Full Build (Recommended)
Threats to Fizz with this build
|Elise||You can avoid a lot of her damage with your E and you can more often than not burst harder than she can. If you get caught in her stun you might suffer but it's pretty easy to dodge. You should win against an Elise.|
Hey there Summoner! Are you looking to ruin lives and tilt enemies like never before? Then look no further as Fizz Jungle is the answer you've been searching for. This guide will aid you in getting to grips with this trickster and hopefully help you in understanding Fizz. So please sit tight, keep your arms and legs inside the vehicle as we start your journey to master Fizz Jungle.
A little about myself
So I'm sure you/re probably wondering who the random stranger giving you advice is and what gives merit to what I'm saying. Well to be quite frank, I'm just a gold level player who really enjoys playing Fizz in the jungle. I've been playing this game since the end of season 4 and I've been a jungle main since the beginning of season 5. Fizz is one of my most played champs, being my sole mastery rank 7 champion (essence for you), and a champion I've taken a considerate amount of time learning. If you do have any questions you'd like to ask me personally please do add "Morzanoth" on EUW and I'll be happy to help you as best as I can.
Before we start
Before we start this journey I need you to familiarize yourself with some of these terms that I will be frequently using throughout the guide. If you are unsure of anything please do leave a comment and I'll get back to you as soon as I can.
AP - Ability Power
AD - Attack Damage
MR - Magic Resist
AS - Attack Speed
CDR - Cool Down Reduction
CD - Cool Down
Gank - Term used when you try to pressure a lane
Counter Gank - This is when you see a lane getting ganked and you attempt to assist with the aim of turning it around.
Match Gank - When you see the enemy jungler in a lane and you know you can't take the fight, you aim to either trade even or protect your laner from dying
So the most common summoner spell in the game. Helps you chase down those slippery targets and can help you escape too.
If you're going to jungle then you need this. Like the one condition to jungling. Allows you to purchase jungle items which you need and can be upgraded in some neat ways.
So Fizz has a pretty interesting set of abilities. They allow you to dash in and out of fights with ease.
Nimble Fighter Fizz's passive doesn't really do that much in the jungle, just a little damage reduction.
Urchin Strike This is your primary gap closing ability. When cast you will travel a fixed distance no matter how close you are to your target. It does apply on-hit effects which is pretty useful with lichbane but it enemies can flash or dash to avoid the damage.
Seastone Trident The passive bleed on this ability is nothing to grand early on to be honest. You need a few levels and some ability power before it is worth leveling. The active side to it is very useful as the auto attack reset is nice and the CD reset on kill helps clearing the jungle a bit faster. Please note that this is probably your most consistent form of damage when used right. The increased damage to bleeding targets gives you a surprising amount of burst damage that a lot of people don't respect enough.
Playful / Trickster The single ability in Fizz's kit that will tilt enemies beyond reason. The ability to avoid all incoming damage for a short amount of time means that fizz can tower dive pretty easily and reset turret aggression easily. This is also you're highest damaging ability so you need to use it wisely early on. I will explain a bit later on.
Chum the Waters Primary engage too for Fizz. Is best used when starting a gank or trying to chase targets/stop them retreating. A zoning fish is the deadliest after all.
A quick note on this mastery page. This is a standard jungle page I use for quite a number of champs. The aim is to give you the best possible early game you can get for champs that sometimes struggle with early clears. Fizz is no a meta jungler and if you aren't careful you can fall behind solely based on a poor early clear (Not even considering invades or being counter jungled)
Fury I prefer AS on Fizz as he is very auto attack reliant early on in the game. This will help give a slightly better clear in the beginning of the game.
Expose Weakness Any increase in damage is a good one. Being a jungler means you would most likely have teammates around when fightin enemy champs so is worth while taking this.
Vampirism I take 2 points in this for a bit of extra lifesteal. Fizz generally struggles early on with health issues but this combined with Hunter's Talisman gives a decent amount of sustain to allow you to do things early on.
Natural Talent I take 3 points here to give a slight damage buff early on to increase whatever lifesteal you get from Vampirism while giving you a little more damage.
Bounty Hunter You're an assassin, so your aim is to get kills. Makes sense to reward yourself for getting those kills too. At max stacks that is a 5% damage increase so is worth while.
Savagery Since Fizz is auto attack reliant, anything that can buff your auto attacks is worth taking. Helps clear the jungle in the early stages of the game.
