Fizz Build Guide by ParkInferno
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Hello summoners!! Welcome to my jungle OFFTANK Fizz guide. This combines AP with Defense making Fizz durable enough to be on the front lines. Now, jungle, offtank?!?! Fizz doesnt do that... Well, they both worked, but now with the nerf on Lich Bane, and the buff on Seastone Trident, generic Lich Bane Fizz works less and jungle Fizz works better.
As for the authenticity of my build, I am no diamond rank player but just another LoL player like you. Last season, I was in silver 1, and this season I am currently almost in silver. I've climbed 5 divisions in 4 weeks from bronze 5 to bronze 1 and intend to hit goldby the end of this season. Obviously, this is no ordinary Fizz build but just a different take on an incredibly fun champion.
Why Jungle Tanky FIZZ?!?!
iow, you're all probably thinking...Tanky Fizz? Jungle Fizz?? This guy must be bronzie 5...To that I say...well...erm...I just got out of bronze 5....and now I of c am about to get out of bronze. (in my opinion, ranking isnt someone's skill, it's their ability to climb. Getting carried to plat in your promos isnt even a fourth as valuable as climbing from bronze to plat.)
Now, back to the main point. If you're jungling, why not go full AP?? Actually, 6/10 times when jungling Fizz, I go full AP. When I do go tanky Fizz, there are a few prerequisites.
- I do not have an even partual tank as a top laner.
- I am not over fed.
- 2/3 of my laners are doing well.
These are all self explanatory but I will go over them. In this build, I do not build full tank. This build still does damage but allows you to still peel for your carries and still live to see the next day. If you already have a tank like Malphite or Shyvana, why build even partually tanky.
Next point: if you get super fed because you are a bad jungler like me and steal all the kills, just go glasscannon. Of curse, I am not encouraging taking kills from the laner, but instead of wasting those kills you took, just build damage because Fizz can snowball out of control.
My final point is: Are your laners doing well? Although Fizz can carry a game, if you follow my build, you will not be able to shut down or outplay 3 fed laners. The full glasscannon and offtank build paths do start similarily, so by about the time the paths diverge, you should have an idea of how your laners are doing.
Pros & Cons
Heal reduction with Seastone Trident
Fast jungle clear with Seastone Trident and playful /trickster
Takes reduced damage from monsters with Nimble Fighter
Great mobility during ganks with Nimble Fighter, Playful / Trickster, and Urchin Strike
Good first pick in ranked giving free reign to your mid laner
Only hard cc is Chum the Waters
No built in sustain
Prone to Stuns, snares, and silences
Think you're trolling
No inate defensive skills or abilities.
On the top row, these are my prefered summoner spells.
Smite is always used on any jungler. This is important for securing buffs, dragon, and baron.
Flash is the #1 most used summoner spell. Although your Playful / Trickster can be used as well as flash, flash can go over more walls and is unseen in which direction you go. My final use for it is saving myself when Urchin Strike and Playful / Trickster are on cooldown.
Exhaust is another summoner spell I enjoy using. Fizz has some good soft cc as well as hard cc through Chum the Waters but at earlier levels, he doesnt have the best cc. Also, when I see an enemy jungler such as Lee Sin or Riven who heavily scales off of AD, this gives me enough dueling power.
Teleport is by far the most fun summoner spell there exists. I almost always take it in a normal game while playing with friends. The homeguard Teleport combo comes out of nowhere. It does bring results though. It allows amazing counterganks and can easily surprise opponents by ganking top then teleporting bot.
The bottom row is summoner spells I can sometimes see being used. Barrier gives extra dueling power and combined with the turret blocking Playful / Trickster, you can dive enemies at very early levels. Ignite also gives dueling power especially against enemies such as Aatrox or Warwick. Only take this when playing with friends unless you want to get yelled at for Ignite kill stealing.
Greater Mark of Precision
Greater Seal of Armor
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
- greater mark of hybrid penetration: I take hybrid pen marks because although all of Fizz's abilities scale off of AP, the armor penetration helps with your jungle clear while the magic penetration helps with your damage.
Some alternate marks that can be taken is some flat AD through Greater Mark of Attack Damage. This actually heavily helps your jungle clear especially when invading.
- Greater Seal of Armor: You cant go wrong with armor...Even if the whole enemy team is AP, all champions deal AD through basic attacks. Also, the jungle camps deal AD.
- Greater Glyph of Ability Power: The reason I take these glyphs over scaling AP runes is because although Fizz has a strong mid and early game, junglers value early game higher because they are often the only roamers during that time.
- Greater Quintessence of Ability Power: Why take these instead of movement or lifesteal quints? Well, what do you need those for? Fizz has more than enough mobility; he doesnt need the sustain, what he does need to be is the strongest player in the game at level 3.
Why do I max Urchin Strike and Seastone Trident before Playful / Trickster??? Well, although Playful / Trickster can help your jungle clear, your Seastone Trident, or w ability clears it much faster with the empowered autoattacks. Also, it is more consistant damage due to the fact that your e ability costs a lot of mana and has a high cool down.