I find Doran's Ring to be a useless item based on how I play. The mana regen isn't as viable because I take mana regen in my masteries. The health isn't effective because as Fizz you don't tend to take much damage from your trades. You can also get +5 Ability Power from
Amplifying Tome and it's only 35 gold more.
amplifying tomb I find this to be the best start on almost ALL mages. for the reasons mentioned above.
This start is good 5-10% of the time when you start against someone with heavy poke, like a
Nidalee, otherwise start with something else.
Sheen is a very powerful item because of it's passive,
On cast, for 10 seconds, your next basic attack deals 100% base AD bonus physical damage. 1.5 second cooldown. Also, this is the most important component that forms into Lich Bane.
Aether Wisp is a very powerful item because it gives you an 8% movement speed buff which will allow you to catch your opponents more easily. Also, this is your second most important component for Lich Bane.
Lich Bane is one of the three most important components in a proper Fizz build. This item gives you great advantages including, ability power, movement speed, and an amazingly powerful passive if used correctly.
This item will make your life soooo much easier. The Zhonya's Hourglass is an item that is GREEEAAAAAAT for turret diving. When you turret dive, after you get the kill, if you are going to die to the turret you can activate the active which makes you completely invincible to all debuffs, damage, turrets, etc for 2.5 seconds. By the time this active is up, your Playful/Trickster or your Urchin Strike will be up again so you can use those abilities to escape.
This item is a must for any AP assassin/burster. I say this only because of it's crazy passive.
Unique: +30% ability power Just think about that for a minute... +30% Ability Power. That is just a crazy boost. Before that added 30% you will have 566.96 Ability Power (including runes). After you add the 30% you will have 737 Ability Power. That's an amazing boost. Now, if the game goes on longer than expected and you sell your
Sorcerer's Shoes for a
Void Staff you will have 828 Ability Power with the boost! That's incredible! This means that your
Chum the Waters does 1278 magic damage! That's a potential 1278 magic damage to ALL enemies with one ability. That's enough to change the team fight from bad to good. This isn't even including
Elixir of Brilliance or
Exalted With Baron Nashor.
This item can be very good. It provides excellent Ability Power, Cooldown Reduction, and an amazingly effective active for successful combos.
Unique: Deals 15% of target champion's maximum health in magic damage and applies the debuff, Doom. Doom amplifies all magic damage that champion takes by 20% for 4 seconds. This item is best to get when you have at least one other heavy Ability Power champion on your team, so the both of you can use this to your advantage and both of you can be doing 20% extra damage. I will not be doing the math for this because it would very greatly depending on who's your Ability Power "partner" but if you're interested let me know and I can do the math.
This item can be good with Fizz, but you have to know how to use it. Take this if you didn't take ignite because you need the extra DoT to help kill. Unfortunately
Liandry's Torment doesn't proc with Fizz's W, so to do double damage with DoT you must auto attack with W, then use Q, W, or your Ultimate to do proc the
Liandry's Torment. This can be difficult, but if you are good at landing combos, this could be a worthwhile investment.
I don't even know where to begin with this item. This could possibly be my all-time favorite item in the game. I say this because I love the idea of an item that stacks, and that it rewards you for getting kills and not dieing, while it also punishes you for dieing. Many people say to get a
Mejai's Soulstealer if you're snowballing. Sure, this could work, but I think you should get a
Mejai's Soulstealer if you WANT to snowball. Think about it, you're 2/2/1. You have
Lich Bane and
Seeker's Armguard. Bottom is doing fine in their lane, making nice easy trades, but top just died twice to that
Riven... and we know what happens when a
Riven gets fed... You need to stop them, but how? Easy. Mejai's. Buy a Mejai's when you have the extra cash (1235 gold, 800 if you already have
Amplifying Tome), then roam top. Of course in normal circumstances you can't just "do" this because your lane will get pushed, but if you push the lane and then do it. You will be rewarded greatly, that is if you get the kill on
Riven. If you get the kill, you will have 2 stacks which adds to an additional 16 Ability Power, plus the original 20. This is 36 Ability Power and is already almost double the Ability Power on your
Seeker's Armguard. Hey look, you're snowballing. Even if you only got the assist, that's still an additional 8 Ability Power and some gold (gold varies depending on how well this
Riven was doing)! Now, you can go back to Mid Lane, and, with your newly acquired 36 Ability Power, probably be able to combo out your enemy laner. Now you have another 2 stacks, your
Mejai's Soulstealer is already 52 Ability Power. For only 1235. Now, you may be wondering about Gold Efficiency/Cost Efficiency. No, you're right, the
Mejai's Soulstealer is NOT gold/cost efficient without stacks. But, if we do a little math, we can find out how many stacks it takes to be cost efficient. We will be using the
Amplifying Tome as the base for our G/AP (Gold/Ability Power) since it is a relatively cheap item but still supplies a decent amount of Ability Power. Now, let's start. 435/20 = 21.75. This means for every one Ability Power, it costs 21.75 Gold. Now,
Mejai's Soulstealer costs 1235. So 1235/21.75 = 56.78. We will round this up to 57 Ability Power. Now 57-20(Mejai's base Ability Power) = 37. This means we need 37 Ability Power worth in stacks to make
Mejai's Soulstealer Cost Efficient. 37/8 = 4.625 This means that we need 4.625 stacks to let this item become Cost Efficient. Since you cannot get .625 of a stack, you need 5 stacks. This is 2 kills, 1 assist. 1 kill, 3 assists, or 5 assists without dieing. 5 stacks is actually very easy to get, and once you get there, you easily start snowballing because your power is very over whelming. Now that I have ranted for half a page on one item, let's move on, shall we?