Runic Affinity Increases buff durations which is really nice since fizz uses both blue and red buff pretty well.
Merciless Increases damage when targets are below 40% hp. Fizz has pretty high burst so you'll get this buff pretty quickly when fighting in small skirmishes
Dangerous Game The health and mana restoration from this has saved me before. It may be small but it can give you enough mana to use Playful / Trickster,to tank 1 more turret shot or even live through an ignite.
Intelligence Having this extra 5% CDR allows fizz to have insanely low cooldowns on most of his abilities allowing him to dash in and out of fights with relatively low risk.
Thunderlord's Decree You can proc this very easily and gives you a nice amount of burst damage.
Greater Mark of Attack Damage So I recommend taking attack damage marks on most junglers who rely on auto attacks to clear early on. This will also buff the lifesteal from
Greater Seal of Armor I would take FLAT armor seals since you aren't going to transition into a tank later on. This only serves a purpose early on when you have to tank damage from camps because you lack the damage to clear camps quickly.
Greater Quintessence of Ability Power Gives you a nice little bit of damage early and helps you clear a little faster.
Greater Glyph of Scaling Magic Resist I generally take scaling MR glyphs because my build doesn't really cater for ability damage. If you want you can swap these out for Greater Glyph of Scaling Cooldown Reduction
So more often than not you would want to stick to the recommended build, it gives the most damage and a nice chunk of CDR to go with it. The defensive build gives you max CDR and a bit more survivability in fights. I've tested both but I do tend to favor the damage build.
Skirmisher's Sabre - Runic Echoes I prefer taking Red smite because it gives you a better chance in 1v1's and the true damage burn can force flashes and secure kills. The passive helps to clear the jungle and it also gives a good amount of AP. Always get this item first.
Ionian Boots of Lucidity Relatively cheap and gives you 10% CDR on summoner spells as well as abilities. Allows you to cast your abilities and summoner spells more often which really can make a difference as the game progresses. I tend to get this as a second item because increased movement speed means you can pressure the map a bit more.
Lich Bane This is probably the most useful item on Fizz in the game. It gives all the stats that you want and the passive just adds to your already high burst damage. The more AP you build the better this item gets.
Zhonya's Hourglass I prefer getting zhonya's over a Morellonomicon because the active stasis it gives will be about the same time as the cooldown on your Playful / Trickster Also adds to your AP and gives you more CDR and armor.
Rabadon's Deathcap This is simple really. Buy AP...get more AP for free... Kill everything with all the AP you now have.(Seriously buy it and see for yourself)
Void Staff This is generally an item you can get as a 4th or 5th item against teams with some sort of front line. I say this because at that point the enemy will group and killing that front line can get pretty difficult. If you are up against a team that has very little MR then do not buy this.
Sorcerer's Shoes Only buy this if you are building the defensive build. Since the defensive build lacks the magic pen, you will need this to help kill those squishy targets a bit faster.
Abyssal Scepter AP, CDR and a passive that lowers the enemy MR. Also gives you a nice amount of MR if the enemy have a very burst mage on their side.
Hextech Protobelt-01 This is a really good item on Fizz. It gives the AP and health it gives are very useful especially against very burst heavy enemies. The active ability provides a neat little gap closer and can deal a lot of damage if you hit enough of the projectiles.
Hextech Gunblade I've included gunblade in this build as an alternative to Lich Bane. The active ability does a lot of damage and the slow is really useful when chasing targets down. The sustain it gives can also help you survive some fights because of the 15% healing from all damage sources.
The Dark Seal You can buy this on your first back rotation if you have enough money to spare. The passive increase in healing will help a bit and getting a kill or assist easrly will increase your damage earlier. The latest you can buy this is around level 6 or 7 when you have access to your ult. If you already have a few kills rather buy the other items in this guide. I can't stress this enough, DO NOT BUY THIS IF YOU ARE GOING EVEN... it is not efficient and will delay your power spike considerably if you upgrade it.
Mejai's Soulstealer If you buy a The Dark Seal on your first back and manage to get 10 stacks on it then maybe build into this. Only get this if you are ahead and can risk the investment. The damage it can give is nice but since Fizz is an assassin he generally risks dying a lot so it may not be worth your time.
Fizz for Dummies
The first thing you need to do is familiarize yourself with your weapon of mass destruction. Fizz has a very unique set of abilities that allows him to dash in and out of fights. You can think of him as a poke champion since you want to deal as much damage and hopefully take none in return.
