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Fizz Build Guide by Music Lion

Fizz - Poseidon's Prophet (AP Mid)

Fizz - Poseidon's Prophet (AP Mid)

Updated on May 23, 2012
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League of Legends Build Guide Author Music Lion Build Guide By Music Lion 9 3 29,804 Views 16 Comments
9 3 29,804 Views 16 Comments League of Legends Build Guide Author Music Lion Fizz Build Guide By Music Lion Updated on May 23, 2012
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Choose Champion Build:

  • LoL Champion: Fizz
  • LoL Champion: Fizz
  • LoL Champion: Fizz
  • LoL Champion: Fizz

Fizz, Poseidon's prophet

Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city JUNGLE to look for trouble KILL CHAMPIONS. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged was given an enchanted trident from the ruins Poseidon and set out alone.

For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief awesomeness angered many jelly residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark(<-Fizz plays Skyrim, he knows what to do) attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay become the boss in Bilgewater. He joined the League of Legends to further serve his new home.

''Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side.'' -- Miss Fortune, the Bounty Hunter.

''Only if you get into your cowgirl outfit.'' -- Fizz, Poseidon's Prophet.
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Introduction

Hello everybody!

Hello my name is Music Lion and I'm hear to teach you about Fizz. While not being a novel of a guide, I'm just here to offer some helpful tips and explain how to use Fizz effectively. I'm not here to tell you how to use wards and master every aspect of the game, but if you want to know Fizz and how to use his abilities correctly, this is the guide.

This is my first guide on MOBAfire and it's my intention to provide helpful information to all Fizz players. If you have any comments, feel free to leave them. If you have found what I've done helpful, please don't hesitate to +rep me. Thank you, enjoy!
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Overview

If you are loading a game as you read this and need a quick build, look no further!



Build one 9/0/21

If you are new to Fizz, I recommend using the first build. It focuses on being passive aggressive and staying in lane. With the new 9/0/21 mastery build, you are able to keep up in experience if you feel shy and don't want to play with the other kids as much.


Build two 21/0/9

This takes the most experience to play, but will shred your opponent if you can pull it off. With the magic pen rune build, Sorcerer's Shoes, and the Malady you should be dealing true magic damage when you strike. If your early game is failing, you may choose to switch up the build.


Build three 9/21/0

Highly experimental build. The point of this build is to be an inescapable fighter/assassin. Zhonya's Hourglass combined with Lich Bane gives you a decent amount of armor and magic resist. Also, to combined with your boss trident jump, you may go to your happy place in the golden orb for two seconds.


Build four 21/0/9

So here it is, the build I have found most successful now that I've really learned Fizz. This is not a jungle build. This is only for soloing mid, which i believe you must do with Fizz to be awesome. This build is powerful, well rounded, and has great utility. I never find myself having to take situational items with this build, it's just perfect for everything.
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Pros/Cons

spaaaaace
Pros


+ Durable assassin
+ Auto Attacks scale with AP
+ Amazing ganks
+ Very hard to catch
+ Can jump over walls
+ Damage over time
+ Coolest Ultimate in the game
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Cons


- Tricky early game
- Usually focused
- Requires perfect timing
- Requires quick reflexes
- Melee? (Will go into further detail)
- Can miss with his Ultimate
- Cannot ride his shark :(
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Masteries

Masteries

Scroll over each to see them.

Build One


Focuses on experience gain and less on damage if you are learning Fizz. Still puts 9 into the offensive tree to get the crucial Arcane Knowledge . Great for playing a more passive Fizz. You should really use this build your first or second game. Once you feel more comfortable you can be more aggressive with riskier masteries.




Build Two


Penetration focus (lol). This is a great Anti-Tank build, but has slightly less health. Does not use Rod of Ages due to slowing down the build. You will have to play relatively bursty with this build given you will have less mana to work with. But their magic resistance shouldn't be a problem. You are a walking Panzerschreck :D




Build Three


More of a build to mess around with, not one I recommend heavily. This is suited to be a lane build with the awesome slows. To compensate for lack of ability power I advise Surge
so you can work with your lane partner to slow you opponents to death while you stab away. This uses more of Fizzes 'Fighter' side, rather than his assassin side.




Build Four


Using the 21/0/9 build you deal a bunch of damage and are still able to rejuvenate your mana bar relatively quickly. And you also keep buffs longer, which is way too valuable. Mid game you can take hikes into the woods and go for a gank in another lane. You will have about 640 AP end game just from the items, and about 70ish armor and 60ish Magic resistance. Oh, and about 3200 health. I don't see how it could get any better. And 21 in offensive tree let's you destroy people the whole game.


