dodge her Charm at all costs. Second, when you dive into Ahri, her Fox-Fire is going to hurt you a lot, be sure to have HP that can withstand it. Even if Ahri tries to run away with her Spirit Rush, you can still catch her with your Chum the Waters and slow her drastically, allowing you to catch up with your Urchin Strike, and hitting her with your other skills to bring her down.
Fighting Akali is fairly easy if she isn't using her Twilight Shroud. Even if she does use it, if you use Playful / Trickster and your Chum the Waters on top of her Twilight Shroud, she will still take damage and will be forced to get out of it.
Dodging Anivia's skills are very easy with Playful / Trickster and Urchin Strike. Anivia's Flash Frost is very slow so it is easy to dodge with Urchin Strike, and her follow-up Frostbite can be dodged by using Playful / Trickster. Her Rebirth is a pain but Fizz's Seastone Trident has damage over time, so killing her is a breeze.
Playing against Brand is very easy, because Fizz can dodge all but 1 skill. Sear is a skill shot so this can be easily dodged with Urchin Strike, Pillar of Flame can be dodged with Playful / Trickster, and his ult Pyroclasm can also be dodged with Playful / Trickster.
Cassiopeia's constant harass with her Noxious Blast and Twin Fang is very annoying at times, but dodging her Twin Fang with Playful / Trickster once will allow you to dive in because she will not be able to use it for another 5 seconds. Because Fizz's full combo will be done in approximately 2 seconds, this will be enough time to finish her off.
When your opponent is Diana, she is also a melee AP champion, so using your full combo on her is easy. Because this build has more burst damage than Diana's full combo (because her Moonfall does no damage, and doesn't do much against Fizz because you're not going to run away), you do not have to be worried about dying against her when it is only 1vs1. Her Lunar Rush will only help you to use your full combo on her, so even though her early game Crescent Strike harrass might be annoying, you will be able to dominate her once you reach level 3 or 6.
Fiddlesticks has 2 CCs, his Terrify and his Dark Wind. You can only dodge his Dark Wind with Playful / Trickster, so dodging that would be a good idea, or else you'll be silenced. Because Fizz's Chum the Waters's CC hits after a short delay, it is pretty much impossible to stop Fiddlesticks's Crowstorm. Once you see Fiddlesticks channeling his ult, try and Playful / Trickster away or if you have the confidence of shutting him down before he kills you, then you can try your Deathfire Grasp combo on him. If you are feared by his Terrify, you cannot do much about it, but if you want to close in on him after the duration, it is pretty easy to do with your Playful / Trickster and Urchin Strike.
When fighting Galio, do not level up your Seastone Trident, because his Bulwark will make him heal a lot because of your damage over time from Seastone Trident. If you level up Seastone Trident and attack him, remember to always use Seastone Trident's active when you hit him to proc the 50% heal reduction. Killing Galio with your full combo is close to impossible if he is at full health, so you need to be careful when you initiate. His Resolute Smite and Righteous Gust are skill shots, so dodging them is easy. If you want to dodge Galio's Idol of Durand, get a Mercury's Treads to Playful / Trickster out of his AOE.
Even though Gragas is a melee AP champion, his Barrel Roll is really annoying because it is a long range AOE skill which does a surprising amount of damage if you are not careful. If you are in range of that skill and are about to get hit, use your Playful / Trickster to dodge the explosion or target a nearby enemy minion to Urchin Strike and dodge it. If you are used to playing Fizz and used to playing against Gragas, you should be able to dodge his Explosive Cask with your Playful / Trickster. If you get hit by Explosive Cask, it might be hard to recover because you'll be blown away to god knows where, so try avoid getting hit as much as possible.
Heimerdinger is a very easy champion to kill as well. Even if he uses his H-28G Evolution Turret to stop you from diving, you can just jump over with your Playful / Trickster and kill him instantly. Dodging his Hextech Micro-Rockets and ch-1 concussion grenade is easy with Playful / Trickster and Urchin Strike.
In my opinion, I think Karthus is one of the easiest champions to kill. He has very low HP, a Wall of Pain which Fizz can hop over, and Requiem which Fizz can dodge as well. Because Karthus is very squishy, you will not need your full combo to kill him, so you can save your Deathfire Grasp or Ignite for someone else.
Kassadin's main skill is his Null Sphere, but Fizz can dodge it with Playful / Trickster, so Fizz cannot be silenced that easily. When Kassadin is low on HP and tries to Riftwalk away from you, use your Chum the Waters to slow him down and get close to him using Playful / Trickster and kill him with your full combo.
