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Fizz Build Guide by KulPossible

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League of Legends Build Guide Author KulPossible

[Pre-Season 6] The AP Devourer Jungle Fizz!!

KulPossible Last updated on November 24, 2015
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Ability Sequence

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

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
5/
Piercing Thoughts
 
 
 
 

Ferocity: 18

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0


Guide Top

Introduction & Pre-season Opinions

FINALLY! The pre-season tides has come! Right now everyone is probably focus all attention to the ADCs reworks. But let's not forget about our tricky friend, Fizz. I wanna start off by saying that, these changes really affect AP champions, including Fizz. A lot of the AP items now cost more with minor to no buffs at all, or even nerfs . On top of that, defensive items cost less, which means enemies can build up some bulk rather very fast. However, with the meta changing back to ADCs carrying games, this AP Devourer Jungle Fizz is the best wildcard that could shut them down.


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Pros / Cons

PROS:
  • Snowballs like a monster.
  • Slippery and annoying to deal with.
  • Great dueling strenght.
  • Potential to carry games.
  • Deals good damage on auto attacks AND abilities.
  • Might surprise your enemies in Picks / Bans.
CONS:
  • Heavily reliant on hitting your Ult to kill a target.
  • Pretty much useless if falls behind.
  • Provides very little CC.
  • No sustain and fairly squishy.
  • Mediocre camp-clearing speed.


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When to pick Fizz Jungle?

You should totally pick Fizz jungle when:

  • The enemies' team doesn't have too much CC.
  • Your team lacks damage, especially AP damage.
  • Your teammates can stay safe while you're busy stacking the Enchantment: Devourer.
  • You wanna play mind games with the enemies in Picks / Bans.
  • You're bored.


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Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
It's the R>E>W>Q with a little twist. Go 3 points on Seastone Trident for the early jungle clearing, then max out Playful / Trickster first for the instant damage, because unless your teammates have some CC, you're not gonna land a lot of auto attacks in ganks. Also maxing it out first reduces the cooldown and can protentally save your life in sticky situations.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Cooldown Reduction
6

Greater Glyph of Scaling Ability Power
3

Greater Quintessence of Ability Power
3

Other Options:

For Marks, you can choose Greater Mark of Hybrid Penetration, but I don't recommend it. Greater Seal of Armor can be replaced by Greater Seal of Scaling Health if you're facing an AP damage reliant team, but this means your start in the jungle will be slightly weaker. Go 6 Greater Glyph of Scaling Cooldown Reduction and 3 Greater Glyph of Scaling Ability Power to make sure you have 40% CDR. The Greater Quintessence of Ability Power should remain the same for every rune build.


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Masteries

Masteries
5/5
1/1
5/5
1/5
5/1
1/1
5/5
1/1
5/1
1/1
Now for the new masteries. I choose: The rest is pretty much obvious. I also think of going 12-18-0 just to get that Intelligence point, which expands the CDR cap to 45%. I'll update it after some further tests.


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Items

CORE ITEMS:

: The Enchantment: Devourer deals AP damage, which is amplified by Chum the Waters make up for the 10 damage lost from the nerf. I choose Skirmisher's Sabre over Tracker's Knife for more gank pressure and damage in team fights, but feel free to go the other way around if you want more vision control.
: The same with Enchantment: Devourer, Nashor's Tooth's passive also deals AP damage. It also provides the 20% CDR that you need to hit 40% CDR. You still need to build up more AP to actually makes the auto attacks hurt bad enough.
: Upgrade Refillable Potion to this as soon as possible. It gives a lot of early sustain for you to farm the Devourer stacks.
: Trade 5% CDR for 10% Summoner Spells CDR? WHY NOT!?

OFFENSIVE OPTIONS:

:A must-have item for every Fizz. It gives Fizz pretty much everything he needs: AP, some armors and stalling ability from the active.
: A good item on Fizz. It gives a decent amount of HP, followed by 100 AP and a slow effect for Urchin Strike and auto attacks with Seastone Trident. However, if you have a good start and you think the game will last very long, you may wanna check out the item below.
: This item now costs 300 extra gold for 20 more AP, which is a pretty fair trade for me. Now with Rylai's Crystal Scepter costing 200 more gold for no improvement whatsoever, I think Rod of Ages will definately work better than Rylai's Crystal Scepter if you can build it early.
: These items can replace Rod of Ages or Rylai's Crystal Scepter in some situations. Abyssal Scepter gives some Magic Resistance along with a Magic Pen. aura, and Liandry's Torment increases your damage against tanks.

