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FIZZ BUILD GUIDE: Jungle Fizz by Flawgon

by Flawgon (last updated 6 months ago)

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9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
2
Greater Mark of Attack Speed(3.4% attack speed)
3
Greater Quintessence of Attack Speed(13.5% attack speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

21
9
0
mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
EPlayful
RChum the Waters
View Skill Order Details

Runes

Masteries

mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
EPlayful
RChum the Waters

ABANDON SHIP

"Since when did the act of killing minions ever take skill? You could essentially program a bot to clear your jungle for you. It wouldn't be too hard. For many players out there, jungling was 'use these runes, these masteries, click these abilities, attack these minions, and you're done.' It was an arcane knowledge, not a challenging part of gameplay." -RiotVeonneth



So there was a patch preview

And everyone and their little brother is crying about it. People are screaming about how the jungle is being "casualised" and how we're now going to see many more people in the jungle who don't know what they're doing. What I think it's going to do is make the jungle less elitist, allowing new players to try it and get better sooner. It will be much more common to see jungling at lower levels of play, which is a good thing for the game. This also means that if you're level 30 with 400 wins not a whole lot will change, except that you might get better at jungling.

What the jungle change is actually doing

Camps will be easier to kill, they will re spawn faster, and "every camp will give some kind of buff." This is going to RAISE the skill cap on jungling, while also making it more accessible to new players. What this will not do is let every champion in the game jungle, Kog'maw is not going to be going into the jungle and getting the full slow from red, Riot is smarter than all the screaming 8 year-olds on youtube give them credit for. Wait for the changes to actually be released, then complain about what's broken.

It really hurts my feelings that red buff is being nerfed

This change is going to promote letting other people have red buff later in the game. Kog'maw won't have to beg to get his game changing slow at ridiculous range, because Udyr won't have as much use from it. The only thing about this is that Red buff is closer to bottom lane on blue team, giving the range AD carry bottom a decisive advantage. However competitive teams have been switching lanes much more often, and the support/ranged aren't always bottom. Maybe this could shift the metagame again.

Update on Wit's end

Dropping Wriggle's doesn't work, you don't have Turtle stance like Udyr does to gain back health, so clearing creeps will take away health, which hurts both your ganks and teamfights. Wriggle's basically keeps you from losing health while clearing creep camps, and this is vital. However I have been experimenting with dropping trinity force from the build and going Wriggle's, Wit's end, tank items. It's felt great on both build types, because while it does remove the burst you get from sheen procs, you get a great bonus from auto attacking consistently. Whether I was bouncing around the fight or trying to stick to one man I kept it fully stacked, so I got the full bonus of MR.
Of course with the jungle changes I might not need Wriggle's, or I might need it even more. This change seems to be favoring getting in and out of the jungle very quickly, something that Wriggle's excels at. This guide will be updated again once the jungle changes go live.

Introduction

Your doing what with Fizz?


Fizz is easy to jungle, if you get a leash from mid and you know how to use a health potion, you'll be fine. Standard route, standard runes, it's amazing how he wasn't pegged as a jungler from the start. His passive screams jungle, he takes reduced basic attack damage, something that applies to jungle creeps. On top of that his W makes his auto attacks deal crazy damage to these jungle monsters and the lower the creep gets the harder fizz hits them. These two things alone guarantee us a safe jungle route. Once you get your Wriggle's procs you will clear camps ridiculously fast, you should always have control over your buffs.

And after you control your buffs?

Fizz is a very punishing ganker, but he's by no means the best. Let's say that your top is just getting destroyed by Lee Sin, he's pushing your top back to his tower, denying his farm like crazy and your top is in the corner crying. This is where fizz excels, this is a perfect state for him to bounce in on his trident, land the slow and start whacking at them with his W burning through their health. They flash away and you're left cursing your pitiful slow, right? Oh wait, you can just close the gap with your Q and continue whacking away. Now toss your top laner's damage in there and you have a nice recipe for a kill. The other side of this coin is ganking an even lane, something a bit harder. If you can't land your slow as an opening move you should ghost into Q range and then peg them with a slow. His ganks are strong, with the right lane partners, but they certainly aren't the best you'll ever see.

You're building him how?

