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Fizz The Tidal Trickster

  • Mid
  • 4800
  • 880
  • Nimble Fighter
  • Urchin Strike
  • Seastone Trident
  • Playful
  • Chum the Waters
Health Points 414
Mana 200
Damage 53
Attack Range 175
Armor 13
IP Cost 4800
Health Regen 7
Mana Regen 6.15
Attack Speed 0.658
Movement Speed 335
Magic Resistance 30

1 lvl

Fizz, the Mid Harass

ardilla Last update: May 14, 2013

Item builds

Start items "

  • Health Potion

    x3
  • Boots of Speed

Starting items (second option) "

  • Health Potion

    x5

Core items

  • Void Staff

  • Sorcerer's Shoes

  • Liandry's Torment

  • Lich Bane

Endgame items "

  • Zhonya's Hourglass

  • Rabadon's Deathcap

Endgame items (second option) "

  • Guardian Angel

  • Zhonya's Hourglass

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Items for the Tidal Trickster

Here we've got the items for our champion Fizz. First of all, if we aren't fighting a counter champ, like Diana, Mordekaiser, Ryze... we will go with the Starting items that I mentioned in the item build, otherwise, I use to go with the second option. In our first callback (if it's possible, we will buy Blasting Wand, or if we can, Sheen, for an extra damage. After this, we will craft it into Lich Bane for our first Core item. Later, we will upgrade our boots to Sorcerer's Shoes. From now on, we'll buy part from Liandry's Torment, going for Haunting Guise, an Amplifying Tome and crafting it into the item. Now that we have several AP, increasing the damage with Lich Bane, we will go for Magic Penetration, buying first Blasting Wand to craft it into Void of Staff, so our Core items will be done. Depending on the situation of the game, if you need to go more defensive, I'd recomend to go Zhonya's Hourglass and Guardain Angel. If you can manage the game, for Rabadon's Deathcap and Zhonya's Hourglass. First option will give you, and your team, more chances to survive and kill them all, while the enemy team focuses you with being unreachable with Zhonya's, and if you die, return to life with Guardian. Second option will give you more options to outburst them in a very short time.

Skillorder

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Q

Urchin Strike

W

Seastone Trident

E

Playful

R

Chum the Waters
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Skill Sequence

In the first level, play (I recommend) with one point at E. This will help you to dodge abilities that the mid champ can throw you. It also will provide you a great escape if they do an early gank after picking red/blue buff for their jungle. The second level, play with one point on W, this will make you kill minions in less time, but careful, this can make your lane pushed, so take it in mind. At level 3, we will add a point on Q, so, from now, we can burst our enemy with W-Q, even E for finishing or escaping if need it. Continue to maximize your W for more burst damage to enemies, priorizing R whenever it's able to level. After W, we will maximize Q, so we will make tons of damage with combo R-W-Q, if you see they are trying to escape, try Igniting them, before using E if possible, most times they die. Finally, maximize E due to the cooldown, so we can dodge/chase more in less time.

Summoner spells

Spells

  • Flash

  • Ignite

Spells Counterpick

  • Flash

  • Barrier

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Spells to choose

As an assassin, Fizz works really good with Ignite, so most games we play, we'll choose Ignite. Flash provides a great wait to escape, but it's a great option to chase and finish an enemy, and, if they are under tower, no problem! Use E to dodge the shot! If we are playing against a counterpick, I'd recommend using barrier to take less damage from it when you and your jungle make a gank. Normally they will focus you, so you will have a great spell to protect yourself.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +1.53 ability power per level
  • +8.55 magic penetration
  • +5.31 ability power
  • +14.85 ability power
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AP Pure Runes

As a great burst damage that Fizz is, we will focus him at AP runes. Mark will grant us a great Magic Penetration, that will benefit us a lot with the burst. Quintessence, Glyph and Seal will give us a great amount of AP, that in an early/mid game (thank to Scalability from the Glyph) will give us a great advantadge. If you need it, you can change the Seal to a Seal of Magic Resistance, so you can farm your lane a bit more, because we will survive a bit more to enemies attacks.

Masteries

  • 1/1
  • 0/4
  • 4/4
  • 0/2
  • 0/4
  • 4/4
  • 0/1
  • 3/3
  • 0/1
  • 1/1
  • 0/2
  • 0/2
  • 3/3
  • 1/1
  • 0/1
  • 0/3
  • 4/4
  • 1/1

OFFENSE:

22

  • 0/1
  • 0/3
  • 4/4
  • 0/2
  • 1/3
  • 3/3
  • 0/2
  • 0/2
  • 0/2
  • 0/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

8

  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 0/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

0

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Our Masteries

Well, this is a basic page of masteries for a mid champ, ability power for our attacks, and some resistance to stay more in lane to farm the most as you can.

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