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Let Me Fizz You Up | A Fizz Guide
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All About Fizz
Good day Nytrite here and welcome to my first ever MobaFire guide "Let Me Fizz You Up | A Fizz Guide". This guide will help you learn more about Fizz, his mechanics, gameplay, abilitites, and much much more. This guide's focuses on helping new players successfully use/play Fizz. Criticisms are accepted as long as it may help me build up my guide more better.
Also please put in mind that you can change some of preferred items, runes, masteries, etc. in here, it all comes down to personal preference. So again welcome to my guide and I hope that I will be able to help you every step of the way onto learning while also enjoying Fizz
WARNING: This fish may look funny or nice but when it steps into the Fields of Justice, it may be the reason for your end.
Finally Reached the TOP!
Couldn't have done this guys without you. Thanks for the continuous support. And in return I'll promise to update this guide more frequently, in order to help people learn how to use/play and enjoy with Fizz. Thanks to this guide I was able to help a lot, and when I say a lot i mean A LOT of new and old players alike. I also couldn't have done this without all your feedbacks(yes both positive and negative). Forever not enough to say THANK YOU!.
21/9/0 so that I can survive trades early game, and since Fizz is a melee AP carry, he definitely needs the Health, Magic Resist, and Armor from the Defense tree.
The 21 points in the Offensive tree is pretty much self-explanatory.
- Summoner's Wrath - Since we take Ignite we put 1 point here for the bonus 5 AP and AD(will greatly help in farming) while it is on cooldown.
- Sorcery- It's cooldown reduction. We want it. We need it. And since Fizz' Playful / Trickster has a very long cooldown, this would somehow compensate for it.
- Blast - More Ability Power? Yes please.
- Arcane Knowledge - Since the new S3 changes, having Magic penetration early on is a BIG help.
- Havoc - Increases the damage we deal, which will be very useful in lvl.1 skirmishes/teamfight.
- Mental Force - Every bit of AP counts.
- Spellsword - This coupled up with Seastone Trident we will be able to deal loads of damage even only with just auto attacks, this will also help us in last hitting/farming creeps.
- Archmage - Increases the current amount of AP we have.
- Executioner - Pretty much self-explanatory, helps us kill enemy champions and minions/neutral creeps more faster once they are below 40% health.
- Durability - As the game progresses, we will be able to benefit more from this.
- Hardiness - The armor we get from this coupled up with our passive, we will be able to take reduced damage from auto attacks(from minions, champions and creeps).
- Resistance - The Magic Resist will help us survive more in lane since we are against another AP champ anyway.
- Veteran's Scars - Admit it, we need the health early on. We need the health to survive those pesky burst champions.
- Summoner's Insight - This will reduce the cooldown of our Flash, which means, less cooldown, more usage Flash.
- Meditation - Mana regen is pretty much very useful, again, the mana will help you to spam his abilities a bit more.
- Mastermind - We really need the cooldown reduction on Flash and Ignite.
- Expanded Mind - Since you're still new to Fizz, the mana will help you to spam his abilities a bit more.
- Runic Affinity - Since you would be asking for the Blue Golem Buff very often from your jungler(I promise, you will definitely need the blue buff). This will increase the buff's duration on you, which means, which will allow you to spam more.
Viable Summoner Spells
|Flash is really perfect for Fizz, since he already has Playful / Trickster added with flash he can simply escape any situation.|
|Ignite can greatly help secure those kills, it can also sometimes add to your combo. Plus while it's on cooldown you get extra 5 AP and 5 AD(from Summoner's Wrath ) which can really help you during laning phase with last hitting.|
Other Viable Summoner Spells
Back then I used Ghost on Fizz, I was really having fun using it, seeing that my enemies are trying really hard to catch up with me, but I think Flash actually helps me more in tower diving, also with Flash I am sometimes able to catch my enemies off guard, resulting to an easy kill for me. Depends on you if you would want to use this.
