Fizz Build Guide by Morzanoth
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
So Graves is an odd match-up. He has a similar playstyle to fizz in terms of what he looks to do in a game but he doesn't have as hard a fall off in the late game. I rank him pretty low on the match up list for fizz because he doesn't really have much kill pressure on you since you can more often than not E to avoid a lot of damage and run away. Fizz's level 6 is actually better than graves (20% increased damage to a target) since Fizz can then basically one-shot anyone he chooses. Just be careful of getting counter jungled since graves has a better clear early on.
You can avoid a lot of her damage with your E and you can more often than not burst harder than she can. If you get caught in her stun you might suffer but it's pretty easy to dodge. Elise can avoid the damage from your ult if she uses rappel at the right time but will still be affected by the damage increase. Try waiting to use your ult or use your ult early to force her into a bad situation. You should win this pretty easily though.
Now this is where it gets a bit tough. Fizz struggles against tanks as the game progresses, but volibear is probably the most dangerous of them all. You can't burst him hard enough to ignore his passive and his kit allows him to stick to you very well. Do not try and 1v1 a volibear, you will lose in an extended trade at all times in the game.
Amumu is a match-up you can win early but lose if the game goes longer than 25min. You can out-damage him in a 1 v 1 but his crowd control in team fights is really a problem for Fizz. You'll have a considerably lower clear time early but you can make up for that by holding lanes. You might be able to invade him early but only go in if he's taken a bit of damage.
So Warwick is actually not too big a threat early on. You can probably trade even with him if you can avoid getting feared but in extended fights he will out sustain you with his healing. As the game progresses you will struggle to keep up with him if you went even early so you need to be proactive in the game and snowball your laners. If he jumps in try and throw your ult behind him in a team fight to prevent or scare away any other enemy who might try and help him.
If the enemy kha'zix knows what they are doing, you will struggle. Watch out for early invades and being counter jungled pretty hard. Once he has access to his R evolution he becomes a serious threat to you. You can't trade evenly with him even in isolation early even if your burst is slightly better than his. If you land your ult on him he can't escape easily and you can chase him down most of the time. You should be able to kill him after 6 if you land your ult
Ekko is a tough match up regardless of how he builds. A tank Ekko will out scale you since he can deal a good amount of damage and still be really tanky. An AP Ekko can actually burst you very well so it is equally strong. Ekko can avoid all damage from your Ult and he will heal back some Health so you may be left in a tight spot. Ideally you want to use your E as soon as he jumps to you to avoid the follow up damage from timewinder and then slow him with the second part of your E. This is a very tough skill match up and depends on how much you can get done before Ekko starts getting stronger.
Sejuani is just annoying with all the tank buffs recently. She has good early damage and can bully you out when early in the game. You can look to beat her buy focusing one lane and just snowballing hard. Only look to engage when you have your ult and make sure you get rid of her passive before committing to an engage since it makes her a lot tankier than a lot of champs early in the game.
Since being nerfed, Zac is actually really easy to deal with now. He takes about the same if not more damage as you so you can look to abuse his early weakness with some help from your laners. You can dodge most of his abilities very easily but you dont want to stay colse to him for too long since his cooldowns are shorter than yours. In mid game, you want to ward over walls since he can engage from really far away. You best option is to try and pressure 2 lanes and when he engages, turn on him after he uses his ULT. If the game gets to late he can disrupt your very easily so just be careful when going in.
You're pretty week early and Jarvan is very strong early. Don't try and take him on early. Your cd's are very high and you lack sustained damage. Be careful for early invades as well, you can be easily pressured out of your jungle unless you have help from your laners.
He is pretty annoying to play against. Most go super aggressive early on to try and snowball and you cant really match the pressure on the map. He will invade you often and you cant really do much about it. You can fight him once you are 6 if he hasnt gotten too far ahead but look to counter gank plays he is trying to make or set something up with your ult.
Kayn clears a lot faster than you do but he's pretty weak until he gets his transformation. You can match the pressure he has early but you cant clear as fast so only counter gank if you are sure you can win a 2v2. Once transformed, his red form is going to be more of an issue than his blue form. You can dodge most of his damage in blue form but red form he becomes very tanky and annoying to deal with. If he is ahead just be careful, but you should still be able to take him on.
He cant really do much to you early and he falls off as the game goes on. He does build tanky but normally only as a second or third item so you can kill him pretty easily. You can dodge his E which is probably his most powerful ability in a 1v1 and you can kite around him pretty well. Be cautions of a flash ult because it can leave you in a rough spot, but you should be able to escape with your E if the enemy team isnt very co-ordinated.