Tanky DPS, bring in the noise, bring in the funk. I mean downvotes. I build him this way because I firmly believe his jungle is stronger than his early lane, and that tanky DPS builds into late game almost as well as AP. I'm not saying you'll have the burst damage that AP has obviously, but what I am saying is that you will be MUCH bulkier, something that also matters in this game. In short, your early game will be much improved, and you will be more reliable damage-wise throughout the game. AP fizz is great for pub stomping, and can be a very effective build but that doesn't mean he isn't an amazing tanky DPS.

Masteries

[http://i.imgur.com/xD35n.png]

Nothing too crazy here, offensive tree to 21 for, get this, the damage. Since most of your items will be for bulking up every point in a damage giving ability counts. An additional 2 damage less from minions and monsters isn't too shabby either. The points in defense are continuing another theme, a safe and quick jungle route. These points are there because your jungle route will be safer, and will make sure your health doesn't get too low during the initial clear.

Offense

  • Summoner's Wrath
8% more movement speed is nothing to scoff at.
  • Brute Force
More AD, safer jungle.
  • Butcher
Safer jungle.
  • Alacrity
The more you whack people with your W, the better off you are. Also safer jungle.
  • Weapon Expertise
Even with your 12 from runes, this is nice for those camps with more than 12. And champions have more than 12 armor too, so 10% is great in all kinds of ways.
  • Havoc
So you get 1.5% more damage, no matter what it is your doing. If you crunch the numbers it doesn't amount to much, but this is true for pretty much every mastery.
  • Vampirism
A nice little bump on Wriggle's and makes the jungle a bit... safer. (are you seeing the trend yet?) You're getting a touch of health back even if those pretty green numbers aren't flying up your screen.
  • Sunder
Another 6 Armor Pen to add to your arsenal. Stacks with your W very nicely.

Defense

  • Hardiness
Makes the jungle safer.
  • Tough Skin
MTJS.
  • Durability
Doesn't mean much early game, but late game it's always nice to have a little bulk.

Summoner Spells



And why's that?


You. Take. Smite. No matter what, if you're jungling you take smite. If you don't think being able to nuke Baron for 870 could be game changing, I would absolutely love to hear why. Every team needs a smite, a team with a no-smite jungler is at a severe disadvantage. Their buffs won't be as secure, if a team fight breaks out at dragon that 190 gold will be handed on a silver platter to the team with smite. Your team is at risk without smite, and the only person it makes sense on is you. Junglers need smite, the team needs smite.


Ghost will help you set up ganks real well, especially before you have boots. It will help you close in on your enemy for your Q or help you land the slow on your E. On the flip side of things; nothing feels worse then cornering that pathetic little fizz, only to have him dash through you, double E away and then sprint off.

The rest of the spells in alphabetical order

Obviously better on a support, no reason for you to have it.
Defintely not. You'll need an escape, and you should be taking blue buff anyway.
Ehhh, if you're laning and don't take smite it might be worth your while, but you need an initiation spell.
Having a couple of seconds of 4v5 is notable, and this could work with certain builds. By no means worthless on fizz, but there are better things.
Great summoner spell, fizz has 2 or 3 blinks depending on your point of view so I prefer having a movement speed steroid, but if you like flash by all means run it.
No. You don't need this any more than clarity.
A great spell on lane fizz, but smite/ignite will hurt you in the long run.
Doesn't make a whole lot of sense on a jungler. Promote ganks would be stupid hard to time and I'm not sure they would do anything.
Move along, nothing to see here.
Makes perfect sense on fizz, a great spell, but fizz really needs that initiate/escape mechanic flash or ghost gives him. If you're laning then it's a beautiful thing but smite/surge isn't your best bet.
Would make for some... interesting ganks, great map control. But, in case you haven't been seeing the theme here, it's not an initiating skill or an escape skill. There are better options.

Runes

[http://i.imgur.com/bOvq0.png]

Pretty standard, effective jungle runes. You get 12 armor pen, which is what you need. Little Wolves have 6 armor, big one has 9, Young Lizard's got 8 and the Golems have 12. Blue and Red Buff both have 24, the Wraith has a whopping 35 and the Lesser Wraiths have 30. Obviously you can't use runes to deal with those last four but all the other jungle monsters have 12 or less armor. The attack speed and armor are both well known for easing a jungler's pain while the scaling MR gives fizz some much needed resistances late game.

