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Choose Champion Build:
- AD Fizz Jungle
- AP Fizz Jungle
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
This is my first guide. I did see some AD Fizz top guide's, but not that many for AD Fizz jungle. I hope this guide will be useful!
The first patch after this guide 'nerfed' Seastone Trident. The damage based on maximum health was removed to the passive of Seastone Trident instead of the on-hit effect. I stopped playing AD Fizz jungle myself, until now. I remembered making this guide, and I decided to try AD Fizz with patch 5.15. Ad Fizz jungle might have a worse start than before, but as soon as you have some items, you're almost unstoppable (at least the 1v1's). Same for season 6 :)
Season 6: The Runic Echoes works well on the AP Fizz, not really a difference with Runeglaive.
Enjoy.
AD:
The first 3 items are the core of the build and the damage output. After those items and boots, you choose the last 2 items, which preferrably are tanky.
Skirmisher's Sabre - Devourer:
Blade of the Ruined King:
Trinity Force:
Maw of Malmortius:
Dead Man's Plate:
Mercury's Treads:
The first 3 items are the core of the build and the damage output. After those items and boots, you choose the last 2 items, which preferrably are tanky.
Skirmisher's Sabre - Devourer:
Devourer is a must, the only jungler item fitting for AD Fizz. The choice between Stalker's Blade and Skirmisher's Sabre is more difficult, and very dependent on the matchup. Skirmisher's for fed enemies, or strong 1v1-ers, Stalker's for better ganks.
Blade of the Ruined King:
BOTRK is an excellent item for Fizz. A little lifesteal for better sustain, the attack speed which helps with all on-hit passives. And the extra on-hit passive, which makes you deal damage based on current health, next to missing health ( Seastone Trident).
Trinity Force:
Trinity force is the last core item. Over all nice extra stats, and an important passive. Fizz is spamming abilities most of the time, so spellblade will be triggered often. The movement speed is nice in chases.
Maw of Malmortius:
Since Fizz is pretty squishy, the Maw is a must when playing against a decent AP burst champion. In combination with Challenging smite you will survive the burst and the kill is yours. The 10 armor penetration and 50 AD are a nice buff for your damage. The Lifegrip passive can make the little difference between survival and taking the kill and dying.
Dead Man's Plate:
The armor item for Fizz. The momentum stacks help you to chase opponents and to escape if necessary.
Mercury's Treads:
The boots are also very game dependent. In general I prefer the Mercury's Treads, because of the tenacity. If taking other boots I would recommend taking Elixr of Iron for the tenacity.
Fizz is, if played well, a very strong jungler. Fizz has some CC, and a very high mobility. When ganking, Fizz can easily close great gaps, and deal much damage in less time. Counterganks or counterjunglers are not able to follow Fizz jumping through the jungle.
The damage output with a spellblade passive item is insane, you can 1v1 almost every champion.
In the current meta, where tanks rule, it is important to make sure there is a tank in your team, since Fizz is not made to be a tank.
Pros
The damage output with a spellblade passive item is insane, you can 1v1 almost every champion.
In the current meta, where tanks rule, it is important to make sure there is a tank in your team, since Fizz is not made to be a tank.
Pros
- Great damage
- Strong vs almost everyone
- Nice gank potential
- High mobility
- AP Fizz has bad sustain
- Squishy
- Item-dependent
Route:
Start bot, immediately smite to take advantage of your Seastone Trident, but be careful that your botlane doesn't take the monster. Get blue or red, and take the other one after.
Try to gank top or mid if possible, else continue jungling until you've at least 900 gold.
It is important to get your jungle item as quick as possible, since it will improve your clearing speed significantly, and for the extra gold of course.
Just start attacking monsters with your Seastone Trident and Urchin Strike. Use the Urchin Strike short after Seastone Trident is activated, to get the bonus damage. If you have blue, use Playful / Trickster to finish or start a camp, without blue it is a waste of mana.
AD:
As soon as you have Devourer, try to get the stacks as quick as possible. Don't forget to gank and help your team, but the stacks are important.
AP:
Runeglaive doesn't have stacks, so try to gank whenever there is a nice possibility without giving up another lane or objective. It is important to use the Spellblade passive as efficient as possible. Most if the time you start a camp with Seastone Trident, after 2 seconds (when Spellblade is available) use Urchin Strike, and again after 2 seconds use Playful / Trickster to give a finishing touch.
Start bot, immediately smite to take advantage of your Seastone Trident, but be careful that your botlane doesn't take the monster. Get blue or red, and take the other one after.
Try to gank top or mid if possible, else continue jungling until you've at least 900 gold.
It is important to get your jungle item as quick as possible, since it will improve your clearing speed significantly, and for the extra gold of course.
Just start attacking monsters with your Seastone Trident and Urchin Strike. Use the Urchin Strike short after Seastone Trident is activated, to get the bonus damage. If you have blue, use Playful / Trickster to finish or start a camp, without blue it is a waste of mana.
AD:
As soon as you have Devourer, try to get the stacks as quick as possible. Don't forget to gank and help your team, but the stacks are important.
AP:
Runeglaive doesn't have stacks, so try to gank whenever there is a nice possibility without giving up another lane or objective. It is important to use the Spellblade passive as efficient as possible. Most if the time you start a camp with Seastone Trident, after 2 seconds (when Spellblade is available) use Urchin Strike, and again after 2 seconds use Playful / Trickster to give a finishing touch.
Try to focus the opponent's strongest carry with your Chum the Waters. With your smite you will reduce the carry's damage to you, or slow him, and you can dodge most CC with your Playful / Trickster. Close the gap with your Seastone Trident + Urchin Strike and finish it.
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