FIZZ BUILD GUIDE: Fizz's Jungle Cookbook by doo0ooooooom

by doo0ooooooom (last updated Yesterday)

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Greater Mark of Attack Speed(+15.3% attack speed)
Greater Quintessence of Attack Speed(13.5% attack speed)
Greater Seal of Scaling Health Regeneration(17.82 health regen / 5 sec. at champion level 18)
Greater Glyph of Scaling Cooldown Reduction(15.03% Cooldown reduction at champion level 18)
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Summoner Spells
View Summoner Details



Full Item Build

View Item Details
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 3/3
mastery 3 0/1
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21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 2/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
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mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
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mastery 3 0/3
mastery 4 0/1
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mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
RChum the Waters
View Skill Order Details



With nerfed AP ratios but greatly improved W active, so Attack speed is now the best damage stat for Jungle Fizz. I Will be updating the guide over the next few days to reflect that.


There are still a few outdated sections. Also, I still might change my mind about exact build... I'm currently undecided between Trinity Force and Iceborn Gauntlet with the new fizz. Going to play a few games with trinity and see how it goes.

Fizz Jungle overview


Fizz is an early game focused assassin who has strong ganks to snowball your lanes through the early game, similar to shaco and lee sin. For the mid-late game, he transitions into an on-hit based bruiser.

stylistically, he's actually a lot like lee sin: Two gap closers plus a CC ult and an AOE slow.

Advantages of Jungle Fizz:
  • Fast and non-mana dependent Clearing speed with the passive from his W.
  • His passive greatly reduces the damage he takes from monsters, keeping him high hp in the jungle.
  • Very strong ganks with high damage, two gap closers and a slow before level 6. Once he gets his ultimate he gets another gap closer and a long range initiation. Four gap closers in all if you count flash.
  • Can choose his fights extremely well due to his high mobility from Playful/Trickster.
  • His high mobility and high single target damage make him a natural counterjungler. He is able to bully tank/support junglers and steal camps quickly and safely.
  • Can "Kite" some melee champions who lack cc by casting through them at close range to gain distance.
  • Can split push.
  • One of the few strong damage junglers, if your team needs a source of magic damage. Over half his damage is magic.

Disadvantages of Jungle Fizz:
  • Does not bring as much late game team utility compared to tank/cc oriented junglers such as amumu, sejuani or maokai
  • is not the best duelist, but you can remedy this by buying skirmishers.



  • Marks: Attack Speed. These are the best for jungle clearing and damage and have good synergy with the active portion of Fizz's .

Other Options: There are no other good options for marks.

  • Seals: Health Regeneration per level.

I like these to give fizz some sustain for the jungle. On your first clear, armor are better than these, but for all subsequent clears these are better than armor for the purposes of jungle sustain. by level 9 a set of these will start giving over 100 hp a minute, which will save you a lot of health potions. There are not any good sustain items for fizz because neither lifesteal nor spellvamp works with his passive W bleed, and he does mixed damage to jungle monsters, so your best source of sustain is hp5.

Other options: Armor, Health.

  • Glyphs: CDR per level, to reduce his cooldowns.

Fizz benefits a lot from CDR, as you can use your skills more often and keep your W at higher uptime.

Other good options: You could also use flat CDR to try to snowball the early game. Games seem to be going to late more often lately though, so I figure the extra late game CDR is worth having slightly less CDR pre level 9, in the current meta. If you want to be tankier late game, you could use magic resist/level glyphs. AP glyphs are also nice to add some damage and make your first clear smoother.

  • Quints: I use attack speed quints now.

With the fizz rework, you want to have a lot of attack speed so you can spam the new w which now does % missing hp damage on hit. These are great for jungle clearing and even better once you get devourer.

Other Options: Armor is also decent. I don't recommend AP quints now since his ratios got nerfed.


mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 1/1
mastery 3 1/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 2/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
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mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility

Fizz scales with both AP and AD... better with AP, but still, some of the AD masteries are pretty good so I take some of both.

Offensive spec is pretty obvious for fizz as he is an assassin. Even if you transition into a bruiser like I usually do, runes/masteries are mostly for early game benefit so you'll still want an assassin style rune/mastery set.


Looking through the offensive tree, some masteries are worth it and others aren't really:

  • Double Edged Sword (+2% damage dealt, +1% damage taken, 1 point:

This mastery is completely worth it. In the first place, even if you value offense and defense equally, this gives you a net +1%, and +1% offense is clearly worth 1 mastery point. Offense is worth more than defense on a champion like fizz, anyway.

  • Butcher (+2 minion damage, 1 points):
This is really not a lot of damage and only works vs minions. I can't really justify putting a point in this with all of the other good masteries in the offensive tree.

  • Fury (+5% attack speed, 4 points):
This is a nice mastery and I want to take it but there's so much other stuff that I want more. This will help your early jungling, late game it's not as useful. Some testing reveals that you do not need this mastery to get off 4 procs of the active per activation at level 1, however the timing is very tricky without this and much easier with a couple points of it. (you have to cast mid-auto attack animation to get 4 hits off, and the timing without this mastery is especially unforgiving). Anyway, I don't take this because its not as cost efficient as the other masteries in the tree. CDR is a more expensive stat than attack speed, generally. (for example: CDR glpyhs, the best rune source of cdr, only give .83% cdr. In comparison, attack speed marks give 1.7% attack speed.) I prefer the CDR mastery to this, I think it's better generally.

  • Sorcery (+5% cooldown reduction, 4 points):
I like this as it lets you cast your spells more often. CDR is a pretty good stat for fizz and you need to put 3 more points in something in this tier to move down the offensive tree.

  • Brute Force/Martial Mastery (+10 attack damage @ level 18, +4 attack damage, 4 points):
This is an AD mastery but it's extremely cost efficient so I still take it. On Fizz I value each point of AD at slightly less than a point of AP, but 4-14 extra ad is a lot for 4 points, and the 4 ad for one point you get is even better. So these masteries are worse than the similar mental force/arcane mastery masteries but they're still a steal for only 5 points.

  • Mental Force/Arcane Mastery (+16 ability power @ level 18, +8 ap):
This mastery is extremely cost efficient. The typical mastery is worth ~40g. each point of ability power is worth about 20g. The 6 ap alone is almost worth the 4 points just by itself.

  • Expose Weakness (Damaging an enemy with a spell increases Allied damage to that enemy by 1% for the next 3 seconds)

debatable, but as a jungler you're often helping your team kill people and upping their damage is just as good as upping yours.

  • Feast (Killing a unit restores 2 health and 1 mana, 1 point)

If you kill 10 monsters every 1 minute, hitting the gold mark of 10cs per min, this is worth all of 1.66~ hp/5 and .83~ mp/5. You're not getting that many cs on a jungler, anyway. Skip this.

  • Spell Weaving (Damaging an enemy with basic attacks increases spell damage by 1% for 3 sec, stacks 3 times)

This is nice, fizz auto attacks a lot and also does a lot of spell damage. So take this.

  • Executioner (Increases damage dealt to champions bewlow 50% health by 5%)

This is annoying because it costs 3 points and only works on champions. I only took one point in this because the first point is better than the other 2.

  • Blade Weaving (damaging an enemy champion with a spell increases basic attack damage by 1%, stacking up to 3 times (max 3% damage increase).

I don't think this is worth it, fizz does auto attack a lot but most of the damage comes from procs not his basic damage.

  • Warlord (+5% bonus AD, 3 points)

5% of almost nothing is almost nothing, you don't build AD items often enough on fizz for this to be worth anything. Skip.

  • Archmage (increases AP by 2%/3.5%/5%)

This is not worth it with the way I build fizz. If you prefer a full AP build you should obviously take this.

  • Dangerous Game (Killing a champion restores 5% of missing hp and mana)

I don't think this is worth a point. unless you like tower diving early game and 50 that hp is going to clutch save you, It isn't really relevant until the teamfights start because if you kill a champion you're pretty much done ganking right there. it could clutch save you from an ignite but that seems like an edge case. My problem with this is if you're already getting kills, you're already winning. You should use your mastery points helping you get kills in the first place.

