Fizz Jungle Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Smite
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.
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

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

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

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

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.

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.

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.

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

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

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.

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.
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.

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

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

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

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

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

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

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

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
- 13rd Ability
E - 22nd Ability
W - 31st Ability
Q
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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.
Fizz Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
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.

