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Fizz Build Guide by PandoValley

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author PandoValley

Fizz The Nightmare In The Jungle

PandoValley Last updated on March 28, 2015
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 26

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 3



Threats to Fizz with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Cho'Gath
1
Nautilus
Guide Top

Introduction

Hello fellow Summoners,

First of all I'd like to introduce myself. My name is PandoValley and I am currently a Platinum V player. I have been playing league since the beginning of season 4. This is gonna be my first build ever made, so feel free to make comments on how I can improve my guide!

Enough about myself. Let's get down to business. So I wanted to share my Fizz jungle guide, since I got a really high win rate with it (85% in 14 ranked games). On top of that, it is also lots of fun to play and it works well against nearly every team composition. So stay tuned for more information!


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Pros / Cons

Before we jump into the build itself, let's just have a moment to look at the pros and cons of this build.
Pros:

  • High Mobility
  • High Damage on Tanks
  • Easy solo dragon on low levels
  • Quick jungle clear
  • Terrifying ganks before and after level 6
Cons:
  • Quite sqhuisy
  • Need an early kill to get going
  • Takes time to master the playstyle


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Runes

Runes

Greater Glyph of Attack Speed
9

Greater Mark of Attack Damage
9

Greater Seal of Armor
5

Greater Seal of Magic Resist
4

Greater Quintessence of Attack Damage
3

The runes are also my ADC runes. Considering that you are in some way an adc I believed these would help me in the jungle and it turns out they did. The Attack Speed and AD runes give you the damage to clear your camps fairly quick, while the defensive runes give you the early tankiness to stay healthy during ganks.


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Masteries

Masteries
1/1
2/5
2/1
2/1
3/5
1/5
1/1
1/1
3/1
3/5
3/5
1/1
1/1
1/1
1/
1/
3/5

For jungling, I always take these masteries, no matter which champion I am playing. These masteries will give you the early game tankiness in order to sustain through your camps. It will leave you with enough health to get a good gank going when you have become level 3.


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Items

The core build with Fizz is really simple. It consists of Blade of the Ruined King and Skirmisher's Sabre - Devourer. While Skirmisher's Sabre - Devourer provides you with attack speed and increasing damage, Blade of the Ruined King will give you even more attack speed and the percentage damage you want. At the start of a fight Blade of the Ruined King will deal lots of damage, since it deals damage in current HP. When your opponent gets weaker, your W Seastone Trident will deal escalating damage. Adding a challenging smite on top of that will result in a deadly 1v1 potential.

Besides fighting champions, this build also works particulary well against jungle monsters, including dragon and baron. If you have good drake control during the early game and you feel confident, you have the opportunity to do a very early dragon (level 3/4), because of the damage from you W Seastone Trident.


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Skill Sequence

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

As you can see I start with my W Seastone Trident. When you start at the first camp (Golems or Frog) you smite the buff right away and put ur W on. The adc or top laner will only have to auto-attack twice to give you a good leash. Put a point in your Q Urchin Strike at level 2, this will make sure you can proc your W twice every 10 seconds, since they share a cooldown at rank 1. At level 3 put a point in your E Playful / Trickster. This will ensure you a great engage or disengage for a level 3 gank. At level 6 put a point in your R Chum the Waters. Your ganks are now without a doubt to be one of the most terrifying on the Rift.


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Camp order

The way you clear your camps really impacts the early ganks you make. For myself, I always start at the bottom side. That will grant me either the Gift of Heavy Hands or Gift of Quill Coat. Both gifts give you the clear speed/sustain you want. The order in which I clear my first buffs are the following: golems/frog - blue/red buff - wolves - blue/red buff. The wolves are easy to clear and give you a nice amount of XP, so I like to take those with my first clear.

An important thing to note is that I also like to clear a River Scuttler when I go for my level 3 gank. You have enough time before your buffs wear off and the early vision they give can be very invaluable. Besides, it will also provide you with some gold and XP.


Guide Top

Teamfighting

So in the end it all comes down to teamfighting. This Fizz build will not make you a frontliner, but more of a carry/tank-killing assassin. With ur high mobility (with Urchin Strike and Playful / Trickster) you can quickly jump into the team, land a a few auto-attacks and get out. My advice would be to take down anyone who is near you, since it does not matter if you attack a tank or carry, because the damage you deal is in percentages. Now the time has finally come to give our beloved dog what he deserves!

Good luck on the Rift!

Feel free to leave any comments or improvements below!