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Fizz Build Guide by Ruyael

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 Ruyael

Jungle Fizz (Revamping the Fisher)

Ruyael Last updated on November 2, 2012
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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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hello,

Okay right off the bat I'd like to say that this is an experimental guide. I'm using it really for myself to take notes on and create different strategies for Jungle Fizz.I have only just picked up the champion having only played him a few times when he is available for free. However, I have always been interested in really becoming proficient with him. In my opinion, Fizz is a really strong champion. He has a very mobile kit that allows him to be a "trickster".

My aims with this guide is to re-establish Fizz on the Field of Justice. Lately, Fizz has be absent from most of the games I've played an even watched. Apparently this is due to people becoming overly familiar with his kit and he is no longer that "OMG OP" trickster.
It seems to me that Fizz doesn't counter enough mid laners for him to viable as anything but a very specific counter pick. In top lane, he finds an even tougher match up where he gets countered by several top lane champions and personally counters very few champions in the top lane.

It seems like Fizz's spot might be in the Jungle. His clear times are not as fast as champions such as Dr. Mundo or Shyvana, but it can still be a viable role for him none the less. This will be discussed more throughout the guide.

More importantly, I'd really like some feed back from some of the more experienced Fizz players out there as to not only improve this guide, but also my own abilities.
With that out of the way, I hope you enjoy this guide.
Now let's get on to the good stuff.

SPACESPACESPACE


Guide Top

Updates

10/28 Guide Version 0.1 Released

+ Introduction
+ Pros Cons
+ Base Stats
+ Runes
+ Masteries
+ Conclusion
+ Added Madred's Razors to Cheat Sheet
+ Added Beserker's Greaves To Cheat Sheet
+ Added Trinity Force to Cheat Sheet

10/29 Guide Version 0.2 Released

+ Summoner Spells
+ Skills
+ Skill Order
+ Updates
+ Added Executioner's Calling to Cheat Sheet
+ Added Madred's Bloodrazor to Cheat Sheet
+ Added Guinsoo's Rageblade to Cheat Sheet
+ Added Wit's End to Cheat Sheet
+ Added Final Comments
+ Added Thanks
- Removed Conclusion
-> Proofread
-> Misc. changes/updates

Guide Goals:

*Summoner Spells
*Skills
*Skill Order
*Items
*Item Order
*Jungling
*Ganking
*Teamfighting
*Mindset
*Matchups
*Add more images/videos
*Improve bbcode
*Improve overall design/layout
*Proofread
*Add tips and tricks to Skills section


Guide Top

Pros and Cons

//Pros

+ Good Initiator
+ Great Chaser
+ Good Scaling
+ Great burst damage
+ Great sustained damage
+ Great Escape Mechs
+ Can dodge enemy harass

//Cons

- Hard to master
- Gold Dependent
- Hard to make use of Auto Attacks
- Early game he is squishy (who isnt?)


Guide Top

Base Stats

Health Points: 414 (+86 / per level)
Health Regen: 7
Mana Points: 200 (+40 / per level)
Mana Regen: 30
Damage: 53 (+3 / per level)
Attack Speed: 0.658 (+3.1 / per level)
Attack Range: 175
Movement Speed: 310
Armor: 13 (+3.4 / per level)
Magic Resistance: 30 (+1.25 / per level)
Influence Points (IP): 6300
Riot Points (RP): 975

Sadly, Fizz has some of the lowest early game stats compared to other junglers. This is due to the fact that he is built to be a mid lane champion.




What are some of Fizz's "inadequacies"?

Let's compare him to the averages of other jungle champions.
Stats
Health:
HP/Lvl:
HP lvl 18:
HP Rgn:
HP Rgn/Lvl:
HP Rgn Lvl 18
Damage:
AD/Lvl:
AD Lvl 18:
Atk Speed:
AS/Lvl:
AS Lvl 18:
Armor:
Armor/Lvl:
Armor Lvl 18
MR/Lvl:
MR Lvl 18:
Mvmt Speed:
Atk Range:
SPACE Average Jungler
436.5
90.2
1969.9
7.21
0.75
19.87
53.55
3.36
110.71
0.65
2.62
1.02
16.52
3.51
76.22
1.17
49.83
316.33
132.5
SPACE Fizz
414
86
1876
7
0.7
18.9
53
3
104
0.66
3.1
1.185
13
3.4
70
1.25
51.25
310
175
SPACE Superior to Average?
NO
NO
NO
NO
NO
NO
NO
NO
NO
YES
YES
YES
NO
NO
NO
YES
YES
NO
YES

This places Fizz at Lower Tier Jungling based on Stats as he is only better than the Average Jungler in 6/19 Stats.