  • Devastating Strikes (+6% armor/magic pen, 3 points)

6% armor/magic pen for 3 points is definitely worth it.

  • Frenzy (Critical hits grant +5% attack speed for 3 seconds (stacks up to 3 times))

You don't build crit on fizz so skip this one.

  • Arcane Blade (+5% ap damage on auto attack)
This is decent. With my rune/mastery set, i'll have 22.5 ap at level 1, and more later. 5% of 22.5 is 1.125 magic damage on auto attack. Once you get AP items like iceborn gauntlet or magus enchantment this mastery gets better.

  • Havok (+3% damage)

The top tier and most cost efficient mastery in the tree, obviously you should take it.


  • Block/unyielding (3 points, -2 damage from champions all sources, -2 extra from champion auto attacks)
This is nice but i think the other other masteries in defensive are better in the current state of the game. This is very good for early teamfights but it doesn't help your jungling at all, so you'll be low hp for those teamfights anyway. Unfortunately if you take this you have to drop either bladed armor or veteran scars, neither of which I want to drop. If you like to invade at level 1, you should probably drop either veteran scars or bladed armor and pick this up.

  • Enchanted Armor (+5% armor/mr, 2 points)
I usually stack armor jungle fizz (which helps a lot vs ad champs and the damage of the jungle) so this mastery is solid. It doesn't help much early though. Not bad for two points though.

  • Tough Skin / Bladed Armor (reduced monster damage by 2, neutral monsters bleed for 1% of current hp every second if they attack you, 3 points)
This works on baron/dragon, and generally speeds your jungle clear. Integer damage reduction is also really nice. Season 5 jungle is hard, I wouldn't skip this in the current patch.

  • Veteran Scars/ Juggernaught (+36 hp / +3% hp, 4 points

The extra hp is good all game.

Summoner Sets

Smite & Flash
Summoner Spells:

Standard for all junglers. If you don't take this you will not be able to secure important jungle objectives such as baron or dragon, and your jungle will be slower and more dangerous. You should always take smite on junglers. Also, it's season 5 and if you don't have smite you can't even buy machete. Is there anyone still around who doesn't know to take this?

I prefer this for my second summoner. This spell nice because it can jump walls that can't, and also you can catch people from even further out of their sight range. Between flash, and , you can initiate a gank on someone from a distance where they can't even see you. Mobility is hugely important and so there's a reason that 95% of people take flash.

Another good option. This gives fizz some CC to help him gank and also gives great utility in late game teamfights. He can use this to peel for his teammates and also to lock down enemies. Since fizz is pretty mobile with E, taking Exhaust over flash wouldn't be a bad idea. It's hard to decide between this and flash as my 2nd spell. In draft mode, You might take this if the enemy team comp has some kind of heavy auto attacker that you need to shut down, such as tryndamere, vayne or irelia.

This spell is also very good for dueling... between this and skirmisher's sabre and an armor stacking build, you can become a surprisingly potent duelist, which nobody really expects from a jungle fizz.

I don't like this on a jungler because the laners are usually packing it. If you both ignite the same person at the same time during a jungle gank, it's really stupid and you'd rather just have exhaust. I guess if you could coordinate it, "I ignite first, then you ignite." it could work. Personally, I'd rather have exhaust,Ii think it's more versitile. That said, if your laners don't take this for some reason you could take it for extra burst, although you already have a healing reduction on your so it's still somewhat redundant. This might be a good idea if you plan to go full AP fizz and want to 100-0 people, but i don't prefer that playstyle for jungle fizz.

The super-troll spell, but with the homeguard boots this might actually be viable as a serious summoner even for junglers. IDK, I've seen it work. All I know is that teleport-to-ward-with-homeguard ganks are scary as hell and really hard to avoid. For some reason you don't lose the homeguard move speed bonus after using teleport. That said, the cooldown on this thing is annoyingly long. I'm not going to take this although maybe you could try it out and let me know how it goes.

I don't think this is a good idea on fizz because he already gets the non-collision from his passive. I don't think it fits him as much as flash.

Sample Item Builds

Starting Build(s)
Basic Jungler starting items
Machete now gives gold generation so its an obvious first buy if it wasn't before.

The nice thing about the new machete is that it gives mana regen now, so you don't really need blue (not that you needed it much before, but now you can use E more). This gives you a lot of flexibility when jungling, you can even give up your first blue to the mid laner if you want.
Final Build(s)
Standard Final Items
Ok! New Season 5 jungle items! . I recommend picking up skirmisher's sabre early--mostly for the gold generation, but it can also help you with a level 4 gank: after backing at level 3, You could head to the blue side of the jungle, smite the gromp, kill blue/wolves, then you'll be level 4 with skirmishers ready to kill something.

I like the new true damage bleed on skirmishers. It does a lot of damage and also reduces their damage to you... and easy to apply on fizz as his Q applies on hit effects. Great for dueling in the jungle. fizz is a middle of the road duelist, but if you pick up this he's a top duelist... assuming the other jungler didn't buy it also!

The other options: Now that you can switch between jungle upgrades for free pre-enchantment, you can use ranger's early if you feel like power farming rather than ganking. But always switch to skirmisher's before upgrading it, you can't free-swap after upgrading.

I don't see the point of stalker's blade on fizz, if you're close enough to smite them you're almost close enough to just stab them with Q. Once you get iceborn its totally pointless. Stalkers is actually nice for running away though. But the 20% damage reduction on skirmishers for 6 sec is just way more useful than a slow that you probably don't need, plus skirmishers does more damage if you can just auto attack them a bit.

Now that the best build for Jungle fizz is AS/OnHit, you'll want to rush devourer as soon as possible to get your stacks building up.

After that I recommend Ninja tabi because the new jungle hurts so you'll want some armor.

Next you could get sheen for more damage, or banshee's for more MR.

Both iceborn and trinity are good items for fizz. You could build either now. Don't build lich bane.

Another good option: Wit's end.

Consider building locket of the iron solari. If the enemy team has a big source of magic damage, somebody is going to need to build a locket, so talk with your support about who is going to be the one to build it this game. Vs some enemies (heavy magic, Karthus, vladimir, anivia, etc), you may want to build locket even before you buy magus.

You'll want some amount of armor/mr/hp-- can't be total glass with the on-hit build IMO.

Your final item could be blade of the ruined king as its pretty slot efficient. Or just keep building tank. Blade is more slot efficient than cost efficient so I recommend building it last if you build it at all.

Other good tank options: Sunfire cape, Warmog's armor, randuin's omen.
Build Order


Skirmisher's Sabre
This is just the best machete upgrade as of 4.21. It will probably get nerfed once other people realize how good it is, which hasn't happened yet for some reason.

At this point I would probably buy this on almost any jungler that doesn't need the stalker's blade slow, but its especially well suited for fizz as it makes up for his mediocre dueling. You can 1v1 any jungler who doesn't build this easypeazy unless they're fed out the wazoo. With my heavy armor build you can even 1v1 a lot of AD solo laners, and they really don't expect that!

Even with this item i still use smite more often on monsters than on players--despite that, this item could give you the extra damage and survivability you need at key moments to survive and get a kill in a close fight.

This suits fizz better than stalker's blade because fizz doesn't really need the slow to catch people. The -20% damage reduction is way more useful, and this does more damage.
Ranger's Trailblazer
Ok, this is much worse than skirmisher's late game, but now that you can switch between machete upgrades for free pre-enchantment, you could buy it early if you just want to powerfarm the jungle this game.

