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Spells:
Ghost
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
This build is an AP build for fizz that utilizes his
The most important thing to understand is that there is a play style that accompanies this build that makes it not only viable but also powerful. Maxing
- Crippling burst
- Capable of carrying
- Flexible fighting
- Versatile build options
- Two slows (
/
)- Great chasing mechanisms
- Invulnerability (even against Requim!)
- Rewarding to learn
- Fun to Play
Cons
- Squishy
- High learning curve
- Requires map-awareness
- Needs gold early game
- Need experience for timing
1)
2)
3)
4-5)
From there, I max
Despite many opinions otherwise, I do not find
and
, I max this first.[Plaful / Trickster]] is a perfect nuke. After using it to dodge an enemy spell, you drop on them with a powerful counter-attack that also slows. It's use as an escape mechanism is fantastic. There's only one problem: after using it initially in a fight, what happens if it turns sour? The cooldown is too long to use again before you are brought to your knees. Because of this, I max it second in order to enjoy the start increases in it's nuke damage and especially to lower that horrid cooldown so that I don't have to wait to use it in fights else I have no way of escaping until mid-late game with cooldown items. After all, what's the point of a high-damage spell if you can't use it in a fight? For this reason, I see maxing
However: Before I max
NOTE:
+ or
- or Level 2-5:
+ then run through minions out of agro. Rinse and repeat, until they are low enough finish them off.Level 6:
+
-If necessary, which it shouldn't be, add to the end:
2x AA+
Only be aggressive at this point if you have Catalyst the Protector, and preferably with
Once you have
add 1x-2x AA+This compliments the high damage of after-spell effects from
+ 2x AA+ Chum the Watars AA+After
Never purposely use
With the 3.5 and 4.5 second cooldowns of
and
, respectively, repeating this combo over and over should be easy with the mana and mana regeneration granted in this build.
This is one of the runes I would trade out last. I find the MP this rune provides as a replacement for the lack of
Fizz has great burst ability, however he is limited by his less than stellar cooldowns. Especially early game, this can cripple his ability to be flexible in combat or fight while still having an escape route (
or
. Since the cooldown problem is primarily early game, before Greater Seal of Replenishment
Early game, fizz's
and
(especially the latter) eat huge holes in his mana pool. This requires either restrained harass or frequent recall trips - neither of which are preferred. Since his later AP items generally increase his mana pool and this problem vanishes mid to late game, taking flat mana regeneration is best.Greater Quint of Potency
Oh, come on! He's AP, give him some AP buff! I shouldn't have to explain this.
For the experienced Fizz players, the selected utilities compliment the risky play style of Fizz with the mana regeneration and mana pool buffs. I find these much more substantial than the puny +6 armor or MR (magic resist) that can be selected in the defense portion. After all, for 300 gold, you can pick up
Other players might say that
/
combo instead, the boots are needed to reduce minion agro after harassing. As well, the mana regeneration and health boost help offset the cost of Rod of the Ages
This should be Fizz's first core item. It provides him with much-needed increases in mana, health and ability power all in one. By starting with this, there is no need to buy a basic item for each of those before building them into separate core items. At this point Fizz can become bolder in his lane control and burst assassinations and should start using these to out-farm and out-level his counterparts. I cannot stress how important it is to last hit with fizz early to mid game, because he is more dependent on gold than others due to his early squishiness. So intimidate and farm!
Through this purchase,
to the first attack in conjunction with Lich Bane's passive turns harass into full-out assault that cuts through enemy health. And since all of this is just one melee after using the
/
combo, there is just a small window of time for the enemy champion to strike back. The other qualities of
While some make the case for
is achieved instead through the runes.
This was an interesting item to stumble upon when I was testing different builds. Not only is there the needed AP, but the cooldown reduction is addictive. At this point,
). That's 56-58% of the cooldown of just the maxed abilities, and that's not including the runes. As well, the unique of
Towards late-game, Fizz should be fed enough to have all his CD reduction and some AP from
,
, and
. However, this is nowhere near the target.
This is my go-to defense item for Fizz. With the revive, he is given enough mana to use
I grab the
Taking the
As you can see, getting small items such as (in order of most useful and possible to least effective)
This item is a great trade when facing a team led by mages. It provides supple magic resistance, and it's movement speed/health boosts are both well-appreciated by characters like Fizz. In fact, due to it's speed buff, I recommend trading this in for the boots as well as the defensive item in return for a heavier damage item.
What to replace:
When to replace When the enemy team is AP-heavy and you feel safe without the armor.
Replace along with:
When the enemy team is lead by mages, this is a good core item to rush after
1) it gives you AP, which allows it to be easily traded in.
2) it drastically increases magic resist (MR), which is why it is for use against mage teams.
3) it buffs magic penetration (MP). This is the key reason why this item is twice as effective against mage teams in my opinion. If you look at some of the AP/mana items, you'll notice that they often give some MR or health along with the AP (
,
,
,
, etc) For this reason, What to replace:
When to replace: Mid-game or when necessary; when enemy champions have just started working up their AP
This item is a bit different as far as fitting into the build. It has such a great CDR that it also can trade out two slots of the build. By combining the CDR into one item, this trade leaves room for more AP and MP items in the build.
What to replace:
When to replace: late game when you need more magic penetration and AP. The
Replace along with: AP/defense items in this list according to the situation.
On the flip side, if the enemy team is mostly AD and you are really struggling, this item may be good. I do not include it in the build since
What to replace:
When to replace: Either when struggling with AD burst or with the
For use against teams led by attack speed/attack damage champions. This is an all right item if you feel like you need to play more aggressively against AS/ATD champions instead merely whittling down their health with harass.
What to replace:
When to replace: When hounded by AS/ATD champions, weak enemy mages.
I do not highly recommend this item. It is only good when enemies have exceptionally high magic resist or your team has too many AP champions.
What to replace:
When to replace: When enemies stack up layers of MR
My goal is that this guide will help Fizz become a game-changer for many people who use him, because those that I have seen are eclipsed into the background. In order to create a guide that fully realizes this goal with this lane Fizz, I would greatly appreciate any constructive criticisms or praise that would help me doctor and trim it into a well-rounded guide. Once again, this is my first attempt at a guide, so any advice is welcome. Also, help on how to record gameplay for examples of the play style for this build would be fantastic. Thanks, and enjoy!
[12/22/11] Corrected glyphs and added combo chapter





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