Fizz Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Fizz Jungle

Fizz Jungle Guide

Updated for Patch 7.3E
B Tier

Fizz Jungle Wild Rift overview and best build snapshot

How to play

  • Clear toward your ultimate Farm between ganks so you reach level 5 without falling behind.

  • Start ganks with a clear shark shot Aim your ultimate at an enemy away from their team. It slows them before the shark hits, giving you time to get closer.

  • Keep your jump for a dangerous spell Your 3rd ability briefly makes you untargetable. Save it to dodge a dangerous spell or escape after dealing your damage.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • His E (3rd) is the best escape tool in the jungle: it dodges skillshots, hops walls, and turns a failed gank into a clean exit.
  • Reliable pick threat once his ultimate is up, since the shark sticks to whoever the fish hits and his trident shreds them.
  • Great at punishing immobile or overextended targets, because nothing they do stops him reaching their backline.

Weaknesses

  • Steady but unremarkable early clear, so fast-clearing junglers can beat him to the first objectives.
  • One defensive button: with Playful (3rd)/Trickster (3rd) on cooldown he is a small melee target with no second escape.
  • He is a single-target diver, so a team built around peel and lockdown can delete him the moment he commits.
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Fizz Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Fizz Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, since his clear is his abilities plus the damage over time his passive leaves on camps.

BOOTS

Spellslinger's Shoes

Early magic penetration sharpens Chum the Waters (Ult) and Fizz's dash combo, raising the chance that his first committed all-in becomes a kill before the target reaches safety.

CORE BUILD

Nashor's Tooth

Attack speed and on-hit damage, which compound with a passive that already adds damage over time to every attack.

Lich Bane

Urchin Strike (1st) applies on-hit effects and Fizz naturally weaves an attack into his burst, giving Lich Bane a reliable delivery. Spellblade has its own cooldown, so a fast rotation does not proc it after every ability.

Rabadon's Deathcap

Multiplies Fizz's AP across Chum the Waters (Ult) and the dash sequence that follows, making the single untargetable dive much more likely to finish its target.

Zhonya's Hourglass

Build this for when his E (3rd) and ultimate are spent and the lane has collapsed on him. Buy Seeker's Armguard early for the armor and ability power.

Void Staff

Cuts the magic resist that would let a target survive Chum the Waters (Ult) and Fizz's one committed dive. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than haste and team healing.

SITUATIONAL ITEMS

Hextech Rocketbelt

Build this when reaching the target matters more than damage on arrival, such as ganking a pushed lane.

Cryptbloom

Choose this when enemies have only moderate magic resist. Compared with Void Staff, Fizz trades some burst for haste that returns Playful (3rd)/Trickster (3rd) sooner and an area heal after his dive secures a takedown.

Oceanid's Trident

Build this when shields absorb Fizz's gank or all-in. Chum the Waters (Ult) can apply the shield reduction before his dash sequence arrives, preserving the damage of his committed burst.

Morellonomicon

Build this when a target heals through Fizz's shark and dash combo. Grievous Wounds must be applied before that healing can erase his one burst window, so buy Oblivion Orb early and finish the item later.

Banshee's Veil

Build this when the enemy has crowd control ready for the moment his untargetable window ends.

RUNES

KEYSTONE

Fleet Footwork

Movement speed to close the gap and healing on his attacks, which covers the stretch before his first item.

PRIMARY

Sudden Impact

His dash and E (3rd) both set up the rune, adding bonus true damage to his next hit.

Hubris

His ganks convert into kills, and stacking power off takedowns builds the snowball he needs.

Eyeball Collector

Ganking is how he finds takedowns, and each one turns into adaptive force for the next dive.

SECONDARY

Transcendence

Ability haste means more dashes and more ultimates, so he keeps arriving in lanes between camps.

SITUATIONAL RUNES

Legend: Haste

Take this over Transcendence against opponents who survive the opening combo. Shorter Urchin Strike (1st) and Playful (3rd)/Trickster (3rd) cooldowns give Fizz another damage rotation and an earlier opportunity to disengage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His pole vault is his engage, so Flash is what he saves for leaving a dive that went wrong.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    E Ability
    3rd Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    Q Ability
    1st Ability
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Fizz Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Fizz Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Fizz Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Fizz Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is steady rather than fast, so take the full rotation and plan it to end near whichever side is pushing into your jungle. Take scuttle after it and get to level five, because your ultimate adds the delayed slow and knockup that make a gank much harder to escape. With the clear behind you, use the camp respawn timer to find lanes where Playful (3rd) crosses terrain or dodges a key spell, then use Urchin Strike (1st) to reach the target; Urchin Strike (1st) itself does not slow. Clear again when the camps are back. The scuttle fight is winnable when you arrive first, because the hop dodges most of what the enemy jungler throws at the crab, but do not gamble a scuttle against an early bruiser who out-trades you standing still. Counter-jungling is fine with vision, since E (3rd) lets you dip into their camps and pop back out, but get caught with it down and an even jungler ends your game on the spot.

Mid / Late Game

Levels 9+
Fizz controls early objectives by removing the isolated champion who tries to establish vision. Kill the support warding the pit and the fight is over before it starts. Hunt the side lanes that pushed up, ult the carry from fog so the shark lands before they react, and save the hop for the follow-up rather than the entry when your team is already collapsing. Contest properly when your team is ahead on early fights; when it is even, take Herald and trade dragon away, unless your team comp is built to hold fights for soul. Keep your tempo high and pressure both sides of the map between objectives. A Fizz farming quietly through mid game is wasting the exact phase his kit was built for. Late game you are an execution threat, not a frontline. Sweep a side entrance, stay out of vision, and wait for the enemy carry to separate from peel or spend a movement spell. Cast Chum the Waters (Ult) from enough distance to build a larger fish, then enter only when your team can follow or the target has no clean escape. Preserve Playful (3rd)/Trickster (3rd) when possible to dodge the response or leave after the kill. If the backline remains protected, keep threatening the flank instead of crossing the frontline alone.

Teamfights

5v5 Combat
Approach from a side angle and identify the carry you can reach without crossing every control spell. Use Chum the Waters (Ult) when your team can follow its knockup, then hold Playful (3rd)/Trickster (3rd) to avoid the stun or burst reserved for your dive. If the carry stays beside heavy peel, wait for that protection to be used or help damage the reachable target. Entering later is better than spending both movement tools before the enemy response is visible.
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