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Fizz Build Guide by HeathenAntics

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 HeathenAntics

Jungle fizz, the trickster of the woods.

HeathenAntics Last updated on May 22, 2012
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Ability Sequence

2
14
15
17
18
Ability Key Q
1
3
5
7
9
Ability Key W
4
8
10
12
13
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

 
 
 
 
 
Durability
2/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hi, this is my first guide on Mobafire and today I will be demonstrating my version of jungle Fizz. Fizz is an excellent jungler. His passive makes his jungle clears more easy as you get reduced damage from minions, as well as making ganking easier as he avoids unit collision. He has fairly fast clear times and is all around a really fun jungler to play.

In this guide I will cover a few things:
-Masteries
-Rune choices
-Routes
-Ganking
-Item selection
-Skill sequence
-Summoner spells
-Additional information


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Masteries

I have played Fizz jungle a few different ways, my first few times playing him in the jungle I would run a 0/21/9 build with the intention of being a hard to kill fighter that has decent mobility and of course keeps buffs longer. I took a hiatus from playing jungle Fizz and decided to try him again with a more aggressive build. The result was astonishing, with a 21/9/0 build you get much faster clears (duh), but that is not the whole point of it. The best part I have noticed about taking Executioner is the increase damage to targets below 40%. This obviously helps with clears, but where it really shines is when using his seastone trident active ability, which also scales for higher damage the weaker the target is. I take a more AD focused approach, taking 3 points to ad, 1 to butcher, 4 for attack speed and cooldowns, cause Fizz loves cooldowns. I run armor penetration rather than magic penetration, but I have not tried a build going for magic penetration. Life steal to help with sustain, and hey some more ARpen never hurt. I take bladed armor because it helps with clears, regeneration to stay alive better, and who doesn't like gold from smite? Masteries are pretty straight forward.


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Runes

Runes can go a number of ways, but the page I run is as such. Attack speed reds, flat armor yellows, MR per lvl blues, and attack speed quints. You could probably go for an armor pen/attack speed page, but I think the flat attack speed is more beneficial because Fizz is reliant on on hits. I could also see attack speed reds and move speed quints being good, but alas I have yet to try that too.


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Routes

The typical blue - wolves - wraiths etc route is a good way to go, especially for a first timer, but you can also start enemy red if they are a blue starting jungler and try for a lvl 2 gank or continue jungling. Either way jungle creeps are not difficult to kill.


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Ganking

Fizz is a good ganking jungler. I tend to wait until lvl 3 or 4 to start ganking, usually after I snag red buff. Ganking goes as followed, turn on your W, and initiate with your Q, red buff will slow them so just keep autoattacking, if they run and are killable jump on them with playful/trickster and land an autoattack or two, the DoT should be enough to finish them off. Lvl 6+ you can use your shark to initiate, or do the typical W, Q, R, E fizz combo. Save playful/trickster because it is an amazing escape or finisher.

THE NUMBER ONE RULE OF GANKING WITH FIZZ OR ANY JUNGLER IS TO AUTOATTACK. THEY HURT EVEN IF YOU ARE NOT AN AUTOATTACK CHAMP.


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Items.

Starting cloth 5 is a good choice, and in most cases will allow you to get to lvl 6 before taking the blue pill. I sometimes start vamp scepter but it's all up to personal choice. Go back to base when you can afford the lantern and boots unless you are wounded and are out of potions, and would rather not die. Next item I build is sheen so that you can hit them for even harder, plus the mana and AP are really nice to have on Fizz. Depending on where you are at in the game, either get your boots or get a phage. I run mercs treads almost exclusively on him, but boots are always dependent on the situation. I like to get my Trinity force next, followed by Glacial Shroud. By this point the game is most likely decided, one team should have the advantage and if you have been doing your job it should be your team. You can either complete your frozen heart and build towards your warmog, or go warmog and finish your heart later. I personally prefer to get glacial shroud for the cooldowns, armor, and passive aura.

SITUATIONAL ITEMS.

These items are good on Fizz but are not always the best to put against the enemy. The lantern, boots, and Trinity Force are pretty much the core items in this build.

IF YOU ARE DOING WELL AND WANT TO DO BETTER:
-Nashors Tooth, this is great on Fizz, more attack speed, wicked cooldowns, mana regen, and AP. You will be a cold blooded killing machine with this item. Get it instead of glacial shroud, taking Fiendish Codex before stinger.
-Gunblade, I have not used this on Fizz, but can see this as being a stellar item, giving you wicked sustain, AD, AP, and an active slow. Get this instead of lantern if you prefer, or before the glacial shroud.
-Blood Razor, save your madreds razor and get this if they have a high health team, or if you can afford one later on. This should be a 4th or 5th item.
-Force of Nature, if they are high magic damage you will be very difficult to kill and will skirt around the battlefield like a ninja with wicked sustain. I would get this 4th or 5th.
-Guinsoos, get this if they are having a hard time killing you anyways and you just want to kill them faster.

ITEMS TO GET IF YOUR TEAM IS DOING POORLY
-Randuins Omen, pick up a heart of gold after your phage so you get gold, and build the omen when you see necessary. Get this when you are against an autoattack heavy team.
-Ageis of the Legion, this can be a game changer in team fights. If your team does not have one and is struggling in team battles pick one up around the start of the team fight phase if you can afford it.
-Banshees Veil, if you are a prime target and you find that the initial ability on you is what cripples you get this. This should be used against disable heavy teams.
-Quicksilver Sash, not a great item for Fizz, but again if you are getting hard CC it might be a good idea to get this.



Just remember, a build is flexible, you do not need to build exactly as the guide dictates. See what your team needs, and see what the enemy is doing so you know how to play as a team and as a player who can counter the enemy. Triforce should not be substituted though xD


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Skill sequencing

Take W first, it brings golem down fast, get Q next to either gank lvl 2 or continue jungling. Get E at lvl 3 if you are going to gank, or get anothher point in W. Max W first because it is the main damage dealing ability you use, obviously get your ult when you can, and max E second. I max E second for the cooldowns rather than damage dealt because it is your getaway, gap closer, wall jump, and missile dodger.


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Summoner spells

Smite because you are jungling. Do not jungle without it, even if you are a champ who can, don't. You get faster clears, secure barons, and secure dragons.

Flash is all around the best summoner spell, adding to your gap closing, escaping, and wall jumping. You will be able to be all over the map with it.

Ghost is optional, but flash is all around better.

Exhaust, it might be a good one to take if your team has little to no CC, but I generally just take flash.

Anything else is relatively pointless on Fizz, smite flash is the best way to go when you are jungling as Fizz.


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Additional information

Fizz is hella fun, and can build rather flexibly. He performs well as an offtank dps fighter, with pretty wicked burst once you get your sheen/trinity force.

Your role in team fights: As Fizz you are usually the wild card, either you jump in from a bush off to the side, stay behind your front line and jump in with your shark to kill the bad guys. Fizz likes to be an initiator with his shark and urchin strike. Burst the squishies and pogo stick out or stick around for more kills.

MAP AWARENESS. Everyone should be aware of their minimap, but a jungler needs to watch lanes when they are jungling. Know where to gank and where to gank from. If you can't see the enemies they may be about to jump on you, so wards are your teams friend.

Have fun and SHARRRRRRRRKKK