Summoner Spell to replace: Flash
I'm pretty much neutral with Exhaust, since I only use this with tanks, but it's also useful with 1on1 fights since it lowers their movement speed and their damage potential, also with
their Magic Resist and Armor will be lowered by 10, but I still think that Ignite and Flash would be more useful.
Summoner Spell to replace: Flash or Ignite
Here it is, one of the most debated Summoner Spell for Fizz, as I looked on other guides I would always see that they would prefer Heal over Flash, because they said that it's more useful with 1on1 situations, but think about this, Heal can be countered by using Ignite which will lower the healing effect, and since Ignite is commonly used in games Heal woud be less effective. But Heal can still be useful in some situations, just doesn't really fit my playstyle, again depends on you (I know that I keep on repeating it :D)
Summoner Spell to replace: Flash or Ignite
Since many have been asking if Barrier is viable on Fizz, well let me tell you that it is a Yes. Although only change this with Flash if you have already mastered Playful / Trickster since you will be sacrificing it for a shield(which is Barrier) And because Playful / Trickster can only go through small walls. Also, when you replace this with Ignite you will be sacrificing damage, for a shield, although Barrier does counter Ignite and other DoTs, so it can be of great help on the early gamng phase of the game, also helpful for tower diving. So remember, try to master Fizz before trying to use this summoner spell.
Summoner Spell to replace: Flash or Ignite
Greater Quintessence of Ability Power- I take flat AP Quints to get that early advantage and to deal some decent damage. Greater Quintessence of Magic Resist can also be sometimes of big use if you know you will be having a great difficulty in a tough lane against OP champs.
Greater Glyph of Ability Power- I take flat AP glyphs, with the same reason for getting the AP Quints. You could replace this with Greater Glyph of Magic Resist if you know that you will be up against Diana, Kassadin, and LeBlanc.
Greater Seal of Armor - I take flat Armor seals, since this is pretty much common and needed, since the early armor can save you from certain death, like those pesky minion auto-attacks, plus it will be great combined with your passive.
You can also replace this with Greater Seal of Mana Regeneration since some don't like taking Armor Seals on Fizz because of his Nimble Fighter.
Greater Mark of Magic Penetration- Pretty much self-explanatory. I get these marks since you will need all the magic penetration you can get as early as possible. You could replace this with Greater Mark of Ability Power if you do not like taking magic penetration early on.
Or you could balance all the abilities, which can really help your harassing combo and will greatly help you with last hitting thanks to that passive form Seastone Trident, while using E to dodge and Q. Right now this is my main ability sequence, since it gives me great damage output with all of my abilities since they are balanced. out.
I put 1 point in Seastone Trident for last hitting minions and max it last. I then max out Playful / Trickster first, since the cooldown lowers and the damage increases as the rank goes higher. Next I max Urchin Strike for chasing. I then put 1 point in Chum the Waters in level 6, 11, and 16.The reason why I chose to max E first since I rely all of my damage on the E, so if you don't like the way I max E, you can experiment on your own, since this is just a guide, not a RULE BOOK.
One of my favorite passives in game, Nimble Fighter is what makes Fizz, Fizz, a lot of people really underestimate this passive.
You will be able to ignore unit collision and takes 4/6/8/10/12/14 less damage from basic attacks, meaning that you might actually survive even if there are a bunch of minions surrounding you and your opponent.
(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.
Additional Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Urchin Strike is actually a very unique ability, you will be able to catch fleeing enemies easily. Plus Lich Bane+ Urchin Strike=TONS OF DAMAGE. This can also be part of your main harass plus Seastone Trident you will easily be lowering down their HP(I almost forgot to tell you that it applies on-hit effects.)
- Urchin Strike procs on-hit effects.
- Urchin Strike pops Spell Shield.
- Urchin Strike will damage Black Shield but Fizz will still dash to his target.
- Urchin Strike procs spell vamp and Rylai's Crystal Scepter's slow similarly with all abilities that convert the entire attack damage in magic damage.