Nidalee is a real power house in the jungle. She farms fast and pretty healthily compared to you. Avoid fighting her early, possibly counter gank where you can. Your level 6 spike is stronger since you gain a combat ult. You should be able to kill her if you land the shark, otherwise just make sure you are even on items. You can dodge her spear's pretty easily too.
Taliyah is a bit of a tough match up. She can harass you while keeping her distance and deny you dashing on her with her shove. She will clear faster than you but she is more cooldown reliant than you are. If you can get on her you can kill her as long as you are the same level. At level 6 you can get a little more aggressive but be careful. If you land your ult you should almost always kill her. She has a lot of map presence due to her passive and ult so look to punish her with counter jungling where possible.
Shyvana is a really tough match up for you if she gets ahead. She build pretty tanky and still deals a lot of damage. She clears the jungle very fast and she can invade you with very little risk. At level 6 you can look to fight her if you land your R but try picking easier targets. In teamfights your priority is the enemy backline but you can look to hinder her engage by ulting her.
Kindred is a pretty tough match up in the early game. She is strong at invading when she has pushing lanes. Because you clear a lot slower than she does you will lose priority when contesting scuttles. She will also look to invade you to claim her marks a lot. You really want to limit this as much as possible so make sure you keep your jungle entrances warded. You can actually fight her pretty easily once you are level 3, you deal just as much if not more consistent dps. Just be careful of midlane roams
Jax has a pretty strong early game with his ability to gap close and stun with his E. He can potentially fight you pretty early and is very hard to take down. You're aim would be to fight around him, killing his laners instead.
Galio is able to cc enemies heavily early on which can get you an easy first blood. Later on he can ult you as you dive the backline making it safer to go for riskier plays. He can also assist you early if you are getting invaded heavily thanks to his ult and high base damage.
Orianna works well to facilitate your early game. She can get priority in a lane which can save you against heavy counter-jungling you.
Zilean is a diver's best friend. He is able to disrupt enemies with his stun which can be place on you no as well. His ult can also save you if you go a little too far and makes tower diving very safe. The only problem is that he needs to be near you for him to assist, which may not always be possible if you are flanking . Use his synergy early on to gain an advantage and close out a game fast.
Braum is great with Fizz. His passive work well with Fizz since it is very easy to proc thanks to the auto attack reset and your Q which applies a stack as well. Braum can also follow up well on an engage if you decide to go in and he can save you while you are retreating thanks to his shield. If you have a braum on your team, look to roam with them and make plays once you are level 3.
Bard can either be a hit or a miss. His ult is amazing as it allows you to set up a long range shark pretty easily or it can disengage a fight pretty well. However, this can work the other way and save your enemies. Bard can facilitate ganks pretty well as well so look to play around the bot lane if you can.
Yasuo is actually pretty good with Fizz. Your Ult knocks enemies up briefly which can enable yasuo to follow up. Yasuo's strong kiting ability with his E paired with his wind wall can delay fights long enough for you to get there and capitalize. Also, since they tend to get camped you know where to play around for some easy counter ganks.
Champion Build Guide
AP - Ability Power
AD - Attack Damage
MR - Magic Resist
AS - Attack Speed
CDR - Cool Down Reduction
CD - Cool Down
Gank - Term used when you try to pressure a lane
Counter Gank - This is when you see a lane getting ganked and you attempt to assist with the aim of turning it around.
Match Gank - When you see the enemy jungler in a lane and you know you can't take the fight, you aim to either trade even or protect your laner from dying
Nimble Fighter Fizz's passive doesn't really do that much in the jungle, just a little damage reduction.
Urchin Strike This is your primary gap closing ability. When cast you will travel a fixed distance no matter how close you are to your target. It does apply on-hit effects which is pretty useful with lichbane but it enemies can flash or dash to avoid the damage.
Seastone Trident The passive bleed on this ability is nothing too grand early on to be honest. The bleed no longer proc's counts as spell damage so you need to use the active to proc your jungle item's passive. You need a few levels and some ability power before it is worth leveling. The active side to it is very useful as the auto attack reset is nice and the CD reset on kill helps clearing the jungle a bit faster. Please note that this is probably your most consistent form of damage as even if you don't kill the target you gain bonus damage for a couple seconds
Playful / Trickster The single ability in Fizz's kit that will tilt enemies beyond reason. The ability to avoid all incoming damage for a short amount of time means that fizz can tower dive pretty easily and reset turret aggression easily. This is also you're highest damaging ability so you need to use it wisely early on. I will explain a bit later on.