DEFENSIVE OPTIONS:

: both give a good amount of HP and armor. Randuin's Omen can reduce incoming crits (many people don't know this) and attack speed of enemies, with an AoE slow active effect. On the other hand, Dead Man's Plate increases Fizz's movement speed and adds physical damage to his engage.
: Being able to block a crucial ability is incredible, not to mention the amount of HP and Magic Resistance this item gives.
: Buy this when you're the main engage in your team. Go all in in team fights and chunk down as many enemies at possible, taking some CC for the team before dying. After revival, Playful / Trickster back to safety and watch your teammates clear out the rest.

NOT RECOMMENDED:


These are the items that might still work on Fizz jungle, but they're either not as strong as the main items or I just have a bad time playing with them.

: This build doesn't rely a lot on instant bursts, and you'll want some bulk to last through team fights, so spending a slot or 2 on these items is not worth it.
: Although it gives you lifesteal and a little bit of mixed damage, Chum the Waters no longer amplifies AD damage, so this item is not that efficient.
: I tried to build Fizz jungle with Enchantment: Devourer, Wit's End and Frozen Heart, but it's just not good. I thought it would be perfect but it's just not.
: The Magic Resistance aura for me is ... meh. However with the reduced cost, I'll consider buying it as the third item in some situations.
: Fizz doesn't have any form of healing so Spirit Visage's passive provides nothing to him. However, with the masteries changes, without Greater Glyph of Scaling Cooldown Reduction, the build will lack 10% CDR to reach 40% CDR, so test these out to see how it goes. The same goes with Locket of the Iron Solari.


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Creeping / Jungling

I almost always start at the gromp, then blue buff, wolves, scuttlecrab and back. Smite the gromp right when you see it so that Seastone Trident can deal more damage to it. After first back, pick up Hunter's Potion, then go for the krugs, then red buff, raptors and another scuttlecrab. Smite the krugs for the stun to get scuttlecrab faster. Jungling after that depends. Try to buy Vision Ward and take control of the river, because scuttlecrabs,dragons and heralds are your main sources of stacks for the Enchantment: Devourer. With some smart wards, you will be able to do so much for the team, providing visions and securing objectives, without appearing on the map too much in the early game.Red: First clear
Blue: Second clear


Guide Top

Ganks & Team Fights

EARLY GAME:

When you're going for red buff after the first back, look for pushed up lanes to gank. Fizz's pressure pre-level 6 is not heavy, so you need to choose your target carefully because you can't afford to camp a specific lane for too long just for a kill. Choose the easy targets, easy kill them for the easy money and get out. When you get to level 6, your ganks will be really effective and the enemies won't likely to escape without burning their summoner spells. Start with Chum the Waters, follow by Urchin Strike, Seastone Trident auto attacks and Playful / Trickster if they try to escape. As I said earlier, Fizz jungle is useless if falls behind, so rush for the Enchantment: Devourer jungle item of your choice, and start farming for those stacks. Try to pick up a kill/assist everytime Chum the Waters is up as well as place some wards, especially at Dragon. You should be able to finish Nashor's Tooth at around 18 minutes, just before the early game ends.

MID GAME:

You'll probably get your Enchantment: Devourer sated at around 22 to 25 minutes, and this is when you show the enemies just how strong you are. A successfully landed Chum the Waters plus some Seastone Trident auto attacks should send any champions to the scoreboard, and it's really hard for them to escape, unless they go for a Zhonya's Hourglass or a Quicksilver Sash early. The laning phrase should stop around this time too so you're gonna get a lot of kill trades with the enemies' team. Try not to fall down too many times though. Depends on how your team is playing, you can choose to group up or split push. Fizz's wave clear is pretty fast, and he can push decently and get out quickly too. In team fights at this stage of the game, the front line shouldn't be too tanky for you to take out, but you should still focus on the main damage sources.

LATE GAME:

Things are gonna be harder in the late game team fights when the enemies are starting to build defensive items and you may get caught trying to be too agressive. Stay clear from the enemies' pokes since you have no sustain whatsoever. Look for the right moment to catch their ADC/mid-laner, push them out of team fights or kill them if you can, and back off quickly. Another way to play around team fights is to Playful / Trickster right through the enemies' front line, Urchin Strike to the back line, land an auto attack or two before using Zhonya's Hourglass. After that, Playful / Trickster should be back up, use it to continue doing damage as your team start enegaging. This only works if you're a big threat the the enemies' team and they actually hold on to their abilities to kill you. If not, it's gonna be a 4v5 for your team.


Guide Top

Conclusion

That's all I have to share for now. This is my first guide, so please vote and leave a comment if you can, it really helps me to improve upcoming guides. I'm gonna try to update the build every patch. Thank you for clicking on my guide and actually read it 'til the end.