AD Fizz Jungle
Full build vs AD+AP
Full Build vs AP
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Fizz with this build
|Fiddlesticks||You can burst Fiddle, although it is necessary to wait till Fiddle wasted his Q+W combo.|
This is my first guide. I did see some AD Fizz top guide's, but not that many for AD Fizz jungle. I hope this guide will be useful!
The first patch after this guide 'nerfed' Seastone Trident. The damage based on maximum health was removed to the passive of Seastone Trident instead of the on-hit effect. I stopped playing AD Fizz jungle myself, until now. I remembered making this guide, and I decided to try AD Fizz with patch 5.15. Ad Fizz jungle might have a worse start than before, but as soon as you have some items, you're almost unstoppable (at least the 1v1's). Same for season 6 :)
Season 6: The Runic Echoes works well on the AP Fizz, not really a difference with Runeglaive.
Jungling without smite is impossible, at least it is for Fizz. Flash is a nice choice to extend your high mobility. If you feel you've enough escape abilities you can choose to use ghost for better chases, because you won't have the slow from Stalker's blade.
The first 3 items are the core of the build and the damage output. After those items and boots, you choose the last 2 items, which preferrably are tanky.
Skirmisher's Sabre - Devourer:
Blade of the Ruined King:
Maw of Malmortius:
Dead Man's Plate:
Pros / Cons
Fizz is, if played well, a very strong jungler. Fizz has some CC, and a very high mobility. When ganking, Fizz can easily close great gaps, and deal much damage in less time. Counterganks or counterjunglers are not able to follow Fizz jumping through the jungle.
The damage output with a spellblade passive item is insane, you can 1v1 almost every champion.
In the current meta, where tanks rule, it is important to make sure there is a tank in your team, since Fizz is not made to be a tank.
- Great damage
- Strong vs almost everyone
- Nice gank potential
- High mobility
- AP Fizz has bad sustain
Start bot, immediately smite to take advantage of your Seastone Trident, but be careful that your botlane doesn't take the monster. Get blue or red, and take the other one after.
Try to gank top or mid if possible, else continue jungling until you've at least 900 gold.
It is important to get your jungle item as quick as possible, since it will improve your clearing speed significantly, and for the extra gold of course.
Just start attacking monsters with your Seastone Trident and Urchin Strike. Use the Urchin Strike short after Seastone Trident is activated, to get the bonus damage. If you have blue, use Playful / Trickster to finish or start a camp, without blue it is a waste of mana.
As soon as you have Devourer, try to get the stacks as quick as possible. Don't forget to gank and help your team, but the stacks are important.
Runeglaive doesn't have stacks, so try to gank whenever there is a nice possibility without giving up another lane or objective. It is important to use the Spellblade passive as efficient as possible. Most if the time you start a camp with Seastone Trident, after 2 seconds (when Spellblade is available) use Urchin Strike, and again after 2 seconds use Playful / Trickster to give a finishing touch.
Try to focus the opponent's strongest carry with your Chum the Waters. With your smite you will reduce the carry's damage to you, or slow him, and you can dodge most CC with your Playful / Trickster. Close the gap with your Seastone Trident + Urchin Strike and finish it.