Another note



Some people think 21/9/0 is a better idea. The problem with this is that 9 in the defensive tree will only help you early game with health and armor, etc. How useful is 2 more armor and magic resist when you have no mana to use?? Not very. Don't put only 9 points into the defensive tree, it's simply an early game safety net for nubs. More mana is better and the jungle buff is useful all game.
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Runes


I'm one of those guys who would rather spend IP on champs than on tons of Runes, so I go for the cheap ones that everyone should have. They are the best value, and I recommend them.

  • Greater Mark of Magic Penetration: Magic Penetration allows Fizz to deal the extreme damage he is capable of right from the start of the game. Most champions have a base magic resistance of 30 and so these help to gut them like a fish.
  • Greater Seal of Armor: early game armor, helps to shrug off some of the damage from pokes.
  • Greater Glyph of Magic Resist: Same as above for magic
  • greater quintessence of vigor: 3 quintessences of vigor = 8.1 health per 5. This is equivalent to a Rejuvenation Bead from the start of the game. A 250 gold value! If Fizz gets a health advantage over his opponents, his trident looks a lot sharper. If they back away, feel free to farm ^_^
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Recommended Summoner Spells

Recommended Summoner Spells


Exhaust: Slows the enemy, reduces their damage output, and lowers their armor and magic resist. IMO better than flash now.
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Ignite: Does damage over time which compliments your normal DOA and while on cooldown gives you a small boost. This is a core spell for Fizz. Can't switch it out.
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Surge: Makes you go ballistic. You gain a large amount of AP and attack speed. These effects last for a whole 12 seconds, which usually includes the fight and the chase afterwards.
(all credit to SeedsGFX for the artwork.)
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Not Recommended Summoner Spells (But still O-K)

Not Recommended Summoner Spells


Flash: Teleports you a short distance, yata yata yata. You all are thinking 'But I luvs teh Flash'. Well, it's great on some champs, but with the large nerf... Nah dude, nah. The cooldown is way too large and Fizz already has a wall jumper/gap closer. Nubs use flash on Fizz, I like killing them with Exhaust and Ignite.
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Heal: Not actually such a bad spell anymore. I like a clutch heal on certain champs. It can change an entire team fight if used right on yourself or on a buddy. But, not on Fizz bro.
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Ghost: It makes you run fast and be able to pass through minions and monsters.. Fizz can already do that. Fizz is already fast being an assassin, and with Lich Bane You should be faster than most anyways. Waste of a spell.

Unacceptable Summoner Spells

Clarity: Don't let me EVER catch you using this spell! With Fizz I ALWAYS take a Doran's Ring first, combined with Expanded Mind and Meditation , you shouldn't be without mana for too long. This is given you do as I say and max Seastone Trident first to reduce mana cost.
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Teleport: Cool spell, but does not go well with Fizz. Fizz has incredible lane power and does not need to go back to base often. You would be switching out kills from Ignite or Exhaust if you pick this spell.
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Cleanse: I can think of two champs that can use this spell well... Fizz is not one of them. If for whatever reason you think you need this, you're doing it wrong.
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Ability Info

Ability Info



  • Nimble Fighter: (Innate): Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.




  • Urchin Strike (Q): (Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
    Range: 550
    Cost: 50 / 55 / 60 / 65 / 70 mana
    Cooldown: 10 / 9 / 8 / 7 / 6 seconds
    Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)




  • Seastone Trident (W): (Passive): Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration.

    Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)
    + 4 / 5 / 6 / 7 / 8 % of target missing health

    (Active): Fizz's attacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
    Cost: 40 mana
    Cooldown: 10 seconds
    Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)




  • Playful / Trickster (E):
    Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.5 seconds and gaining the ability to use Trickster before the effect ends.

    If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
    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)

    Trickster (Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
    Range: 400
    Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)





  • Chum the waters (R): (Active): Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area.

    Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up and slowing all enemies in the area for 1.5 seconds.
    Cost: 150 100 mana (YAY)
    Range: 1275
    Cooldown: 100 / 85 / 70 seconds
    Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
    Slow: 50 / 60 / 70 %
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Ability Explanation

Ability Explanation

So this section of the guide is specifically how to use each ability. Each one of Fizz's abilities has several parts to it, which is part of what makes him so deadly. His cooldowns are relatively short which allows him to preform multiple bursts in a short amount of time. In the previous section I highlighted very important details about each of his abilities. Keep each of these facts in mind while playing him.
  • Nimble Fighter: Not too much to say about this passive. It's mostly a lane passive, but I can see how it would help jungling Correction, this passive supports jungling as well as laning. Making Fizz viable for each role. I prefer him in lane, but I understand both sides. Anyways, this passive will help running through minions to poke at your enemy, and then run back without taking much minion damage. When junlging, you will take much less damage.



  • Urchin Strike (Q): This is what is going to put the hurt on your enemies. While not stating it directly, this ability scales with a (+1.0 per attack damage) as well as the (+0.7 per ability power) scaling. This ability will proc the Rylai's Crystal Scepter for the 35% slow as it is a single target ability. It will also proc the Lich Bane and deliver the damage on contact. The Lich Bane defines these builds, I will go into more detail later.
    Fun fact for all the people out there that don't know. On an AD vs. AP item choice, AP items will grant you more AP for the price than AD will. Example: Frozen Mallet vs. Rylai's Crystal Scepter Each item supports the role. They both give a slow proc. The difference being FM gives 700 health but only 20 attack damage, while RCS gives 500 health but 80 ability power. This fun fact means that RCS will deal .7 x 80 = 56 magic damage while FM will deal 1.0 x 20 = 20 physical damage.



  • Seastone Trident (W): Ah yes, the beautiful Seastone Trident. Poseidon undoubtedly left the trident behind for Fizz to use in the League, undoubtedly. I will now state the many important facts about this ability.
    It deals damage over time, which increases depending on how much health they have missing. This always catches opponents off guard. Especially people who think their good enough to fight you and flash away right before they die. Jokes on them.

    As you level the ability it deals additional magic damage over time, further increasing farm ability and destroying opponents who think they have gotten away. Did I mention this ability scales with ability power? WHAT'S THAT? FIZZ'S AUTOATTACKS SCALE WITH AP??? Yes, you heard right, it scales with AP! This is what makes hybrid builds dumb IMO, more on that later.

    The active. You thought his passive was awesome? Welcome to beast mode. Empowers his trident for 5 seconds dealing additional magic damage which scales with AP. It also causes grievous wounds, meaning it reduces healing of struck opponents. Early on, when you see an opponent using a Health Potion,Use Urchin Strike then hit them with your Seastone Trident. The damage not only makes them mad, but it makes them waste their Health Potion, making them more mad, bro.

    This package has a cost of 40 mana at all levels, what a good deal.



  • Playful / Trickster (E): The best utility ability in the game at the moment, no questions asked. Why? Let me tell you.
    Playful - To use Playful, put your mouse in the direction you want to jump and press E. You will then jump a fair distance where you will plant your trident in the ground. Do not press E again but instead click in the direction you want Fizz to jump off and run. Fizz will jump off after .5 seconds in the direction you chose with a large splash. This will deal a significant amount of damage due to his high ability power scaling, and cause a significant slow to all around him.

    Trickster - To use Trickster, you must press E again while you are on your Trident. This will cause you to quickly jump in the direction of your mouse but without the same splash. Another important part to remember is that Trickster does not have the slow that Playful does, but it will still proc the 15% slow from Rylai's Crystal Scepter.

    Offensively, the trick (heh) to this ability is to choose whether to use Playful vs. Trickster. You should use trickster to get off your Trident quickly to deal damage and get moving. If you will want to chase your opponent, do not press E again and splash 'em with Playful. This ability also sets up surprising ganks in the jungle as it allows jumps over the smaller walls.

    Defensively, yes, this is what makes you unkillable. This will negate all damage to you from target spells for .5 seconds. This requires perfect timing, but if used properly can negate all damage from fatal ultimates. This includes Requiem, Pyroclasm, Ace in the Hole, and many other painful abilities. Also escaping in the jungle is easy as you can jump over the smaller walls. This ability also helps to dodge AOE spells of course.


  • Chum the waters (R): This ability is just awesome. I laugh every time I use it. Now, why is this Ultimate so good? Many reasons which I will now outline.
    The first and most important thing to understand about this ultimate is that it should be used for initiation, not last hitting someone. With many huge ultimates, you can see it coming (example: The famous surprise party Crowstorm). What's so awesome about the shark? The fish is hardly noticeable when being thrown and enemies won't be expecting it. You should not get into the situation where your enemy is running and the only thing you have left is your fish to throw. In this situation they will be watching closely for the fish and will most likely dodge it if smart enough.

