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FIZZ BUILD GUIDE: AD-Fizz seems fishy? >>Fixing wierd "'" things<< by SibirianPns

by SibirianPns (last updated 6 months ago)

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8
Greater Mark of Attack Speed(+13.6% attack speed)
1
Greater Mark of Critical Chance(+0.93% critical chance)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage(+6.75 attack damage)
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Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 2/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
EPlayful
RChum the Waters
View Skill Order Details

Introduction

Looks like you stumbled over my Fizz Guide, which will cover a build- and playstyle which isn't seen too often; in fact I've never seen any Bruiser-Fizzes myself, but I know that some people play it. I like to call builds like this one n.o.o.b.-builds aka neat-out-of-(the-)box-builds.

I started playing Fizz in the middle of season 2, experimenting with different things like JungleFizz, AP Top Fizz (as I main Toplane), HybridFizz Botlane and eventually Bruiser Fizz. I even found a guide on AD Bruiser Fizz from FYA Umashi on solomid.net which helped me get a better feeling for what to build on Fizz.
As season 3 hit I thought about which Toplane-Champs I wanted to play in ranked. As I went through all the champs I have played during my LoL-Career, Fizz presented pretty strong with the new items like Blade of the Ruined King and Iceborn Gauntlet. I continued to play him and experimented with different items, and that led me to the &quot;4 Goals of Itemazition&quot; as I call them now.

You may ask now &quot;Why waste his nice AP-scalings and build resistances and some damage?&quot;. First of all, Fizz has got really high base values on his skills so he will deal damage with or without building AP. His skillset naturally gives him the role of an assassin with slows, jumps, dashes, escapes, high damage output and even a ranged initiation. The main problem now with going AP is that in order to have considerable assassination power you need to build way too squishy for jumping in and killing people as any sort of well timed hard CC will explode you. By Building Fizz as a Bruiser, you will lose some of your burst damage, but the increased durability and DPS are a great exchange for that. These stats will grant that you can still fullfill the role you're built for and will additionally add some flexibility in the playstyle. What I mean by that, is that if you already got a good initiation and/or a (fed) assassin on your team, you might as well peel for your carries and protect them.


Let me go ahead and list up the pros and cons of it:

Pros:
- more flexibility
- better lategame
- high DPS
- hitting a &quot;good&quot; Ult is easier as it's NOT one of your main damage sources
- high base values
- hard to gank
- high mobility
- people may try to counter you Mid


Cons:
- lower burst damage
- weak early levels
- no scaling except for his Q


Runes

Note: The 1% Crit is something I use in all my runepages for autoattacking champs as I don't really lose much (~1 AD or ~1% AS) but I gain the chance to win a trade heavily for just having luck.
____________________________________________________________

  • Marks (Attackspeed): I use the same marks on Fizz, that I use on as she also relies heavily on autoattacks. The actives of and are basically the same: additional On-Hit damage for your autoattacks. So attacking faster equals more hits with one activation equals more damage equals profit.
  • Seals (Flat Armor): Armor helps prevent some damage from autoattacks or minion aggro. Even if your lane opponent doesn't deal physical damage, most of the time the jungler does, and mitigating some damage from him can actually save your life.
  • Glyphs (MR/Level): I choose MR/Level instead of Flat MR because I'm more worried about getting bursted by the enemy AP-Carry later in the game than about anything else, as that would keep me from doing my job. Against AP Toplaners I would recommend Flat MR of course but oher than that I think MR/Level is always better.
  • Quintessences (Flat Attackdamage): Some extra AD helps lasthitting and your overall damage output, but there's room for personal preference. HPreg, some Armor- or Magicpen or even Movementspeed.

[http://i.imgur.com/Uqq1Nvi.jpg]

  • Quintessences (Movementspeed): If I have to kite my laneopponent , or they heavily rely on hitting skillshots, I tend to get Movementspeed Quints instead of Flat AD.

Masteries

mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 2/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
[http://i.imgur.com/E6qnBlX.png]


Offense Tree:
  • Summoner's Wrath: 5 AD + 5 AP are pretty strong for just one point invested, additionally you can make use of BOTH of them.
  • Fury: As the build and playstyle focuses on autoattacking and making use of On-Hit Effects this is one of the masteries you should ALWAYS pick up.
  • Deadliness: Some additional AD per level can't hurt, but mainly you want to get the 8% Armorpenetration.
  • Weapon Expertise: 8% Armorpenetration are a nice pick up for AD Fizz, as it will negate some resistances if they build Ninja Tabi or some sort of Armor against you
  • Blast: Much like Deadliness I mainly pick it up to get the Penetration-Mastery
  • Arcane Knowledge: Although you're autoattacking a lot a bi part of your damage will be magic damage so 8% Magicpenetration is definitely worth picking up

Defensive Tree:
  • Summoner's Resolve: +20 Shield on Barrier doesn't seem much, but for just 1 point invested it is quite a good deal for early trades/all-ins.
  • Durability: The name is the game, health per level will give you some extra Hitpoints later in the game, where you're trying to kill the carry while surviving long enough.
  • Hardiness/Resistance: Additional Armor/Mr should be picked up to help your early game. You obviously should put 3 points into resistance if your opponent deals magic damage.
  • Unyielding/Block: Combined with your passive this will negate quite some damage, especially early game when trading is all about autoattacks.
  • Relentless: Reducing the effectivness of slows should be picked up to reduce the chance you getting kited by carries etc. Also this could save your live against red-buffed-Junglers.
  • Veteran's Scars: An additional +30 HP can be quite a lot during the early stages of the game where Fizz will be quite weak.
  • Safeguard: I don't feel people realize how good this mastery is. Helping your ability to towerdive will also ensure you can keep the pressure on your opponent if you get a lead as you will be able to towerdive him 1v1 much easier resulting into an even harder snowball.

[http://i.imgur.com/UVsws4A.png]


I don't use this page very often on Fizz, but it might help in the tougher matchups if you're starting to play Bruiser-Fizz-Top.

Additional Defense:
  • Tenacious: During the whole game you will eventually be encountered with varius forms of CC and reducing the duration of them can ensure you're able to finish off your target or your escape.
  • Defender: One-point-wonder! In a 5v5 teamfight you will get 5 Armor AND 5 Magicresistance wich equates to 3 points in Hardiness AND 3 points in Resistance - for just 1 point.
  • Reinforced Armor: The second often overlooked mastery. It will decrease the damage of crits by 10% so if they would deal 600 damage with a crit to you, it will block 60 damage for one point invested.
  • Honor Guard: Another -3% damage from anything. Nothing else to say about that.

[http://i.imgur.com/RTMfcFz.png]


The Junglepage if you want to start Doran's Blade (which I do 90% of the time).

JUNGLING - Additional Utility
  • Wanderer: Some more movementspeed while out of combat help roaming and ganking more frequently all over the map.
  • Improved Recall: Improved Recall - Cpt. Obvious
  • Mastermind: Lower Smite- and Exhaust-cooldown. Especially the lower exhaust-cooldown is really strong as ganks with exhaust up tend to have a very high successrate.
  • Artificer: I build Locket of the Iron Solari in most of my games, so it doesn't go to waste.
  • Runic Affinity: 20% longer Blue and Red-Buffs? Yes please! You might get one more gank with redbuff of, and more time with your bluebuff will increase your sustain, cleartime and gankpotential a lot. One of the strongest Jungle-Masteries.
  • Biscuiteer: As you'll be starting without potions, this mastery comes in quite handy, as you would get a bit too low after blue and redbuff to be able to gank. Key mastery when starting with Doran's Blade!
  • Vampirism: The MOST IMPORTANT mastery for starting with Doran's Blade. Not only will the extra 3% Lifesteal combined with the extra AD and on-hit from Dorans help you sustaining through your jungle, but the 3% Spellvamp will proc of your Abilities and more importantly your smite. Especially the burst heal from smite is the reason why you can clear your jungle without potions, so don't even dare to start with a Doran's Blade while not running this mastery.

Summoner Sets

Primary Set
Laning:

Jungling:

Explanation:

I would always take Ignite no matter what, as it comboes so nicely with Fizz's W burning through their health even if they run away. It will secure many kills in lane and wasting flashes, as they will flash away with W+Ignite thinking they can survive with 200 health to burn through... well, no.

Before the S3-Patch brought Barrier to Summoner's Rift, I used Heal instead of Flash. Fizz has enough built-in mobility to get out of sticky situations without it. Additionally S3 raised the cooldown on Flash to 5 minutes, so you should figure out a way to get out of ganks without it anyway. The problem with running Heal and popping it during trades was though that the enemies Ignite would cut the healing in half (Grievous Wound) during trades if you timed the Heal it bad. Barrier doesn't have that problem, as it doesn't count because it doesn't count as a Heal, it's a shield afterall. Running that additional &quot;aggressive&quot; summoner spell, gives Fizz more trade- and divingpower early on, right when he needs it. Just make sure to use your E wisely and everything will be just fine.

