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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction

(please keep in mind that this guide is 100% flexible, you don't have to follow it to the last word)
Thank you for viewing my first guide! 
When i first played him I was told to play attack speed, and that didn't go so well. So, i stopped playing him for awhile. Then I played him one day being bored and I tried to play him as ap. I ended up doing pretty well.
And that was when i had the brilliant idea of combining these two areas and thus, the build you are reading is here today!
I'd like to give credit to jhoijhoi for helping me make this guide and giving me all these tips and tricks.
ATTACK SPEED
I decided on the
Greater Glyph of Ability Power and the
Greater Mark of Ability Power for the extra oomph to the ap area
I then used the
Greater Seal of Attack Speed and the
Greater Quintessence of Attack Speed for the boost in attack speed
I decided on the


I then used the




Other Options!




Any other summoner spell is just COMPLETE GARBAGE!!!
Let's take
Clarity for example. It's great early game , but is really just a waste of space late game.

Cleanse
Your not subjected to too much CC so it's not really to useful
Revive
Can be somewhat useful but the cooldown is just way to much to really be considered any good


50/55/60/65/75 Mana
Additional Damage: 10/40/70/100/130(+.6 per ap)
This skill comes in handy for ganks. Also, it applies on hit affects, meaning your seastone trident affects your target as well. Dealing damage to all enemies passed through, this can be a very useful skill.


Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) (+4 / 5 / 6 / 7 / 8 % of target's missing health)
Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)
This skill is my absolute favorite. It's a wonderful skill to use for farming. It can also be used for bringing down the champions who have lost a lot of healht due to the fact that it deals more damage when the target has less health.

If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
(Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.
Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60%
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Great for chasing. Hop once, doesn't get them. Hop twice, you got them! Even if you don't catch them with this, if your close enough you can charge at them with your urchin strike.


Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70%
Great skill due to its large slow and ridiculous amounts of damage if you have a lot a ap stacked up.


In the case of which you should choose, it completely depends on what your preferences are(like i said, this guide is flexible) If you choose to lean more to the attack speed side, pick the
Phantom Dancer. If you prefer dealing more damage and leaning towards the ability power side, go with the
Rabadon's Deathcap


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