  • Greater marks of Alacrity
Best in slot as the 2000+ ELOs say, helps your W deal more damage, and gives a quick easy clear. The one mark of Desolation gives you that 12 armor pen I've been speaking of so highly.
  • Greater seal of Resilience
Armor is a great tool for a jungler to have, and runes are a great way to tack more on. You basically get 13 armor for free. When the golem smashes you over the head at level 1 it hurts a bit less, which certainly doesn't hurt.
  • Greater glyph of Shielding
These runes let you forgo MR just a little bit early-mid game. You don't need flat MR runes in the jungle, the monsters don't deal in magic damage. You get more armor early, what with wriggle's lantern and all, so having the more potent magic resist runes makes the most sense. Your biggest issue is that champions do deal in magic damage early game. They should be afraid of YOU when you gank or else you have a problem.
  • Greater quintessences of desolation
Ok I've been talking enough about why you need armor pen, so let's just move on.

Skills

Passive: Nimble Fighter
Fizz's dexterity allows him to ignore unit collision and take 4 / 7 / 10 / 13 / 16 / 19 less physical damage from basic attacks.

Jungler's passive
When you gank you can just walk through minions that can clog up your lane, and you take less damage from the camp's creeps. What more can a jungler ask for?


Q: Urchin Strike
Fizz dashes through his target, dealing normal attack damage plus 10 / 40 / 70 / 100 / 130 (+70% of ability power) as magic damage. This ability can trigger on-hit effects.

Gap: closed
Not the longest range in the world, but if you ghost in or land the slow from your E, this skill is a great follow up. The damage is mediocre, but you're sure not using it for the damage. The cherry on top is that it procs on hit effects, if you use your W you'll proc sheen, and using your Q will nuke them with that proc. If you've got Phage/Frozen Mallet/Trinity Force your Q will slow, which is amazing. The possibilities are endless here, you can keep someone slowed for a good while with that and your E.


W: Seastone Trident
Passive: Fizz's attacks rend his enemies, dealing 30 / 40 / 50 / 60 / 70 (+35% of ability power) plus 4 / 5 / 6 / 7 / 8 % of the target's missing health as magic damage over 3 seconds. Max 300 vs. minions.

Active: For 5 seconds, Fizz's attacks deal an additional 10 / 20 / 30 / 40 / 50 (+35% of ability power) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.


The bread and the butter
Ok so this is a great reason to build items like Trinity Force and Madred's Blood Razor. Helps you jungle immensely and causes some crazy damage. In the short time of Fizzes release I've gotten more than a couple kills after someone had retreated under their turret with this and a skilled player knows how to use the Grevious wounds. Wait until the timing is right, Q onto that pesky Soraka, pop that W and whack away. This team fight is now 4v5 with their soraka not doing her thang. Of course you can knock Mundo down a peg, not that he needs it.


E: Playful / Trickster
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70 / 120 / 170 / 220 / 270 +(75% of ability power) magic damage to nearby enemies and slowing them by 40 / 45 / 50 / 55 / 60% for 2 seconds.

Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70 / 120 / 170 / 220 / 270 +(0.75 of ability power) magic damage in a smaller area to enemies nearby, instead of slamming the ground.


Highest skill cap in the game
You will never stop learning this skill. A quick list of what to do.
  • Run away.
  • Hop over a wall and casually walk away.
  • Hop over a wall, Tryndamere spins through to chase, Jarvan flag jumps after you, and Graves flashes. Then you pop your E again in the opposite direction back over the wall and walk away care free.
  • Karthus and Caitlyn ult you simultaneously while Sion stares at you in a very intimidating way. Ryze attempts to imprison you and Amumu throws a bandage at you. Their amazing team coordination is all meaningless due to your incredible skill, you pop your E at the perfect moment and dodge all of it.
  • You tag that jerk at solo top with your slow, setting up a beautiful gank.
  • It's 15 minutes into the game and bottom's mysteriously MIA. Your Sona pops CV and the two of them have teamed up with that pesky trundle to take down dragon. Being the professional jungler you are you know that your smite does exactly 670 damage. You jump into dragon camp at the perfect time, heroically smite the dragon, and jump back out. You celebrate with whores and mead.


R: Chum the Waters
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50 / 60 / 70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it.

After 1.5 seconds, a shark erupts from the earth, dealing 200 / 325 / 450 (+100% of ability power) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50 / 60 / 70% for 1.5 seconds.