Always switch back to skirmisher's before upgrading
Skirmisher's Sabre Enchantment - Devour

This is the best jungle upgrade since the 5.2 rework made attack speed the best damage stat for jungle fizz. I recommend building this first so you can build stacks quickly.
Ninja Tabi
I buy these in like 90% of games now. Even if the enemy team is 75% magic damage these are still a decent buy. These really help in the new jungle which hurts like hell. These also improve your dueling ability vs AD junglers or AD laners... if the enemy jungler is AD you should always buy this to show them who's boss if you meet them in the jungle.
Boots of Mobility
Risky but good for ganking/roaming style. Buy these only if you don't fear the enemy jungler or if they are AP. The lack of combat stats hurts you if you find yourself in a 1v1 or 2v2 situation. These also don't give armor like tabi does so I rarely buy them now... did I mention that the new jungle hurts? Armor is your friend.
Mercury's Treads
If you seriously need tenacity this game. Be wary, these are less cost efficient than tabi and they don't do anything vs jungle monsters, so you should only build these if the enemy is seriously stacked on AP.
Berserker's Greaves
These are not worth it IMO. Attack speed is nice but this is a bit overkill, you'd rather have tabi IMO.
This item has huge synergy with fizz's kit, as it is both proc'd and applied by his Q, and it also works great with his W which is an auto attack enhancer that does not interrupt auto attacks. I buy this after boots.
Iceborn Gauntlet
After the fizz rework its debatable whether to build this or trinity. I still prefer iceborn but some might prefer trinity.

This is great for jungling as it gives you loads of armor and free AOE damage.

The slow on iceborn also gives fizz utility in teamfights and CC for initiating, allowing him to peel for his teammates and it gives him the option of playing the tanky bruiser role without being useless.

Stat wise, the sheen effect on iceborn will add about as much damage to a single target as 60 AP. More than that if you can make use of the aoe. On top of this it gives 30 ap and 10% cdr, so it is quite good for damage. Not as good damage as trinity, obviously, but you've got to give up something for the awesome slow effect and 60 armor and AOE proc for better jungle clearing.
Skirmisher's Sabre Enchantment - Magus
This isn't that good for fizz anymore now that his AP ratios are nerfed. I mean, it's not terrible, but I think devourer is the better option now.
Skirmisher's Sabre Enchantment - Juggernaut
Devourer is kindof obvious in the current jungle. I recommend never building this now.
Banshee's Veil

Go-to item for magic resist and poke protection. Very solid, cost efficient. Rounds out your tank stats if you already have iceborn.
Locket of the Iron Solari
Go-to all purpose tank-support item:


Whether to build this or banshee's is a good question--if the enemies have a lot of CC that they could pick you off with, banshee's is probably better. But vs heavy aoe magic damage enemies, such as karthus or vladimir, you'd probably rather have this. You could build both if you want to be extra resistant.

You don't need to rush it but every team needs one of these unless the opponents are extremely heavy AD. But jungle fizz isn't necessarily the best one to build it on all teams. That said, if nobody else builds this, and the enemy team has a strong source of magic damage, you should get it. So have a chat with your support or whatever tanks are on your team about who is going to be the one to build this thing this game.

This item is extremely important vs enemies with delayed or predictable AOE abilities such as Vladimir or Karthus. If vlad pops his ult on your whole team, you pop this on your whole team, negating much of his damage. In most cases it's hit or miss whether the shield on locket helps any particular teammate as the enemies may or may not damage anyone who has the shield, but karthus ult and vladimir ult gives you a strong tell that damage is coming on your whole team so you can make excellent use of the active on this.

NOTE: I see some teams lately are running double locket. I don't really think thats worth it, at least not for fizz jungle. The If your support already plans to build this, i recommend not building it.
Lich Bane
This item & all pure AP items are just terrible since the rework. Iceborn and Trinity are both much better than this now.
Deathfire Grasp
Trinity Force
Nice item with the new attack speed based fizz. This item is really expensive though and if you buy it early you'll be lacking armor. Not a bad idea vs heavy AP teams where you don't need the armor from iceborn though.

If the game goes super-late consider selling iceborn for this and also buying a BOTRK if you need a slow.
Ruby Sightstone
I don't usually buy this, because fizz really needs items to be useful. But sometimes nobody else will ward and you get pigeon holed into building this.
Guardian Angel
Could work as a defensive item on otherwise glass cannon build, only if you're fed.

Or you could sell your spirit item for this if the game goes to stupidly late game such that everyone is 6 slotted.
Skirmisher's Sabre Enchantment - Warrior
Lizard was good for fizz but this lacks the true damage of lizard and is bad.
Warmog's Armor
Need hp and sustain? Your go-to item.
Sunfire Cape
I like this better than randuins in most cases.
This gets better the more armor you have. This is basically a counteritem to annoying auto attacker melee carries who you can't duel otherwise, especially AD splitpushers like shaco. If you buy this you can probably 1v1 a shaco late game at anything close to gold parity, although be careful--if he's split pushing all game, he probably has way more gold than you do.

Note about this: this gets better the more armor you have, as the damage it returns is calculated before your armor. So don't build this before you buy at least two of randuins/sunfire/iceborn.
Randuin's Omen
If you still need armor and health, and sunfire wasn't enough.
Blade of the Ruined King
I don't think you can build this early or you'll be too squishy although if you get fed, go ahead. Makes a good last item as its slot efficient. Or you could just go full tank for your last item.
Wit's End
If you feel you need both MR and damage, this is a good idea.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
RChum the Waters
The best skill order is pretty obvious since the rework.

You can't max E first on jungle fizz or you run out of mana.

W is best for damage now.

Q scaling is nerfed, so max it last.


Nimble Fighter
  • Nimble Fighter

This passive is huge for jungling. If the jungle mobs have 30 attack damage on average at level 1, the -4 damage from this reduces the damage you take from the jungle by a full 15%, And as you level up, the damage reduction increases along with the jungle's damage.

This is also great for diving creep waves. The creeps do not do a lot of damage to fizz, espeically late game. Jumping into a big wave of creeps is less of a problem for fizz than for other champions.

It also allows you to avoid collision which makes it easier to dive past creeps and also makes it easier to dodge skillshots or run away due to no pathing issues from minions.
Urchin Strike
  • Urchin Strike

This spell is an interesting dash in that its targeted but can still be used to escape by dashing through the opponent and then some additional distance.

One of the easiest mistakes you can make on fizz is to use this skill when the opponent in a direction which you don't want to go! If you cut off your opponent, blocking off his escape, you shouldn't use this skill until your opponent overtakes you or you'll go backwards! So sometimes you have to save this for when they position themselves in the correct direction by running past you or running sideways. Just auto attack them with W in the meantime.

Once you get iceborn this item is especially good as it both activates the proc and applies it in one move for a very quick and easy sheen effect. This also applies on-hit effects including both the passive and the active from . It applies liandry's proc and rylai's. It does not crit, unfortunately for those who wanted to try crit fizz builds.

You can also use this spell to kite melee enemies. If you use it in melee range you will dash strait through them and out of their range. Then you can run away until this or playful comes off of cooldown, continuing the kite. With this, along with the slow from iceborn, you can effectively kite and defeat stronger melee champions by bleeding them down with and .
Seastone Trident
  • Seastone Trident

This item got reworked and now does stupid amounts of on-hit % damage. You need to auto attack people to death with this, but keep in mind, it does more damage the lower their HP is.

If the target is tanky or this is a 1v1, I recommend opening with Q for the sheen proc and then not using this until sheen comes back off of cooldown. If the target is not tanky you should probably just open with this to burst them down.

This is a really cool spell. Fizz is such a fun champ!

This spell is a double gap closer combined with a projectile break and a short invulnerability. Both jumps have the same range, which are shorter than flash. Combined they are longer than flash, individually they are shorter. This can't jump all walls that flash can. However, the double hop makes it extremely useful for positioning yourself to jump a wall. It also does good damage if you use it offensively.

It can also be used for a powerful 2 second slow which helps for ganking and for aoe damage during wining teamfights.

In teamfights you can combo this ability after someone else's AOE CC, for example, a malphite ult, slowing and damaging everything that was hit by the initiation.

Avoid throwing this out aggressively unless you're pretty sure you can secure the fight with it as it is your escape move.