The first thing you want to get down is using his abilities at the right times. The most basic combo you have is Q to a target, auto attack for 2 seconds and then W for the increased damage proc. Alternatively you can lead with E, but you don't want to reactivate the ability. The slow on Fizz's E will allow you to stick onto a target for longer and also mean you can proc the mark with W safely with you Q. Now be careful here. Only do this when you want to all-in an enemy since you are left with no escape other than your flash. More often than not you want to save your E or your Q to escape to a nearby minion or over a jungle wall.
Once you have access to your Ult, your combo simply starts off with R and follows the same pattern. I mention a few different ways to use your ult a little later on (I know, you gotta keep reading to find it :P). Additionally, once you have access to your Smite upgrade you can smite a target as you engage on them. It will mark them for 4 seconds and just adds additional damage over time. I have gotten a few kills thanks to smiting an enemy since the passive burn is over a few seconds (like a junglers version of ignite in a way, makes those fade away kills hurt even more too XD).
A small note on skill order. You need to consider what you want to do before you go in. If you think you can all in someone you should lead with your E since it would be your highest damaging ability. If you are looking to push someone out of lane or apply some pressure then lead with your Q. Look at the Advanced tips section further down for a bit more on this.
The Fizz basics to tilting your enemies (Jungle First Clear)
Jungle fizz has a specific jungle route and he struggles to clear certain camps before getting your full jungle item. You need to understand your power spikes while jungling and once you do, you will have a better early game.
So my most common start is blue buff most of the time regardless of which side of the map I am on. Since I look to do a full clear I then go to Gromp, followed by Wolves and then Red Buff. This is when you have the choice to back and get your Aether Wisp or you can look to do something on the map. If you are a bit low on HP you can take a scuttle crab but just be careful since you might run into the enemy jungle. I would normally do my Raptor camp and then finish off with krugs before backing. Do look for any lanes you can hold before backing since it's easy exp gain but please note, your aim when holding a lane is to soak the experience your laner is missing, not to get the farm. Any additional gold income is nice and will help you get your full jungle item sooner, which allows you to clear the jungle with very few problems.
Assuming you are level 3, what you want to do when clearing a camp would be to auto attack a monster (preferably a small one) and then use your E. Using your E will negate the damage you would have taken when you started the camp. You can then drop down and for the slow and then you want to Q another monster. This will mean you have marked 2 monsters with your W passive and 1 will be ready to get the damage buff. To be safe, you want to auto the first monster again and then use your W, which will reset your auto attack animation and instantly kill the monster. The key is to manage the number of monsters with marks. Wolves are pretty easy since there are only 2 while raptors have 5. You ALWAYS want to kill the smaller monsters first, this will reduce the overall damage because you are reducing the number of enemies hitting you faster. For Buff camps I recommend kiting the camp and using E to negate an auto attack where possible.
You need to keep in mind that early on, Fizz is a reactive jungler. This means that you would only act if you see an opportunity, you don't want to force a play. A reactive jungler would only pressure a lane if your opponent has already taken substantial damage and is staying in lane regardless. Alternatively, if you see the enemy jungler in a lane near you, start walking towards that lane. Your aim is either to turn the fight around or to discourage a further engagement(If possible you might end up getting a kill or two). If the enemy jungle is on the other side of the map, maybe try counter-jungling or just keep farming. Remember your main goal is to get to level 6, which is when things get interesting :D.
When things get interesting
Now why I say things get interesting at level 6 is because your ult on Fizz has a few uses people may not realize. Basically the further away you are from a someone the better the chance of you landing it due to the increase in size as it travels. This also increases the damage it can deal which makes this a really scary ability to face. There are 2 types of ult's that I can classify being the Zoning and Killing ult. The Zoning Ult is basically throwing your ult in a direction or to an area you don't want your target to move to, forcing them to fight or blow their escapes. The Killing ult is used when you know your target has no escapes and you can throw your ult directly to them. In both cases the further away you are the better because your ult will get bigger and possibly latch on regardless of how you aimed it. You ult has a relatively long range so it can also be used to slow down targets who are already running away or even placed in a choke point to stop anyone from following you. The more you play Fizz the more confident you'll be when choosing how to throw out your ult so just experiment and see what works for you.