Also there is a lot to learn from that for other champs and your overall gameplay. You will be forced to think through your decisions much more, because you don't have a "Get-Out-of-Jail-Ticket" for free if you're using your skills carelessly.

The Jungle-Skillset is all about ganking pressure and invading. As I am starting Doran's Blade most of the time, you'll be hell of a threat and you don't need Flash so running exhaust makes you even more dangerous.

Other Options:
: No problem here, sir. If you're not comfortable without Summoner Spell #1 go ahead and take it.
: In some matchups Exhaust may prevent more damage than Barrier. For example Tryndamere (AD), Fiora, etc.
: Leaves you rather weak in lane, but against the easy matchups you may want to help out other lanes while you don't have to worry about your own lane.
: If you prefer Ghost over Flash as some people do, go ahead and take it, it works just as fine. You won't get kited ever again.


: Well, no... Clairvoyance will always be a support summoner and even supports don't use it these days. You could use Cleanse+Ignite like some Tryndamere players do but I don't think it would be optimal. The same goes with Heal as in my opinion Barrier is just better (as explained above). And of course you're not Karthus so Revive shouldn't get any consideration at all.

Item Builds

Starting Build(s)
Standard Start
Against Heavy Physical
Aggressive Start
TL;DR aka "Help I'm already in-Game":

Choose one from each line depending on your team and your enemy team

1. berserkers-greavesninja-tabimercurys-treadssorcerers-shoes
2. blade-of-the-ruined-kingfrozen-fisttrinity-force
3. nashors-toothwits-endzephyr (maybe guinsoos-rageblade)
4. frozen-malletwarmogs-armorguardian-angel
Final Build(s)
Standard Final Items
The so called "4 Goals of Itemization" (4GoI):

A more itemspecific explanation on "what to build when" will follow in the "Items"-Section. I just wanted you to know which Items you should consider for each goal.

Goal 1: Pure Damage -
Different situations require different items, but you want to be able to deal damage nevertheless. Try to get a feeling what type of damage your team needs.
- Burstdamage? Go for Iceborn Gauntlet or Trinity Force.
Both these items offer a proc, that increases your next basicattacks damage. This will also apply on your Q, granting nice initial burst damage when timing your abilites correctly, as those procs have a 2 second cooldown.
- More DPS? Go for Blade of the Ruined King, Maw of Malmortius, Guinsoo's Rageblade or Frozen Mallet as they all give AD.
______________________________

Goal 2: Attackspeed -
A +big part of Fizzs damage comes from W which makes Attackspeed incredibly good on him. Luckily there are quite a few options to choose from, which makes it easier to adapt. Guinsoo's Rageblade, Nashor's Tooth, Wit's End, Zephyr or Trinity Force are all good options with different strengths and weaknesses.
______________________________

Goal 3: Slow -
As an assassin you will always want to be able to stick to your target. Being as awesome as he is, Fizz has a slow built into his E. Sadly I don't like the idea of using this versatile ability for his slow, leaving you with no escape in the middle of the enemy team. Therefore grabbing some slow will get quite handy as the carries won't escape from you, while you can leave your E up for a stylish escape.
Go-to items are: Blade of the Ruined King, Frozen Mallet, and Iceborn Gauntlet
______________________________

Goal 4: Durability -
Goal 1 to 3 focused on the main task Fizz wants to accomplish, which is having the tools to kill the highest threat for your team. But having enough damage won't help if you get killed in an instant, so the last thing you want to take up is some durability to grant your survival for some additional seconds while you finish your job aka the carry.
&quot;Offensive&quot; Durability won't make you incredibly tanky but it grants you HP/resistances to live through some initial burst while giving you an extra boost in your damage: Frozen Mallet, Iceborn Gauntlet, Maw of Malmortius or Wit's End
&quot;Real&quot; Durability won't do anything for your damage but makes you quite a bit more difficult to kill: Frozen Heart, Guardian Angel, Banshee's Veil, Randuin's Omen, Runic Bulwark, Sunfire Cape or Warmog's Armor
______________________________

You may now know what you want to accomplish with your build, but 80% of the games end before you can finish your 4th Non-Boots-Item. The unofficial 5th goal should be, to get Damage, Attackspeed, Slow and Durability with just 3 items so you can reach those goals in nearly every game. Fullfilling the 4 Goals with 3 Items while adapting to the situation sounds quite difficult to do, but in fact it's rather easy. Let me run you through some examples:

Example 1:
Damage: _______ 70 AD + 42 from + 4% maximum HP from + 's active
Attackspeed: ____ 40% AS
Slow: __________ 's passive + 's active
Durability: ______ 700 HP + 45-65 MR + Tenacity

Ok now, lets have a look at this build. I was playing against a Garen who fell really behind after loosing early trades and giving me First Blood because of a gank. Therefore I went straight for damage with Blade of the Ruined King to make sure he couldn't turtle the lane with building health. I'm not sure but I think I killed him one or two more times before destroying his turret. At that point Botlane was kind of winning (no kills happend but our ADC had more CS) but Mid-Lane was loosing to Ahri. So the fact that their main damage dealer would be Ahri in teamfights, made me buy some MR with Mercury Treads + Wit's End. Having quite enough MR to tank a few shots from Ahri, allowed me to kill the enemy Caitlyn with ease, as noone on their team could really hurt me. We got baron after a successfull teamfight, and with that gold I topped off my build with a Frozen Mallet, making me impossible to deal with while dealing way too much damage. The following teamfight was a clean 5:0 Ace and Victory for my team.


Example 2:
Damage: _______ 30 AD + proc + 21 additional On-Hit on + 30 Damage on + 18 Damage on
Attackspeed: ____ 30%
Slow: __________ 25% Chance to Proc 's Slow
Durability: ______ 650 HP + 50 Armor + 70 MR + 's Shield + Tenacity + 's Revive

This build is, as you may notice, completely different from the first example. I faced a kind of difficult lane (Akali) and also my team lacked a tanky guy (Shaco-Jungle and Sona-Support). Additionally I knew we would face some heavy poke against Ezreal and Lux. That in mind I tried to get the 4GoI as fast as possible, as I wanted to focus more than usual on durability. Trinity Force was the perfect choice there as it grants damage, attackspeed, slow and even some health. I was able to get additional tankyness with Banshee's Veil, which also got the shield to deny some poke, and MR to survive against the double AP comp. Staying by my ADCs side to peel Akali for him, the rest of the enemy team a rough time dealing with Shaco and our Mid-Kha'Zix. That made them a bunch of free kills for our cleanup-crew consiting of me and Graves. As the game progressed I also bought myself a Guardian Angel to live through some additional damage while protecting Graves who was able to shred his way through the enemy team to victory.

(Note: These are only example builds, but there are many many more combinations you can build, depending on which situation you're facing. Each of them fullfilled the 4GoI while also adapting to the circumstances I faced during the game.)

______________________________


The Jungle-Build

Start: (+) (or sometimes )

Core: +

From there on build one additional offensive Item from below list:


And head for pure defense afterwards.

______________________________



The ARAM Build

+ / + + / + + /

If you've got 6 Items sell Boots and get:

The theory behind this is, that while going for more damage you might be able to win some games faster, but overall a more tanky build is waaaaay stronger as lategame aram comes down to which team has more tanks.

