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Choose Champion Build:
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Jungle Tank
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Jungle Attsp
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Jungle AP
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Top Tank
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Top Aggresive
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
FIZZ
The troll-pole trickster




His main role, and probably his best one, is as a lane assassin. This guide is about other roles that I believe to be ranked-worthy and/or really fun. I ordered it by "builds" that are more like different guidelines you can follow or mix. This is a freestyle guide, so you can buy whatever you want as long as you follow some general rules and play according to your build.
The builds are defined as top/jungle and tank/attsp/AP. I only made AP as jungle because the AP top build would be too similar to the regular build.
I tried to use as little specific language as possible, but some acronyms should be internalised, so I made a short index.
Acronym index:
- ult: Ultimate ability. The R of a champion.
- CC: Crowd control. It refers to anything that slows, stuns, roots or turns you into a frigging rabbit.
- AoE: Area of effect (can refer to damage or CC). Anything that deals damage or applies CC over an area (instead of to a single target).
- DoT: Damage over time. Refers to anything that deals damage over a period of time. It can also refer to champions that do most of their damage constantly instead of nuking.
- CDR: Cooldown reduction. The stat that reduces the amount of time between your spells.
- aa: Autoattack. Your basic attacks.
- attsp: Attack speed. The stat that makes you aa faster.
- MMR: Matchmaking Rating. It's a number only known to Riot that defines who you are matched to and the amount of LP you win/lose in ranked matches. You might know it as ELO.

As a main tank/support player, I was never good at playing assassins or mages. As of today I still avoid the mid lane. But when I saw the broken attsp jungle







Why Freestyle?

- When building tank, his passive,






As a tank, he's a mobile champion with soft CC and decent DoT that can start a fight and then go back to peel for his carries.
- When building attsp, you exploit the active from




- When jungling, his DoT from

But what really makes this guide Freestyle is the fact that the builds get somewhat intertwined, so you can start building attack speed, then go tank and then sell one item by late game to buy a

On top of that, there's a lack of in-depth guides for his alternative builds, so I figured it should be done. Feedback from any experienced AP

Pros |
General:
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Cons |
General:
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This passive has two components. First,

The second part says he recieves reduced damage from basic attacks (aa's). This means he has increased resilience against adc's or the basic attack harass of a ranged top laner, for example.
The whole passive makes him both a good tank and a good lane fighter.

This ability can be used as a damage amplifier, but it's main use is the mobility it gives. As it makes you travel a fixed distance in the direction of a target enemy, you can use it to stay ahead of anyone you want to poke. Also, it can be activated right after you make an autoattack on a target to quickly deal extra damage.
You can only use this to jump walls if you're aiming it at something on the other side of the wall. You CAN'T abuse the fixed distance to cast this on a champion that's between you and a wall and jump to the other side. You'll end up face to face with a wall. This also means, when jungling, you can safely use this spell without fear of going over a wall after casting it on blue buff, for example.
You should max this second or last, because your main mobility source is




The bread n' butter of attsp

You deal DoT scaling off of your enemies' missing health, burning for a chunk of health once they are low. It means, sometimes, you'll kill that





This is

Basically, the first cast of the spell does a short jump in the direction of your mouse and makes





BUT! You can re-cast the spell during those 0.75 seconds instead. By doing this,

90% of the time, you'll use the re-cast to escape/chase and wait for the slow when fighting/ganking.
You should max this first because of the shorter cooldown and increased slow. But mainly for the shorter cooldown.

I'm adding a section of every wall that can be jumped by one or both jumps.


As with most champions,

Notice that it is a really easy to miss skillshot, as it will stop where your mouse was when you casted it (or go max distance if you casted it far away), so it's easy to cast it in melee range only to stay there and make you look like the worst of noobs. So, rule of thumb, always aim it a bit further from where your target is.
As with any ult, max this at levels 6, 11 and 16.