    WHEN GANKING: Sit in the bush next to the lane you wish to gank. This ultimate has a range of 1275, an underestimated factor. Wait till the enemy you wish to gank is autoattacking, then throw the fish and charge in. The fish will have hit them by the time they see you, and they will just have to watch themselves die. The slow/knock up from Chum the Waters will prevent any sort of easy back-up escape plan they had in mind. From there apply the slow from Playful and finish them with Urchin Strike and Seastone Trident (Which by being maxed will deal the extra 8% of health missing).

    WHEN IN LANE: If your enemy is at roughly half health and not hugging tower, it means a free kill. What to do: Pretend like you are not paying attention and auto attack a few minions. Have Chum the Waters aimed directly at your enemy, and as soon as you see them autoattack or move to get a last list near you, let the fish fly!. Like I said before, the fish is hard to see. As soon as the fish lands, Playful / Trickster over to them, stab them a few times with Seastone Trident, and finish with Urchine Strike. Easy food for you and your shark.
    Why is the above possible and easy? The fish doesn't give a care for minions, neither do you. Your opponent has this false hope of hiding behind the little things like they can against so many other champions. Fizz parts the seas of minions. As soon as the shark lands run strait through the minion wave like it was nobodies business.

    WHEN TEAM FIGHTING: Your objective is to kill those with 2000 health or less, and you are very good at it. If there is a stale mate, leave and go around to the side. Surprise is everything in team fights. Get in the bushes and aim your fish. You can throw it a long ways, so try and aim for a cluster of the enemy team. Charge in directly after and go strait for those with less than 2000 health. Don't use Playful / Trickster unless you must dodge a stun or fatal ultimate. In this situation getting stunned can mean death, as you will mostly likely be the priority target. Use Urchin Strike with Seastone Trident to break their lines and kill the carries, then get back to your team with Playful / Trickster. The enemy team should now be at least one carry down. Business as usual.
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Items

Core Items

C O R E
ss
ROA Core Build
Total Cost: 4610g
A generally well rounded core. As opposed to Rylai's core, this provides you with an excellent starting mana pool to work with and a good amount of ability power and health. If you wish to stay in lane for as long as possible, take this core.
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C O R E
ss
Rylai's Core Build
Total Cost: 4680g
Rylai's offers very similar stats to an ROA. The difference being a nice slow instead of a mana boost. You have to reserve your mana a bit more, but early game ganks are extremely effective with this start. This core is more oriented to a roamer type of player.
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C O R E



Off the platform


S T A R T
Boots of speed + 3 health potions
Ah, so you noticed I don't include these in any of my builds
  • An extra boost of mobility early game combined with x3 Health Potion.
  • Fizz is an ASSASSIN, and assassin's usually have the greatest base movement speed. Fizz also has Urchin Strike as a gap closer, so getting into melee range is not a problem. Boots are not needed.
  • As for the health potions, they should not be needed if you are playing Fizz right. Use Urchin Strike + Seastone Trident for a quick burst, then get back behind your minions with Playful / Trickster. This should take off a quarter of nearly any mid champs health early game. If preformed quickly, you will not be able to be targeted by any of your opponents spells, and take no damage.
S T A R T
S T A R T
Doran's Poseidon's Ring
This is what you want as your starting item, no exceptions
  • 15 ability power, 100 health, and 5 mana regeneration. An early game ability power buff, an extra green brick to work with, and a nice mana regeneration boost to stay in lane. If your enemy does not have a Doran's item to start, they are food. Make sure to use the active on Seastone Trident on reduce healing should they use a health potion.
  • Without it you are squishy, lacking power, and probably a bit thirsty for mana.
  • Having this ring is being the early game god. Don't be the hobo running around with no mana, trying to drink yourself back to life with health potions. Be farming freely and get a few stabs on your enemy!
  • Remember that Seastone Trident deals extra damage based on their remaining health. Maxing this first is MANDATORY for early game damage. The ring will add onto the damage over time the trident deals, boots can't do that.
S T A R T
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Proof of Insurance




Also not entirely related... But there is one game with Fizz I played :D

Need more Proof?
In-game my name is 'MusicLion' no space. Let me know if you'd like to play a game.
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This is not all!!!


This guide is not complete!

Do not be alarmed, I will continue to flesh out this guide. My time is limited but I STRIVE TO DELIVER THE BEST! I owe the community a solid guide, so a solid guide they will get.