The shark jumps you.
So sharks have figured out how to swim out of the river and into land, and fizz being the gentleman and scholar that he is has figured out how to train them to burst from the ground and attack at will. Makes sense. So The damage you'll be doing is nothing compared to an AP fizz, you get no benefit from this skill. I mean, other than the flat AoE damage, the slow, the knock up, the knock back, and that other slow. While AP fizz simply does get more benefit from this ability, it's still amazing. If you can open a gank by landing this on someone they are through. They're slowed by 50%, then they get knocked up, and then slowed again. Right about then when you smash your trident into their face and they get slowed again. W, auto attack, Q, auto attack, auto attack, auto attack. This is a great, great ultimate, even if you'll be using it for the utility.

Skill Order

This is the one logical skilling order, and it really doesn't need much explanation.


Awful damage and you won't have AP to make it any better. The damage scales up, but not enough to make it an attractive ability. The cooldown gets smaller, but a lower cooldown on E is much more valuable. A one point wonder to say the least.

Mmm. Good damage to begin with, and the passive magic damage, active magic damage and % missing health all go up when it leveled. Max this puppy first.

Ok I feel like you all know the power of this ability by now, and every time you put a point in it the cool down drops by 2 seconds, you slow the enemy by an extra 5% and you deal 50 more magic damage both times. Max it second.

You shave 15 seconds off the cooldown, 125 damage, and 20% more slow both ways. Like most ultimates, you get this whenever you can.

Item Builds

Core Items



The 25 MR is great, but the tenacity is where it's at. Fizz needs to be able to dive in and out, but the most important part of that is the diving out. If you get stuck inside the mob of enemies you're not going to be doing your job very well. With these babies you'll have a much easier time not getting caught and smushed.



Armor, lifesteal, and helps you clear camps that much faster. Once you secure your camps you can move on to ganking lanes. Unfortunately this item scales down into late game, you're going to be much stronger than the creatures in the camps, the amount of armor won't amount to much and neither will the life steal. Sell it off for your 6th item.



So this is where tanky DPS Fizz gets his "burst." You pop your W, proccing sheen. You hit them with your Q. Your Q will then do the damage from the actual ability, the damage from your W, and the damage from your sheen. This is not damage to laugh at, this item alone gives you a scary amount of "burst" damage. That kind of burst on a guy who doesn't have any AP items is scary thing psychologically.


/
Now don't be afraid to take both of these, if their team is starting to scare you from both the physical and magic side then by all means, bulk up. Most games though one will be enough, they'll have a garen and a Caitlyn, they'll have a Leblanc and an Akali. Your team is giving up a couple kills, and in order to countinue ganking effectively you need to mitigate some damage. These are the items you need right around now.


Ok, this is core too.

I didn't include this with the rest of the core, because you might just hold on to the sheen while you buy some tankiness. If your team doesn't have a main tank or has an incompetent one you could do this. you also just might not feel comfortable in melee range around the other team.

This is a beast of an item so I'm just going to break it down for you, feel free to drop a beat while you read this.
  • 30 AD
Nice, simple. You deal more damage, woo.
  • 30 AP
So maybe you heard, Fizz has some nice ratios. 30 AP won't hurt, but it's not going to change much.
  • 30% AS
You whack people with your W more often, and your Bloodrazor if you're so inclined. another useful stat for Fizz.
  • 15% critical strike chance.
Not going to hurt you, but won't hurt them too bad either.
  • 12% Movement Speed
A damn good stat, more on this later.
  • 250 health
A damn good stat, more on this later.
  • 250 mana
Your abilities cost mana, and sometimes you won't have blue buff. In a pinch this could help, but it's not a game changer.
  • 25% chance to slow
25% isn't great, but between your Q having a chance to proc it and your AS speeding things up there's a decent chance. Real useful.
  • Sheen 1.5 effect
It's good, you should know this.

The rest of your core


Your core's going to be split into two basic paths, although both are tanky.

Mobility
You've already got boots and trinity force, add some other choice items and you will be the unstoppable force.


Ok so I wanted to write "you'll be a force of nature" but then I realized that this was going to be the next item, and I wouldn't stoop that low. Health regen's a great stat, and having a truckload of MR isn't too bad either. But adding yet another movement speed granting item is icing on the cake. You'll be bouncing between targets and back out of the fight like a pinball.



You may want to pick up this item anyway, if they've got a lot of people who focus on AS. Look for things like phantom dancers and the like, and if they're fed it's definitely a good pick. But the 20% CDR does another thing, more bouncing around and more dashing to and through people. It's a great pick for moving yourself around.