- It is possible for Fizz to dash past his target if Urchin Strike is used when the target is close to Fizz.
- Urchin Strike can be used to dash through walls, provided that Fizz has vision of his target on the opposite side.
- Once he has hit the target of Urchin Strike Fizz can no longer dash through walls, even if he has not traveled the full distance.
- Urchin Strike will proc and apply effects from items like Sheen and Lich Bane.
- Urchin Strike will NOT apply a Sheen proc if Urchin Strike itself activated the Sheen passive. However, it WILL do so on a Lich Bane proc.
(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. The total damage caps at 270 against minions and monsters.
(Active): Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds to his opponents.
Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) (+4 / 5 / 6 / 7 / 8 % of target's missing health)
Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)
Cost: 40 mana
Cooldown: 10 seconds
Seastone Trident will be one of your main harassing tool and also for last hitting, maxing this will give you a lot of damage even while just auto-attacking. This ability is also underestimated by some people due to it being a DoT.(It's actually fun using it on early lavels, while your enemy thinks that your not doing any damage).
- Seastone Trident does not proc on-hit effects.
- Seastone Trident does not pop Spell Shield.
- Seastone Trident will damage Black Shield.
- Seastone Trident does not proc spell vamp or Rylai's Crystal Scepter's slow for neither the damage over time nor the on-hit damage component.
- Seastone Trident does not affect turrets or other structures.
- Seastone Trident does not stack. Subsequent applications will refresh the duration of the DoT (and Grievous Wounds if the ability is activated).
(Active)(Playful): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 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;then
(Active)(Trickster): Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies in a smaller area than Playful. This ability will not slow enemies.
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)
Wanna know what's the most fun ability of Fizz? Well you are actually looking at it right now. This ability is what separates a Good Fizz Player from a Bad Fizz Player. Playful / Trickster has a lot of uses, you can escape ganks, dogdge abilities(this can be really fun, I alway laugh at my opponent every time I dodge their abilities, especially when I am about to die XD) and this ability is your main damaging spell, I can't stress enough how much damage it gives. But also remember that early this ability can easily drain your mana, so use it wisely.
- Playful / Trickster does not proc on-hit effects.
- Playful / Trickster procs spell vamp and Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
- Playful / Trickster pops Spell Shield.
- Playful / Trickster will damage Black Shield and the slow will be negated.
- Playful / Trickster does not break tethers like Fiddlesticks's Bountiful Harvest or Swain's Decrepify.
- Playful/Trickster can be used to jump through walls.
- Playful / Trickster makes Fizz untargetable by spells or effects such as Karthus's Requiem or Caitlyn's Ace in the Hole.
- Trickster does not slow enemies hit, unlike Playful's secondary effect.
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. The champion that has the fish attached will be slowed.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %
Chum the Waters is really devasting, a well-timed Chum the Waters can really turn the tides of battle. Plus the scaling of AP on this ultimate is a whopping *1.0 AP, and that's a lot. Also always try to predict where your enemy would go before casting it. If you miss try to bait your enemy into stepping into it, but keep in mind that you would only have 1.5 seconds to do so, don't worry that much if it misses, since it has a very short cooldown. REMEMBER: Chum the Waters is a skill-shot ability so let me repeat this: always practice, practice, PRACTICE using this ability.
- Chum the Waters procs spell vamp and Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
- Chum the Waters pops Spell Shield.
- Chum the Waters will damage Black Shield.
- Chum the Waters interacts with spell shield in a particular way:
-If the fish is thrown onto a target with an active spell shield, it will pop the spell shield but the fish will drop to the ground. The shark will still appear and deal damage around the fish after the normal delay.
-If the fish is thrown onto a target without an active spell shield, the target will be slowed. If the spell shield activates while the fish is already latched on, the slow will remain but the shark's damage and knockup will be negated, consuming the shield.
Chum the Waters's initial slow can be removed by Cleanse and Remove Scurvy.