Especially, you should be very hesitatant to throw this out just to close distance to get in range of Q. That's a great way to get baited into a bad fight. Only do that if yo'ure sure your at a large advantage and you know where all enemy champions are.

The animation isn't too fast and they'll often flash or something before you get to them, so a flash Q is often better. Also, this ability is way more useful in a fight than flash.

If you find yourself slowed, use the first hop of this spell to position yourself next to a wall that you can jump over with the 2nd hop. This takes practice but is a consistent way to escape. Jumping a wall with the 2nd hop rather than the first is a often smoother way to escape as it makes it difficult for the opponents to flash after you (they'll have to run closer to the wall to get in flash range).

A key use of this ability is to break key projectiles such as taric stun, nunu iceball, caitlynn ultimate, karthus ultimate, tower shots, or any skillshots heading in your general direction. For the .75 seconds when you are in the air, you become untargetable. Note that for targetted projectile spells, timing the projectile to the .75 seconds is unnecessary, the spell will simply fizzle as soon as you use . For non-targetted spells such as karthus ult or vladimir ult detonation, you need to time this well and not use the second jump.

You should also use this spell to avoid the inevitable AOE barrage that comes at the start of many teamfights.

This spell breaks all projectiles, including turret strikes! You can use this to gank people from behind their turret without taking any damage from the turret itself.

This spell can be used to jump some walls, but not most. When jumping a wall, start as close to the wall as possible and always jump at an angle precisely perpendicular to the wall. It's not as forgiving as flash and it's not like flash is particularly forgiving... So this is very easy to mess up and takes some practice. Before playing fizz in a serious game, I recommend just playing a custom game on summoner's rift and buying craptons of mana pots and taking E at level 1 and then just running around the jungle spamming E to practice jumping walls to get good at it.

Both the first jump and the second jump have the same range.

Here's a map of summoner's rift:
Places where it is possible to jump the wall with fizz's are marked in blue:

Chum the Waters
  • Chum the Waters

This is a nice ult, the range is huge! It has roughly the same range as your sight radius. It's great for ganking and also great for initiating or teamfighting.

Since 5.2 it also greatly amplifies all damage you do.

This skill reveals stealth for any target that it locks on to, but it doesn't break stealth. So you get 1.5 seconds of true sight to kill that invisible twitch until the fish comes up.

One key thing to keep in mind is the fact that even if this skill misses, it stays on the ground creating a large zone of control. You should plan around this and aim it in a way that even if they juke it, they're cut off by the fish. So try not to click it inside walls, instead aim it for paths they might want to cross, so in case it misses the fish is still useful for zone control.

For example, when ganking you can lead the enemy and throw this between the enemy and his preferred escape route (still trying to hit him of course...) If he jukes it, he still has to go around it somehow, wasting his time, time which you can use to catch up to him, so it's not a total loss. If the enemy is inexperienced with fizz they may go to close to the fish and still get hit with the shark when it comes up (the aoe radius on the shark seems to be slightly larger than the circle).

In teamfights, you should try to use this to hit something that is not a tank. This is tricky because it's a line shot and attaches to the first thing it hits. You could also use it to try to burst down any enemy that is out of position.

Jungle Path, level 1-3

  • In season 5, you want to gank at ether level 2 or level 3. Try to be unpredictable but also keep in mind the power spikes of the champions and laners.

The new jungle is interesting in that it makes level 2 ganks are far more viable and often preferred. This is mostly due to the changes to blue buff.

Level 2 ganks where you start red leave your blue buff especially open for stealing, since you'll be on the opposite side of the map with no blue, announcing to the enemy jungler that your blue is available for easy taking. In previous jungles this was a problem but in the current jungle, who cares. Blue gives the same exp as every other camp and its buff is less useful than krugs' buff for early clearing. Blue buff is nice for camping lanes but otherwise you don't need it. So really, they can have your blue if they want it that bad.

So level 2 ganks are a great option... The nice thing about level 2 ganks is that the enemy laner will still be level 1, so if they have some key escape ability that they don't get before level 2 or 3, ganking them at 2 is a great idea.
Examples: vladimir probably won't have pool at level 1. Ezreal probably won't have arcane shift. Jarvan will certainly not have flag toss spear combo to escape. Wukong will not probably not have stealth yet.

Level 2 ganks is pretty simple, you sneak into river and walk up behind them and then stab them with red buff. If they flash, use E to close the distance and slow them. Easy, really. They probably won't have a gap closer besides flash, since they're level 1. I don't recommend taking Q at level 2, since you need the damage that seastone trident provides if you actually want to kill them. Also its unnecessary, you have enough mobility to kill them already.

also keep in mind the skills of your laners or how the early matchup goes. If the enemy champion is someone annoying who is going to try to zone from level 1, they'll probably be really overextended.

For level 2 ganks, It's typical to gank the side lane near red buff (either bot or top depending on map side) after doing red, but if you feel you don't need red to get the kill you can start somewhere else and gank a different lane.

Killing red buff and then invading the enemy jungler immediately wouldn't be a bad idea either, although its risky since jungle routes are so varried, its hard to guess where the enemy jungler is, although you can get clues from where and when the laners show up in lane, and whether they're missing mana. For example, if you think the enemy jungler started gromp, you can do red then just run to enemy blue and come just in time to ruin his day. Watch out for the laners though, it's probably warded. This is a risky strategy.

Level 3 ganks

These still work fine. Krugs --> raptors --> red is the safest and highest hp version, but any 3 camps will get you to level 3. Before doing a camp, if your smite is close to being off cooldown, wait until it's ~14 seconds from being off cooldown before starting thee camp. It should come up just in time. After you hit level 3 with red buff go gank a lane or invade, this is your power spike. although I guess you could just keep clearing the jungle if there is nothing to gank.

When killing raptors (wraiths), kill the small raptors first. They hurt.

On your first clear you should almost always kill red at some point, because the slow is very important and the new hp regen that it gives is great.. plus, true damage! red is far more important than blue in the new jungle so you don't want to leave it up for them to steal.

Early Game (Jungle Strategy and Ganking (levels 3-8))

OK. The optimal style of jungling for season 5 is way different than season 4.

In season 4 the camps would respawn extremely quickly and farming was just something you did opportunistically when you on the way to a gank and your smite was up or when you had nothing better to do.

In season 5, you want to have smite up to gank so you can smite the laners, and the camps respawn slower so opportunistic clearing is less likely to be possible. You can't use smite for opportunistic clearing anymore since you need to save it in case you need to smite the laners, so your clearing will be slowish and awkward without smite.

What i recommend for season 5 is to have a much more solid distinction between "Farming time" and "ganking/roaming time"... you want relatively long periods of roaming, camping, ganking, counterjungling after you hit power spikes (such as sheen or iceborn or level ups) followed by power farming when all your small camps are up. This solves a couple problems:

1) You make efficient use of time by doing all the camps in order from one side of the jungle to the other, because it means less running. Once you are done clearing all 4-6 camps, you will have accumulated a lot of gold and xp in a short amount of time.
2) If you know you are about to power farm the jungle, you're free to smite gromp or krugs or raptors or something for the useful buffs rather than saving it for a skirmisher's gank. You're also free to spam E for faster clearing as you're just going to recall and buy once you're done power farming so who cares if you run out of mana.

With this method you gain time efficiency at the cost of flexibility--since your skirmisher's smite won't be up (you used it on gromps/krugs), you'll be weaker if a fight breaks out that you absolutely must attend. It might be a good idea to communicate to your team, "I'm going to power farm the jungle now, all my camps are up, please don't start any serious fights". It shouldn't take you very long to finish your farming and once you do you will be higher level and stronger for the next fight.

That being said, don't follow this like a religion. if a big fight breaks out that is close enough for you to help, you should probably interrupt your farming and go. But you don't need to attend every single skirmish, especially if it seems unlikely that anyone on either team will die.

