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Not Updated For Current Season
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.
Pros / Cons
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.
Ability SequenceSeastone 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.
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Cooldown Reduction
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
- Fury over Sorcery because this build relies more on auto attacks than abilities to deal damage.
- Feast over Double Edged Sword for a little bit more sustain
- Natural Talent over Vampirism because this build can benefit pretty well from both AD and AP, and the lifesteal/spell vamp seem very tiny.
- Bounty Hunter over Oppressor because you can protentially get double the amount of extra damage
- Wanderer over Savagery for faster roams and mobility.
: 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!?
: 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.
: 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.
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.
: 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.
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
Ganks & Team Fights
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.