Itemchoices

Blade of the Ruined King
A really good Item on Fizz, probably one of my favourites. It grants quite some damage through AD and the passive, a strong active and even some lane-sustain. Buy this especially against Champs that like to build up HP like Cho'Gath or Shen. The downside is that it doesn't make you tanky at all.
Now with the new patch it also grants Attackspeed at the cost of reduced AD. Everyone was buying it so they nerfed it by increasing the cost. Nonetheless it is still a solid choice for Fizz as we mainly bought it for the passive and not for the AD
Frozen Mallet
The well-known &quot;You-won't-kite-me&quot;-Device. Giving you some AD along with quite a bunch of HP isn't too bad to begin with but the slow on every hit makes it a pretty nice item to buy. If you need to kill carries that have an escape other than Flash you should think about buying this, if you already got enough damage that is...
Guinsoo's Rageblade
Sometimes a fish must do what a fish has to do. Building AP. In certain scenarios Rageblade will help to get additional burst damage out of your skills while also granting AD and AS to increase your DPS. If the enemy team is really squishy and your team is ahead you can wreck them with it, if they're not you're better off with other items that don't leave you with a bit of everything and no tankyness.
Hextech Gunblade
To be honest I've never really considered building that item. But after trying out nsages Hybrid Hunter Teemo Build which has it as a core item, I was pretty impressed by it. It is rather situational but if the fights are drawn out and your build is rather tanky it is a nice item.
Iceborn Gauntlet
Sheen-Items have always been a good option on Fizz, as his Q activates AND procs them in one blow. But not building AP makes Lich Bane pretty bad and Trinity Force sometimes just doesn't fit the situation. Iceborn Gauntlet gives tankyness through Armor and in addition, the Sheen-proc will apply a slowing field underneath your enemy. Also you can start to build towards it with Sheen if you think you want the damage in lane, but you may also want to start with Glacial Shroud if you face some heavy physical damage and feel like it's better to farm safely and rely on your basevalues for the damage.
Sometimes you won’t need its armor though, leaving you with better options to buy.
Maw of Malmortius
AD, MR and a pretty big shield against magical damage. It is definitely a solid choice on Fizz, especially if you buy an early Hexdrinker against heavy magic damage opponents in lane. Other than that you'll find better items out there to grant you some tankyness against magical burst, as Fizz('s abilities) don't scale too well with AD.
Nashor's Tooth
People seem to only buy this item on Teemo who can make use of every stat it gives. Luckily Fizz can do that too. Attackspeed is always usefull with On-hit effects and with the new patch it even has an own one, the Cooldown Reduction helps to have your abilities up more often and the AP goes straight into all of Fizz's abilities most importantly into his W boosting its damage by 46 damage total. Additionally the season 3 patch reduced the cost of Fiendish Codex making it even more cost-efficient on Fizz,. The downside on it is, like some other items, it won't give you any survivability in lane or during fights. So don't rush it and if you want to buy it, then do so when laning phase has ended and you already have some tankyness.
Trinity Force
Does everything Fizz wants, even every single part is useful for Fizz though it's pretty pricey. Your damage will be good but not insane and it offers quite some utility with its additional movement speed. The bad part of it though is that you will lack real durability. You can get more tanky than usual as Phreak's Blessing will give you all the damage you'll need during the midgame, so you can focus on durability.
Wit's End
One of the items I definitely buy more often than not, as the stats it gives are pretty good for the amount of gold you have to spend. Attackspeed and MR are both good on Fizz and 42 additional On-Hit damage are pretty strong, considering that would be like 21 AP for your W. (But Wit's End's damage will always be up unlike your W) It has no real downside other than maybe granting MR in a situation where you would like to have Armor. In times where I don't buy it, it's not because the Item is bad, but because there are even better options for me.
Zephyr
Last but not least will be this pretty thing. While damage- and durabilitywise this item is definitely the worst of the attackspeed items, you sometimes want it nonetheless just for the tenacity it offers, because you bought other boots than Mercury Treads. You don't always need tenacity but sometimes against Champs like Irelia or Riven armor and autoattack damage reduction are required to live through the lane. Later on you might need some tenacity, making Zephyr your blade of choice.
Banshee's Veil
Against certain teams this can come in preeeetty handy, especially against poke heavy teams with Nidalee or Jayce and the likes. If you look for MR or Health, there are way better options for you, only consider it for the spell shield.
Frozen Heart
I liked this item a lot back in season 2 because it builds out of Glacial Shroud which is a nice pick up against heavy physical opponents while fixing some of the mana problems you might have. Now with Iceborn Gauntlet available I don't build it that often anymore. The only times I tend to pick it up are when an attackspeed reliant champion (e.g. Irelia, Kog'Maw) is really fed and I'm not capable of taking him down immediately.
Guardian Angel
Fed Fizzes Fish For Fed Farries (weeelll that didn't work too well but you get the idea...). The idea behind building GA is pretty simple. If you managed to get really fed by the time the teamfights break out, and you're capable of dealing way too much damage for anybody to handle, building more damage would be an overkill. Instead, by picking up a Guardian Angel, you can wreak havoc amongst your enemies, while they can't focus the fed Fizz down thanks to your revive-loop-thingy.
Randuin's Omen
The HP and Armor Randiuns gives are pretty nice, but the real backbreaking things are its active and passive. It's pretty likely, that you'll be standing right in the middle of everything once a teamfight breaks out. So it shouldn't be too hard to hit the active at least 3 to 4 people with it, messing with their ability to position themselves and the ability to kite you in particular which is amplified by the passive once the carry tries to kite you with the Furor Enchantment. Again nice pickup against Irelia, Kog'Maw and the likes.
Locket of the Iron Solari
Not the most optimal item for Fizz, but if you really need the aura for your team and nobody can afford it, go ahead and buy it. Especially against double AP Teams +30 MR on EVERY teammember can turn the tides in your advantage.
Sunfire Cape
Having some splitpushpower can help sometimes, as AD Fizz isn't the best at waveclearing. Additionally, you shouldn’t use your E for waveclearing, especially be to get away fast with (playful) if a gank is coming in. Against AD Nidalee or Shen it can be usefull, don't just buy it for the Armor and HP.
Warmog's Armor
We're in the League of Mogs after all! Tons of HP and pretty high HPreg on top of it make this a nice item to buy later in the game, finishing off a high damage build with some real tankiness.
Berserker's Greaves
if the enemy team only has some slows, no hard CC and you want to murder people.
Ninja Tabi
if you're facing an autoattacking champion in lane and/or you can handle the amount of CC that will be thrown at you.
Mercury's Treads
if there are stuns and other CC that keep you from killing their carries.
Sorcerer's Shoes
if you're building towards a more bursty build and need some penetration to go with your magic damage.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
EPlayful
RChum the Waters
&gt;&gt;&gt;

As mentioned earlier, autoattacks are your main damage source, therefore maxing W first is pretty obvious. Then I max E second as the Cooldown goes down, which is nice as I'm running no Flash and it increases the number of jumps during fights. I max Q last because the damage stays roughly the same (100% of your AD + On-Hit effects) and you don't get much else out of it. Put a point in your R whenever possible to lower the Cooldown and increase the slow and damage.

0. : Whenever possible for decreased Cooldown + Increased Damage and Slow!

1. : More Damage!

2. : Decreased Cooldown + Increased Slow!

3. : It deals 100% of your AD+On-Hit effects at all Levels and the cost goes up so this will be maxed last.

Skills

Nimble Fighter
Passive: Nimble Fighter

Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.

Explanation:

I like to think of it as two seperated passives:

  • &quot;Nimble&quot;: Like Hecarim or any champ with a Phantom Dancer, Fizz can move through units. That's for sure useful to have, as you can kite your opponent straight through your wave of minions, with him having to run around it. It takes some time to fully get used to it, as you will automatically try to run around them yourself.

  • &quot;Fighter&quot;: Fizzes actual passive. Any autoattack will deal less damage to Fizz (values above), which includes neutral monsters, pets (e.g. Tibbers) and minions. During the early game in particular, this give you an immense advantage over you opponent as he will take the full damage from your wave, while you take 24 less damage per autoattack per wave (3 meele minions and 3 caster minions). Funny enough I've gotten so many First Bloods because an opponent carelessly fought me at lvl 2 where autoattacks deal the highest portion of anybodys damage during trades, and while we both also tanked the opposing creep wave, I recieved like 100 less damage from creeps and like 28-32 less damage from him just from my passive.
Urchin Strike
Q: Urchin Strike

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.

Range: 550
Cost: 50/55/60/65/70 mana
Cooldown: 10/9/8/7/6 seconds
Additional Magic Damage: 10/40/70/100/130 (+0.6 per ability power)

Explanation:

[http://i.imgur.com/tmSEyLR.png]

GIF:
http://i.imgur.com/FAkxLnH.gif

This will be your gapcloser when assassinating the enemy carries. It will deal your AD + some bonus magic damage depending on the skill level, so I max it last. The really cool thing about it is that it will apply On-Hit effects such as your W, Frozen Mallet, Wit's End or even Sheen-procs. So by the time you actually hit your target with this, their flash won't help them anymore as they're already slowed even without you hitting an autoattack.

The strange component of this skill, is that you will always travel the same distance, wether or not you're far away from your target or close by. If you keep that in mind though you can use this to your advantage though. For example try to escape a gank from behind by waiting in a brush, and Qing onto an enemy as soon as they're close by. You will travel through and a good amount of distance behind them, walking away with style.
Seastone Trident
W: Seastone Trident

Passive: Fizzs 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 300 against minions and monsters.
Active: Fizzs autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds (50% healing reduction).


Cost: 40 mana
Cooldown: 10 seconds
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)

Explanation:

[http://i.imgur.com/cubcv8p.png?1][http://i.imgur.com/ZPyClk3.png?1]

GIF:
http://i.imgur.com/AtUY0KL.gif

THIS! is the most amazing thing I've ever played with. It gives you everything. Grievous wound, On-Hit damage, further DPS AND an execute! It's like ++ (SpiderForm) in just one skill. Maxing this first will grant, that hardly anybody can trade with you for a prolonged time, even if you don't build AP as the basedamage is high. So people will try to disengage after a quick trade with their abilites, but luckily your kit allows you to chase them for some additional, healthbar-shredding autoattacks.
His W is also the reason why you want to build some attackspeed, as you want to get the most out of every activation (with 1.0 attackspeed you get 5 autoattacks off before the effect wears off =&gt; 65/90/115/140/165 On-Hit Damage + Bleed).
Oh and did I mention that during the whole active duration, their lifesteal, potions and healing abilities are cut in half?
Playful
E: Playful/Trickster

1. Activation: 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.
2. Activation (Trickster): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.


