Fizz Build Guide by SeriousLion
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
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Proof that this is a good build
2011-11-25 : changed one Greater Quintessence of Magic Penetration for Greater Quintessence of Ability Power and replaced three Greater Glyph of Scaling Ability Power for Greater Glyph of Scaling Cooldown Reduction
Pros / Cons
This is my basic mage runes build, however I found it to be very useful when using
- Greater Marks and Quints of Insight for the Magic Penetration;
- Greater Glyphs of Clarity so you will rarely be out of mana;
- Four Glyph of Celerity and five Greater Glyphs of Force because it gives a little Cooldown Reduction boost, which is a key for your success as a , and the Ability Power you need.
- One Great Quint of Potency because I realized you're a little bit too weak early game.
For the masteries, I go 9/0/21 for Magic Penetration and full Cooldown Reduction, sided by a little Mana Regen in the Utility tree.
> > >
At level one, start by taking Seastone Trident so it's easier to farm minions and harass ennemies a little, but stay defensive. After this basically max out your Urchin Strike. At level four the real fun starts: activate your Playful / Trickster skill. This is THE MOST IMPORTANT skill of . To chase, to gank, to escape, to kill. Every time you jump, no one can touch you. It's a with less cooldown and that does damage. You can dodge pretty much every ability ( 's ulti is not included, though) with this skill, then use it to tower dive your ennemies, then back from the tower, then come back to the tower and destroy it, all this in two minutes and three hits from the tower. Having this skill makes you the carrier of the team, the ragequit maker of the other team, the fed guy. Did I mention this skill was awesome? Anyway, after activating Playful / Trickster, just keep maxing out Urchin Strike, with Seastone Trident on the sideways. As always, upgrade your ultimste ( Chum the Waters) whenever you can.
Basic shoes for any caster.
Gets rid of any health / mana problem, while also giving you nice Ability Power early game.
Crazy Ability Power and Magic Penetration given with this item, so it's a must.
Mid game you have quite a lot of mana, so might as well transfer it in your Ability Power
A great way to finish your build, especially since it gives you bonus damage for your auto attack everytime you cast a spell, which you do quite frequently late game.
If you dare to try, you can skip the three Health Potion at the beginning and start your build with Doran's Ring. However, be aware that if you don't have a very good healer or play very defensively, you have good chances to die early game, making harder late game, so do this at your own risks.
I have never been a jungler. However, I judged that could be a good jungler for he has pretty low cooldowns and does a lot of damage with Urchin Strike and Seastone Trident if they are used repedeatly. I don't think about trying it, so I'll let you tell me if he's any good.
-Heal is pretty useful early game because of your low health, but it can be taken away if you're laning with a healer;
-Ignite is incredible for finishing a running ennemy. However, only use it if you think your activated Seaston Trident isn't going to the job;
-Smite would be of use only if you think you'll be jungling;
-Surge would be a nice replacement to Heal if you have a healer in your team;
-Teleport is nice if you want to gank or quickly defend a tower. Again, a nice replacement to Heal;
-Cleanse is my personnal favorite if I have a healer, but if there's no/few Crowd Control abilities in the other team that you can't outplay with Playful/Trickster, it proves to be rather useless;
-Promote could be a nice replacement spell, but it's pretty much your last choice.
-Flash is useless, since 's Playful/Trickster skill does the same job but better;
-Ghost is useless too, because 's Nimble Fighter eleminates the unit collision and he's naturally fast;
-Revive just isn't a good spell for , since you shouldn't be dying too much and other teammates would use it better (tanks mostly);
-Clarity isn't very useful thanks to your mana regen runes / masteries. I have been out of mana only once in my totality of games with , and it didn't matter for long.
-Clairvoyance just isn't for you, leave it to tanks.
Team Work / Laning Phases
Blitzcrank is your best friend.
You read well, is the best laning partner you could get. Just by pulling the ennemy to you, he will give you the chance to cast all of your spells on the unfortunate.
Other than that, just choosing to lane with the team's tank is a very good idea and it will often give you the chance to get fed and dominate.
You want to stay as close as possible of your friends/tower until level 4, because it's then that you'll be able to do your real damage and escape ennemy abilities. Never be in a solo lane, you'll die before you know it.
You can now start to gank. Your key combo is Chum the Waters followed by Seastone Trident and Urchin Strike (activate your trident first so the two skills will be combined) and finally Playful / Trickster if he tries to run away. Repeat the combo until he dies or gets to far from you. Get in a few team fights to boost your feeding ratio, but don't hesitate to recall if needed.
Get in ALL the team fights! You should be fed and carrying by now, so don't be afraid to get in there and mess some people up. Grabbing the blue buff is a very good investment. Soon, you'll get the remaining towers and finally the Nexus. The victory is now yours, so it's time to celebrate!
The Dominion build will come out soon, I promise.
Thank you for choosing this build for your games. If you find any grammar mistake / have ways to improve this guide, feel free to tell me in the comments. Just by giving constructive critiscism and voting you help getting this guide known and perfected.
Don't you love his face?