If there's another person on your team who just loves a red buff, like Kog'maw for instance, this is a wonderful item. You'll seem faster by comparison if you slow everyone around you. Bouncing around a teamfight hacking away at people and you'll see some results with this bad boy.



Currently testing, see the update in the first chapter of this guide.

The Atma's build
This build makes you bulkier, and gives you a lot more attack damage. It rewards sticking to a squishy target and hacking them down while you soak up some damage for your team. The immovable object side of things.


A good bit of armor here, but more importantly the Atma's effect is there. For every health item you buy you get some damage. If you're going to buy this item you need to buy your other items around it. When you buy this item you're sacrificing mobility and utility, but gaining flat attack damage and more bulk than the unstoppable force. Your play style will change.



Magic resist item with some health. Take this instead of Force of Nature simply because of that health, and its synergy with Atma's. The shield it provides will help against poke teams and it will help you initiate a fight. It's simply a different style of play that it provides.



This item's going to cost you a nice chunk of change, and gives you an insane amount of health assuming your competent enough to farm it. Adds a chunk of AD to smack people around with too, a great item when you've got all the resistances you need but still want some more bulk.



Yup, works in both builds. Same basic principle, but now gives even MORE attack damage.



With this item combined with Atma's you still get less armor than a Frozen Heart gives, so it's hardly overkill to get both. This of course has the added bonus of the health it gives, and the aura. The aura works well in this build because you should be pegged onto one squishy, whacking them with AD fueled with Atma's. If you also have the sunfire cap you'll be dishing out some nice damage onto said target.


Sweet, sweet luxury.

You're positively wrecking the other team, you don't need much in the way of resistance because you're killing them all before they get a chance to target you. This item makes your Q hit harder, and your W tear through them faster. It gives 25 armor so you might be able to squeeze this into regular builds, but in the end this item is amazing for damage, but not better than trinity force. Because of this it generally won't be bought until very, very late.


It doesn't end here

Maybe you feel the need for more lifesteal, maybe you feel comfortable with crit. In your personally opinion a Phantom Dancer gives great benefit too. Experiment with builds, try new things, tell me about them in the comments. The metagame is changing with every patch, and sometimes new items show up in your build.

Jungling

[http://i.imgur.com/VwkvW.png]


The Route


As I said, standard runes, standard masteries, standard items, standard route. Get yourself a simple leash on blue, and pop a health potion when the Golem aggros you. Smite as close to 445 health as human reflexes will allow and finish off the little ones. From here on out just pop health potions whenever the last one runs out. I don't trust the health potion stacking system, seems to me whenever I use one while another one was active, the first one jumps up a couple seconds. Put a point in Q and charge the big wolf. Activate W and hack away, use Q as a bit of extra damage, blue buff will absorb the mana cost. Kill the wraiths in the same way, and kill the Lizard elder. Smite at 495, kill the little fellas and move on to the double golems. Kill them in much the same way, and stick a point in E. It's very unlikely you'll have enough health to jump into a gank in the lane you're closest to, but in some situations you it might be viable.

The Debate


The one thing I've seen in the jungle fizz community, if it can be called that, is whether or not to smite the blue right off the bat. The logic behind this argument is that if you get blue buff low to start off with is that your W can do more %health missing damage faster. Let me throw the first thing people say out the window, which is that it will hit the cap of 300 bonus damage. In order to hit that cap the minion must be missing 7500 health. The golem can be missing a max of 1449 health. Smite deals 445 damage at level 1, and smiting it will give you 40 bonus damage over 3 seconds. It is a good chunk of damage but there's one major caveat.

This is not why you take smite. At low ELO and normal games, it might be cool. If you KNOW everyone's in their lane prior to golem spawning, don't go for it. Their bottom lane might run down and try and 2v1 you. Their team can always invade, but you will have a tool they don't, a 445 damage nuke. You can drop that nuke and then get out of dodge, but if you smite before hand your 3 second DoT will not have that effect. Please don't do this, it's like asking to be counterjungled.