- Using Quicksilver Sash will remove the slow and will drop the fish to the ground.
- Both of the effects can hit stealthed units, but they will not reveal them.
- Chum the Waters deals 6 true damage over 1.5 seconds as a countdown before the knockup.
- Chum the Waters's secondary effect will activate immediately if the main target dies.
- The fish will stay latched on and travel with its target, even if they use Flash or Teleport.
|You will really need the mobility early game, plus the 3 Health Potions will give you the sustain you would need early game(since Fizz doesn't any sustain except through this). This is the best possible starting item(especially when you're laning against a skill-shot based champion(e.g. Syndra, AP Ezreal). Also after getting this I would recommend getting a double Doran's Ring.|
|Also a great starting item, you would definitely want this if you're going again burst champions(e.g. LeBlanc), since the health will help survive their burst damage more, since you sacrificed early mobility for this, I would recommend buying the Boots as early as possible.|
|This starting item would only give flat AP, and a little sustain(if you buy a Health Potion). You would only want to get these if you lack Ability Power Runes, or if you feel that you need as much AP as early as possible.|
|These boots are pretty standard for Fizz, since it is needed for the Magic Penetration early game. But when the game is getting really long you might want to replace this with Mercury's Treads for the tenacity.|
|It's a must have on any AP caster in order to have that extra damage. This is like the Infinity Edge of AP casters. Plus it's passive will increase your current AP by 25%, how cool is that.|
|There is only one reason why we need this item, it's because it makes our Urchin Strike hurt a lot more. With this item, your burst damage will totally increase, from this to THAT(my joke, although it's not that quite funny @_@).|
|We simply get this item for the passive and the extra Armor and Magic resist it gives, the passive on this item really synergizes with our Playful / Trickster. After you revive, immediately Playful / Trickster away, and if necessary also use Flash.|
Other Core Items
|Playful / Trickster, Guardian Angel and Flash. Your almost unkillable. Also the AP it gives is a whooping 120, which is a lot, although never stack this item, if you would want more armor, you could buy other items like Frostfire Gauntlet.||Fizz, they really buffed this item. It now provides 100 AP and 15% CD reduction. It's unique active also hurts A LOT! With this item, Fizz would be able to burst down any champ in matter of seconds, especially squishy champs. SO now, it is totally on of the most viable picks.|
|Abyssal Mask would be better. Also only get this if the enemy has a lot of magic resist. And the AP it gives is quite reasonable.||Lich Bane would be better. Although the passive will be really helpful at times. So only get this if you need the slow badly, and if you would wan't to stack armor. NEVER EVER BUY THIS WHEN YOU HAVE ALREADY BOUGHT Lich Bane|
|Fizz. Also only get this if their are a lot of magic damage dealers in your team, otherwise Void Staff would be a better choice.|
Situational Tier 2 Boots
|Sorcerer's Shoes is if you feel that you really, really need the cooldown reduction that this item provides. Because other than that Sorcerer's Shoes is way better, although still a viable pick.||LeBlanc). And you forgot to use Magic Resist Seals and Glyphs. And if the enemy team has a lot of hard CC that can totally wreck you down, to the ground.||Nimble Fighter, this item will help you negate the auto attack damage of attack damage dealers. And only get this if you're sure that the enemy team mostly consists of AD champs and they that they only have a few CC.|
Tier 2 Boots Enhancement
|Fizz since he already has an "ignore unit collision" passive, which is his Nimble Fighter.|
|Flash, Ghost, and Teleport. You don't know when you will need it, so the cooldown reduction can be quite handy.|
As Fizz your objective early game is to farm as much as possible, with the help of Seastone Trident you would be farming more faster than most AP mid champion.