The other phase--roaming and ganking, you want to focus on constantly pressuring lanes, ganking or maybe even counterjungling. Due to the slow respawn, once your camps are up, power farming is not very efficient. Its not worth it to run all the way from red buff to gromp just to kill the gromp, and then back again to krugs once they randomly respawn. You need to make efficient use of running time, so instead just camp a lane or counterjungle or gank or something while you wait for all the small camps to respawn, then do gromp --> wolves --> raptors --> krugs and any buffs in between.

If you can steal enemy raptors or something, your own raptors will still be up when you power farm later, so you can gain some exp / gold advantage over the enemy jungler.

  • Key point: Keep track of enemy wards

At this stage in the game and even earlier, you need to pay special close attention to any wards the opponents buy. Every so often open the tab screen and look to see who on the enemy team bought wards. Pay attention to the lanes while jungling and see if you can spot them place their trinket wards. Pay particular attention to lanes you might want to gank at some point. -- when planning to gank a lane, it might be a good idea to trinket ward that lane earlier, just to see where they put their own wards.

Knowing the location of the enemy wards is key to ganking for several reasons:

1) If you know when a ward was placed, you know when it expires, and then you can come back just after it expires (3 min later) and gank the lane no problem.

2) If you know where a ward was placed, you can often go around it. Wards outside of the tribrush can be avoided by going through the tribrush, possibly by jumping over the dragon or baron wall with . Wards in the tribrush can be avoided by just going through river and hugging the wall. So unless the lane is warded twice, you can still gank it as long as you know where the ward was placed if they are sufficiently overextended.

3) If you suspect a lane is carpeted in wards, you can drop a pink ward to clear it out, or just try a lane gank.

Ask your team to ping any wards the opponents place that they can see, and keep a mental note of their locations. You could also keep a timer of them, and try to head back to the lane just as they expire. You can often catch them in the river as they try to reward, and if they don't reward, just kill them with a normal river gank.

Types of Ganks:

  • The Standard River Gank (top/bot/mid)

This is your everday casual bread and butter gank. If you suspect the river isn't warded and they are overextended, just come through the river (the middle of the lane) and kill them. Nothing complicated.

Keep in mind that this is the most obvious type of gank so you're open for countergankers. It's somewhat dangerous to gank losing lanes with this method as you could chase the enemy too far resulting in a successful countergank from the enemy jungler. If you feel you can win a 3v3 though this isn't too dangerous. Avoid using unnecessarily during this type of gank or else the other jungler might jump out of a bush and kill you. Better to open with unless you saw the other jungler recently and know he's somewhere else. You can save for chasing them down once you're sure you need it to secure a kill, or for leaving if you can't secure a kill.

  • Jump dragon wall to tribrush gank (top when blue, bot when purple)

Jump the dragon wall and then head to the tribrush from behind. This is the ideal gank when the river is warded and so are enemy wraiths but the dragon/baron is not warded and neither is the tribrush. When you do this, you may want to wait a few seconds before going in for your E to come off of cooldown.


  • Tower Juking side-lane Gank (top when purple, bot when blue)

This makes use of the projectile breaking capabilities of fizz's . If you wait for the tower shot to almost hit you, then hit , you take no damage from the tower when coming from behind the lane.

After using this type of gank, resist the urge to immediately the opponent, as that will ruin your positioning. Instead, hit them with or just auto attacks empowered by as you wait for them to try to move around you and back towards their tower. You can then hit them with as a finishing move when you think they're close to being dead, but watch out for that tower you just passed.

  • The fish over wall lane gank (top when blue, bot when purple)

This is my favorite type of gank because it works so well with fizz. Fizz Ult is such a long range and if you're behind the wall they can't see the projectile coming, especially if they hug the wall. If your ally is constantly pushed against their tower, this is the best way to gank, and the route you come from is unlikely to be warded, unlike the river.

You hang out behind the wall and throw a fish. It's usually pretty easy to land if they're in range as they can't see it coming. You after you catch them with fish, you can then jump the wall with flash (sorry, fizz isn't good enough to jump this wall) or just run around the wall. Fizz's slows them for a very long time followed by a knockup, so it's quite good for keeping them relatively still as you get to them. If time is of the essence, you'll have to flash the wall. This is a relatively safe way of ganking losing lanes as you're so close to your tower:


  • The Tower Dive

Ok, this gank is also fairly straitforward and it's the riskiest of them all, I recommend never doing this unless you 100% know where the enemies all are because the other jungler could come in and completely ruin your day. This also works much better if you get your mid laner or top laner to roam come help you dive.

anyway it's pretty simple: your laner pushes the lane hard against the tower, then you come up behind the tower and dive in with W->Q. Then throw a out and after maybe tanking the turret a bit, you juke the last tower shot with and then get the hell out and let your team clean up. When tower diving, you should go in first, as you have a solid escape with E which you can use to leave once you get too low.

For riskier dives you can open with from across a wall and if it misses you abort mission. But if it lands it should be much safer for everyone to go in and dive for the kill.

  • Gamble your Fish Ganks

Fizz is similar to ashe arrow although it's not global it has very long range, you can toss it out from a bush or from behind a wall and if it lands you can score ganks that would be impossible otherwise.

If you're hiding in a bush and the enemy is in range of but otherwise ungankable, you may as well toss out to see if it hits.

The best place to throw this is along or through a wall that blocks vision. This way they can't see it coming until it's too close. For Mid lane here's a good spot to throw it from:


for bot ganks when blue side or top ganks when purple, another good wall to throw the fish accross is the thick one between the tribrush and the lane. Throwing the fish through a wall is is a great stategy because they won't have vision of the fish until it fully crosses the wall, giving them much less time to dodge.

  • The standard lane gank (top, bot, mid)

another standard gank, only really works if you have boots of mobility or your laners have tons of cc, or you're willing to bust flash and then try to skillshot your ult. But if your team has someone like taric or thresh bot and the lane has wards, this may be the only way to gank bot.

Just run into the lane and let your allies start a fight just before you get into sight range, then run as fast as you can at the enemies, you may have to bust , and/or flash to catch them. Fizz has a lot of ways to close the gap. It depends how much cc your allies have and what gap closers the enemy has as to whether this is viable or not.

You can also try to sneak into the bushes if they aren't warded and jump out when the lane pushes back. If you can get into a bush that isn't warded, you can often skillshot them with when they're least expecting it.

Note: the closer they are to their tower the better idea it is just to open with . You want lock them down and CC them before they get into tower range, which means you don't have time to dash to them even if you're close enough to do it.

Try to aim your such that even if it misses it blocks their preferred path so even if they don't get cc'd directly they'll have lose a lot of time avoiding the ground where the fish is.

Understanding Sight Range for Lane Ganks:

It's difficult to demonstrate the sight range in a lane where there's so much going on, so let's do it behind a lane.


This screenshot of fizz behind bot lane is a good intuitive explanation of how far everything can see. The sight range for minions and champions is the same. This is one of the caster minions in a 6 pack, the only one that can see fizz. This is approximately the maximum range possible where minions can still see you from, any further and you would be invisible.

Go to "More Options" and de-select "Line Missile Display" Now, when you mouse over or activate the non-smart cast version of fizz's ultimate, it will give you a cast radius which is slightly smaller than the sight radius of fizz. You can use this as a good guidepost for how far things can see you from. If there is a minion or champion within about 1 teemo from the outside edge of the blue circle, you're visible. If not, you're clear.

It's important to know the sight range of enemies for lane ganks, you want to get as close as possible to them without being seen while you wait for a fight to start or try to sneak into a bush.


  • Buy wards if your laners don't.

Ok, On jungle fizz sometimes i buy lots of wards all game, sometimes I buy none. It really depends on how much your laners are warding. Whenever you're in base, take a look at the mini map and examine whether your team has good ward coverage. Are all entrances to the river from the enemy jungle warded? Do all three lanes have good lane coverage? If not, you should probably pick up a ward and use it to fill any gaps in your ward coverage.

Warding is really a team effort, some laners buy wards, some don't. if the laner doesn't have a ward for whatever reason you really ought to buy one and donate it to them so they don't feed. Also, wards make it much easier for you to countergank as you can see the enemy jungler coming for good baits. So you can just farm your jungle waiting for him to appear somewhere then go where he does.
  • Farm your jungle hard when you're just short of an item.