Chum the Waters Primary engage tool for Fizz. Is best used when starting a gank or trying to chase targets/stop them retreating. A zoning fish is the deadliest after all.
Electrocute It's basically a lot of burst damage and you can proc it really with your full combo
Sudden Impact Fizz makes use of dashes with his Q and his E so he can gain some penetration which helps deal some extra damage
Ghost Poro With your early game being quite a crucial phase in the game, getting all the information you can is vital. Ghost poro allows you to ward the small river brush on the opposite side of the map without having to use your trinket ward. This allows you to adapt your early clear depending on when/ where you see the enemy jungler.
Ingenious Hunter I get the Item CDR for Fizz because the later the game goes the more valuable certain cooldowns become. Being able to use your Zhonya's a little faster that the enemy can make a big difference.
Transcendence Fizz is very cooldown reliant as most of your damage comes from your abilities. Transcendece kicks in at level 10, just before you get rank 2 of your ult, by which time you should have already purchased your first cdr item/component. This allows you to transition into the mid-game pretty nicely and allows you to over-index into cdr items without losing stats. (If you build nashors tooth for attack speed you will easily reach 60% cdr)
Waterwalking This is a little situational since you rely on the river to gain the AD or AP buff. This being said, the synergy between these 2 is very good.
First row - Attack speed: As an ability based champ, you rely a lot on your abilities to clear camps. With your high cooldowns early this can be difficult so you rely mostly on auto attacks. Taking attack speed will help you clear a little faster, making your first clear healthier and allow you to scale into the mid-game effectively.
Second row - Adaptive Force: I would recommend the adaptive force. More ability power early allows you to clear fast which is always helpful.
Third row - Armor: I recommend taking the 5 armor over the health it will reduce the damage you take in the jungle and help your early game as you learn to jungle with Fizz.
Transcendence I don't normally recommend going this because you full build should reach 40% CDR with very little effort. This is also a slightly wasted rune if you are not stacking big CDR items to max full use of it. At most in a game you use the 10% early on to make up for the CDR you are missing. You also gain very little AP from the passive part of this because you only over cap your CDR by 10% more often than not.
Fizz itemizes towards CDR and often gets the max 40% cdr. Taking this into consideration, he gains very little from ultimate hunter since it wouldn't impact his ult cooldown too much. Furthermore he has great base damage and has little mana issues once you have hunter's potion so there aren't many other options in the sorcery tree that are worth while.
Skirmisher's Sabre - Runic Echoes I prefer taking Red smite because it gives you a better chance in 1v1's and the true damage burn can force flashes and secure kills. The passive helps to clear the jungle and it also gives a good amount of AP. Always get this item first.
Ionian Boots of Lucidity Relatively cheap and gives you 10% CDR on summoner spells as well as abilities. Allows you to cast your abilities and summoner spells more often which really can make a difference as the game progresses. I tend to get this as a second item because increased movement speed means you can pressure the map a bit more.
Lich Bane This is probably the most useful item on Fizz in the game. It gives all the stats that you want and the passive just adds to your already high burst damage. The more AP you build the better this item gets.
Zhonya's Hourglass I prefer getting zhonya's over a Morellonomicon because the active stasis it gives will be about the same time as the cooldown on your Playful / Trickster Also adds to your AP and gives you more CDR and armor.
Rabadon's Deathcap This is simple really. Buy AP...get more AP for free... Kill everything with all the AP you now have.(Seriously buy it and see for yourself)
Void Staff This is generally an item you can get as a 4th or 5th item against teams with some sort of front line. I say this because at that point the enemy will group and killing that front line can get pretty difficult. If you are up against a team that has very little MR then do not buy this.
Sorcerer's Shoes Only buy this if you are building the defensive build. Since the defensive build lacks the magic pen, you will need this to help kill those squishy targets a bit faster.
Banshee's Veil AP, CDR and neat little passive. Also gives you a nice amount of MR if the enemy have a very burst mage on their side. The passive effect enables you to play a little more dangerously. The spell shield means you can look to go for an aggressive play while still being relatively safe with the added spell shield.
Hextech Protobelt-01 This is a really good item on Fizz. It gives the AP and health it gives are very useful especially against very burst heavy enemies. The active ability provides a neat little gap closer and can deal a lot of damage if you hit enough of the projectiles.
