Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction
Also, most of the other online jungle builds suggested AD Bruiser Fizz, rather than AP.







Depending on you personal preference, you could pick any of the following in place of









Runes






No real details to go into. This setup gives you the Armor Seals for jungling, the Magic Resist Glyphs for ganking AP champions, and the AP/Magic Pen from Glyphs, Marks and Quints to kill stuff faster. Simple as that.
Some alternative runes:
MARKS
-

-

Ability Power marks help to kill stuff, and Attack Speed marks help to get more auto attacks in while jungling, thus improving your clear time.
SEALS
-

I feel that flat Armor Seals are more effective, because late game, if you really need armor you can get it from items. With flat Armor, it is effective in the beginning while jungling is slow and damaging.
GLYPHS
-

-

If you really like low cooldowns, you can get Glphys of Cooldown Reduction instead of the 5 Glphys of Ability Power that I have in place. Also, if you have trouble jungling, you can get Glyphs of Armor to protect you from jungle creeps.
QUINTESSENCES
-

-

Quints of Magic Pen can be swapped out for Quints of Ability Power. I have also thought of Quintessences of Spell Vamp, which with 3 give 6% bonus spell vamp. 6% isn't a bad amount to start out with, and helps with jungle sustain.
SKILL OVERVIEW


This passive is great in the jungle, to conserve you health. The collision ignore is helpful for ganking too.


Fizz's Q is a great way to harass, and an amazing way to gank. It procs with on-hit effects, like Lich Bane and Seastone Trident. I max it last because I use it primarily as a positioning spell, and with Lich Bane it does plenty of damage.


(Active): Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage (10 / 15 / 20 / 25 / 30 (+0.35 per ability power)) on-hit and causing Grievous Wounds to his opponents.
This is Fizz's bread-and-butter, so to speak. For only 40 mana, you can easily do an extra 200 damage per attack, without counting Lich Bane. Stopping the enemy from healing is always nice too. In the jungle, the passive is very helpful for killing creeps without using all of the mana you need for ganking. In total, this spell does the most damage, so I max it first.




This is all-around such an awesome spell. You get to become untargetable, which is helpful for a number of reasons. You can dish-out lots of AoE damage. You can jump a total of 800 units, which is twice Flash's distance (you can not jump most walls, however, so I still take Flash). It is the main reason for Fizz's great ganking ability. I max it second.
When ganking, don't use the second jump if you are already over them, as it effects a lager radius and slows. Otherwise, a combination of the E and the Q can catch up to most opponents.


Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage (200 / 325 / 450 (+1.0 per ability power)), knocking up the target, knocking back all other enemies within the area from the center and slowing (50 / 60 / 70 %) all enemies in the area for 1.5 seconds.
And finally, Fizz's signature move, his ultimate, Chum The Waters. Fully Maxed, it has a fairly low cooldown (70 s), without accounting for CDR. For this reason, it can be used for so many things. As CC, it can be used to save yourself or your team mate, or to catch up to whoever you are chasing. In teamfights, it can do astounding damage and is a great way to initiate. Early game, it is great to gank with.
COMBO
Your combo for early game ganks should be something like this:




Hop from a bush to them with







Your late game combo, especially 1v1, should be:





Try to save your

STARTING ITEMS




EARLY GAME


After buying and possibly upgrading boots, getting




CORE BUILD






Deathfire Grasp

Even though it was nerfed going into S3,


LATE GAME
Once into late game, you should pick 2 of these items to finish the item build. You should pick based on your opponents and how fed you are.
DAMAGE




Rabydon's Deathcap, while great on mst AP champions, I find isn't that great on ]Fizz as he gets enough AP from other items, and the majority of his skills do not scale very well.
COOLDOWN REDUCTION

CDR, while not being one of his most needed stats, can be great on Fizz. Also, the passive of



Note, the cap on CDR is 40%. You can reah that with Morelleonomicon, your jungling item, and blue buff or

DURABILITY




Items in this section only really need to be bought if you find yourself dying too much or if you are not very fed. If the other team has fed AP champions, build





Jungle Route

1. Start at blue buff with a leash from your team. You may also ask for someone to guard your red buff, in case of an invade.
*NOTE* You can invade their jungle if you have at least four of your teammates. If the other team's jungle is manaless, or just for most AD jungles, you start at their blue buff. Otherwise steal their red buff.
2. Move on to Wolves or Wraiths, whichever you prefer, with your E and W.
3. Get red buff.
4. Gank any pushed lanes, or get Golems or any other minor camp that is up if no ganks are available.
From here, you just kill and jungle creeps when they respawn, prioritizing red and blue buffs. You can always counter-jungle and steal buffs, but when doing so, be sure the other jungle is on the other end of the map. Fizz does have many good escape tools, but its still better not to get caught in the first place.
- Your
Playful / Trickster can dodge any targeted ablitity like
Nidalee's
Javelin Toss, as well as ults like
Caitlyn's
Ace in the Hole and
Karthus's
Requiem. It does not block damage from DoT spells.
-
Playful / Trickster's dodge only works as you hop up and while you are on top of the trident. It does NOT work as you jump off.
-
Chum the Waters is a great way to initiate a team-fight.
- I WILL add to this section.







-

-

- I WILL add to this section.
Thank you, people of MOBAFire, for getting through my Fizz build. This is my first build, so if you vote, please leave a comment on why you said it was Good or Bad. I just want some constructive feedback. Thanks, and have a wonderful day.
Also, thank you JhoiJhoi for her extremely helpful guide on making a guide.
-Thydudeth
Also, thank you JhoiJhoi for her extremely helpful guide on making a guide.
-Thydudeth
You must be logged in to comment. Please login or register.