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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction



Pros
|
Cons
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Summoner Spells




































A generally underrated passive,










ACTIVE:









ACTIVE:

This ability is one of the most useful and unique spells in the entire game. It is simply unlike anything else. The uses are simply endless: escaping, hopping over walls, chasing, securing kills, dodging ultimates like












This ability is your greatest initiator and a very high damaging spell. It is great for initiating team fights or even a single target burst in-lane. The slow allows for you to catch up to enemies easily and burst them down hard. Basically the spell works as a skillshot with adjustable range. If it hits an enemy champion, it will lock on to them and slow them. After a short delay, the shark emerges and deals damage and knocks up the target and knocks back all enemies in the area.
Primary Items



Boots and pots are generally what I go for when playing







A





The






I, personally, never take any other tier 2 boots. The extra magic pen will always be useful and, unless building


This is your core AP item as with any other AP carry. No more explanation should be required as there is simply no better AP item.



The




I feel that this item, late game, is simply unmatched. Especially with



Situational Items

As should be apparent, this item should only be built when in dire need of some extra magic resist. If you are simply getting steamrolled, this can help you get back in the game or at least feed a little less. It is also useful when their team is so ridiculously tanky that a


This item should be taken when facing a particularly tanky opponent or when the enemy team consists of many threatening tanks that need to be taken down. When your top lane feeds the enemy








Early Game











This combo allows you to do some decent damage and make full use of
Seastone Trident's active.


Mid Game
Once you reach level 6,






Combo: R
Chum the Waters + Q
Urchin Strike + autoattack + W
Seastone Trident + autoattacks + E
Playful / Trickster




This combo allows you to make full use of
Lich Bane's passive and almost always secure a kill on the turret hugging or overly-aggressive enemy.


Late Game/Team Fights





Combo: R
Chum the Waters + Q
Urchin Strike + autoattack + W
Seastone Trident + autoattacks + E
Playful / Trickster




This is the same combo as mid-game, however, as I said,
Chum the Waters should be used to either initiate team fights or follow up an engagement.

Well that's my guide on playing
Fizz. I appreciate any feedback, including suggestions and criticisms. I will be adding more sections in the future, such as a Rune + Mastery explanation and possibly gameplay videos and pictures. But for now, this is the general build and gameplay guide of my favorite champion in League of Legends,
Fizz.


10/8/2012:
11/28/2012:
7/5/2013:
- Replaced
Zhonya's Hourglass with
Void Staff in the recommended items. Added
Zhonya's Hourglass to the Situational Items section.
- Added a changelog
11/28/2012:
- Some grammar and mechanic fixes
7/5/2013:
- Returned for some Season 3 updates and changes
- Updated runes and masteries to be more modern
- Changed the ability sequence from Q>E>W to W>E>Q
- Integrated the Ability Sequence section into the Ability Explanations section
- Added
Zhonya's Hourglass back into the core build and placed
Rylai's Crystal Scepter into the Alternatives section
- Removed
Surge and
Promote from the Summoner Spells section and added
Barrier
- A few small wording changes and other clarifications
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