The madness goes just gets better
Now you have your ult and your enemies are falling like flies when you go after them... but now what? What do you do once you realize you're probably the strongest person on the map at the moment. Well, a mistake I have made and still do make is playing too passively. You don't want to throw away a lead I get it, but if you do nothing with a lead you are effectively useless.
Fizz can get a lead very easily, so you need to start using and abusing it. Around level 9 you should have at least completed your jungle item, Ionian boots and most of your lich bane(something to aim for). You have enough damage to pressure any lane with ease, so get to work. Start fighting, diving towers where possible and push those objectives. Now you want to be careful when doing this. Fizz excels in small fights early on, so 2 to 3 champions at most. You want to try and kill one enemy laner and then push down towers. If you win a major fight then look for Rift Herald or Dragon. You might fall a bit behind in levels but you should get your laners to a point where they are able to fight the enemy without you there.
So it went to late game
So you guys messed around and didn't actually get anything done with the nice lead you build up. Your team is probably starting to rage and take major risks... basically you feel you guys are throwing the game. I'm sure you're reading this and thinking this won't happen, but trust me it will. The ability to basically erase a champion to the game can and will get distracting (It's fun to do after all). Now your enemy have caught up and are winning team fights and are pushing your base and your feeling like there is no hope...blah blah blah. Can seem a bit overwhelming and all that but you need to seriously start thinking about a few things.
Firstly start evaluating the enemy in terms of dangers to you specifically. Fizz has a very weak team fight due to his high single target damage. Identify the biggest danger to you, be it a tank that locks you up constantly or a carry that can basically one shot you. You can do a few things once you realize what to look out for. Basically you need to look for a pick. Now when going for a pick you need to be able to follow up with some sort of pressure on the map, you need to use the advantage you just gained. If you know your team struggle with taking towers, look to Baron, or maybe try pushing down towers in multiple lanes. Fizz's role in all this is either as a split-pusher or to initiate the pick. Fizz really struggles with late game team fights if he cannot get onto a squishy target. I have found his splitpush really effective with lich bane so maybe try doing that a bit.
Advanced Tricks and Tips on using your Fizz
This is it. The part you have been waiting for if you haven't skipped right to this paragraph. This is just a little section to let you know some of the tips and trick I use when playing Fizz in the jungle. You can develop your own style and tricks so don't focus too much time mastering these... I'm only gold after all.
So the first ability I want to discuss is your E ability, probably the most versatile ability in your kit. Your E can be used to jump over some jungle walls, My most used are the walls near Baron/Dragon pit, the wall behind krugs and the wall near the raptor camp. There are many more but with blasting plants you wont need to worry too much about them (Just experiment and have fun).
The second trick is to use your E to avoid damage. Fizz gains brief invulnerability when you still on your trident, which can be used to actually cancel some abilities or negate tower shots and auto attacks. The best example I can think of is a Twisted Fate Gold Card on his Pick A Card Ability. If timed right you can dodge the stun completely and avoid the damage. The most important thing to remember when doing this is your next move. Yes you can avoid damage but you are also left in a pretty tight spot. You have a very short range on your reactivation of your E, so a well coordinated enemy team can then set up and pick you off. The best thing to do in that situation is to actually to not use the second active on your E, but to rather let yourself fall on the spot. The slow as a result of this can save you or teammates in multiple situations.
The last thing you can do with your E is simple. As you are falling off your trident you can use Flash and change your final landing spot. The best illustration of these tricks is by Westdoor against Faker in Worlds which resulted in Westdoor getting the kill.Your text to link here... He uses his E to avoid a turret shot and then flashes before he lands to get the slow on Faker.
A final note would be a tip when using your Q. Since you dash a fix distance when cast you can use it to pass through some jungle walls much like yasuo. Placing a ward over a wall and Q'ing to get over can help you escape or cut off an enemies escape route. Additionally, since the dash distance is fixed, you can safely use the ability right next to a target to gain a bit of distance when leaving a fight. What I mean by this is when you are standing right next to an enemy you can use your Q to put distance between you instead of closing a gap. This is generally used when you all-in an enemy, you would R the enemy, E to close a bit of distance, W to proc the mark and then Q to escape maybe turret range or to block your opponents retreat. This is highly dependent on your landing spot after you E since it would determine the direction you will Q towards.
These are just some useful tips and tricks that I have found to be useful. Just keep these in mind when playing Fizz since these are slightly more advanced mechanical skills needed to play Fizz.