Range: 400
Playful AoE Radius: 250 (estimate)
Trickster AoE Radius: 150 (estimate)
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)
Magic Damage: 70/120/170/220/270 (+0.75 per ability power)

Explanation:

[http://i.imgur.com/axzKHz3.jpg?3][http://i.imgur.com/L24CHNQ.png]

GIF:
Playful: http://i.imgur.com/72391if.gif
Trickster: http://i.imgur.com/CcoLKtT.gif

The reason why Fizz is so incredibly mobile and hard to gank is his Playful/Trickster also called &quot;Trollpole&quot;. If you react fast enough, you can dodge Stuns, Slows, Silences etc. with it, while also traveling quite some distance. You can even use it to jump over little walls in the jungle making it so we can use another &quot;aggresive&quot; Summoner instead of Flash. (Note: It takes quite some time and practise to be able to jump over some of them when being in a stressful situation!)


Additionally if you DON'T activate it a second time, it will slow all enemies in a circle around you, which might come in handy when chasing someone.
Chum the Waters
R: Chum the Waters

Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesnt 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.

Cost: 100 mana
Range: 1275
AoE Radius: 250 (estimate)
Cooldown: 100/85/70 seconds
Magic Damage: 200/325/450 (+1.0 per ability power)
Slow: 50/60/70 %

Explanation:

[http://i.imgur.com/HbxyF5a.jpg?3][http://i.imgur.com/BAVHOHx.jpg?3]


Last but not least the Ultimate. If you played Fizz on AP before, forget everything you think you might know about it. Well except for the aiming maybe, as like Olaf's Axes you can also define the length it will fly, which is sometimes pretty hard to do. I personally use smartcast on nearly every ability, but Fizz's Ultimate is one of the exceptions for this resaon, along with things like Rumble's Ultimate etc.
Because this build doesn't build AP it won't deal any significant damage other than maybe at lvl 6, so it's more an initiation tool, as it offers quite some CC and has a pretty good range.
There's one upside to it though: If you don't hit it, you won't deal less damage. So feel free to try and hit them as soon as you see an opportunity.
Fizz's Ult has a pretty long range, a huge slow and a AoE knockup on top of it. Lategame, a good Ultimate can be a pretty good initiation if you hit the right target, which might not necessarily be the focused carry. If the Shark/Urf errupts in the middle of the team it will slow everybody hit by it for a pretty hefty amount, giving them troubles to position themselves in case of an engage.

Champion Matchups

Akali
Difficulty
Favors Enemy
Oh well, not a good start I'd say. Thanks to her W you can't force the prolonged trades you want to get ahead. She will quickly burst you, get invisible and retreat, slowly but surely forcing you out of lane.
Start the lane with Crystalline Flask+3 Health Potions and try to get 2x Null-Magic Mantles on your first back to build into Mercury Treads and Hexdrinker.
The only time you can kill her is when you force her to push the wave into your tower early, resulting in you getting lvl 4 before her. That's the one moment you can get aggressive, if you miss it, trhere won't come another one if she plays it right.
If you don't die to her early, she’ll most likely start roaming to get the kills she needs to snowball. That will be your time to get some free farm which will help you to outscale her later.

Start:
Chogath
Difficulty
Favors You
This one's easy. If he doesn't use his W first, you can dodge his Q with your Playful/Trickster during trades so he won't be able to retreat so easily. You can play really aggressive levels 1-5 because he won't be any danger for you, but be aware of his Ultimate as soon as he gets it.
The only way you can lose this lane is if the enemy jungler ganks you early so I recommend starting with Boots+3 Health Potions for extra movementspeed and keep an eye on the map so you know when he might gank you.
You will outdamage him in every stage of the game, just make sure he isn't able to Feast (R) on you carry.

Start:
Darius
Difficulty
Favors You
Versus Darius the lane can go either way, depending on several factors. First of all his build. If he goes the tanky route you'll have the advantage, but if he goes for damage (e.g. Black Cleaver) it's quite skillintensive for Fizz. With tight reflexes you can manage to dodge his Q with your E. During the time he waits for the cooldown you have to punish him as hard as possible. Do that 2 or 3 times and he won't be able to come up and Q you again anyway. From that moment on you can play as aggressive as you want, zoning and trying to kill him. He will fall behind in levels and gold, making him quite useless as Darius's main strength is being a bully in lane.

Start:
Elise
Difficulty
Favors You
She got nerfed in the last patch and I can't say for sure how it affected the matchup but it was more like |Fizz 51/49 Elise| than |Fizz 49/51 Elise| before the changes. Her main damage comes from the Q which scales with the opponents maximum HP. Building some damage and some MR on top of it (Hexdrinker or Wit's End) will heavily decrease her damageoutput, as her spells won't deal too much damage once you built some MR and your passive blocks damage from her spiderlings. Just care for ganks and don't try to hit her with your Ult as she can dodge it with Rappel (Spider E). You will get ahead in almost every trade if you manage to stay healthy until you reach lvl 3.
Once teamfights break out both of you will try to jump on the opposing carries and annihilate them. There's not much you can do about her, so don't try to peel for your team and go straight for the enemy carries.

Start:
Fiora
Difficulty
Favors You
I never laugh as hard as when I play against Fiora Top. I recommend taking Exhaust over Barrier in this matchup as that will completely shut her down for some seconds. Try to farm your lane passively, hit her with an autoattack once in a while and stay high on HP. Once she reaches lvl 6 she will all-in you as her Ult deals heavy damage 1v1. The fun part is that once she starts jumping you simply press E which interrupts it as there are no valid targets left to jump to. It will put her Ultimate on cooldown without you taking much damage and she will be standing next to you, wondering what happened. If played everything correctly and you got your Exhaust up you will now be able to put some pain onto her forcing a summoner or even netting a kill.
Later in the game, a Fiora without kills is no big danger for your team, whereas you'll be a nightmare for your enemies.

Start:
Galio
Difficulty
Favors Enemy
Galio probably is your hardest counter in the game, so you haven't got many options: Ask for heavy ganking or a laneswitch, you might even be better off 1v2ing bottom than fighting him. Else your best bet is to try and farm up as much as possible early and then go roaming or counterjungling as you won't be able to do anything against him after a few levels. Later in the game it will get better, as you may be able to stop him from channeling his Ultimate with yours.
TL;DR: Don't fight him as you can't lane against him no matter what, try to farm a bit, then pressure the rest of the map. Lategame is all about killing the carries and maybe interrupting his Ult.

Start:
Gangplank
Difficulty
Favors You
The mighty pirate might be mighty but mighty might not be mighty enough for you. (Pun intended) You can dodge his Qs if it is necessary but other than that the matchup isn't very interesting. He will try to poke you with Parley (Q) so force him to fight you all-in as you will win any exchange once you got some points in W. Also by fighting him over and over he won't have time to look to other lanes and help them with his Ultimate. If he builds health buy Blade of the Ruined King, if he goes with Crit and Sheen you should look for Glacial Shroud / Iceborn Gauntlet.

Start:
Garen
Difficulty
Favors Enemy
Oh god, he can be really annoying to play against, but nonetheless outplaying him is pretty easy. If he is smart he will not use his Spin (E) until you go in with W active, forcing you to back off unless you want to take massive damage. The key to winning the trades is to fake an engage without W so he wastes his Spin, backing out and then jumping in again with W once his E is on cooldown. Sounds a bit complicated but it's rather easy to execute. Only problem with this strategy is that it will burn through your mana pretty fast, so picking up a Glaical Shroud and Sheen is necessary or else he will simply run you out of mana and then force you out of lane.
Lategame he will get pretty mediocre damagewise, so go for his carries and win the teamfights that way.

Start:
Irelia
Difficulty
Favors Enemy
Irelia can be really tough and it all comes down to who gets a lead early. Try to be aggressive as soon as you reach level 3 without being careless. Try to push the lane a little bit so you can reach level 2 and 3 just some minions before her. Having all of your skills while she is stuck with just two of them will give you a big advantage over her and you should use it. Also reaching level 6 before she does will give her some serious trouble as she won't access to her R, giving her the healing she'll need to live through your Combo. On the other side, she will try to do the same thing to you and if you both reach your levels at the same time she has a slight advantage as her On-Hit-&quot;Modifier&quot; (W) gives True Damage and yours only gives Magic Damage. Also if you stay too passive she will eventually outsustain you with W and R.
I tend to build a Doran's Blade into Phage. From there on it will depend on the rout she takes. Sunfire Cape is actually a pretty good item against her if she itemizes damage, as it negates some of her autoattack damage, grants a good chunk of HP, a little bit of sustain and some damage (the Cape will eventually proc a couple of times as trades tend to go long against her). Opposed to that if she stacks health and resistances you should obviously go for Phage into Blade of the Ruined King.
Late game you'll both have the same job, so you'll hardly ever face her in teamfights unless you're peeling for someone.

