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Spells:
Ignite
Ghost
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
Now, let's talk my build.
Your damage will be quite minimal before your Rabadon's Deathcap, but I tried to medigate that a little bit by getting Rylai's Crystal Scepter as early as possible to give you a boost in survivability.
Anyhoo, I'll talk about all of the item choices and abilities further on in this guide. Hope you have fun.
Am I entitled to write a Fizz guide? You be the judge of that...
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.
spaaaaaaaaaaaaaace |
Pros
+ Amazing burst damage. + Playful / Trickster makes you untargetable. + Chum the Waters has awesome damage, scaling and looks. + Nimble Fighter makes minion waves deal minimal damage. + He has an orca. |
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Cons
- His damage is moderate until he gets the expensive Rabadon's Deathcap. - Focussed. - No Mercury's Treads, vunerable to CC. |
Ignite: Finisher. Blocks healing. Allround viable spell, although it can be Cleansed now. You can use it on tanks, on low HP targets or on carries with a lot of lifesteal to prevent them from being immortal.
Ghost: Map crossing, escaping... Nothing is too much for this baller spell. Seeing how the upgrades for both spells are in 1 mastery now, it's better than ever to take those 2 spells in conjunction.
I typically max Seastone Trident first, because that's where most of your damage comes from when you get your Wit's End and Rabadon's Deathcap.
Urchin Strike is next, with the occasional point in Chum the Waters. Urchin Strike is a great penetrating gap closer that scales of your huge AP reserve, and can also be used to escape.
Playful / Trickster is going to be maxed last. The reason for this being that it doesn't do that much DPS without Rabadon's Deathcap. Also, levelling this spell up only affects the damage, not the range or the time you stay untargetable.
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: Superior to both Mercury's Treads and Ionian Boots of Lucidity, in my opinion. This gives you awesome damage with Rylai's Crystal Scepter.
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: HP, Slows, AP... A lot of hidden utility is put into this item, such boosting your early game survivability and make escaping you harded, while also boosting your impressive damage.
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: Fizz' bread and butter when it comes to burst. Urchin Strike activates it's passive, and when used in conjunction with a maxed Seastone Trident, you can burst people down without any response being possible on their side.
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: An AP carry without Rabadon's Deathcap is terrible. As soon as you get this item, people can't 1v1 you anymore. Not even Jax or Irelia because of your sickening DPS.
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: For whatever reason, I find this to be an amazing item to use in conjunction with Seastone Trident, and the Magic Resist it gives you is fantastic too. You can easily chew through large health pools with this item and your Seastone Trident.
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: AP, Magic Res and a debuff to everyone around him. Very nice.
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