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Fizz General Guide by Wingman3434

AP Offtank Fizz in my pants (Incomplete)

AP Offtank Fizz in my pants (Incomplete)

Updated on December 13, 2012
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League of Legends Build Guide Author Wingman3434 Build Guide By Wingman3434 2,140 Views 1 Comments
2,140 Views 1 Comments League of Legends Build Guide Author Wingman3434 Fizz Build Guide By Wingman3434 Updated on December 13, 2012
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Choose Champion Build:

  • LoL Champion: Fizz
    More Tanky
  • LoL Champion: Fizz
    More Damage

Introduction

Fizz - The Tidal Trickster



Hi all, I’m Wingman3434 and this is my first Mobafire build guide for Fizz. Fizz is a melee AP champion and he can be played as an AP Burst or AP-Offtank character. To be a good Fizz you need to know when to say in the fight and when to get out. Thanks to his passive Nimble Fighter fizz can take a bit more of a pounding than most AP carries.


I thank you for taking the time to read all of this guide and to not down vote it until you have tried it.

Credits to jhoijhoi for the template, which you can find here.
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Pros / Cons

spaaaaaaace
Pros


+ Great Mobility
+ Good Initiator
+ Burst & Sustained Damage
+ Can Dodge Skillshots With
+ Great Escape Mechanics
+ Very Strong Mid-Game
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Cons


- Hard To Master
- Does Not Jungle Well
- Needs Farm & Gold
- Needs To Get Up Close
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Masteries


This first mastery tree is my 9-21-0. I get a lot of smack for going 21 in the defensive tree but I have tried it many times and found that because of Fizz being a melee champion you need to get up close and personal with the enemy to deal damage. With 21 points in the defensive tree the extra defensive stats will help with staying alive in the fight.


In the second mastery tree I have gone for a more damaging set up with 21-9-0 taking all the ability power buffs in offence and the extra health in defence. The 21 points in the offence page helps to deal that extra bit of damage.
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Runes


For runes there are multiple choices you can take:
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Summoner Spells


Flash: // describe spell here
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Ignite: // describe spell here
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Ghost: // describe spell here
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Ability Explanation


  • Nimble Fighter: // explanation of ability here
  • Urchin Strike (Q): // explanation of ability here
  • Seastone Trident (W): // explanation of ability here
  • Playful / Trickster (E): // explanation of ability here
  • Chum The Waters (R): // explanation of ability here
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Ability Sequence Order


> > >

When maxing Urchin Strike first you will want to iniate with Chum the Waters into Seastone Trident then Urchin Strike and follow up with Playful / Trickster. After hitting the enemy with urchin stike you can use Playful / Trickster to either follow them up and keep them slowed or you can use it to get out of the fight. When maxing Urchin Strike first I use Playful / Trickster more as a utility than as a damage spell.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >

When maxing Seastone Trident first you will want to iniate with Chum the Waters into Seastone Trident then Playful / Trickster, for some burst, and keep up to them with Urchin Strike. After hitting the enemy with Playful / Trickster you will want to keep auto attacking to keep Seastone Trident dealing damage, keep Urchin Strike to either jump back in or to dash back to a minion. When maxing Seastone Trident and Playful / Trickster first I use Playful / Trickster as a burst damage spell.
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Items

Item Sequence

Sorcerer's Shoes 1100
Rod of Ages 2600
Lich Bane 3100
Rylai's Crystal Scepter 2600
Rabadon's Deathcap 3600
Guardian Angel 3200

  • : // explain your choice here
  • : // explain your choice here
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  • : // explain your choice here
  • : // explain your choice here
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Farming/Jungling

// explain how the champion should farm in lane/jungle
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Teamfights

// explain champion's role in a team fight
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Summary

// summary here

// byline

// additional credits/shout-outs

Credits to jhoijhoi for the template, which you can find here.
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