This item is a wonderful item for those tanks that seem to never die. Suddenly, 35% of their Magic Resist is gone, how'd that happen? Welp, you got a
Void Staff my friend. I normally take the void staff as my very last item in replace of my boots. I only do this if I'm not running around alot and it's mostly my time pushing, or playing heavily defensive. I do this because it gives better Magic Penetration and a decent amount of Ability Power. Sometimes, however, I will not replace my boots with it because we're running around alot, I have to chase multiple times, or their tank isn't prioritizing and hasn't built much Magic Resist.
Sorcerer's Shoes are an item that will help you if you do not want to get a
Void StaffI personally prefer these over other boots because, sure, a little cdr could help, and that extra mobility will help when getting to top lane for a roam, but when it comes down to the actual fighting, you'll have wished you had gotten the extra magic penetration when that
Maokai still has half health.
This would be my second choice of boot. I would buy this if they do not have a tank and/or are not building magic resist. That 15% CDR is a great boost, along with
Elixir of Brilliance and
Crest of the Ancient Golem totals at a very helpful 35% CDR. Add this with a
Deathfire Grasp and you now have a 4.8 second cooldown on Playful/Trickster.
The next boot I would recommend would be the Mercury's Treads. I would only suggest getting these for the Tenacity. Do NOT get these if you need magic resist. If your opponents are heavy in Ability Power, get a Banshee's Veil. Only get the Mercury's Treads if they have long stuns/snares/silences etc. Example (this is very over-done)
Cho'Gath Jungle,
Morgana Support,
Lux Middle,
Pantheon ADC, and
Renekton Top.
Now, do not hate me for this, but I think Boots of Swiftness take priority over Boots of Mobility. I say this because Fizz has much outplay potential and chances of dodging important skills. With
Mobility Boots in combat your extra movement speed is dropped to +25, that's as if you only had a regular pair of
Boots. With
Boots of Swiftness however, you can still have +60 movement speed (+35 over
Mobility Boots while in combat). This allows you to make much more amazing plays because you can dodge a vast more amount of skill shots.
This is the section all you die-hard roamer's want to read. But you probably already know what I'm going to talk about since you get these boots every game (I just stereotyped hehe). Now, you can buy
Mobility Boots if you don't mind selling them later. I personally don't do this because I find selling things redundant and unproductive since you lose gold. For instance, if you buy
Mobility Boots for 800 gold, if you do not roam successfully for at least 2 kills, you lose gold. I say this because when you sell these
Mobility Boots (also known as Mobi Boots) you get 475 gold. This means that you need to somehow "make" 325 gold back through using these Mobi Boots. Since a kill is worth 300 gold to yourself (assuming the other lanes didn't feed and both lanes are somewhat even without killstreaks) you need 2 kills to make profit. But, you may argue the point of assists. *sigh, I will go over assists in the Team Work section as this one is already becoming quite lengthy.
This is one of the two pairs of boots to specifically NOT get on Fizz unless you're trying to play an AD Fizz and reading this guide.... because you can.... Fizz does not benefit from the 25% Attack Speed as much as he benefits from other passives from other boots. He is rarely close enough to be able to attack twice simulatenously without getting caught out since he is very squishy. NOT RECOMMENDED.
This is the second of the two pairs of boots that you should not even think about getting on Fizz. There is no point to getting this on Fizz because you should normally be waiting in the back until the fight breaks out, in which you should assassinate an opponent and then get out of there. This leaves little time for the enemies to react to you, and often you leave unscathed. This means that the extra passive was unused and therefore USELESS. Thanks
Ninja Tabi. NOT RECOMMENDED.
The first of my three recommended defensive items. This item is NOT for when you are behind (as so often is portrayed). If you are confused, I say this because many people have the misconception that Guardian Angel is for when you are behind, and you need it to stop feeding. No. Guardian Angel is when you are ahead, and when you are winning team fights, but at a lower Health than would be perceived as safe.
This is the second of my three recommended defensive items. This item is for when the enemy team is full Attack Damage or when you are behind in the game and the enemy team is more Attack Damage than Ability Power. Also, this item can be a very effective offensive tool with it's passive
Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 (+ 0.5% armor) (+ 0.5% magic resistance) seconds. This isn't anything Godly, but 35% for 2 full seconds is a pretty significant time to be slowed allowed your team to catch up and (hopefully) kill them.
This is the third of my three recommended defensive items. This item is for when the enemy team is full Ability Power or when you are behind in the game and the enemy team is more Ability Power than Attack Damage. BUT, this item can also be very effective if you are against someone like
Annie so that you can dodge that oh-so crucial stun
Summon: Tibbers.
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