Jungle ganker:
This means you will gank by level 3, and it's 90% of the games for jungle AP and jungle tank



AFK jungle:
This is when you focus mostly on killing the jungle creeps instead of ganking. You can still gank when a lane is an easy kill, or to secure a dragon or buff steal, but you should try to farm to level 4 before your first back.
Top:
Varies depending on your lane opponent. If you're being harassed too much, or risk being killed in an all-in, you can get your


Example if you're not going to all in at level 2.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Pick ![]() ![]() |
If you're going top, you should pick ![]() |
I only recommend ![]() ![]() ![]() ![]() |


Marks:
- I pick greater mark of hybrid penetration on the jungle pages because jungle monsters only have around 10-15 armor, so magic penetration is a waste on them, but pure armor penetration wouldn't have much value since most of your damage is magic. You can pick

- On the lane, as most of your damage is magic,


Seals:
-

-



Glyphs:
- I always pick 6x




- On the other 3 slots (or on all 9 if you don't have CDR glyphs), you can run



Quintessences:
-

-

-



Attack speed:
In this build, often confusingly called AD, you build attack speed and items with on-hit effects. Your main source of damage is





For the masteries you should focus on the offensive tree, leaving 9 points for some defense. Unfortunately, if you pick the 5% CDR from






The two pages I use for this build only differ in 6 points (4x




Jungle AP:
In this build, you're essentialy tweaking a regular

I picked a generic AP mastery page and tweaked it for







Tank:
In this build, you focus on dealing damage with the basic scaling on your abilities and the AoE of



As in the jungle you need the offensive stats to kill the monsters, while in top you can just go defensive and farm, the masteries get really variable. You can still use the jungle ones for top too, but you shouldn't go full defense masteries in the jungle.
In the jungle, I picked both







In top, I chose a generic heavy on defense mastery (7/23/0), with










1. Gromp (


This is the standar start for tanks. I always take this path for

2. Krugs (


This is a really underestimated jungle start, in part because you're not smiting the red buff, which looks like losing lots of potential health. But if you rely on your autoattacks for damage, the krugs'


Both (1) and (2) give you barely enough money for a smite upgrade and 2

3. Krugs (



This is an extention of (2), that sets up your AFK farm with attsp






1. The close-up slow:



With this combo you get close to whoever you want killed with


You may have to use this mostly after the champion you're ganking used his mobility spell, to catch up to them.
2. The "already close" killer



This combo assumes you're already in close range, so you can safely slow them and then deal damage while they try to walk away, then


Practice positioning your


3. Enhance your combos with your ult for a kill combo
a)

b) Combo (1) ->

Use

Remember,

3.b) Is specially useful because it makes your ult harder to miss, and your enemies will probably use all of their mobility once you do it.
4. The Q+R surprise


By casting




Play passive at level 1
You should try to farm staying behind your minion wave, and only hit back when you're being harassed by melee attacks, as you'll probably win the trade with your DoT from


Choose if you should play aggresive by level 2
Once you got to level 2, you can either choose to upgrade





Don't over-use your abilities
You'll run out of mana if you abuse your



*After level 6 just either all-in people, farm passively or gank other lanes.


After lane phase is over, your better option is grouping with your teammates and participating in teamfights. The main responsabilities you can have within your team will be Initiating, Protecting your carries, Nuking an enemy carry and Zoning their heavy hitters. Which one you should do depends on each game and team composition, so make sure to know when to do one or the other before going in against a full CC team.
Initiating:
As a good all-in champion,



Protecting your carries:
Do this mostly if your support isn't protecting your carry properly, or if you can nuke the enemy assassin. You're good at killing people, not so much at peeling/disengaging. Just use your


Nuking an enemy carry:
This is only an option if you are building AP or attack speed, and is only mandatory if you're AP. Just remember, if you missed

Also, don't do this as attsp

Zoning their heavy hitters:
This will be your role as tank


Splitpushing:

That said, it might happen that you face a team that has godly teamfights that you can't win (mostly because you or your team suck), and you might want to avoid them at all. In this case, if you are not AP



This may confuse the other team, forcing them into bad decisions like not checking a


Just don't do it if you have a teammate that's good at it and has a champion that's better at it (like




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