If your sure that you can win a trade go for it, harass as much as possible so that you will be able to push your lane and help other lanes, but also keep in mind to conserve some of your mana. If your having trouble with your opponent (example Kassadin) make sure to ask for ganks more frequently. And since Fizz needs early kills in order to do well late game, you should always try to kill your opponent, if your getting a hard time getting kills, first option would be to just play passively and farm farm farm, second option is to ask help from your jungler, also remember being risky with Fizz can sometimes be good(study shows that being risky with Fizz can be rewarding, hahaha), you will never be able to succeed or get a kill if you are too scared.
What to do when your jungler ganks:
The first thing you would want to do is to never give away the position of your jungler, when he comes to gank act as normal as possible, you could last, poke your opponent a little(but not too much, so that he doesn't back off).
Next thing to do is think: Should I be the one to engage first?
If your jungler has plenty of CC and has a gap closer(e.g. Jax, Amumu) It would be adviasable for them to engage first. Once your jungler applies their CC, try land your Playful / Trickster's slow so that the enemy would be less likely to escape. But if it is not needed you can save your Playful / Trickster for when the enemy has used their escape abilities(e.g. Flash).
If your jungler lacks CC, it would be advisable to engage first, try land Playful / Trickster's slow and just keep on poking them with your auto attacks(since it still deal significant damage thanks to Seastone Trident's passive), your jungler should be already helping you secure the kill at this moment, is you already killed it, then good, if not, wait for your enemy to use their escape abilities, then use Seastone Trident+ Urchin Strike combo. An enemy has been slain. Note: Also watch out for your enemy's CC.
As Fizz most players would be afraid of you early game, which would be great, but there will also be a lot of players, who are there to bully you out of lane, so remember, TO ALWAYS TRY TO FIGHT BACK(since you too, would deal loads of damage). When they are showing you that they are not afraid of you, try to show them back, that you too are not afraid of them. Also remember, not to use your Seastone Trident when you are still not close to your enemy, since this would give them a clue that you are about to engage on them, try to time it right so you wouldn't be that predictable. Gonna more tips soon...
Mid game usually starts when players start to roam and when the outer turrets have been destroyed, at this point, Never ever go alone, and always stay with your team mates. Also take farming as a priority and always ask for the blue buff. Also little skirmishes will be happening often so it's better to always have your Playful / Trickster up so that you can go in and out of team fights. Your objective here would be to immediately end the game, since as the game progresses your enemies would be able to catch up with your farm and kills, and may even win the game. But when you are the one whose losing, always tell your team mates to Never Give Up.
At this point you would be able to easily kill squishy targets and push(with the help of Lich Bane of course). So you would already have your Guardian Angel, which help you survive team fights. And if you have been following my instructions, you would have already farmed up well andyou have almost completed your items, So the main thing to do here is to avoid dying, and avoid being ACED!, SO remember to buy elixirs, and ward dragon and baron more frequently, and always stay with your team mates no matter what.
What to do in teamfights:
First thing to remember is to always stay at the back and let your tank/initiator to go first, then look for the most fed AD carry or AP carry champion and focus him/her. If there is not any champion that is fed, just focus the most squishy targets(AD carry, AP carry). Now that the AD carry and AP carry is dead, also try to kill their other team mates.
If your team is losing the team fight immediately tell them to back off, regroup, and retreat,
try to figure out why you lost and try to teach others what to do next time. And just try to focus on pushing and securing dragon and baron for now, when you feel like you have already become strong enough, try to force a team fight, but don't forget proper positioning. You just need more cooperation.
Ahri is simply easy to deal with pre-6, since her spells are mostly skill shot( Nimble Fighter will help you avoid those skill shots, by going through minions), although she can be quite annoying at times, just remember to always stay behind you minions to avoid her Charm. And just try to deny her farm by trying to harass her, and when she tries to harass back, just Playful / Trickster all the way . When she gets into level 6, she can be quite dangerous and mobile due to her Spirit Rush, so only approach her, or tower dive her, when you are sure that her Spirit Rush is on cooldown.