However with the proper runes and masteries and thanks to the Jungle Re-work which made it easier to sustain in the Jungle, Fizz can farm the jungle successfully.

**NOTE**
Base stats do not determine the efficiency of a jungler. Another important influence is the Skill Kit of the Champion. This is what Fizz will depend on in terms of viable vs. other junglers.

Other Lower Tier Jungling Champions based on Stats include Rammus, Volibear, Jarvan IV, and Nautilus. You may notice that these Champions can still be very effective and viable in the jungle regardless of their stats.


Guide Top

Runes

Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3


Greater Mark of Attack Speed
Attack speed is necessary on jungle Fizz in order to clear jungle waves faster.

Greater Seal of Armor
Armor will be needed in order to sustain in the jungle.

Greater Glyph of Scaling Magic Resist
Magic Resist for greater defense against enemy AP. Can go Flat MR, but scaling MR is better for Late Game.

Greater Quintessence of Movement Speed
Movement Speed is needed to gank and clear the jungle faster.




Other Rune Options

Greater Mark of Precision
Since Fizz's Attack Speed is already higher than most other Junglers, Armor Pen./Magic Pen. can be a viable option to increase his damage output.

Greater Glyph of Magic Resist
For more Magic Resist early game.


Guide Top

Masteries

Masteries
1/5
1/5
2/1
4/1
4/5
1/1
1/1
3/1
3/1
1/
1/5
1/1
2/1
4/1
1/1

I got 21/9/0 Masteries with the focus on clearing/sustaining in Jungle efficiently but also being able to dish out some decent damage early while ganking.

With these masteries, our aim is to:
  1. Decrease the amount of time Fizz spends Jungle Clearing.
  2. Increase the Damage Output of Fizz during ganks.

[Offense Tree]
SPACE
Summoner's Wrath
Both AD and AP are useful to Fizz and the buff received after using Ignite is extremely important. Also, this can be used if you chose to run with Ghost/ Smite
SPACE
Butcher
Faster Jungle Clearing and more Damage Output
SPACE
Brute Force
Faster Jungle Clearing
SPACE
Alacrity
Faster Jungle Clearing. Also Attack speed exploits Fizz's much longer melee attack range. Tridents are OP.
SPACE
Weapon Expertise
Faster Jungle Clearing and increase Damage Output.
SPACE
Sorcery
More Damage Output by bringing skills up faster.
SPACE
Arcane Knowledge
More Damage Output.
SPACE
Vampirism
Greater sustain in jungle.
SPACE
Sunder
More Damage Output.
SPACE
Executioner
Faster Jungle Clearing and more Damage Output.
SPACE
[Defense Tree]
SPACE
Summoner's Resolve
More gold from using Smite. Useful as Fizz has an expensive build.
SPACE
Hardiness
Greater Jungling Sustain.
SPACE
Tough Skin
Greater Jungling Sustain.
SPACE
Durability
Helps Fizz's low health problem and adds to increase Jungling Sustain.
SPACE
Bladed Armor
Faster Jungle Clearing


Guide Top

Summoner Spells

You should always take Smite as it will make your jungle clears that much faster also help to secure/steal Dragon/Baron objectives.

Very viable as it will add to your DOT damage and it can also help you clear jungle faster through its own damage and also the +5 AP/AD from Summoner's Wrath .

Other Options:



Helps Fizz chase/escape.

Can be useful, although I rarely will take this. However if you're team is lacking CC, this could become an extremely viable option.

Summoner Spells I don't take:



Not necessary due to Fizz's Playful / Trickster. Could be picked up by novice Fizz player's who have not learned to use this skill.


Guide Top

Skills


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.


Ignoring unit collision allows Fizz to Chase/Escape easier because you won't have to deal with Friendlies/minions blocking your path. The scaling physical damage reduction also helps you sustain in jungle.

