Wild Rift Guides
Fizz Jungle Wild Rift Guide
Fizz jungle counters include Rammus, Warwick, and Nunu & Willump. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Fizz Jungle Counters
Who counters Fizz Jungle in Wild Rift (WR)? These champions beat Fizz in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Rammus: Rammus turns your dive against you: his taunt drags you into his reflected damage, and once your E (3rd) is spent your squishy frame cannot survive sitting on top of him.
- Warwick: Warwick heals through your burst, and his suppressing ultimate lands the moment your E (3rd) drops, pinning you with no way out. He wins the long fight because his sustain tops him back up after one combo.
- Nunu & Willump: Nunu is a tank you cannot burst, and his snowball and bite chunk you while your combo barely dents him. Your hop dodges one bite, not his percent-health damage and sustain.
Champions Fizz Is Strong Against
Fizz's best matchups in Wild Rift. Fizz holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Taliyah: Taliyah's ground control and poke mean nothing to a target that goes untargetable on reaction. She is a squishy mage with no dash to escape once you are on top of her.
- Kha'Zix: Kha'Zix commits everything to one leap, and Playful (3rd) Trickster (3rd) turns that all-in into a whiff that leaves him stranded mid-combo. As a squishy assassin himself, he cannot survive your burst afterward.
- Nidalee: Nidalee's spears do nothing to a target that hops untargetable on reaction, and once you close the gap she cannot kite your dash. Her fragile frame has no answer to your all-in.
Early Game
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 Game
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
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
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.