If you're 50 to 300 gold short of an important item such as boots of mobility, sheen, iceborn, etc, just start farming until you get enough gold. Then you can recall, med up, and buy your item and be stronger for your next gank.

  • If your team is winning, focus more on farming, counterganking and objectives, rather than attempting risky ganks.

if you've gotten a few good early ganks you may have an early lead, you could continue attempting to gank but it may be more difficult as the enemies are probably scared and tower hugging now. Also, ganks are inherently risky as you could get counterganked or the other jungler may perform a successful gank somewhere else after you reveal yourself on the map.

If you already have a lead there's no reason to play dangerous, so it may be better to farm the jungle, while warding up the entire river and being ready to countergank the enemy jungler. You should also start to focus on objectives such as dragon, which should be easy to secure if your team has a lead.
  • Recall in bushes that don't have wards to trick the opponents into thinking you're camping the lane.

One of the important psychological factors of being a jungler is keeping the enemy scared and on their toes. After you fail to kill the enemy in a gank, you could go to a nearby unwarded bush and recall. If they facecheck the bush before you finish recalling, hit them with WQ and some autos then back up into the bush and then recall again, but otherwise recall as normal. Be careful interrupting your recall to attack them more than once, as they may bait you into a countergank if the enemy jungler is strong, and they probably wouldn't facecheck the same bush twice unless they were getting help. Do not use E when they facecheck the bush unless you have strong kill potential. You don't want to get baited into a bad fight when the enemy jungler shows up.

They may play safer because they don't know if your'e camping the lane or not. You could cost them a lot of farm even if you're not there anymore and potentially cause them to recall. You can also waste the enemy junglers time as he comes to help his teammate and try to countergank you, but you'll probably have recalled by the time he gets there and if not, you are fizz, you have a pretty good escape move with your E.

Note that this doesn't work if they have a good bush check, obviously.

  • With my build, focus on ganking the AD lanes.

Ok. In season 5 i use a very armor-heavy build, with ninja tabi and armor quints and AP glyphs and no magic resistance. This has upsides and downsides. The upside is that with skirmishers sabre you can often 1v1 even the AD toplaner, and you'll wreck him 2v1 in a gank. The downside is that the ap midlaner or possibly even the AP support is just going to blow you up if you make a bad step. Fizz can get away with this due to his E, as he can use it to juke their burst and get himself out of trouble, but in any extended fight with a mage solo laner, you're going to get your ass kicked unless you are fed to hell or are able to juke them like the matrix. So since you're stacking so much armor, focus on your strengths, such as prioritizing attacking the enemy ad carry or AD top laner.

  • Play safe when you have doublebuff

You don't want to give this up to an enemy. Try to play careful if you have it.

  • Gank lanes that are overextended (obvious, but with some disclaimers)

if the enemies are overextended but they're not too strong, you can come through river and gank them. But this doesn't work if they're fed because they will kill you and/or you will get counterganked and the lane is possibly warded. You need to have a good idea of where the enemy wards are before attempting a standard river gank, you can learn this by monitoring the tab window constantly and seeing who bought wards.

Obviously you should be checking the map to see which lanes are gankable and which not. Keep special attention to the minion counts on each side, the side with the most minions will usually start to push. If your minions outnumber theirs, it may be a waste of time to go run towards the lane, as by the time you get there it will be pushed. If their minions outnumber yours, you could plan to be there soon.

  • Don't open with solely to close distance unless absolutely necessary and unless you are fairly confident you can secure a kill.

One use of is simply to get in range of . I recommend not regularly using it for this purpose and instead saving it. It's often better to wait for the enemy to be more ovextended so that you can just then without wasting E first. Alternatively, you could throw out and see if it lands, or you could open with -> if you think you will need flash to succeed at this gank. Using flash early and saving E will allow you more flexibility to chase down your opponent as you'll have access to better, longer, damaging 2nd gap closer with a slow component.

Keep in mind that that is Fizz's escape move, so if you throw it out at the start of the gank, you leave yourself strongly vulnerable to being counterganked.

E is also really good for the slow, sometimes you need that slow to chase them down.

Since using E solely for distance reduces your options so much, I recommend only doing that when the opponent is very low health and you can kill them quickly, preferably with one Q. Don't harass enemy laners with the double-hop into Q combo when you don't know where the enemy jungler is, that's just asking to get counterganked and killed.

  • When to use for the slow as an opener:

Fizz's hop is so versitile you'll have a hard time deciding how to use it. I don't always open with it for the slow but often it's a good idea:

1) If your laner is too far back to catch them without your slow.

2) If you can juke one of their spells in the process. For example, if taric throws a dazzle at you or you think he's about too, might as well juke it with while slowing them at the same time. Vs with a gold card opening with for the slow is probably your best bet.

3) If they're pretty close to their tower but not under it yet, you'll want to slow them as fast as possible.

4) If you're for some reason directly behind them and they have some kind of jump-to-you gap closer (talon, irelia, etc), you should pop while you're still just out of range of them, making you untargetable to their gap closer. You don't want them to jump to you to gain distance so you pop this mostly for the untargetability. If they run strait at you you can probably hit them with the slow. If not you've cut off their escape at least, which has the same practical effect of helping your laner to catch up to them.

5) To check bushes that you're sure they're in. Sometimes enemies will run into a bush when they see you coming making them untargetable. They'll often have some kind of CC they're planning to use on you when you follow them into the bush. You can just E into the bush making you untargetable and then they will get slowed when you fall down. That usually works better than facechecking the bush and getting hit with whatever stun they have as they run into the other bush before you can use Q.

But in many cases I just open with , or if you're behind them you may be able to catch them by just walking up to them and auto attacking, which is the best strategy if possible since it you save all your gap closers for their escape moves. They dash, you q. They flash, you E. You're still right on top of them. So if you can open with them with only autos, by all means do it. The slow on is not really necessary for many ganks esp if you have red buff, so you can just save the ability to chase them down in case they flash or something, or save it in case the enemy jungler comes to kill you. Some ganks you don't even need to use E at all, it's not like fizz would be a bad ganker if he only had Q and red buff, especially if the laner has some CC. So for ganks you're pretty confident about you can just save E for flash or save it in case something unexpected happens like the enemy jungler showing up.

Mid Game (levels 9-12)

This is pretty similar to the early game. There are some differences.

First, Power farming the jungle becomes less important at this stage in the game, its often better to just push a lane to add pressure, and its also hard to do because the laners will start killing random jungle camps, making your clean path through the jungle less efficient. Jungling becomes more opportunistic and so you jungle when there are camps nearby and you have nothing better to do.

One key difference is dragon control becomes more important. try to keep a timer on dragon and hover around nearby when it spawns. You could buy a pink ward to clear out enemy wards from the dragon area. If you see the enemy bot lane back or the enemy jungler near top, or feel that you outnumber them near dragon, you should probably start the dragon and try to kill it with your team. Don't try to 1v1 dragon until late game as fizz.

The main difference between early game and mid game is the laners start roaming a lot more, so you won't be the only roamer on your team anymore.

If the mid laner on your team goes to roam, you have to decide whether to take over their lane and guard it/push it, or whether to follow them in their roam and make it a two-man gank. Generally I just do whatever is closest. If I'm at the top part of the jungle and the mid laners roam bot, I'll just push mid. I'm probably not going to get to bot in time anyway so I might as well put pressure somewhere else on the map by pushing a lane. If I'm at the bot part of the jungle I'll usually help with the gank.

If you decide to push a lane rather than helping your team, make sure you communicate this with them so they don't get caught up in a bad 3v4.

It also depends on how many creeps there are in the lane: If there's a huge wave of creeps and the laner isn't even there, you should really farm them all as fast as you can unless you're 100% needed immediateley somewhere else.