Q: Urchin Strike

Active: 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)


Gap closer to catch up to enemies. Can also be used on minions to gap close/escape. To utilize this escape mechanic, you should actively think about clearing a wave in lane if you're about to jump someone. Leaving those minions there may be able to help you escape if the exchange doesn't go in your favor.

Damage dealing. Has a 1.0 physical damage scale making this a fairly powerful nuke. Combined Sheen proc and you have a very lethal damage output with this skill.

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)


This will be your main damage output early game. It will dish out some heavy DOT which will help finish off an enemy who has escaped under their turret.
Activating it at the beginning of the fight will increase your auto-attack damage and also prevent any healing they might receive from Health Potions or passives such as Volibear's Chosen of the Storm or spells such as Soraka's Astral Blessing/ Wish through applying Grievous Wounds.

E: Playful/Trickster

Active: 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.
Active: 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)

This is probably Fizz's most defining skill. It can be used to either Gap close or to Escape. It can also be used to help clear jungle camps faster by jumping over walls and landing AOE damage. However, it's high mana cost can be very taxing on Fizz's low mana pool.

If you only use Playful and don't Activate Trickster, this spell applies a very nice slow. Consider this when ganking. You may need to sacrifice this slow in order to close the gap, but if you can land it you will have a great advantage.

If you're going to dive an enemy champion under turret don't use this spell unless you absolutely have to. Try diving in with Urchin Strike if you can. If the exchange goes wrong and you can't secure the kill, or you end up getting very low health and could die to turret, the "untargetable" part of this spell will allow you to live.

R: Chum the Waters

Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't 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.
Range: 1275
Cost: 100 mana
AoE Radius: 250 (estimate)
Cooldown: 100/85/70 seconds
Slow: 50/60/70 %

Magic Damage: 200/325/450 (+1.0 per ability power)


SHARK! This spell is not only a great spell for ganking, but it also works well in late game team fights. Landing it in the right spot can allow you and your team to assassinate the enemy carry with relative ease.

You will find out very quickly that it isn't the easiest spell to land. Practice it a lot and learn to guess where your enemy will run to. Don't worry if you derp your ult every once in a while. It happens to the best of us. Sometimes you just get outplayed.

While ganking try to cast this from a bush as it will be more likely to catch the enemy off guard. Many people make very repetitive and predictable movements while laning. Get into postion, wait for your opportunity... and SHARK!


Guide Top

Skill Order

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

Skill Maxing Order


>

>

Urchin

>


R: Chum the Waters Obviously you will want to level as soon as possible. It will greatly affect your already powerful ganking potential. Subsequent points will reduce the cooldowns allowing you to use it even more often. Alongside a blue buff and you'll be yelling SHARK! all game.

W: Seastone Trident Maxing this by level 9 will add greater DOT damage to the enemy helping you and your team secure more kills. It will also increase the flat bonus magic damage applied on auto attacks.

Q: Urchin Strike Put one point in this at level 2. Max this by level 13. It deals some hefty damage after getting some attack damage and combines phenomenally with Sheen procs.

E: Playful / Trickster Put one point in this at level 3 and then max it last. The damage output from the item is minimal in this build. Use it as a utility or in some cases a slow.


Guide Top

Final Comments

/////////////|||||||||||||\\\\\\\\\\\\\

MORE TO COME SOON!

\\\\\\\\\\\\\\||||||||||||/////////////

10/28 A good start to hopefully a great guide.
10/29 Added some more sections with information
11/2 Hurricane Sandy left me with out Power/Internet for a few days. Planning on Updating the guide over the next few days.

***
NOTE: Future updates may take longer. I am trying to make this guide as comprehensive as I can. Many many hours/days will be put into this guide. I will be making my own images and videos to add to this guide.
***
Please be patient with me as I update this guide. Any comments or additions you have please leave as a comment below and I will review them/add them to the guide if necessary.
***
Please up vote! And leave a comment explanation if you down vote. :)


Guide Top

Thanks

Jhoi Jhoi's Karthus Build Guide for general BBCode instruction
AHTEmbraz's It's more fun if they RUN! for ideas and average jungle stats.