Start: or
Jarvaniv
Difficulty
Favors Enemy
He's not a really common opponent these days as he's played as a jungler most of the time. Nonetheless he can be hard to deal with as Fizz. His E-Q-Autoattack Combo will burst you pretty hard, however that's where there is potential to outplay him. If you're sure he's not engaging for his jungler/midlane to close the gap you can try and Q to him as soon as he throws his flag. That will put you behind his champ and his Q will miss and pull him away from you. Now with his burst skills down for some seconds you should be able to get some autoattacks in before he retreats.
Other than that, if you're both equally fed and hit your abilites he will come out ahead most of the time, especially early in the game when J4 is one of the strongest bruisers due to his burst. Just ask your jungler to gank once or twice and you'll be able to handle him pretty well as the game progresses.
I recommend building two early Doran's Blades as that will help your weak early game and after that you should try and get a Glacial Shroud as quick as possible.

Start:
Jax
Difficulty
Favors Enemy
Oh my, he's nearly impossible to deal with in lane. Like vs. Irelia, he will press E as soon as you engage with your W on, denying all of your autoattack damage, wasting your cooldowns and stunning you afterwards so he can get in 3 or more free hits. Additionally, once you both hit level 6, his DPS will just go through the roof while he's getting free resistances for All-Ins.
Sometimes you can deal with him pretty well if you buy many wards and push him into the tower constantly but sadly Fizz isn't capable of doing that.
Farm as much as possible, buy your jungler some nice camping equipment, like a tent and stuff and hope for the best. Alternatively you can try a laneswap if you're positive that your AP Mid can keep him from farming or at least atleast farm him-/herself.
In teamfights you should stay by your carries side as Jax would destroy him way quicker than you would destroy their carries. If manage to chain CC him, Jax won't be able to impact the fight at all and you can clean up his team afterwards.

Start: or
Jayce
Difficulty
Favors Enemy
Meele vs. Ranged is always kind of onesided. He can poke and farm from safety with Cannon-Mode while being able to switch to Hammer-Mode if you manage to get to him. Luckily your passive will at least block some of his autoattack poke. Try to survive until level 6 without taking too much damage and all-in him with your Ult if you got both your summoners up, but other than that you can't really pressure him in lane at all, as he basically got 6 abilites to trade with while you only got 3.
As against Jarvan IV, I recommend building two Doran's Blade into a Glacial Shroud.

Start: or
Kennen
Difficulty
Favors You
Kennen is pretty easy to beat. His damage is a bit lackluster early and on top of that he has a skillshot as his main damage spell. Normally Kennen tries to get a lead on his opponent by constantly harrasing with autoattacks but thanks to your passive that won’t work too well. On top oft hat, you can â€Å¾dodge“ his ultimate by simply jumping out of it with your E, so he can’t even all-in you at level 6.
I recommend getting a null-magic mantle early for some MR, but you don’t have to build something out of it until later in the game, so focus more on pure damage and lane dominance.

Start:
Leesin
Difficulty
Favors You
Skillshots against Fizz? Not the best idea indeed. He souldn't be able to abuse is strong early game against you as he shouldn't be able to hit his Q which takes away a lot of his damage. On top of that, you'll cut his lifesteal in half with your Grievous Wound. He could try to max his E and shove hard against the tower but as long as you get your money all is fine.
Just remeber one thing when going for a trade. His E reduces your attackspeed which hurts your damage quite a lot. The best way to get around that that is showing aggression early and observing the exact order in which he uses his skills. Try to get a feeling when he uses his E and dodge it with your own E if you're willing to take a little risk and go for an all-in.
Doran's Blade is a pretty strong choice against Lee, as well as Mercury Treads and Iceborn Gauntlet to completely shut him down in every aspect (early game stats, tenacity for his E and armor + burst for damage).

Start:
Malphite
Difficulty
Favors You
You probably won't kill him on your own in lane, but he won't either. Like against Lee the key to win the trades is dodging his E to protect your attackspeed. He will normally max his E anyway so he will miss a lot of damage on top of that too. The problem is, that his shield and natural tankyness makes it really hard to kill him but denying him farm is great too of course.
Picking up some MR can't hurt as some players like to build Haunting Guise and Sorcerers Shoes before going tanky so an early Hexdrinker or Wit's End can't be a bad choice.

Start:
Nasus
Difficulty
Favors You
Nasus might be weak in Lane but his W hurts your damage quite a lot so I recommend for going a bursty build against him. Showing aggression early is definitely the way to go so try to simply walk up to him to get in some Autoattacks and as soon as he Withers you you should retreat. After the Wither wore off, activate W and Q to him, get in as much damage as possible with your W and then retreat again. If you stay calm and play it that way you should be able to beat him, or at least it will keep him from farming. If he manages to waste your W with his W though, you won’t be able to bully him out of lane as his lifesteal will keep him sustained pretty easy.
Iceborn Gauntlet or even a Trinity Force + Sorcerer’s Shoes are my preferred Items against him.

Start:
Nidalee
Difficulty
Favors You
AP
If the Catlady decides to go AP (which isn’t likely those days but you never know) she’ll hate every single second of you laning against her. Her damage is bound to landing spears and Fizz is pretty damn good at dodging skillshots, as her early autoattack harrassment won’t have too much of an effect. Build whatever rout you like against her as long as you’ve got enough damage throughout the whole game to dominate her.

Start:

AD
If she decides to go AD though, that’s a completely different story. Her autoattack poke is pretty nasty early so starting with Cloth Armor is mandatory. Nidalee is all about bullying you out of lane, so playing aggressive early can win you the lane right away if you manage to get a lead on her that way. If there is no opening to do that though, you should just keep farming your items as there will eventually come the time of teamfighting and your time to shine. Playing smart is the motto of the matchup.
I recommend building straight into Ninja Tabi, then going for one or two Doran’s Blades. After that I’m building Iceborn Gauntlet 99% oft he time so you should decide between building Sheen or Glacial Shroud first based on wether you need damage to start playing more aggressive or stay a little bit on the defence. After finishing your Frozen Fist you’re pretty much set for the lane and should pick the next Items based on what the Team needs.

Start:
Olaf
Difficulty
Favors Enemy
Techno Viking will rock you pretty hard sadly. He has some form of sustain, his passive makes it really dangerous to go for an All-In and you can't go for more bursty trades either because his E hits like a truck. On top of that, he also is able to simply run out of your R with his ult.
The positive thing is that he shouldn't be able to get aggressive because of your mobility so he won't be able to force you out of lane either. If you're lucky your jungler comes to help you once or twice, you end up getting some amount of kills which will put you into a position where you can pressure Olaf and force him out of lane that way.
In any case you should be happy with farming your way to your core-items. Obviously Blade of the Ruined King is the best option for a first option here as nearly everybody builds some amount of HP on Olaf.

Start: or
Pantheon
Difficulty
Favors Enemy
Bad news first: During early laning phase Pantheon is a god. His damage is pretty damn high, his passive allows him to win trades very frequently and he has the potential to snowball other lanes too, if he gets a lead, due to his ultimate.
Good news: His teamfighting is garbage unless he's overfed.
You need to play very, very, very passively, try to get as many lasthits as possible without taking too much risks. The problem with Pantheon is that there's very little counterplay because of the way his Q and W work. On the other hand, if he's not able to pressure you and get kills, he will start falling off very fast so funny enough not getting pressured by him will kind of pressure him.
Keep buying wards so you can see when he tries to make a play with his Ult. I recommend getting a Crystalline Flask with your first back to get extra sustain. Work towards a more lategame oriented and tanky build for even higher teamfight strength.

Start:
Poppy
Difficulty
Favors Enemy
I really don't know, I never faced her as Fizz and the last time I played against her with any other champ is a very long time ago too.
Her laning is pretty aweful, so I can imagine that with your mobility and sustained damage you should be able to dominate her pretty hard.

Start:
Renekton
Difficulty
Favors You
Renekton is pretty popular these days and that's pretty fortunate for the Fizz-Top players out there. His Ult will grant him bonus health but thanks to the %-Health damage on your W it's not even closely as effective as against other champs.
Forcing trades over and over with an active W will force him to use use his Q while he has Grievous Wound on, cutting down his sustain to a minimum. If he doesn't, he automatically losses the trades as he won't able to return as much damage. Stick to him as long as possible while your W is active, and although his W + E to escape is annoying but shouldn't be enough to get away.
I usually go for Ninja Tabi + Iceborn Gauntlet against him, but keeping the Cloth Armor for things like Randuins etc. and getting Mercury Treads instead is also a possibility.