Counterganking is always important even in the early game, but moreso in the mid game where people tend to tower dive more and chase further. If you see a gank or a fight break out somewhere you should really go get involved and help out your team. If you have nothing better to do you could hover around near a lane or near dragon and be ready to defend it: this is especially true of a lot of enemies are MIA.

Full tank or build AP? Depends on teamcomps

I recommend not going full AP for jungle fizz, you won't have any armor/sustain to keep you high hp when clearing, and you won't have enough gold to make it work. Also, the solo laners are usually better positioned to play the carry role late game. If you build armor at least like i always do, you can at least play somewhat of a front line as the ad carry won't do that much damage to you and you can juke spells with E to tank a little bit.

So the question is whether to build damage items like Magus enchantment or DFG after building iceborn, or just keep building tank.

First thing, check the enemy team. Do you see any of the below champs?

These three champions counter assassin fizz with their long duration instant non-projectile CC's that can't be easily avoided with . If you try to build assassin vs a team with these, you will die. You should consider juggernaut enchantment to reduce the duration of their CC, and/or banshee's to avoid the CC.

If you see any of these champions on the enemy team, or especially more than one, a tankier build might be a good idea.

generally, the more CC they have the more likely you would be to want to build tankier. Just a little cc can usually be juked with , but if they have too much you're going to have trouble not getting locked down and killed. Kayle also gets put into this category because of how annoying her ult is. If a target is immune to your damage, your damage becomes useless and you just need to survive for kayle's ult to expire.

Your own team comp is also important:

You always want a good mix of front line and back line champs. If you have enough damage already on your team but lack front line and initiation, you could build fizz as a tanky initiator.

The interesting thing about tanking in league as a bruiser is how it's a catch 22 whether they attack the bruiser or not: If they attack the bruiser, and the want him to actually die, they're going to have to use some key cooldowns. Once they've busted their cooldowns on the bruiser, that talon or whoever is going to come out of the bush and eat their face. If they don't attack the bruiser with spells, the bruiser is going to eat their face. Many champs, particularly non-mobile burst mages, can't really do anything about this problem. They can blow their spells on the bruiser and get him to half hp instantly, stun the bruiser and kite him a bit by using gap closers to escape, but then die to the assassin who has superior mobility. Or they can ignore the bruiser and die to the bruiser, and the assassin who they could one shot with their full combo never shows his face. So that's why a good team needs both damage dealers and bruisers or tanks, the bruisers go in first and force out the important cooldowns, then the carries come in and clean up. Or in the case of tanks, they can keep the enemy cc'd long enough for the carries to do their damage.

Late Game

Late Game, Fizz can either split push or he can teamfight.

Split Pushing

Split pushing is sometimes a good idea, but it's very situational. If you like split pushing you should build more damage.. build AP items like DFG and magus enchantment so you can waveclear fast. Save skirmisher's smite for when someone comes to try to 1v1 you.

I recommend not split pushing if the enemy team has a fed Kassadin, Ahri, or akali, because they will chase you down and kill you. Master yi can also probably chase you down and kill you especially if he uses ghost. There may be somebody else who can catch you who i'm not thinking of. But as long as the jungle near where you're split pushing is warded well and you don't get surrounded, you shouldn't be in too much danger. Just don't split push without good ward coverage, that's just asking to get surrounded.

Basically what you're trying to do with split pushing is force them to send someone to stop you who is more useful in a teamfight than you are. That way you can relieve pressure on the map indirectly by threatening their turrets.

You should also split push if there is a messy teamfight somewhere but you are not close enough to help. while they're busy killing eachother you can take a turret or two.

I recommend not split pushing at low MMR because people tend to start fights without looking at the map first and your team might get caught in some bad 4v5s and be too dumb to disengage.


Fizz is also pretty good at initiation. It works the same as ganking, really. You catch the enemy with your fish and force them to fight you. Like for ganking, you often want to toss the fish over a wall or from where they can't see you so it's harder to juke.

Note: just because you can intiiate doesn't mean you should. Only do it if your team seeems to be at an advantage (for example, if you know its a 4v5 or you think you can quickly kill one of their squishier champions. )

The iceborn gauntlet which i always build gives a permaslow if you rotate your skills correctly, making it really easy to catch people out even if they flash your fish or something..

Waiting patiently for a fight to start while following your team.

This style of play is somewhat infuriating to someone like me who mostly plays tanks, but if you're playing assassin fizz its often the best strategy, you just sit around with your team waiting for the opponents to make a mistake and attack, then you pounce on them. Fizz does some good burst damage with his Q and R and it's really easy to combo someone if you wait for them to make the first move.

Try to position yourself near key objectives like towers or baron

You don't want to be in the middle of nowhere before a big fight starts. If baron is up try to be nearby. If you must back do it when the opponents are not near baron and pickup homeguard.

You should also be pushing lanes constantly if you have nothing better to do (but not bot lane when baron is up). You might be able to take a tower if the enemies are out of position or at least you can force them to defend the tower.

Do not prioritize jungle clearing at this point in the game, it doesn't really matter that you started the game as a jungler. at 25+ minutes the jungle is fair game for anybody who needs a bit of farm, and so are the lane creeps. Save your smite for the teamfight, or for dragon/baron, or for raptors for the ward detection.


First Rule: attack any non-tank who dives your ADC

The first rule of teamfighting, is that if some enemy dives your ADC and they are not a strait up tank like maokai, alistar or amumu, you need to kill them. Enemy assassins who are in the thick of the fight are always kill priority #1.

Note the exception to the first rule of teamfighting: if your ADC is clearly dead, dead, dead as a doornail, caught in the smoking pile of rubble of the entire enemy team before anyone can do anything about it, in this case before you valiantly charge in to die with them you should consider the possibility that you might still be able to defend your inhibitor turrets 4v5 but not 0v5 so instead of reinitiating it may be a good idea to fall back and take your losses.

Second Rule: watch out for the AOE ults!

If someone on the enemy team like amumu, malphite or sona has their ult ready, you should try to position yourself such that it is impossible for them to aoe you AND anyone else on your team. Even if this means putting yourself a little bit out of position, fizz is pretty mobile and he can position himself well with E, so if you have to be spread out it's better for someone like fizz to be the one on the team to take the more dangerous positions in the spread-out-ness.

The easiest way to lose a teamfight is to have your entire team get caught by a big aoe stun such as a sona ult or an amumu ult.

If you think amumu is about to ult you you can bust your e for the invulnerability or just to reposition yourself, but it's tricky to time. Think to yourself "If I were Amumu, would I press R now?". If the answer is "Yes", press E.

Teamfighting as an Assassin:

Fighting as an assassin is all about watching the enemy cooldowns and positioning like a hawk and waiting for the perfect time to strike.

So, think to yourself: Does that annie have her stun up? if yes, stay the hell away from her and wait for her to bust the stun on one of your tanks or bruisers. If no, you can probably kill her with help from your team.

Also think: Does that Akali have any energy? If yes, well, maybe you should play it safe. If no, then that's the perfect time to strike! Make sure you brought a pink ward.

Wait for the key skills to go flying before jumping in. If you go into a dangerous position, try to do it at a time that coincides with when the other carries on your team go in, so that there are multiple threats for the enemy to focus down and not just you, and again, don't do this until the aoe has already went flying.

If the enemy team is not an aoe comp, you should attack low hanging fruit on the enemy team, such as anything that is melee and is already attacking someone on your team: you should probably try to kill them if you have nothing better to do. Even if it's just a tank, if the rest of the enemy team hasn't committed to the fight yet, there's no reason not to attack the tank with W at least until the rest of the enemy team commits. The exception is of course, aoe comps, as already mentioned. If the enemy tank is amumu you should stay away from him until he ults. (I usually build bruiser vs amumu, anyway)

Focus fire is extremely important, if you see a mage or ADC or any other high damage champ on your team commit to trying to kill something on the enemy team, you should follow up and add your damage to theirs. If you can kill them before they can do anything it doesn't matter how much damage they can do to you, so you have to have a good idea of the damage you can do so you know when you can burst them to death before they can retaliate.