Starting Items: Boots and 3 Health Potions
Akali would be really easy to deal with, since she's pretty weak early game, her main goal would be to play passively until she gets to level 6, pre-6 her main goal would be to farm, so try to deny her that, when she gets her Shadow Dance that's when she get's quite dangerous, just try not to let her snowball and you will be fine. Just remember to harass her frequently with your auto attacks early on and you will be able to zone her out of the lane. Barrier would allow you to negate some of her burst damage early game, while smite will help you kill her faster, so it's up to you if you wanna go more defensive or offensive. Also once she gets quite fed, ask for your team mates help to immediately shut her down, and ask them to build health items, as for you, I'd recommend to build your Guardian Angel after your Lich Bane or Rabadon's Deathcap.
Starting Items: Boots and 3 Health Potions or Doran's Ring
Anivia is relatively easy for Fizz since Fizz is really mobile, avoid letting her farm, since she would really hurt late game if you let her snowball. Because most Anivia players' main goal early game would be to play really passively, which means she wouldn't be bothering you that much, so pressure her always in order to zone her, also remember to avoid being extremely greedy with her, since her passive, Rebirth, will allow her to to be reborn after a few seconds, so be careful of towerdiving her or going into a 2v1 fight with her. Also once she reaches level 6, her burst damage increases, so try to shut her down as early as possible.
Starting Items: Boots and 3 Health Potions
Annie is not that quite dangerous until she gets to level 6. Usually she would only try to trade with you when her Pyromania is up, so try to keep a look at how many stacks she currently have before engaging into trade with her. Some Annie players would only use their Summon: Tibbers when their Pyromania is up, so be careful, also remember that when her Pyromania is up, there's a circly thingy around her body. Once she gets level 6, she would be trying to kill you now, so be careful, never approach her when you only have 1/2 health, only approach when you have about 3/4 of your health, that would be enough to survive her burst damage.
Starting Items: Boots and 3 Health Potions or Doran's Ring
Brand can be really quite tricky. He's like the male version of a LeBlanc, he can easily wear you down once he lands one of his spells on you, then it's a sure kill for him. Using Playful / Trickster carefully, and knowing when and when not to use it, then you can be succesful against Brand. Also there's a neat trick that, when he tries to use his Pyroclasm, since it travels quite slow, you can try to miss it with your Playful / Trickster, if you can time it right. Barrier would also be quite helpful in facing Brand. Also remeber that the only thing that you would need if your are facing against Brand is reaction time, how fast or slow you react to his moves, an make or break your game.
Starting Items: Boots and 3 Health Potions
Cassiopeia can be quite tough since she can spam at your face all day long, although your passive Nimble Fighter would be really useful at facing her. Just like what you did as you were facing Brand just try to move at different directions always, never be too predictable. Once she gets level 6, it can be quite hard, IF you're not careful, but always remember that if you time your Playful / Trickster well, you would be laughing at her face once she tries to petrify you. Remember, that 3 of her spells can be easily dodged, and remember that she deals loads of DoT damage, so getting Barrier would be quite useful. Overall a pretty medium match up. Sometimes depends on the players skill.
Starting Items: Boots and 3 Health Potions
(To be updated)
Thanks Ra1nMak3r for the great results.
So overall Fizz is one hell of a fun champion, you can make him do anything plus he is a great addition to any team thanks to his kit.I'm also not kinda finished with my guide yet, still trying to figure out things that I should add to make it more informative. So please try to help me out.
Please try my guide before voting.
If you like my guide, feel free to vote and comment. If you don't like my guide, you can tell me why so that I will be able to improve it, criticisms will be of great help. Hope this guide has helped you somehow.
Also I wanna give a big thanks to jhoijhoi for her big help thanks to her guide and also her dividers, thanks jhoijhoi, if you want to visit her guide that helped me click here, I also wanna thank Tinystar for the awesome banners, you can find her Signature Shop here, for a big help. Also I wanna thank JumpInThePack for the video up there, hope you don't mind if I use it :). Also Ciderhelm for the "Don't Feed Fizz" video.