Start:
Rengar
Difficulty
Favors You
Rengar isn't OP anymore like he was at his release, but his lvl 2 is still scary so be careful. Depending on your opponents playstyle he will get tanky or build straight out damage, so play and build accordingly. If he goes tanky the matchup is in your favor quite a lot and if he goes damage you should be pretty even. The best way to stay save early is to stay in the lane bushes as long as possible, go out for a lasthit and then go back again. He will do the same so you don't want to give him too much room to utilize his passive to jump on you.
Ninja Tabis are a good pickup against Rengar but apart from that there's not always the need to get tons of armor, so focus more on damageoriented items that help you to kill their carries.

Start:
Riven
Difficulty
Favors Enemy
Rivens damage is high throughout the whole game, but especially early be careful when trading with her. It really depends on how well you can outplay her with her own mobility. Her main damage early will come from Qs + Autoattacks, so try to use your own Q move away from her far enough so that she will waste one or even two Qs. If you manage to dodge her W with your E on top of that she'll be left with her passive + a shield while you should be able to get some W-autoattacks in.
I recommend going rather bursty with some resistances for example Iceborn Gauntlet+Nashor's Tooth.

Start:
Rumble
Difficulty
Favors You
Poor Rumble! Everybody thinks he's a bully in lane and yet he gets bullied by a fish with a stick. Just stay aggressive so he never gets the chance to bully you and you'll be fine. Early magicresistance should shut his damage down enough to kill him with your own base values. The other option would be 2x Doran's Blades, whatever suits you better. Then buying a Vampiric Scepter + Wit's End should provide you with damage, durability and sustain to force him out of lane once you get a lead.

Start:
Shen
Difficulty
Favors You
As with most pure tanks, Fizz will abuse Shen like crazy. Shens main damage comes from his Passive Ki-Strike which scales with max. HP, but unfortunately for Shen Fizz will deal %-damage with his DoT. If you rush a Blade of the Ruined King it will become a one-sided lane even more. On top of that Fizz is more mobile, has more burst an can push towers better. You can even interrupt his Ultimate with your own Ultimate if you've got quick reactions and you got vision on him. And if you didn't manage to interrupt him quick enough, he will be so kind as to take the fish with him and you'll maybe help out your allies with that &quot;Special Delivery&quot;. Simply be aware of the enemy junglers position and you should be able to win this lane everytime.

Start:
Singed
Difficulty
Favors Enemy
If there's not a huge skill gap between you and him with you being on the skillful side, or you get a huge lead early, there will be no way for you to beat him. He'll run around, farm the wave and simply ignore you until you try to fight him, then he will slow and fling you all over the place, preventing you from dealing any significant damage. As soon as he gets confident he will start getting more and more aggressive forcing you out of lane with no available counterplay for you. You might aswell try a laneswap...

Start:
Teemo
Difficulty
Favors Enemy
Teemo... I mean... well Teemo I guess. He just annoying for everyone and on top of that he can really abuse some champions in the toplane. Even though the matchup is quite hard to play, he is by no means unbeatable. First of all, you can always count on your jungler to camp the crap out of a Teemo and second Fizz has a few tools to make things at least a bit easier. If you manage to dodge his Q with your E for example, one of his biggest advantages over you will be gone and you should be able to deal some heavy damage to him. The problem is though, that will leave you quite vulnerable to ganks especially if you overextend which is quite likely because who doesn't love to beat up Teemo? The problem against Teemo is, that his W gives him crazy mobility, allowing him to kite you and maybe even dodge your Ult. Additionally his Shrooms give him extra safety against ganks, and hurt quite a lot if he manages to lure you into them. The key is to stay defensive as long as you're not confident enough to kill him or force him out of lane in one big trade. The problem with that is he might be able to force you out before that opening occurs...

Start:
Trundle
Difficulty
Favors You
The major advantages that he has over many toplaners are his sustain and the fact that he can steal AD. Both these qualities make him a very scary lvl-6-all-in champion, but both of them won't help him against Fizz. Due to Fizzs Grievous Wound applying W the Heal from his Ult and Passive won't help him as much as he would like it to, and additionally Fizzs Autoattacks will hurt even if he steals some of your AD. On top of that, your insane mobility should allow you to outplay him rather easy if you can utilize the lane brushes etc. All in all you should be able to beat him pretty easy as long as you get some sort of sustain under your belt, because his only chance is to outsuatin and outfarm you that way. But other than that you should focus your build more on which enemies are fed and so on and so forth.

Start:
Tryndamere
Difficulty
Favors You
Tryndamere is getting more popular again after the AP Trynd nerf, so you'll definitely face him sooner or later. Not a bad thing I'd say, because he might be the king of Lvl2-All-In but your lvl 2 against him isn't that bad either as he will try to get as much autoattacks in as possible which makes it easier for you to do the same. I like to active my W pretty late in this scenario as getting the heal reduction for his Q could ensure an easy kill at lvl 3. Get Ninja Tabi on your first back and aim for Iceborn Gauntlets as they offer burst AND armor. Don't forget to pack some sustain on top of it to counter his Q a bit. From lvl 3 to lvl 5 you should play as aggressive as you can, denying him farm and maybe even killing him, as the lane will start to get even as soon as he hits 6.

Start:
Udyr
Difficulty
Favors You
With the Ultimate Skin coming soon I expect to see lots of Udyrs out there, and as they won't always get jungle you might have to face them in Toplane. Toplane Udyr should always start with Tiger Stance as the burst/DoT at lvl1 is ridiculus. You can't fully avoid it as he might be able to zone you for the first 3 waves but at least try to make him pay for Tigering you by starting with W and getting E at level 2. That way to can answer with some chunky autoattacks + DoT. Don't fight him for too long though as he might get another activation (6 CD) and if he does you're fucked. At lvl6 you should try to all-in him as he won't get an ability worth of calling &quot;Ultimate&quot; and from then on you should start to outscale him.
Itemwise I recommend Ninja Tabi and Blade of the Ruined King as your first two finished items.

Start:
Vladimir
Difficulty
Favors You
My god, I love this matchup. There's absolutely nothing he can do to you if you constantly play aggressive. You can trade with him over and over and he will have to leave lane constantly, loosing minions and experience. If he doesn't it's even better as you'll simply kill him. The reason is, that Vladimirs earlygame is pretty bad and relies mostly on his strong sustain. Fizzs earlygame is pretty strong and he applies grievous wound in trades, where Vladimir will be force to use his Q, reducing his sustain by 50%. Just be careful with his pool as he will be able to evade your ultimate that way and you should stomp his face.
Build whatever you want/need against his other teammates, maybe a Wit's End against him as it is a strong item anyway for Fizz.

Start:
Volibear
Difficulty
Favors You
Although Volibear is nearly as easy as Vladimir, you should definitely be more careful. That's manly because his W gives him pretty strong autoattack trading plus a little burst at the end. If you take that into account you can pretty much do whatever you want with him, as his passive will/should have a reduced effect with you having access to a skill with grievous wound + Ignite. Luckily you can use your Ultimate properly in this matchup, which will make up for his overall better trading when compared to Vladimir.
As with Vladimir: &quot;Build whatever you want/need against his other teammates&quot;, but a Blade of the Ruined King might not be a bad idea, to counter his Q/Escape + Healthstacking.

Start:
Warwick
Difficulty
Favors You
If I were Warwick: &quot;Laneswap pl00000xxx&quot;. If you read the Vladimir and Volibear matchups: He is basically Vladimir in Volibears Body, without Volibears passive which means he'll never do anything to you. Just dont dive him recklessly post 6 and you're going to win this lane easier than it is to eat Fishsoup. Have fun with him, because he definitely won't.

Start:
Wukong
Difficulty
Favors Enemy
The ape should rape you if he knows how to play the matchup. Fizz's main problem is that Wukong has really high burst bu is able to put out some nice DPS too. On top of that he might even be able to bait your Ultimate with his W so be careful. Your best bet is rushing Ninja Tabis against hist DPS and have your jungler gank a few times. Once you're able to get a lead on him you'll be able to maintain lanecontrol or even snowball but Fizz can't do that by himself. I usually buy two Doran's Blades and then head towards an Iceborn Gauntlet as in the worst case you'll get beaten in lane but the Frozen Fist will help you peel for your carries and in the best case Wukong underestimates your tankyness combined with some nice armor which could result in a wrong decision on his side and win you the lane.
Just a last tip: If you feel Wukong plays a bit sloppy and uses his W too much for short trades, consider buying a Fortitude Pot after your two Dorans Blades and then all-in him after he used his W. Many people forget to look what items you got after you get back into lane and he might fall for the bait so its worth a try.

Start:
Xinzhao
Difficulty
Favors Enemy
Luckily he isn't played too much in toplane, else I would have a bad time. His Q deals so ridiculus damage early that you can't keep up with and to make things worse it offers hard CC at the third hit. Building armor against him won't work due too his passive and your mobility won't help either thanks to the sticking power he gets from his E. Just try to passively farm your lane, build HP with items like Phage or simply a giants belt, and avoid dying to him. Toplane Xin will have to decide between going really tanky or building straight out damage if he isn't able to snowball.
A tanky Xin'Zhao shouldn't pose a problem to you as soon as early game is over as he severly lacks damage to trade with you. Damage-Xin on the other hand will be a problem for your ADC so focus on building for peeling with items like Frozen Mallet and Randuins, topped of with a Nashor's Tooth for damage and CDR for example.