Katarina is an easy champion to fight against. The only thing to worry about is her Death Lotus because Fizz's only crowd control skill is his Chum the Waters, and this takes 1.5 seconds for the shark to knock the enemy up, so Katarina has 1.5 seconds to use her Death Lotus. If Katarina uses Shunpo on you, then fighting her is simple because most of your skills are close quarters. You should dodge her Bouncing Blades whenever you feel like they are annoying by using your Playful / Trickster because Katarina can follow up with sinister steel to deal extra damage on you.
Kennen is one of the counter-picks for Fizz, but she can be easily killed by waiting for her to use Thundering Shuriken and electrical surge]'s active. Because these two skills are the easiest for [[kennen to put a Mark of the Storm on you, dodging or waiting for them is a must. Even while she is using her Slicing Maelstrom, it can only hit you 3 times max, so it does not do that much damage than you expect. Using your Chum the Waters and Playful / Trickster will do significantly more damage, so do not be afraid to go right in.
LeBlanc has tons of burst and can do as much damage as Fizz, but what good are her skills if they don't hit Fizz? LeBlanc's normal skill combo is using Distortion to get close, using sigil of silence then immediately using Mimic to proc her silence, then using her Ethereal Chains to proc another silence on top of her Mimic. Dodging her sigil of silence is a must because she will follow up with her Mimic to silence you, so once you dodge her sigil of silence, she can no longer silence you because the first skill misses. Once you see that LeBlanc has missed her sigil of silence, use your Chum the Waters to where LeBlanc will go back with Distortion, Deathfire Grasp, Seastone Trident, Urchin Strike, then your Ignite. This will definitely kill her instantly because she has very low HP and no sustainability. If you cannot tell which one is the real LeBlanc when her mirror image activates, because you are hitting her with your Seastone Trident activated, the one with the damage over time over her head is the real one.
Lux has many skills which you need to worry about. Her Light Binding makes you pretty much useless, Lucent Singularity is a high damage AOE, her finales funkeln does tons of damage, and her passive Illumination does surprisingly a lot of damage early game. Try to dodge Light Binding at any cost because you will not be able to use most of your skills once she hits you with it. Do not try and initiate on her when she is full HP because she does more damage than you expect, so try and get her HP low before you decide to tower dive her.
Malzahar is one of the champions where you need to think when to use your Chum the Waters. This is because the only skill which can stop his Nether Grasp is your ult. Once Malzahar uses his Null Zone, he will probably follow up with a Malefic Visions and his Nether Grasp. So once you see his Null Zone go down, immediately use your Chum the Waters because Malzahar's combo is really fast as well. once you stop his ult, it is fairly easy because you can just Playful / Trickster and kill him with your combo.
Mordekaiser is one of the champions which are tanky and hard to kill, but not for Fizz. Mordekaiser needs enemy minions to charge up his Iron Man, so initiate on him when there are no ally minions and his Iron Man is less than 50%. Mordekaiser's Siphon of Destruction is a skill shot, so dodge it with your Urchin Strike and go behind him, then use your full combo on him.
The way you fight against Morgana is similar to Lux. You need to dodge her Dark Binding and be careful of her Tormented Soil because it does a significant amount of damage. Her Soul Shackles does tons of damage, but that is if she survives for the full 3 second duration. Because Fizz's full combo can be done in 2 seconds, she will not know what hit her.
Orianna is an easy=-to-kill champion. Because all of her skills are skill shots, they are very easy for Fizz to dodge. Once you see her use Command: Attack, you simultaneously jump onto her and use your combo. Orianna's Command: Shockwave is her only crowd control skill, so try to dodge it because it does a good amount of damage.
Ryze is one of the hardest champions to face when using Fizz. Ryze's Rune Prison makes him able to use his full combo, and even though Rune Prison's cooldown is 14 seconds, Ryze's passive Arcane Mastery allows him to cast his spells quicker, and Ryze usually builds cooldown reduction items, so Ryze will most likely have his Rune Prison up most of the time. If you can withstand Ryze's combo by getting some magic resist, then you might have a chance to kill him. An easier way to kill him is to get help from your jungler.
Sion is a champion where he cannot be killed with Fizz's full combo because he is very tanky with his Death's Caress and multiple Doran's Rings. Try and initiate on him when his Death's Caress is down, or when you have dodged his Cryptic Gaze with Playful / Trickster. Sion will not fall with your full combo, so try and hit him a couple of times before you try and kill him.
