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Fizz Build Guide by tster

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League of Legends Build Guide Author tster

[S3] Fizzing Up the Jungle

tster Last updated on July 18, 2013
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Middle Lane
Ranked #11 in
Middle Lane
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 0


Utility: 9

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Howdy ladies and gents,

I love Fizz and so decided to try him in the jungle. I feel it is more than viable and that's why I created this build.

NOTE: The parts of this guide that only apply to ranked games will be marked in blue

Before you take a look at the guide: all I ask is that if you're going to downvote, please leave an useful comment as to why. That way, if there is a problem, I can fix it.


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Pros / Cons

These Pros/Cons apply both to jungle Fizz, and Fizz generally.

- Very powerful
- Mobile champion
- Easy juking
- Good initiator
- Dives well
- Cannot be escaped
- Good ganks
- Enemy mid will counter-pick Fizz, then realize someone else is mid

- No sustain
- Slow to clear early game
- Longish cooldowns
- Sometimes banned

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Summoner Spells

Choose one:

Fizz doesn't really need Flash, his Playful / Trickster (E) can be used to escape (it has the same range as flash) and his Urchin Strike (Q) to gap-close, however it never hurts to have an extra escape mechanism. If you're against heavy crowd control, I would take it just to be safe.

Because Fizz doesn't have much crowd control before level 6, Exhaust helps when trying to land a gank. Exhaust is also useful late game as you can substantially reduce the opposing AD/AP carry's damage output. I would also consider Exhaust if I intended to aggressively counter-jungle.

Ignite can be used, but really your allies should be getting the kills with their ignite. Anyway, Fizz's passive + red buff + Liandry's Torment already does huge burn damage. I would only really take this if I intended to aggressively counter-jungle a jungler with good escape mechanisms.


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Why these items:
Hunter's Machete and 5x Health Potion is the way to go with most junglers. Then grab Boots of Speed for easier (and more!) ganks. After that, finish Spirit of the Spectral Wraith and go for Sorcerer's Shoes.

Liandry's Torment is one of the main items in this build. It will destroy anyone who dare try duel you, the 2nd passive combined with Fizz's Playful / Trickster (E) (a slow) will deal a considerable amount of damage. Rylai's Crystal Scepter is a great item because of the health-AP combo.

Void Staff is mainly there for the extra AP and magic penetration for more damage! I also put down Twin Shadows as an option in case more map control is needed.

Guardian Angel is the perfect item to close off the build unless your team is lacking tankyness, in which case you should finish with Zhonya's Hourglass.

Enchantment: Furor is the enchantment I normally take, but if the enemies are pushing hard, Enchantment: Homeguard can also be effective.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

As you can see I start with Seastone Trident (W) and max it first. If you are doing anything in the enemy's jungle you should have your Playful / Trickster (E), so whether you're trying to steal their blue at level one, or their red at level two, make sure you have your Playful / Trickster (E). I mainly use Urchin Strike (Q) as a gap close, but it does some damage while fighting monsters.

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I tend to just clear the jungle in no particular order (starting with blue, always), ganking when my team mates ask or when a lane is pushed.

If the enemy jungler starts blue (but also takes red) and I fancy counter jungling, I will get a hard pull for a smiteless blue and
A) Wait for the enemy at their Red and kill them while they are low and taking red
B) Take their red and run back to my jungle
C) Take their red and attempt to kill the enemy jungler when they come

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Nimble Fighter (Passive):
This is a great passive. Ignoring unit collision is a lot more helpful then you may think (there are plenty of YouTube videos featuring deaths caused by minions/champions in the way. The reduction of damage from auto attacks helps in the jungle.

Urchin Strike (Q):
There's not a lot to know about this ability. It's good for opening ganks and catching up to people (if you are not within range of the enemy, you can Q into their minion). It can also be used as an escape if the enemy (or enemy minions) are behind you.

Seastone Trident (W):
This should be used whenever attacking (unless you're conserving mana). Bear in mind it has a burn/bleed - whatever you want to call it - effect.

Playful / Trickster (E):
E can be used offensively and defensively. The slow is good to remember (click once!) and works great with Liandry's Torment. Note that E can be used twice (jumping the same distance both times - this allows you to jump over a wall and then back again).

Chum the Waters (R):
This is great for initiation, team fights and dueling. Understand that it knocks up the target (and knocks away nearby enemies) for one second and that they are slowed for 1.5 seconds after that. It can also be used to slow enemies chasing you or a team mate.

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Ability Combos

Pre-6 Ganks:
Urchin Strike (Q) towards enemy -> Tap Playful / Trickster (E) once for slow -> Seastone Trident (W) for extra damage and bleed effect while auto attacking -> If escaping, Urchin Strike (Q) OR Playful / Trickster (E) whenever either comes off cool down.

When ganking be sure to only use your Playful / Trickster (E) once, as otherwise no slow effect will be applied.

Post-6 Ganks:
Chum the Waters (R) towards enemy -> Urchin Strike (Q) on to enemy -> Auto attack with Seastone Trident (W) -> When enemy is no longer slowed by your Chum the Waters (R), tap Playful / Trickster (E) once towards them

General Nuking:
Chum the Waters (R) towards enemy -> Urchin Strike (Q) to them -> Hit with Seastone Trident (W) -> Playful / Trickster (E) once

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Fizz is an extremely good champion for juking. Even if you can't kill an enemy, you can probably juke them until your friend arrives.

This is the best way to juke as Fizz:
1. Run into a brush
2. When the enemy is literally inside the brush, Urchin Strike (Q) through them
3. Double Playful / Trickster (E) tap away
4. Run into a different brush
5. Repeat steps 1-4 until team mate arrives, then nuke enemy

If a team mate is not coming to help, you can try to juke the enemy until they are low HP, and then nuke them from a brush on your own, however this is harder and more risky.

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Thanks for reading,
Please leave constructive feedback and tell me how you get on with Fizz in the jungle.
A +1 will do wonders.

- Tster