Start:
Yorick
Difficulty
Favors You
Even though Grievous Wound hurts Yorick a lot, it is Fizzs Mobility that wins you the lane. People seem to think Yoricks biggest strength is his E-sustain and while it certainly is a strong part of him, it isn't the main reason is is considered such a bully. It is the immense poke from W-E on a rather short CD, and by countering that with mobility he will loose to you pretty badly. If you manage to get in, hit him a couple of times and jump out again, the only time he can hit ou with his ghouls will be when you're right in his face. That way your Grievous Wound will take full effect. Also this kind of trade should push the lane to your side as you loose minionsaggro with your E and he doesn't, exposing him, a champion with no escapes to easy ganks. That will prevent him from &quot;bullying&quot; you around, and to be honest, he isn't too good at anything else.
I recommend getting Wit's End or Hexdrinker as he deals mostly magic damage and then build whatever fits the game.

Start:

Jungling

I recently started jungling Fizz and figured that his earlygame-singletarget-damage is high enough for a Doran's Blade Start. That's also the reason I run those wierd masteries, because you can't pass 3% Lifesteal if you want to start without potions. This is obviously one downside of starting DB, you won't have as many defensive stats in masteries and the lack of gold forces you to build either damage or defense.
The upside though is an even stronger lvl 3 gank, as your damage is just insane with Doran's Blade and W.

Starting:
I recommend starting at whatever buff is near your bottomlane (Blueside: Red, Purpleside: Blue) as a.) your ADC + Support can give you a better leash, and b.) you want to (counter)gank toplane first.
The early focus on toplane has a big upside: First of all, toplane snowballs very hard, so whoever gets an early lead won't need jungler help anymore throughout the entire game which helps your team control dragon better as the jungler can rotate between mid and bottom.

(Work in progress)

Early Game

Starting Items:
- Heavy Physical Damage early:
- Against heavy sustain and some poke:
- You really really need strength early:
- Skillshot reliant:
______________________________

You're pretty weak at lvl 1 and 2, play careful and try to lasthit. Depending on the matchup, once you hit level 3 and your mana is high you can go for a quick E &gt; Q &gt; Autoattack and if you're sure no jungler heading towars your lane even more autoattacks. You can do that against champs like Gangplank, Shen or Tryndamere who can't respond to it that well and won't have poked you down until now.

Just don't use Playful/Trickster for trades if you're not aware of the enemy junglers position because that's your escape skill and nothing else.

If you successfully managed to get rid of some of your opponents HP that way and your cooldowns are back up, you can maybe go for first blood with W &gt; Q &gt; Ignite &gt; Autoattacks. Depending on your opponent he will try to fight you and this is where Barrier will come into play, soaking up your opponents damage while he dies to your W-DoT + Ignite.

Don't get the wrong idea, early game is the weakest stage of AD Fizz, but weak doesn't mean plays can't be made. It's pretty much like playing Karthus. Normally you'll be fine farming a ton of creeps and getting your items, so you can go wreck people later. But sometimes you'll be facing an opponent who makes one mistake after another and it is your DUTY to captialize on them!

So the theme of your early game should be: Don't force the plays, just let them come to you!
______________________________

Your goals for early game should be:
- Get as much farm as possible
- Don't die
- Punish mistakes
- Finish at least your first core item

Mid Game

Time to get fighting for objectives! Depending on how much you got fed during the laning phase you should've finished one or two items of your core by now. If you can afford to leave your lane, group up with some of your teammates and create plays, e.g. stealing red buff, catching someone out of position or pushing a tower.
Fizz is a very strong skirmisher as he can jump over walls, catch people in the jungle and has some decent DPS-output. Use that strength to get your team ahead in gold and experience by forcing fights with your Ultimate.

You also can decide to simply gank for midlane if you can afford to lose some CS in toplane. While ganking, it can come in very handy that you're able to reset tower aggro with your E (you'll become untargetable for the turret so it will search another target to hit). That in mind you can and should go for unexpectedly aggressive tower dives as you can divide the towerdamage between you and your teammate by just pressing a button.

Besides creating an action-packed midgame, you should NEVER forget to farm. After winning a fight in the jungle or successfully ganking a lane, you should use the time to farm a bit while waiting for your R to come back up again.
______________________________

Your goals for mid game should be:
- Create plays (at buffs, towers or dragon)
- Get the weak lanes going by ganking for them
- Get the remaining parts of your 4GoI

Late Game

Alright, lategame has arrived, your time to shine in those big and gamechanging teamfights. First of all you need to get your team grouping up as five. So many times I just lost the advantage of mid game and even the game itself just because someone got caught. Stay grouped, don't walk anywhere alone and tell your teammates what you want to do. For example, if you need vision on baron go there together, ward it and get out again.
If your team is ahead you should go for every objective on the map, keep vision in important areas up and force fights to maintain your advantage. As I stated earlier you should look for opportunities to Ult people out of position without fear of a miss. You're pretty strong without your ult, so you might as well try and maybe create a play.

Once a teamfight breaks out, go straight through the enemy backline onto their carries unless your team needs you to peel (as in example 2 in the Items-Section). Details on what to do there and how you make maximum impact will be provided in the &quot;Team Fights&quot; Section.
Also you should pick up your last items depending on the type of damage you're facing the most. After a finished 3-Item-Core you need big defensive items to live through the amount of damage that will be dealt in lategame teamfights. Look up who on the enemy team is fed and get some resistance against him. Additionally you should consider which enemy carry you'll focus down. Because stacking armor and focusing the AD Carry isn't always the best idea, as you're basically taking out the guy that deals only little physical damage against you while you get smacked in the face with magic damage by the AP Carry.

The most important thing about lategame though is: Take those towers! Afterall, it's not gold that wins, it's not kills and it's not the damage you've dealt. League of Legends is all about taking down the nexus and you can only do that if you destroyed at least 5 turrets, just keep that in mind!
______________________________

Your goals for late game should be:
- Continue creating plays (at buffs, towers or dragon)
- Crush the enemy carries in teamfights
- Stay grouped as five to not get caught
- Itemize accordingly to your situation
- Destroy turrets and win!

Team Fights

Basically team fights are all about information and planning. Plan ahead with your team who will be focused, assign someone to protect the carry that will get focused etc. Personally, you should look up the enemy champions and take a mental note of what CC they might throw at you in teamfights. You should've acquired your &quot;3-Item-Core-of-Choice&quot; by now, which results into plenty of damage and sticking power which means the enemy carry shouldn't be able to get away once you dive on them. Well, unless they get some help from their team. That can be stuff like Taric-, Sion- or even Sejunai-Stun, but still, don’t be afraid, those all have one thing in common: You can dodge them with your Playful/Trickster. Managing to keep an eye on other champions that might want to peel, seperates the really good Fizz players from the good ones, as using your E to its full potential will obviously impact your successrate with Fizz by a huge amount. That's also one of the big strengths of Bruiser-Fizz: He doesn't rely on his skills for the damage so he can use them to maximum effect. (I think I'm starting to repeat myself)

Different situations will require different follow ups and I can only explain the most common ones, but once you get more experienced with the ways of the fish you'll know what to do without my explainations anyway. There are two scenarios that should be seperated: You're innitiating with your Ult or you're not.
______________________________

Initiating with a big shark!

&quot;Fizz's Ult has a pretty long range, a huge slow and a AoE knockup on top of it.&quot; - Le Me
That makes it a perfect initiation tool if your team needs it. Say you're grouped up with your team and doing the baron dance. Once you see someone killable out of position just go for it, wether it's the carry you want to kill or the bruiser/assassin who wants to kill your carries.
If you managed to hit the AD/AP Carry, you'll have a easy time bursting him down with your team as 80% Slow + Knockup will lock him down with ease, allowing you to simply walk up to him. On top of that, AD/AP Carries tend to be fairly squishy so your shark might even deal noticable burstdamage to him.
On the other hand, if your shark tries to eat a Non-Carry-Champ there are basically two ways to follow up: The first is to go for the guy who got hit by your fish (recommended if you're confident you can burst him to death with your team) and the second is to use that as a diversion and go for the AD/AP Carry anyway.
Going for the carries and using your R as a diversion will accomplish two things. a) Major Cooldowns like stuns, burst abilites and the likes will be thrown out trying to protect the guy who got hit by your shark and b) noone will be looking for their backline if the frontline got engaged on. So it's time to go in with W &gt; Q &gt; Autoattacks while keeping an eye on all those Tarics who might want to throw a stun at you. Once you see an ability worth dodging flying towards you, go for E without a second activation to apply the slow.