Spellbinder This is a little bit of an odd choice. I wouldn't normally recommend this because you don't really cast spells that often. It can help you close the gap though and the extra AP adds to your burst combo. Experiment with it as maybe a 3rd or 4th item but until you are comfortable playing Fizz jungle then stick to a more standard build.
Hextech Gunblade I've included gunblade in this build as an alternative to Lich Bane. The active ability does a lot of damage and the slow is really useful when chasing targets down. The sustain it gives can also help you survive some fights because of the 15% healing from all damage sources.
Nashor's Tooth If you are going to itemize more towards the attack speed route with Fizz then I recommend picking up this as your second item. It gives you a lot of CD and AP early on in the game as well as a lot of attack speed which works well with your W if you proc the bonus on-hit damage.
Guinsoo's Rageblade This is more a fun item you can get. It gives you a lot of sustained damage and when you have your W on-hit damage active you can actually shred most targets. This is a very situational buy since you get the most benefit from it the earlier you get it. It delays a lot of your core items so it's not the best option.
Dark Seal You can buy this on your first back rotation if you have enough money to spare. The passive increase in healing will help a bit and getting a kill or assist easrly will increase your damage earlier. The latest you can buy this is around level 6 or 7 when you have access to your ult. If you already have a few kills rather buy the other items in this guide. I can't stress this enough, DO NOT BUY THIS IF YOU ARE GOING EVEN... it is not efficient and will delay your power spike considerably if you upgrade it.
Mejai's Soulstealer If you buy a Dark Seal on your first back and manage to get 10 stacks on it then maybe build into this. Only get this if you are ahead and can risk the investment. The damage it can give is nice but since Fizz is an assassin he generally risks dying a lot so it may not be worth your time.
The first thing you want to get down is using his abilities at the right times. The most basic combo you have is Q to a target, pressing your W as you dash to apply the bonus damage and then E to either escape or follow up. Alternatively you can lead with E, but you don't want to reactivate the ability. The slow on Fizz's E will allow you to stick onto a target for longer and also mean you can keep auto attacking the enemies with your W active. Now be careful here. Only do this when you want to all-in an enemy since you are left with no escape other than your flash. More often than not you want to save your E or your Q to escape to a nearby minion or over a jungle wall.
Once you have access to your Ult, your combo simply starts off with R and follows the same pattern. I mention a few different ways to use your ult a little later on (I know, you gotta keep reading to find it :P). Additionally, once you have access to your Smite upgrade you can smite a target as you engage on them. It will mark them for 4 seconds and just adds additional damage over time. I have gotten a few kills thanks to smiting an enemy since the passive burn is over a few seconds (like a junglers version of ignite in a way, makes those fade away kills hurt even more too XD).
A small note on skill order. You need to consider what you want to do before you go in. If you think you can all in someone you should lead with your E since it would be your highest damaging ability. If you are looking to push someone out of lane or apply some pressure then lead with your Q. Look at the Advanced tips section further down for a bit more on this.
So my current path on Fizz depends on the side of the map you are on. On BLUE side you take your full bot side jungle, starting Blue Buff, then Gromp and then Wolves. You can ward the river bush at 1:10 so you can check if the enemy jungler goes down for the scuttle crab or not. If they haven't showed on your ward then ask your mid laner to ward the top side bush at your jungle entrance so you can see if the enemy tries to invade you. You would look to take scuttle after you have done gromp and then path back up into your wolf camp, killing the 2 small wolves gives you level 3. After this you can go and take your red buff and maybe look for a gank.
If you are starting on RED side, start bot side and take your red buff. Path straight to your Blue buff and then take your Blue, Gromp and then Wolves. I generally recommend following this path always. You take a lot of damage early and your clear is quite slow compared to most junglers. if you want to vary this slightly you can work a scuttle crab into your route, which would be Red, Scuttle, Blue, Gromp and then Wolves. This is very risky because you will spend a lot of time clearing the scuttle crab which could be costly. Scuttle crabs only become highly valuable about 15-20 minutes into the game so don't make it a priority to get them.
Now, assuming you are level 3, what you want to do when clearing a camp would be to auto attack a monster (preferably a small one) and then use your E. Using your E will negate the damage you would have taken when you started the camp since you can't be targeted. You can then drop down for the slow and then you want to Q another monster. This allows you to kite the camp a bit better while you work down the monsters. You generally only want to cast your W when the monsters are low enough to execute so you can reset the cooldown on the ability. If you are clearing a buff then activate your W as often as possible so you can clear them faster. You ALWAYS want to kill the smaller monsters first, this will reduce the overall damage because you are reducing the number of enemies hitting you faster. For Buff camps I recommend kiting the camp and using E to negate an auto attack where possible.