Dragon

Real quick section here, about your W. It caps against minions at 300 bonus damage, here's a quick and dirty chart you might need when thinking about killing creeps.
4% 7500
5% 6000
6% 5000
7% 4285
8% 3750
Basically this is the amount of health that a monster or minion must be missing in order to cap out the bonus damage on your W. The thing about dragon is its health scales with the highest level champion on the map. For the sake of science we will assume that you're that champion, as far fetched as that might be.
If you're fighting dragon at level 1 you have no problem, other than the fact that you're an idiot.
At level 3 you're fine.
Same with 5.
At level 7 you will be able to hit maximum damage to the dragon after it loses so much health.

Baron

Nothing so complicated with baron, it starts with almost 9000 heatlh, so no math is needed for me to tell you that you can max out your W's damage.

In summation

Your W's not going to max out early game, but it will the later the game it gets. This isn't a big deal, but looking at the numbers makes it pretty damn obvious why they capped it.

Ganking

Remember: you're in the jungle because your early game is weaker than most, especially if you want to go tanky DPS. For this reason your no an unstoppable ganking machine. You're not going to charge into their lane foaming at the mouth throwing people around and beating them to death against their own tower. What you can do is punish someone who has already taken some harass and is a bit over zealous about his place in that lane. You can punish these people very well.

The flip side of this is ganking a 2v2 lane, you have to be careful. If one of them is in a gankable state but the other one is healthy you might have a problem. You dive into lane and your lane mates punce onto the low one, who flashes away. They chase after him and the healthy lane mate notices you're a pretty easy target. He starts slamming on you and your lane mates don't notice until it's too late. This early in the game you don't have the capacity to 1v1 most people. You need to make sure you stick close to your lanemates and let them protect you. A 3v2 can very easily go south for you, if it splits into a 2v1 and 1v1 you don't have the best chances.

Team Fights

Unstoppable force

I used the pinball analogy before for this build and it works. The build you choose should be centered around your play style but the other team also plays a role. This build excels at breaking up a team that relies on eachother, a lower ELO team that has multiple carries and multiple high priority targets. If they have two AD carries, or any amount of high value targets this build is great. You'll be dishing out damage pretty evenly across multiple targets who all matter. This is the hit and run style AP Fizz can pull off, but there's less totally ducking out of the fight to wait for cool downs and more ducking off one fight and into another.

Immovable object

This build works well when the other team has one very fed character and mediocre bit players. I personally like the unstoppable force, but there are times when this build will carry you to the finish line. They had a roaming twitch who had 26 plus kills and only a handful of deaths. The flipside of this is that the rest of his team was awful, none of them had double-digit kills or assists, it was just this twitch carrying them hard. With the immovable object their team couldn't hope to peel me off their twitch, and with the crazy amount of AD I had racked up the way I did damage could almost be considered burst. This build has its own place, especially if you prefer it.

Final Comments

So this journey comes to an end, and with my first guide I poured a lot of my time into it, probably too much. To give some idea of what I just did, I watched the entirety of Firefly while writing this guide. I did this because I really do believe that jungle Fizz is a strong build, and can fit into the meta game incredibly well. When I first picked up fizz and build him an AP I didn't know what lane to put him in. The current meta tells us that AP goes mid, but with his melee range this felt wrong to me. Playing tanky DPS top felt better, but his early game was still too weak and he got shut out. I took to the jungle in a custom game not expecting much and found this guide.

I'm not going to say I've played this build in hundreds of games, but I've played him in enough to know that this build is no joke, it's not a troll build and I think that FYA Umashi (Lanewick bot) has proved that tanky DPS works at higher ELO.

Comments

November 24, 2011 - 11:20 PM #1

Yeah, I've definitely heard some thing about Wit's end, and the reason I've been forgoing testing it is that you do need to drop Wriggle's for it. Wriggle's gives the same amount of armor that Wit's end gives magic resist, so the two are very comparable. This magic resist could even make his ganks more reliable, but it runs the risk of making the jungle more dangerous. Less armor means creeps hurt you more, and the bonus magic damage Wit's end gives you can not compare to the 500 damage Wriggle's does. I can't see forgoing Wriggle's entirely, but maybe dropping it for a Wit's end mid-late game could be very beneficial. Especially if you get the +99 armor from Frozen heart/get both Atma's and Sunfire.

November 24, 2011 - 10:46 PM #2

I offer advice of looking into WitsEnd on Project626. It snergizes VERY well with his "on-hit" nature while offering great defense and some extra damage. I've been working on a Wits End jungle build that forgoes the Wriggles, much like Brodyr does in the jungle.



Im not saying its better... I havent ran math... But It can be done.

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