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Recommended Items
Spells:
Smite
Ignite
Items
Ability Order

Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Rengar
Synergies
Introduction

Tl;Dr
Start Gromp or Golems, making sure to
First Clear:
Blue Side:
- I will start Gromp, and with a good enough leash, I should be nearly full health, and so can easily clear the Blue Buff without needing my smite. Remember, smite Gromp immediately, so you get his passive from the start of the fight.
- Go and take your Red Buff, making sure to
Red Side:
- Start Golems, again smiting immediately for the buff. Then move to Blue, which shouldn't be a problem, even without
- Take your Red, recall, and upgrade your
After First Clear:
- Go take Chickens, and try to gank a lane. It is important you
Step 1: You want to open up with your basic
Step 2: Now you are within melee range, you can start to apply your cc. Open up with
Step 3: To finish off, you will want to use your
Step 4: Unless you were ganking a 500 Magic Resist Galio, the enemy laner should be dead, so
Due to Fizz's great mobility, with Playful Trickster and Urchin Strike,
Reccomended
Hybrid Penetration Marks
greater mark of hybrid penetration
The reason I use hybrid penetration is because early game, when clearing your camps, a large proportion of your damage will come from auto attacks, and so the armor penetration will benefit this. The magic penetration will then become more relevant mid game.
Seals of Armour
You can't really go wrong with a bit of armour...
Scaling Ability Power Glyphs
I prefer scaling AP to flat AP because Fizz jungle is all about scaling into the mid game, when his ganks become extremely deadly, so I find these work best.
Ability Power Quintessences
You may feel you want spellvamp or lifesteal quints, but Fizz can survive easily enough with some pots, and the bonus AP helps tremendously with both clear times and ganks, so all in all, these are your best option.

Alternatives
Attack Speed Marks
Especially with the buffs in Patch 4.5, attack speed marks are now incredibly viable on Fizz. It has great synergy with a
Glyphs of Cooldown Reduction
When jungling early these will help you out loads, and while you won't scale into the mid game as nicely, they can keep you healthier, and so even increase your map presence, with more health meaning more safe ganks.
ranger's trailblazer - magus
These items Fizz simply cannot go without. Build into the
Why not
Situational Items:
This item is great with tanks like
This item should be taken if there is a single enemy who is particularly fed. While Fizz may be an assasin, his damage will be delayed through the purchasing of a jungling item, so this should allow him to delete people regardless. It should be considered also, that when monstrously fed, this item becomes rather irrelevant for Fizz, and I generally avoid it, as it simply isn't necessary to insta kill. Generally I choose something defensive instead.
While is may seem a little odd initially, it actually works very well. As Fizz you have to get into the face of the enemies, so if they're primarily AD, this will help you survive a lot longer. The slow can also be critical to stopping the enemy ADC kite you forever.
This offers similar benefits to the Randuins, with the bonus of slightly more damage, at the cost of some survivability. If the enemies are largely mixed damage, then the health from this item will be the best solution, and again the slow will help pin down their ADC.
This is an item I very rarely use on Fizz, but it does have its advantages, and should be considered. While it may not help with burst damage all that much, it will give you great sustained damage, so if you're playing against a very tanky enemy team, this can be a great pick up. It also helps considerably with split pushing, so if you feel your team fight is too weak, why not take a Nashor's, Lich Bane, and split push for the win?
This item should be bought if it is up to you to carry the game. After all, two lives is always better than 1.
This item is perfect if your enemies are completely incompetent, and you don't think you are going to die any time soon ^^
- If your midlaner is AD, then you'll need some AP to compensate. Fizz can fill this role nicely. But you might say, why not Elise? She currently fills the role of the most popular AP jungler, and provides both excellent early pressure and objective control. Well, the main advantage of Fizz is that he scales much better into the late game, and can become an unstoppable assassin that is simply out of reach for most junglers.
- If your lanes have some CC anyway, such as Morgana in the mid lane, then the necessity of hard CC provided by the jungler is minimised, and the raw damage of Fizz, coupled with his two gap closers is simply unmatched.
How about Counter-Picks?
Perhaps the easiest jungler for Fizz to face, it is a true pleasure to play against a Warwick as Fizz, all because of Grievous Wounds (healing reduction), inflicted from
Similar to Warwick, Mundo relies heavily on healing. Fizz completely shuts this down with the Grievous Wounds on his
Lee Sin's strength comes from early pressure, both on the lanes and the enemy jungler; however, he struggles to keep up in the late game. Not only will Fizz massively out-scale Lee Sin, but early he won't have too hard a time against him. With
With the new S5 jungle, this fat man is pretty viable again. This doesn't however influence Fizz's traditional strength against him, as dodging the
Check out this guy's art here ^^ http://www.deviantart.com/morelikethis/342081743/fanart/digital/painting?offset=10&view_mode=2#skins














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