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Choose Champion Build:
-
AD Fizz
-
Hybrid / Tank Fizz
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
I am a Fizz main and usually play him in the mid lane. Quite recently though I realized that he is a very solid jungler and I decided to make this guide.
Hope you like it!
If Fizz is played correctly he is a very strong jungler. When you get your jungle item and trinity force he has very fast jungle clears. With his high mobility and
Chum the Waters he is one of the best gankers in the game in my opinion.
Pros
Cons

Pros
- Great ganks
- High mobility
- Very good in all stages of the game, especially mid-game
- Nice damage
Cons
- Squishy
- An easy target when
Playful / Trickster is on cooldown
- Item-dependent

- A great jungle item for
Fizz, the 50% attack speed and on-hit effects work really well on him. A harder choice is to choose between
Stalker's Blade and
Skirmisher's Sabre. Stalker's blade is great for ganks since the smite will slow the enemies, Skirmisher's sabre is great against solid 1v1-ers like
Yasuo or
Kog'Maw since it will reduce their damage and increase yours.

- A solid item with great allround stats. The passive from the
Sheen is amazing on both AD and AP Fizz.

- A very important item against AP-heavy teams since Fizz is quite squishy. This is your main source of AD and the 10 armor penetration is a nice bonus. Lifeline / Lifegrip might save your life or help you secure a kill.


- Depends on whether you want some AP or life steal. They both give you about the same AD and attack speed (when Guinsoo is stacked up) so it comes down to if you want the life steal and slow from BOTRK or the AP for
Chum the Waters and
Playful / Trickster from
Guinsoo's Rageblade


Mobility Boots is great for kiting and ganks but
Berserker's Greaves gives you attack speed which is very important on AD Fizz. Pick whichever you prefer.

- Probably the best armor item on Fizz. It provides some much needed health and the momentum stacks helps you to either escape or chase.

- A must if you want to play hybrid Fizz. It will be your main source of AP and will also make you a bit tankier. Even if it isn't fully stacked it is still a great item, but you should try to rush it after you've finished your jungle item.

- A very nice item on both AD and hybrid Fizz (although i'd mostly recommend it for hybrid Fizz). It synergizes well with
Skirmisher's Sabre - Devourer.
Route:
Always start with Gromp and smite it. Proceed with your Blue Sentinel.
After this you go first for Wolves and then the Rift Scuttler, or vice versa (depending on how much health you have).
If you have enough health you should look for a gank, otherwise recall or keep jungling.
Recall when you have about 800 gold.
It is very important to get your
Stalker's Blade - Devourer as soon as possible so you can start stacking it up.
Jungle clear tips:
First activate your
Seastone Trident and then use
Urchin Strike to get the bonus damage. Only use
Playful / Trickster to clear jungle camps IF you have blue buff, otherwise it is a waste of mana.
Always start with Gromp and smite it. Proceed with your Blue Sentinel.
After this you go first for Wolves and then the Rift Scuttler, or vice versa (depending on how much health you have).
If you have enough health you should look for a gank, otherwise recall or keep jungling.
Recall when you have about 800 gold.
It is very important to get your

Jungle clear tips:
First activate your



Try to focus down their carry and if you have
Skirmisher's Sabre - Devourer use your smite on them.
Playful / Trickster wont deal much damage if you are playing AD Fizz so only use it to kite and as an escape.
Chum the Waters wont deal too much damage either, so use it as a slow on the carry and then close the gap with either
Urchin Strike or
Playful / Trickster.





- When ganking, try to engage with your smite and or
Chum the Waters and acvtivate
Seastone Trident followed by
Urchin Strike. Save
Playful / Trickster until your enemy tries to escape or if you need one.
Playful / Trickster can be used to jump over walls to escape.
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