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Fizz, The Tricksy Assassin
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Hey everyone. I'm Dannar Hetoshi. I wanted to share my variation on Jungling with


Table of Contents
Pro's and ConsMasteries
Runes
Abilities
Summoner Spells
Items
Teamfighting
Summary
Pros
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Cons
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Starting with ![]()
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Then Cunning:
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Runes




Scaling AP is so strong late game, however, if you get to late game you'll have nearly 600 AP anyway, so a little extra scaled AP isn't going to do a lot for you.
What will do a lot in the early game is the AP (x3) Quintessence, +15 right off the starting gate helps you clear camps faster.
Scaling CDR (x9) on the other hand is Amazing. The build reaches full CDR by lvl 11 (assuming decent gold farm), and the scaling CDR helps cover short farms.
Greater Seal of Health x9 for survive-ability in the Jungle.
Greater Mark of Magic Penetration again for stronger spell damage clearing camps and early ganks.
Early kills and Faster Camps are cleared with

You should have

Max



Although









In order of when to take the item:
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: Solid AP bonus, Runic Echoes helps clear camps and creeps from lanes.
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: Magic Penetration makes your spells hit that much harder.
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: More AP, more Move Speed, more Cooldown Reduction, and that sweet sweet passive.
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: AP, CDR, Mana Regen, Passive DOT
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: SPEEEED!
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: AP, Armor, and "Oops, I need to wait for E to cool down" Invulnerability.
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: Gratuitously more AP.
Skirmish around the flanks, try and use thin walls and bushes to stay in Fog of War until you are ready to unleash the Fury of the Fish:

Anticipate where their squishiest target will be, launch your fish,




Summary

I'm always open to suggestions/comments on how to properly format this guide, and tweaks to the build.
Stay Tricky R>E>W>Q,
Dannar Hetoshi
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