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Spells:
Flash
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
Hello there!
Since you are reading this, I'm assuming you are actually interested in what I'm going to say, and you aren't only looking up the items for a quick try at fizz. I will try to view up on every item, and the possible alternatives, explaining every one of them. I will also go over the skills, just to point out some stuff you might of not noticed or, simply reviewing what you already know. In no way do I claim to have the best or only way-to-go build, but I do think that this way of building fizz is worth something.
*The missing item in the build will be discussed later on, it is a voluntary omission.
*Comment to vote if you plan on voting down please, I do like to know what I could improve.
1-No unit collision.(we will discuss this further ahead) 2-Free ignite. 3-Free flash. 4-Untargettableness.(yes i do know it doesn't exist) 5-Awesome gap closerS. 6-The escape of the century! 7-Has the "Something's fishy!" taunt. 8-Viable jungle! 9-Mixed damage!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
SPACE |
| | | | | | | | | |
SPACE |
1-Squishy 2-Crowd control magnet 3-Skillshot ultimate 4-Rely on his ultimate alot 5-Not easy to master |

Greater Seal of DefenseI personnaly like "per level" since we already have a high flat damage reduction from minions. We most likely wont get hit TOO much by basic attacks either, and end game, those will help a lot to weight against your squishyness. Although, i wouldn't argue too long against some





The second summoner spell is more debatable.

I want to talk about something with flash. If you ever played with a support, you might of noticed it, but I still see around 50-75% of the players which uses flash at 50% efficiency. The general problem, is the tendency to flash straight up to avoid hits. While it may be a good idea to retreat to a tower if you are really close or such, it sometime isn't the best idea. Squishy as you may be, you will not get 1 shotted. It is often wiser to tank some hits but take your time to move slowly and painfully near a wall to flash then flashing right away and loosing a huge advantage. VIDEO WILL BE ADDED SHORTLY










One important thing to point out is, this skill will make you go to the extremity of the radius. Thus, you can use it to juke someone when they are about to go in the bush to chase you. Simply





MAX THIS SKILL FIRST**After playing fizz a bunch, you will know exactly when it will finish off someone or something, enabling you to switch target with confidence that your previous will get finished off**



This skill will very often remove focus from you and allow you to make your way to the carrys without too much trouble. It is also to be remembered that if you use it while under attack by a tower. If you don't hit any enemy champion while falling back down or if your ally attracted the focus to them in the meantime, the tower will switch target and stop attacking you (it will switch target, basicly "resetting whatever makes the tower attack you when you tower dived that enemy champion".
With this build, it will have a cooldown of 4.84 seconds for 2 seconds of "Untargetability". This being said, it allows you to use it as well to engage as to disengage.