You need to keep in mind that early on, Fizz is a reactive jungler. This means that you would only act if you see an opportunity, you don't want to force a play. A reactive jungler would only pressure a lane if your opponent has already taken substantial damage and is staying in lane regardless. Alternatively, if you see the enemy jungler in a lane near you, start walking towards that lane. Your aim is either to turn the fight around or to discourage a further engagement(If possible you might end up getting a kill or two). If the enemy jungle is on the other side of the map, maybe try counter-jungling or just keep farming. Remember your main goal is to get to level 6, which is when things get interesting :D.
Fizz can get a lead very easily, so you need to start using and abusing it. Around level 9 you should have at least completed your jungle item, Ionian boots and most of your lich bane(something to aim for). You have enough damage to pressure any lane with ease, so get to work. Start fighting, diving towers where possible and push those objectives. Now you want to be careful when doing this. Fizz excels in small fights early on, so 2 to 3 champions at most. You want to try and kill one enemy laner and then push down towers. If you win a major fight then look for Rift Herald or Dragon. You might fall a bit behind in levels but you should get your laners to a point where they are able to fight the enemy without you there.
Firstly start evaluating the enemy in terms of dangers to you specifically. Fizz has a very weak team fight due to his high single target damage. Identify the biggest danger to you, be it a tank that locks you up constantly or a carry that can basically one shot you. You can do a few things once you realize what to look out for. Basically you need to look for a pick. Now when going for a pick you need to be able to follow up with some sort of pressure on the map, you need to use the advantage you just gained. If you know your team struggle with taking towers, look to Baron, or maybe try pushing down towers in multiple lanes. Fizz's role in all this is either as a split-pusher or to initiate the pick. Fizz really struggles with late game team fights if he cannot get onto a squishy target. I have found his splitpush really effective with lich bane so maybe try doing that a bit.
So the first ability I want to discuss is your E ability, probably the most versatile ability in your kit. Your E can be used to jump over some jungle walls, My most used are the walls near Baron/Dragon pit, the wall behind krugs and the wall near the raptor camp. There are many more but with blasting plants you wont need to worry too much about them (Just experiment and have fun).
The second trick is to use your E to avoid damage. Fizz gains brief invulnerability when you are still on your trident, which can be used to actually cancel some abilities or negate tower shots and auto attacks. The best example I can think of is a Twisted Fate Gold Card on his Pick A Card Ability. If timed right you can dodge the stun completely and avoid the damage. The most important thing to remember when doing this is your next move. Yes you can avoid damage but you are also left in a pretty tight spot. You have a very short range on your reactivation of your E, so a well coordinated enemy team can then set up and pick you off. The best thing to do in that situation is to actually to not use the second active on your E, but to rather let yourself fall on the spot. The slow as a result of this can save you or teammates in multiple situations.
The last thing you can do with your E is simple. As you are falling off your trident you can use Flash and change your final landing spot. The best illustration of these tricks is by Westdoor against Faker in Worlds which resulted in Westdoor getting the kill ---> Click here to watch .He uses his E to avoid a turret shot and then flashes before he lands to get the slow on Faker.
A note when using your Q. Since you dash a fix distance when cast you can use it to pass through some jungle walls much like yasuo. Placing a ward over a wall and Q'ing to get over can help you escape or cut off an enemies escape route. Additionally, since the dash distance is fixed, you can safely use the ability right next to an enemy to gain a bit of distance when leaving a fight. What I mean by this is when you are standing right next to an enemy you can use your Q to put distance between you instead of closing a gap. This is generally used when you all-in an enemy, you would R the enemy, E to close a bit of distance, W for the bonus damage and then Q to escape if you were in turret range or to block your opponents retreat. This is highly dependent on your landing spot after you E since it would determine the direction you will Q towards.
Latest thing I've found on Fizz is that you can actually clear the raptor camp very early. Since you start with Hunter's Talisman you gain passive healing from any monsters you have attacked over a couple seconds. Raptor camp has 6 monsters in total, so you can gain a lot of hp back if you start the camp with your E since the AOE is large enough to hit all the monsters in the camp. You can then work down all the small raptors, making sure to auto attack different ones as you kite back since you want to take advantage of the passive "Spellvamp" for as long as possible. This will take some time getting used to but you shouldn't lost too much HP but it will take some time.
These are just some useful tips and tricks that I use when I play Fizz jungle. Just keep these in mind when playing since these are slightly more advanced mechanical skills which are needed to play Fizz successfully.