Please, comment and tell me what you think of the guide.
If you like what you see, and you have a new revelation about the universe, send me an up vote :)


If you see something wrong, be a bro, and let me know.


Please refrain from troll voting though, I'm not here to waste your time, I'm here to help everyone.


If you want to troll, go play AD Soraka!
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Changelog

11/15/11 Fizz arrived on his shark mount, sparkling with awesome.

11/16/11 Guide is released, but more research must be done! OFF TO THE LEAGUE!!

11/17/11 I found the man with the plan. Thank you JhoiJhoi, all credit to you and your buds for the format. Today I put in several key elements to the guide, specifically the ability info. There is much more for me to add.

11/18/11 Plenty of time put into research today. I found that 21/0/9 is the way to play if you want to use Fizz at his best. For this research I used the first build, but used the 21/0/9 masteries with great results. Check 'Proof of Insurance' To look at my games today (and one from the 16th). I will add the section about chum the water this weekend. I also hope to get to the items as soon as I can. Check back again and I will teach you the ways of Fizz!

11/19/11 Wow... Just finished an intense game. With more research being done, I will be adding a fourth build that seems to be a combination of the first three. I used this new build to acquire an end score of 38/10/6. I should have died less, but the other team got smart and focused me :( They had a singed and a tanky riven that became a problem late game. I should have a new winning gallery posted soon that includes that game.
With research and going paintballing, I seem to not have left time to include the Chum the Waters section. Terribly sorry about this! I know it's still very empty and wanting some love. It will be done tomorrow, I promise!

11/20/11 Chum the Waters section in ability explanation is up!!! Please read and get educated. I have some fine tuning to do in the guide with the simple/less enjoyable parts to write (Runes, masteries, etc). Those parts will be up soon, as well as item explanation (very important). Check back again soon friends, cheers!

1/13/12 SO.... It's been awhile, not going to lie. But you know what, I like to play games in League rather than just talk about them all the time. Sorry I've been gone, I hope to finally finish this guide in the next week or so. Thanks to every up voter!

1/17/12 Added more to the Summoner Spells section. Did some minor edits, spelling edits, updates to Urchin Strike (got slightly nerfed), etc. Oh, and it's snowing here :D Hope to finish this guide as soon as I can! And if you use one of my builds send me your pictures and I'll include them in the guide. Have fun with Fizz!

1/18/12 You may have noticed I bought Malzahar the other day. He seems pretty fun, didn't do poorly my first game. BUT there is a ton of snow and thus thar be no school tadarrr! So plenty of time for research and guide editing. Hopefully get the item section up soon. Added more to mastery section and a few edits here and there.

1/25/12 Changed a few sections to make it look a bit better. Added quite a few pictures to ease the eyes. Also working on item section currently.

2/1/12 A bit of editing here and there. Sorry for not adding too much recently. But there is a reason:

Lee Sin
  • Flurry: attack speed bonus reduced to 40% from 50%.
  • Sonic Wave: missing health to bonus damage ratio reduced to 8% from 10%
Lee Sin and Fizz have been my two favorite champs, and this destroys Lee Sin. The sonic wave is what made him so good really. People think it's OP but it is extremely easy to dodge it. Anyways I was enjoying the last of Lee's golden days before he is thrown in the over-nerfed bin.

And of course they buff Jax... As if he wasn't good enough already. Counter Strike is as good as an ultimate now.

And of course I have been awaiting Ziggs for some time now. Just bought him and the major skin (AWESOME). So, I will finish the items section when I can. Sadly though it must be put on hold for the time being. I also am thinking of maining Ziggs to replace Lee. Make a guide for Ziggs? ..... Maybe. I'm very much considering it. (Hint: Archangel's Staff is a must. Ziggs is extremely mana hungry early game and being able to spam bombs is crucial)

2/14/12 Happy Valentines Day!!!! Been working on my Ziggs guide, and playing Nautilus like no tomorrow.

3/1/12 Been working on my Ziggs guide, check it out! Also, the Fiora update:

Fizz
Base damage increased to 56 from 54
Armor per level increased to 3.4 from 3.1
Chum the Waters mana cost reduced to 100 from 150

YAY!!!!

4/9/12 Just want to let everyone know that I'm currently working on my guide for Ziggs. I will finish this guide once it's done. And I may very well be getting the fisherman skin, looks too awesome to pass up!
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