Same as the other champions, if Fizz is rooted in place, he cannot use his skills so dodging his Nevermove is a must. For Swain, you might want to consider leveling Seastone Trident first instead of Playful / Trickster because of his Ravenous Flock. Because Swain's Ravenous Flock is a healing skill, using Fizz's Seastone Trident's active is a good way for countering him because he will only be able to heal 50%.
Her Dark Sphere, Force of Will, and Scatter the Weak is easy to dodge using your Urchin Strike and Playful / Trickster, but you cannot dodge her Unleashed Power. Bursting her down before she uses her Unleashed Power is the key to defeating her. If Syndra cannot hit you with her other skills, she will not use her Unleashed Power because she cannot burst you down just with her ultimate. Try to dodge most of her skills and keep your health up as much as possible.
The only thing to worry about with Twisted Fate is to dodge his Pick A Card's gold card. His Wild Cards is easy to dodge because they are very slow. Once you dodge his Pick A Card's gold card, use your Chum the Waters and full combo to kill him because he is very squishy.
Veigar is also one of the champions which start off with Deathfire Grasp, so you need to be careful as to when he will use it and his Primordial Burst, dodge either one with your Playful / Trickster to reduce his burst damage. Do not get AP items as they will increase the damage on Veigar's Primordial Burst, or get Abyssal Scepter to get magic resist and AP, or Mercury's Treads to increase your tenacity to decrease the duration of Event Horizon.
Viktor is also considered to be a counter pick for Fizz, but dodging his Gravity Field will get you a free kill. Even though Viktor's Chaos Storm has a 0.5 second silence, it does not matter against Fizz. Fizz's burst damage is way more than Viktor, so you can finish him off before he does a lot of damage to you.
Vladimir is one of the champions which can dodge Fizz's Chum the Waters even after it hits him. If you want to initiate on Vladimir, you need to go when his Sanguine Pool is on its cooldown. Because Fizz can reduce the amount of Vladimir's spell vamp with Seastone Trident's active, it is fairly easy to kill him.
Xerath's Arcanopulse and Arcane Barrage are both skill shots, so if you can dodge mage chains, he will have a hard time trying to hit you because you will be using Urchin Strike and Playful / Trickster all over the place to try and hit you. Once you dodge his mage chains, you are free to use your full combo on him.
Ziggs's cooldowns are fairly short, so you need to be careful as to when you want to dodge his skills using your Playful / Trickster because Fizz's cooldown is very long. Other than that, dodging his Mega Inferno Bomb is a piece of cake with Playful / Trickster, and killing him is easy as well because he is squishy.
Zilean only has one attack skill, Time Bomb. Dodging his Time Bomb's explosion is easy with Playful / Trickster, so once he is done with his routine, you can dive in because he cannot do anything else to hurt you. On the other hand, it is hard to kill him because even if you use your full combo, Zilean has his Chronoshift to revive then just Flash away. So instead of using your full combo to kill him, keep some of your skills like Chum the Waters or Ignite to hurt him after he revives.
Zyra is one of the champions which has a snare skill which is Fizz's worst nightmare. Even if you are able to dodge her Grasping Roots, her ranged and melee turrets deal a significant amount of damage to you so try to not go near them as much as possible. Zyra's ultimate, Stranglethorns, has 2 parts to it; first is the damage, then 2 seconds later is the knock up. The knock up is 1.5 seconds long, so you should aim to dodge it by using Playful / Trickster if you are inside Zyra's ult. She has a lot of burst just like Fizz, so waiting for your jungler to gank your lane would be a good idea rather than going head on because even if you are able to kill her, she still has her passive Rise of the Thorns which could easily kill you after your fight with Zyra.
- March 15, 2012 -
- March 16, 2012 -
SPACEImproved Runes and Masteries
SPACEImproved Summoner Spells
SPACEAdded Early Laning Phase
SPACEAdded Mid Ganking Phase
SPACEAdded Mid Team fight Phase
SPACEAdded Late Team fight Phase
- March 17, 2012 -
SPACEAdded Why Deathfire Grasp is Viable
SPACEAdded Some Matches with Deathfire Grasp
- July 29, 2012 -
SPACEUpdated Skill Order
- October 8, 2012 -
SPACEUpdated Matchups and what fizz should do
SPACEAdded Diana, Fiddlesticks, Gragas, Syndra, and Zyra to matchups
SPACEUpdated The perfect combo