VS non-aoe comps, or after the aoe has already gone flying, if you go in at the same time as the rest of your team, you're less likely to get focus fired and if you do then you can try to juke with and at least the other carry has free damage.

Fizz can be more aggressive than most assassins if he is willing to blow his cooldown immediately after engaging. If you see a squishy target out of position but still near their team, you can hit them with and then immediately backwards to safety. This will soften them up and also slow them if you built iceborn, making it easy for your team to follow up for a kill if possible.

The other harass combo, riskier but more damaging, is to open with E to jump behind them, then Q through them back to your team. This is dangerous i recommend not doing it unless you are sure you can get away or you have flash in case you get caught.

One thing to think about with the full AP build is who the primary target of the opponents will be. If the tanks on both teams are all dead and the ad carries are about ready to duke it out with eachother, you should just jump in and pretend you're a tank even with a full assassin build, because you're still lower a lower priority kill than the AD carry is, late game at least. You can also tank a little even on the glass build by juking whatever they throw at you with . Also if you're like me you always build armor so you're somewhat tanky vs any AD champions, although AP mages can blow you up if your E is on cooldown.

So, anyway, your role as an assassin is to go in and kill everything, but patience is key: you can't just go in rambo style and expect to live. You need to keep good positioning and let the tanky champs on your team soak the damage and cooldowns, let the aoe go flying and then charge in when it's safer or when the enemy is low enough hp from the bruiser or tanks damage for you the two of you burst them down before they can react.

Teamfighting as a bruiser

This is mostly the same as above but one key difference is positioning. You should generally position yourself between the squishier champions on your team and the enemy to make them think past before diving past you, unlike on assassin fizz where you should position yourself somewhere safe.

As a bruiser, if your team is fighting you should always be fighting as well, charge in together with your tanks and try to focus down whatever they catch, be part of the front line. With a tanky build you have much more flexibility to put yourself into the thick of it relatively early in the fight to soften up the enemies health and slow them and bait out key cooldowns from the enemy mages.

You should also always be looking for opportunities to initiate fights on good terms with or , which slows them since you built iceborn.

Even on a bruiser, intiiating with is dangerous as that's your escape move and the move you use to juke spells. You're not THAT tanky. You should be relatively safe starting fights with or , saving your for the invulnerability if they try to kill you or for the slow if you're winning the fight and they turn to run.



Change Log

3/18/2013: Guide Released
3/23/2013: Revisions
3/27/2013: True damage on SOTEL nerfed two patches in a row. I don't think its worth getting anymore.
4/7/2013: More revisions.
4/10/2013: They buffed SOTEL, reducing its cost again. Added it back as an optional item. Spirit of the Ancient Golem also buffed and is now more of a general purpose tank pickup in addition to being a counter-item for CC heavy teams.
4/26/2013: Guide approved!
4/26/2013: Added mention of not buying iceborn gauntlet and maybe even getting a lich bane late game vs fed AP assassins such as Akali. Both the slow and armor are mostly useless vs Akali so iceborn is probably not a good idea in that situation.
4/26/2013: cleaned up masteries chapter
4/27/2013: General cleanup and minor updates.
5/4/2013: Added Lissandra to "Always buy ancient golem vs this champion" list
6/14/2013: I think I was overrating Iceborn vs heavy magic teams and underrating the synergy between Lich Bane and Abyssal Scepter. If they're 60% or more magic damage or so, you should probably just build Sheen --> Abyssal --> Lich Bane + Ancient Golem and forget about iceborn.
6/14/2013: Elder lizard got nerfed again, so the hybrid build is not as good as before.
6/15/2013: updated math chapter.
8/3/2013: Updates for 3.10
9/6/2013: Trinity got buffed, its no longer a bad item. I still prefer iceborn in most situations, but trinity could have its uses if you want to do physical damage. (if the opponents are stacking MR for example)
11/18/2013: Trying to think of how to format this guide now with the site revamp >.<
11/19/2013: Reformatted guide for Solomid.net site revamp.
1/10/2013: Updated guide for S4. Not a lot changed really
1/10/2013: Updated map of playful/trickster to indicate that you can now jump the base walls between the inhibitor turrets (You couldn't jump them before but you can now... I'm not sure when this changed...)
2/1/2013: Updated some builds. After the spectral wraith changes, I think it's worth building spectral wraith on the Hard Ap Carry build now. Also, I re-added the old hybrid-assassin build from S3 that I removed after the elder lizard nerfs, since elder lizard got buffed back in S4 and is back to being a decent item.
2/2/2013: The Anti-Caster Caster build has also been updated to use spectral wraith. I also added elder lizard to the kiting carry build (the true damage bleed fits with that build nicely). In S4, the new elder lizard/spectral wraith items got buffed enough that they're often worth buying now, although this doesn't affect my primary "Standard Bruiser" build which hasn't changed and still uses ancient golem.
2/10/2013: Perseverance given well deserved nerf. Back to offensive masteries for Fizz.
4/19/2014: Changed 2nd summoner spell from flash to exhaust due to overabundance of feral flare junglers.
4/19/2014: Feral flare is op as hell and it's debatable whether jungle fizz should take it in its current OP state. It's certainly not worth rushing, but since the stacks start when you build machete, you start machete then build iceborn or something then get wriggles second--it will quickly convert to feral flare. I'm not going to bother speculating too much on it though, because the item is surely going to get nerfed, and once it's nerfed wriggles will go back to being trash for fizz.
4/28/2014: feral flare got nerfed as expected. I'm switching back to flash for my second summoner spell.
7/2/2014: Spirit of the ancient golem rework makes it useless for fizz. Merc treads are now a serious consideration, and the hybrid elder lizard build is now standard.
7/6/2014: updated item builds for ancient golem rework.
11/20/2014: Updating for S5. under construction.
12/10/2014: updates for patch 4.21
1/28/2014: under construction for patch 5.2 rework.


December 5, 2014 - 12:35 PM #1

http://www.linkbucks.com/Asa0Y <my guide

April 30, 2014 - 02:12 PM #2


April 12, 2014 - 03:24 PM #3


February 11, 2014 - 12:03 AM #4


January 21, 2014 - 12:37 PM #5

amazing guide, really needed the depth and breadth that you've explained the itemizations and other choices you've made. Definitely made me want to buy the fish.

January 20, 2014 - 09:36 PM #6


January 11, 2014 - 05:03 PM #7

@slippery. the problem with that bulid is that you're glass cannon on a build that requires constant auto attacks. Tri and Blade are both really expensive, can't build them both on a tank build. So you're going to be both 1: up in people's face constantly and 2: squishy. If you want to build glass i think the lich bane build is better because it's more bursty, you don't have to constantly be auto attacking to do damage, you can just dash in and out and still do crazy damage. I prefer playing him as a bruiser, anyway.

Tri is not bad though, it's a good item over all, you can build it then go full tank if you want a hybrid build. IMO blade is not worth it.

January 11, 2014 - 06:03 AM #8

I personally tend to build jungle fizz as more of a sustain fighter rather than with burst. I've done both and both seem to be quite effective. I actually run the same masteries you do so we have the same tastes there. I take one of the blue items first and usually go for a blade of the ruined king/tri force combo depending on how well I am doing. If Im back at base with over 400 gp I'll usually throw a dorans ring in there somewhere. Later I grab a zhonyas and some penetration or another defensive item if needed. Also I max w first to take down dragons faster, between your w,blade and blue item you do a lot of damage to big monsters. Just figured I'd share where I differ.

August 30, 2013 - 09:42 PM #9

Buff Duration, Cookie and most importantly Lifesteal plus bonus smite gold and minion damage reduction...

level 2 redbuff ganks are solid and these days the leash almost always is enough for fast double buffs

August 30, 2013 - 01:17 PM #10

13/3/14... i don't see the point of that, what are you even taking in def and utility?

Doran's blade start could work, but it doesn't build into anything and you' be very reliant on a strong leash or you wouldn't have enough hp to gank at level 3.

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