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Fizz middle guide

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.


Fizz the Tidal Trickster.

Fizz is a pure AP carry, played as an assassin.

Pros/Cons

Pros

  • Great burst.
  • Skillful mechanism to get in and out.

Cons

  • Melee AP.
  • Squishy.

Summoner spells

  • Flash: It will help you to escape from ganks mostly.
  • Ignite: Ignite is usually sets on the AP middle by default (I mean from the team composition). One or two ignite per team are viable.

Skills

  • Nimble Fighter (Passive): Fizz ignores unit collision and take (4/6/8/10/12/14) reduced physical damage from auto attacks.

This is not the best passive as an AP middle but the free movement component is serving the rest of his kit.

  • Urchin Strike (Q): Fizz dashes at targeted enemy dealing physical and magic damages as follows: (100% AD as physical damage)+(10/40/70/100/130 +60% AP) as magic damage).It applies on-hit effects and on-ability effects.
    Range 550. Cooldown: (10/9/8/7/6). Cost: (50/55/60/65/65/70 mana).

You will not build a Hybrid Fizz but a skill with mixed damage is always annoying for the opponent. This skill will proc Lichbane on hit and it can be almost taken as a poke in combination with E. If there is enemies creeps behind you and you are trying to run away you can use it to reach them and travel faster.

  • Seastone Trident (W): Passive: Fizz add an on-hit effect on his Trident, dealing bonus magic damages based on the target's missing health over 3 seconds as follows: (30/40/50/60/70 +35% AP +4/5/6/7/8% of target's missing HPs). There is a 300 damages cap for minions and monsters. Active: For the next 5 seconds, Fizz empowers his trident dealing additional magic damages as follows: (10/15/20/25/30 +25% AP). It applies Grievous Wounds to the target for 3 seconds.
    Cooldown: 10. Cost: 40 mana.

A good boost to your auto attack but it's a mono-target skill so I usually level this one last. The damage doesn't apply on structures.

  • Playful (E): Fizz jumps and take a stand onto his trident at target location, becoming untargetable for 0.75 seconds. Is Fizz doesn’t cast Trickster he will jump off his trident at his actual location dealing AOE magic damages as follows: (70/120/170/220/270 +75% AP). Fizz also applies an AOE slow on impact as follows: (40/45/50/55/60% movement speed reduction).
    Range: 400. Cooldown: (16/14/12/10/8). Cost: (90/100/110/120/130 Mana).
    Trickster: Upon being onto his trident fizz can can Trickster to jump off at targeted location dealing AOE magic damages as follows: (70/120/170/220/270 +75%AP).
    Range: 400.

On the first jump fizz will become untargetable then he will fall off at the same location dealing AOE magic damages + slow or he can jump off for the same range dealing only AOE magic damages this time. This is a unique skill in the game. It's like a defensive skill shot that render you invincible for .75 seconds. You can also use to escape as the total range is 800 and you will travel faster than your normal movespeed casting it twice rapidly.

  • Chum the Waters (R) (Ultimate): Fizz throws a fish at targeted location as a decoy. The fish will stick to his target or stay on the ground. If an enemy runs onto it it will stick. After a brief delay of 1.5 seconds a giant sharks will eat it up dealing AOE magic damages as: (200/325/450 +100% AP). It also applies an AOE slow for 1.5 as follows: (50/60/70% movement speed reduction). The shark will knock up the main target for 1 second whereas anyone else in the area is knock away.
    Range: 1275. Cooldown: (100/85/70). Cost: 100 mana.

It's a great engage. It's a skill shot and it will attach the fish to the first target it encounters. Don't miss it.

Skill Sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

For a safe early, I put 1 point in E at level 1. Then you Maximize Q and E. W is mono targeting so it's less efficiency while teamfighting.

Masteries

Fizz hasn't the best early because of melee range and his assassin type (no sustain, no sustainable DPS) So I will balance it a bit in the masteries:

  • On the offensive tree Devastating Strikes and Arcane Blade are mandatory.
  • On the utility tree Alchemist and culinary Master combined with a flask + pot will helps you a lot for your early sustain. It will even allow you to take more risks early avoiding a granted trip back if you take too much damage.

Runes

The rune page is oriented toward AP.

  • 9X Hybrid penetration (marks). Q applies both physical and magic damages. You will also a big part of your damage output from your melee auto attacks so hybrid penetration is the best choice here. If you don't own those you can take flat magic penetration.
  • 9X Flat AP (seals). Depending on the meta you may chose Flat armor too if you have many encounters with AD middle like Zed, Talon and Kha'Zix. You will not need the standard mana regen rune either as your early is heavily weighted toward regeneration from your masteries and stuff.
  • 9X Flat AP (glyphs). I like to start with flat AP for more lane domination.
  • 3X Flat AP (Quintessences). You can tweak it few Magic pen if you feel that is too much.

Build

I start with a Flask +3 biscuits. This set up will allow you to stay in lane longer. Make your first back at 1200 to buy either Sheen (1200) or boots 1 (325) + a Blasting Wand (860). On the next trip back I complete Lich Bane (3000) + Sorcerer's Shoes (1100). Your core will be: Sorcerer Shoes + Lich Bane + Rabadon's Deathcap (3300) slash Zhonya's Hourglass (3260) + Void Staff (2295). There is alternate builds after Lichbane: a combination of a Rylai's Cristal Scepter (2900) + a liandry's Torment (2900) instead of Void staff and Zhonya's Hourglass. You can even build a Deathfire Grasp (3100) for even more burst at close range.

Gameplay mid

Your early will be weak. A competent AP will zoom you out easily so you simply won't keep up with enemy CS at this stage. From level 3 you can start punishing any mistakes with your 3 buttons combo. A Q+AA+E combination Then W+Q+AA…+EE. But as a general advice play your first levels passively. After level 6 R will enhance your power to a new high. Now you will be a constant menace to anyone middle. Use R as an engage usually then combo use the combo W+Q+AA…+E.

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends


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