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Fizz Build Guide by DoubleIcaras

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League of Legends Build Guide Author DoubleIcaras

AP Jungle Fizz - Trickster Of The Rift

DoubleIcaras Last updated on November 19, 2011
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Middle Lane
Ranked #8 in
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Win 53%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9


Defense: 21

Strength of Spirit

Utility: 0

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Video Guide

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Hey, and welcome to my guide. This is my first guide here on mobafire and maybe there will be more to come! I chose Fizz as my first guide, because theres something... fishy about him.
Oh god. No more bad jokes, I promise.

Anyway, Fizz is a very versatile Jungle Assassin. His clear time is quick, his ganks are quicker and the opponent finds themselves fearing shark attacks. What more do you want?

Take in mind before you read the rest of this guide, Fizz is still squishy. He takes reactions and awareness to master. We'll talk more about that in a later chapter.

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The runes I choose are pretty uncommon. Some ask why the little bit more attack speed? Frankly because you only want enough armour to survive the jungle. If you're dying to an AD user 1v1, you either chose your opponent wrongly, or are fighting badly.

I chose attack speed reds, armour and attack speed yellows and cool down blues with armour pen quints.
Greater Mark of Attack Speed x 9
Greater Seal of Armor x 9
Greater Glyph of Cooldown Reduction x 9
Greater Quintessence of Desolation x 3

This gives the attack speed to survive the jungle and good harass with your Seastone Trident. (It's devastating when they're low)
Which they will be after a full combo, fufufufu

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The masteries I chose are based on keeping fizz alive, abusing the amazing jungle masteries in the jungle tree, the free tenacity at 21 points, and getting standard AP and Mpen in Attack.

This gives you the damage you need early game to destroy champions, and the defence to stay in the jungle for longer, and to stay in the fight for longer.

This mix of pure defence and damage is incredibly potent on Fizz mixed with his tanky AP items and Will of Ancients makes Fizz incredibly overpowered.

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I'll be slightly more in-depth with these and the logic behind choosing each item.

Rod of Ages
This originally wasn't apart of my build, but it solves some mana issues he has, keeps him going for longer without B'ing and gives him some more bulk. A nice stable item.

Mercury's Treads
These are awesome if their team has more than 2 CC. You'll hardly even feel the battle while wearing these and using Playful/Trickster to get around the battlefield!
NOTE: IF YOU NEED MAGIC PEN, DON'T GET Sorcerer's Shoes TRADE Will of the Ancients for Void Staff

Rabadon's Deathcap
Did you know Chum the Waters has a 1.0 AP ratio?
I think that's all that needs to be said, besides the fact his Urchin Strike and Playful / Trickster have amazing ratio's also.

Rylai's Crystal Scepter
This gives you some much needed tankyness to your build, the slow procs with your DoT and it gives a massive 80 AP. A must buy.

Lich Bane
This is probably what makes Fizz so scary. After you're hitting the 400-500 AP mark, Chum the Waters does almost 1000 damage in an AoE, Urchin Strike does almost around 700, and Playful / Trickster does about 800! Alongside his ridiculously high scaling DoT when activated, Fizz can nuke down everyone, and as if that wasn't enough you get your AP to your auto attack thanks to Lich Bane good bye towers and opponents HP.

Will of the Ancients
This used to a Hextech Gunblade, however it was not cost efficient and Rylai's Crystal Scepter is all the slow he needs. This item helps out your team and is all the spell vamp you need to keep you sustained.
This should be the FIRST item you trade out for a Void Staff if you need magic pen.

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Skill Sequence

The skill sequence is pretty wacky, but effective.

Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) 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 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.

perfect for jungling and finishing people off, however you just don't need more than two points of it until last. I much favour the burst the other skills give me as 2 points is more than enough to take down enemys who run away. And this isn't even considering red buff.

Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.

your main harass nuke, and it's also amazing for juking.

Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) 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) magic damage in a smaller area to enemies nearby, instead of slamming the ground.

great for getting in a fight, running away, jumping over walls, clearing creeps- it's the skill of the gods.

Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.

After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) 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.

But seriously. Epic nuke, epic slow, epic knockup. It's like 3 ult's in one and it's a shark.

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Summoner Spells

This is a must. You're jungling. Secures buffs, dragons and baron.

Choose this if there is someone on the opposite team you're afraid of specifically, or if you're new to Fizz jungle. It gets you in position faster, it gets you out of bad spots.

This is great for chasing and getting to where you need to be quickly. I recommend flash, though.

This is completely un-needed as your Seastone Trident does this job but 20x better

This is actually completely viable pick, thanks to it's uppdate- however Mercury's Treads do this job for you.

You can get around the map just fine, you don't need this

Again, with the update this is an alright pick, however- there are many other better picks.

Let a support take it.

Don't even think about it.

An amazing skill on Fizz. Replace flash with this if you don't feel you need it and destroy everyone.

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Ranked Play

In ranked I play Fizz as AP stacked as possible. I finish my jungle route fast and gank whatever lane is most over extended. This is especially easy work in solo queue, as someone will always over extend and feel your bite. Later in the game, you can use Chum the Waters to block chokes and hit many people without even having to hit them with your fish. This devastates team fights and leaves you with a very happy team.

Early Game

Finish your jungle route like shown in the video and gank either top or bottom. If the situation is right and your team mates aren't completely idiotic you should be able to get first blood. If no opportunity arises go into the enemy jungle and invade. Chances are if they didn't start at blue, they haven't taken it. Ward it and kill them when they try it. Continue to do your rounds until level 6 after your gank.

Mid Game

By now you should at-least have Mercury's Treads, Sheen], and maybe [[Catalyst the Protector you should focus on disrupting the enemy jungler from whatever they are doing and picking up people who aren't expecting it. Punish over-extending carries, help push lanes and crush everyone who is squishy. Spam you're ult, it has a short cool down and a huge lane.

Late Game

You are the Assassin.
You disrupt the fight and do massive damage with Chum the Waters and pick off high value targets such as Caitlyn
Don't even try to take out people with MR, it is a waste of your skills.

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Pros / Cons

Pro's -

  • He can assassinate high priority targets in seconds
  • He is the juke master, better than Wukong
  • His jungle is fast and reliable
  • His ganks are incredible thanks to Playful / Trickster

Con's -
  • He's Squishy
  • Completely based of reactions and positional judgement
  • Very AP heavy (Base damages suck, ratio's are amazing however)
  • Base defences are poor

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Creeping / Jungling

Version 1 Version 2

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Unique Skills

Playful / Trickster deserves it's own section. This skill is freaking amazing. for 0.75(max) seconds, you are completely immune and untargetable . This stops everything in it's tracks. Including...

Ace in the Hole

It's a mini Zhonya's Hourglass - every 6 seconds.

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To put it simply, Fizz is an amazing Jungler, an amazing Assassin and so ******** slippery. Played in the right hands he can destroy high priority targets, nullify skills and get out unharmed.

Can you handle the king?