SUGGESTED COMBO
Early game,



Later,






Still reading?? Well here's something that might interest you since I'm differing from most classic builds here.
Cooldown reduction = faster spell casting = more damage & more escape & better chasing (spam of
)
Cooldown reduction up to 39%, some mana regen, a POSSIBLY useful active (but seriously, your
probably make this active way less useful then it could be, but learning to use it can make it 99% as efficient (by morrelo'ing another target for your teammates for example).
movement speed, mana, MR, quick *** passive. A MUST
HOLY **** DAMAGE -> goes with lich bane also!
Arguably one of the best actives combined with 100 ap and 50 armor.
Last item is usually something with a bit of survivability in it
OPTIONAL AS LAST ITEM. Need some slow? here you go, along with a nice 500 hp for survivability and a boost to damage. I rarely find myself needing this though, since I usually dont need anymore slow's than
. DO NOT GET IF YOU GOT AN ANIVIA IN YOUR TEAM (her ultimate chilling doesn't stack with rylei's!)
OPTIONAL AS LAST ITEM. If the enemy team has too much ap damage, none of them got a very nice MR. This is your item.
OPTIONAL AS LAST ITEM. If they have strong ad carry's combined with an assassin such as talon or evelynn, this might give you what you need, some extra armor with a bit of MR and that awesome passive.
I never get this item, i only mention it because i see it in alot of other builds, but personnaly, i don't think this is the way to go. I never really need mana, the extra ability power is the same as
, it takes time to build up and barely provides more health then rylei. It doesn't have any slow though.
This is a horrible item. The ap is mediocre, the cooldown reduction is it's only bright side, but we won't need it from there. I said I would talk about why attack speed is nearly irrevelant. The reason is that your passive on the "w" is over 3 second. So as long as you hit once every 3 seconds, you're all good. This item is bad. Don't get it.
INSTEAD OF MORELLO
This is the most situationnal item out of all those. Sometime, when they got really squishy but fast characters, you might want to get that active and extra hp (with regens). You might notice other situations where you have, for example a fed
Rammus from which you need to be able to run from or such. This might be a solution. The bad side is 5% less cooldown reduction and less damage.
ITEMS ORDER
Even when jungling, i find myself starting with
3x
. Mobility is really important for a melee, it also allow you to evade early ganks and skillshots easily at start.
I then build up straight to
which is one of the core items.
I then finish up my
and head into
. The reason why I get Morello BEFORE
is that, before the +75 of Morrelo, 100% of your basic attack or 100% of your ap is pretty much the same. So i prefer to make sure to get a good bonus out of it. It also enables me to get cooldown reduction maxed (well, 39%).
I then get
and head into
.
Once i got those, I usually build up around the enemy team, usually going for a
and then looking up for my last item.
ALWAYS remember to build situational. If some ad carry is getting too dangerous, you might want to get a
while getting rabadon. This apply to any situation.








Last item is usually something with a bit of survivability in it








INSTEAD OF MORELLO


ITEMS ORDER
Even when jungling, i find myself starting with


I then build up straight to

I then finish up my



I then get


Once i got those, I usually build up around the enemy team, usually going for a

ALWAYS remember to build situational. If some ad carry is getting too dangerous, you might want to get a

So something went wrong with mid, or you decided to go jungle purposedly. Well here is the for-the-momment-short-guide for jungling.
Same items, for the exception of a bunch of health pots here and there, and potential wards.
Same minor change for skill order, your 3 first spells would go as
instead of
.
*Using your "e" after having dealt damage to neutral mobs will make them regen their health as if you had ran away, due to being untargettable.*
Start at blue, a special thing, which can be most annoying, is that you will have to START with smiting the golem (or after your first basic attack). That way you will get the biggest output you can from the 4% of missing health (huge difference at start).
Follow up with wolves, wraiths and then golems. I then usually back off to buy some items. Next, we are heading up to the red. you should get out of that fight with a decent amount of health and pots healing you. Ganking mid should be relatively easy using your basic combo, maybe having to get up close with
. It is to be remembered though, that even if you barely get to urchin the mid since he will most likely flash away, you will deal such high damage combined with the red, that it will give a HUGE advantage to your mid. Usually, you can go back killing a few jungle mobs or ganking top before to come back mid, heading for the kill this time.
Just try to hit your level 6 early, ideally racking up 1-3 kills before then. If you manage to do so, this game should start turning in your favor. Use your ult to engage and get kills for yourself or your ally.
DO NOT BE AFRAID TO TOWER DIVE (wisely).
Same items, for the exception of a bunch of health pots here and there, and potential wards.
Same minor change for skill order, your 3 first spells would go as






*Using your "e" after having dealt damage to neutral mobs will make them regen their health as if you had ran away, due to being untargettable.*
Start at blue, a special thing, which can be most annoying, is that you will have to START with smiting the golem (or after your first basic attack). That way you will get the biggest output you can from the 4% of missing health (huge difference at start).
Follow up with wolves, wraiths and then golems. I then usually back off to buy some items. Next, we are heading up to the red. you should get out of that fight with a decent amount of health and pots healing you. Ganking mid should be relatively easy using your basic combo, maybe having to get up close with

Just try to hit your level 6 early, ideally racking up 1-3 kills before then. If you manage to do so, this game should start turning in your favor. Use your ult to engage and get kills for yourself or your ally.
DO NOT BE AFRAID TO TOWER DIVE (wisely).
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