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Choose Champion Build:
- More Tanky
- More Damage
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
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.
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.
For runes there are multiple choices you can take:
- Greater Glyph of Scaling Ability Power: This rune is an obvious choice for Fizz; he needs AP to deal damage. I take Greater Glyph of Scaling Ability Power over Greater Glyph of Ability Power because the Greater Glyph of Scaling Ability Power gives 0.17 AP per level which at level 8 equals (0.17*8) = 1.36 AP whereas the Greater Glyph of Ability Power gives 1.2 AP flat which means after level 8 the Greater Glyph of Scaling Ability Power is worth more in AP terms.
- Greater Glyph of Cooldown Reduction: This is also a very good choice
- Greater Seal of Magic Resist: // explain this choice
- Greater Seal of Mana Regeneration: // explain this choice
- Greater Mark of Magic Penetration: // explain this choice
- Greater Quintessence of Ability Power: // explain this choice
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.
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.
Item Sequence
// byline
// additional credits/shout-outs
Credits to jhoijhoi for the template, which you can find here.
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