(As you can see, it can get pretty difficult to handle all the factors of a teamfight, especially during the heat of battle, but with some practice you'll get a feel for it. Nothing is more exciting than crushing carries while noone is able to peel against this skillfully jumping fishboy)
______________________________

Innitiation without using the shark!

There may come times when Malphite isn't banned and your team managed to pick him up. His Ultimate makes a perfect initiation so you're not bound to use the shark for that purpose. He will go in, exploding underneath the enemy team. You should close the gap as fast as possible with your Q, activating your W at the same time to maximize your damage while getting ready to hit your R. The cool thing about using your R while standing next to the carry you want to kill is that there is no way he can dodge it as you'll be standing right between his legs due to your passive. Press R with your cursor right on top of your target and there won't be any chance of missing.
As I said before, watch out for abilites to dodge and use your jump for that purpose only.
If you managed to execute everything correctly, the carry should've made no impact at all in the teamfight, and you're good to go, cleaning up the remains of his team.
______________________________


Neat tricks against some champions (aka &quot;E is just so awesome!&quot;):


Playing against Ashe can be very frustrating if she uses her Enchanted Crytall Arrow (Utlimate) against you while you're Qing onto her. Try to NOT use Q if you know she has arrow up and instead jump over it with Playful/Trickster as soon as she shoots it. If she doesn't you can try and walk through her after every autoattack utilizing your passive so ther is a chance she shoots in the wrong dircetion.


(Insert Explanation of Ashe here)


Caitlynn will use her Net-Jump-Away-Thing (E) as soon as you reach her so immediately press E to jump over it and use the second activation to close the gap.

Videos and Gameplays



The best I can do with my current PC, qualitywise...

Final Comments

Oh god, I finally did it! I wrote down all the stuff that comes to my mind about AD-Bruiser-Fizz. I hope you enjoyed my guide and you're now excited enough to queue up and try it out.

You might want to check out my youtube channel for some other fun-builds:
http://www.youtube.com/user/xrahlxrahlx
Or my soon-to-come weekly stream:
http://www.twitch.tv/sibirianpns

Special thanks to:
- KingBjoern for proof reading (thanks a lot bro ;) )
- All the people who played with me in SoloQueue and believed me when I said &quot;I'm not trolling&quot;
- You, for putting up with my english as it's not my native language and I'm sometimes struggling to put down my thoughts in a correct english sentence
- JesusDino for being nyxnyxnyxnyxnyxnyx
- Tukinozaur for helping me with matchups and stuff (http://www.lolking.net/summoner/euw/21328136)
- Hi Mom, hi Dad! I am famous!

Log:
06/03/2013
Finished&amp;Released the guide - Still up for proof reading!
There are still many matchups missing, and there are no highlighted paragraphs and the likes.
07/03/2013
Highlighted paragraphs added - there may be some sneaky typos around but I will find an kill them pretty soon!
11/03/2013
Cleaned up masteries and runes - Proof reading done, I just have to take time and correct the mistakes.
15/03/2013
Added Irelia to the Matchup-Section - 27 more to go!
19/03/2013
Added Jarvan IV, Jax and Jayce to the Matchup-Section - 24 left!
11/04/2013
Added Kennen - 23 left! (more updates coming as I now have time again to work on the guide)
13/04/2013
APPROVED
Added Lee Sin and Malphite - 21 left!
19/04/2013
Added Nasus and Nidalee - 19 left! (Nasus was added earlier but I forgot when ^^)
21/04/2013
Little change in the thankings
27/04/2013
Updated Akali-Matchup a little.
01/05/2013
Hit 100k viewers today!
04-05/05/2013
Added Olaf in the Matchup section. Additionally I took out the FortPot+Pots+Ward start in most matchups as I don't think it's strong anymore but time will tell if my first impression is right... gonna be a long night so more could follow.
Added Pantheon, Poppy and Renekton - 15 left!
16/05/2013
Added Gifs in the Skill section for QWE... sadly the gif of R was too big but I might be able to fix that some time soon
22/05/2013
University got me pretty hard the last weeks, so sorry for a late and little update: Rengar added - 14 more!
Also I'm testing Hextech Gunblade on Fizz now so I included a &quot;Testing&quot; Area in the Itemsection.
23/05/2013
200k Views Holy Moly
28/05/2013
Added &quot;The ARAM Build&quot; in the Itemssection, will add explanation tomorrow.
Also changed the Titel from &quot;Bruiser-Fizz Top seems fishy?&quot; to &quot;Bruizzer-Fizz seems fishy?&quot;
01/06/2013
Added some explanation to the ARAM Section
05/06/2013
I found a typo!!
06/06/2013
Fixed a Imagemistake in the ARAM Build, also found another typo... duh!
12/06/2013
Nashor's Tooth Update
15/06/2013 19:23
[http://i.imgur.com/9T2TuMZ.png]
24/06/2013
Riven&amp;Rumble added - 12 missing
25/06/2013
Shen added - 11
26/06/2013
Satan and his Yordle Son added - 9 (one digit number mdada mdada)
27/06/2013
Added Trundle and Tryndamere. - 7 more, I can do this!!
07/07/2013
Added Udyr, Vladimir, Volibear and Warwick - 3!
11/07/2013
I will add the remaining 3 champions (wukong,xinzhao and yorick) this weekend so you better be looking forward to that!
14/07/2013
My god I did it, I added Wukong, Xin and Yorick and now the Matchup section should have all important matchups in it. :) have fun with playing AD -Bruizzer-Fizz folks!
15/07/2013
400k viewers over night hooray!
21/07/2013
VideoSection added - I should finish uploading the video tomorrow afternoon and I'll immediately link it to the guide.
23/07/2013
Youtubes a bitch ... video delayed
24/07/2013
Yesterday Fizz-FtP-Week started! Spread the word or simply try my guide yourself! :-)
25/07/2013
Gameplay added... I hope to add a better quality version of it in a few days...
26/07/2013
Fixed some of the quality problems! For even better quality you guys would have to buy me a new PC that can record on higher quality without stuttering :P
28/07/2013
Omg over half a million views! And still I haven't seen a single AD Fizz other than me in a game...
01/08/2013
3.10 brought a bug fix :-)
06/08/2013
Little Intro change
06/09/2013
No changes in 3.11
11/09/2013
750k Viewers! We be reaching 1 Million!
18/09/2013
800k Viewers :) thx for all the nice feedback
24/09/2013
Build Trinity, Win game! Also added Quick-Jungle-Build
03/10/2013
100k for one million to go!
10/10/2013
Just a little bit more!
12/10/2013
Bad times for AD-Fizz because of the frequent bans ... :(
21/10/2013
My god... some time has passed since i got to play fizz in ranked...
23/10/2013
We're almost at 1 Mio.
05/11/2013
The recent AP Fizz nerf might help getting Fizz NOT BANNED more often
28/11/2013
He's not getting banned as often anymore... I'll update this weekend hopefully as it looks we're gonna keep that sitelayout

Comments

April 12, 2014 - 03:23 PM #1

http://www.linkbucks.com/KtnP

January 20, 2014 - 04:08 PM #2

sh.st/cM6P

January 13, 2014 - 06:41 PM #3

i don't see why doran's shield isn't a starting item. hp regen provides a lot of sustain in lane, the block passive combined with masteries and fizz passive equals 16 auto attack damage reduction from levels 1-3. thats like completely nullifying an enemies full set of ad runes. sure it wont change creep damage but still so good especially vs heavy auto attack champs.

September 30, 2013 - 04:38 PM #4

Why again did you post that here?

September 30, 2013 - 09:30 AM #5

Lol. Below is a rant about AP fizz builds: I have no idea why people don't build Deathfire's Grasp as Ap Fizzes first item (As long as you land the shark you can walk into range and full combo people for the instagib). Everyone builds Lichbane first on Fizz if you are in range to use lichbane you are in range to use Deathfire. Deathfire is the same cost as Lichbane while offering 25-30% more damage from a single rotation even if you land 2 lichbane procs). What are people split pushing at level 9 with Fizz? NO they are looking for people to Instagib. Deathfire > Lichbane as fizzes FIRST ITEM. With Deathfire you late game you can pretty much 100-0 anyone that you catch with R even tanks.

September 27, 2013 - 08:11 AM #6

@Meta: What did you Lol about? :) but I'm glad you're having a great time



@wave: Thx, I enjoyed writing it :)

September 26, 2013 - 04:02 PM #7

I LOL'd

September 18, 2013 - 05:38 AM #8

great guide! thanks for your time!

August 21, 2013 - 02:48 PM #9

Well I'm trying to reach Diamond 3 anyway so "featured" should be no problem then :P thx for ze luv!

August 21, 2013 - 06:29 AM #10

FEATURE THIS FEATURE THIS F***ING FEATURE THIS! *coughcough* Sorry. Had something stuck in... my... keyboard. Huh. Yeah I have no excuse. I love this guide.

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