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Spells:
Smite
Exhaust
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
My masteries are pretty typical jungler masteries. If you jungle, you understand and appreciate them. If not, take a look through them. Actually hover over and read them. You'll understand why fizz needs this survivability in the defense tree and the reasoning behind going into utility (IE neutral creep buffs +20%? **** yea)
I build my items much like a hybrid assassin for two reasons. One, fizz has very high mobility, which is only even further increased by items like phantom dancer, lichbane and mobility boots. Fizz makes a very survivable assassin, and in my opinion should be played as such. The Cooldown reduction on fiendish codex, and later Nashor's tooth, makes his ult a 45 second cooldown. This means fizz can be anywhere, and wherever he is, you can be sure he'll hit like a truck and lay down some sweet sweet CC every time. I build a rylai's a bit later because I like to maximize mobility first, and focus on survival late game, when other champs eventually start to catch up a bit item wise. I finish my build out with a rabaddons, because at the end of the day, his abilities scale off his AP.
I take smite, for obvious reasons, and exhaust, because it makes it easier to pull off a gank than with something like ghost. In my opinion, ghost has two purposes. To catch up with a champ or to get away. Exhaust lets you catch up more easily, and is a debuff on attack speed to boot. If you need another escape on fizz, I have to question your reasoning for reading this guide.
I start with my W when jungling for the extra damage output frm my runes(woo extra AP), and take an early point in my Q. I then grab another point in W for increased jungle speed, and take a point in my E at 4. I max my W first for the fastest jungle time possible, and to give fizz sustain in a fight/gank when his cooldowns hit. I max my Q next, because the AP scaling is better than his E, and it lets him catch up to people, again, securing ganks. I max his E last because I feel this should be a last resort catch up/get away ability, or a good initiate. by the time this is off cooldown, your gank should be completed, whereas his Q can be used more often.
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