FIZZ BUILD GUIDE: Fizz's Jungle Cookbook (Updated for Patch 5.22) by doo0ooooooom

by doo0ooooooom (last updated 1 week ago)

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Greater Seal of Scaling Health Regeneration(17.82 health regen / 5 sec. at champion level 18)
Greater Mark of Attack Speed(15.3% attack speed)
Greater Quintessence of Ability Power(14.85 ability power)
Greater Glyph of Ability Power(10.71 ability power)
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Summoner Spells
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Full Item Build

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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
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Updates for patch 5.22!

Huge Patch! New Masteries! Runeglaive nerfed, Devourer buffed (by comparison), Nashor's Buffed, Most AP items nerfed, Zhonya's hit especially hard! After patch 5.18 i was questioning my decision to play devourer fizz rather than runeglaive fizz, but now its back to devourer if you weren't running it the whole time. Of course, runeglaive fizz still works if you prefer that playstyle, but it's a lot weaker than last patch.

With the massive amount of completely broken things that riot has released in the last few patches, I don't think Devourer can be considered "OP" anymore, but it's still pretty good and you're still quite capable of taking over a game as sated devourer Fizz.

For the new masteries, I prefer 12/0/18, taking the stacking +300 health "keystone" mastery in defensive. The Solomid website still has not updated their designer for the new masteries, so no visual representation yet. But check out the mastery section of this guide for my thoughts on the new masteries! I've also updated the itemization chapter.

Important note about devourer fizz: just because you build devourer doesn't mean you should afk farm the jungle or build stupid things like attack damage items. It's just one item, it doesn't change your playstyle or optimal build that much. Even with devourer, you're still a heavy early pressure jungler who ganks often and scales best with AP.

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 late game, he transitions into an on-hit based AP Carry, taking advantage of the huge synergy between Nashor's Tooth and Sated Devourer.

Early game, stylistically, he's actually a lot like lee sin: Two gap closers plus a CC ult and an AOE slow. His Q is shorter than lee's Q but it can't be dodged as easily. His E is not as fast an animation as Lee's W, but you don't need a ward to use it. Like lee, he can strongly punish out of position laners early game.

Advantages of Jungle Fizz:
  • Fast and non-mana dependent Clearing speed with 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 enemy 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.
  • Strong duelist with skirmisher's sabre.
  • Powerful lategame, like all sated devourer junglers.

Disadvantages of Jungle Fizz:
  • Does not bring as much late game team utility compared to tank/cc oriented junglers such as Zac, Jarvan, Gragas, Sejuani, or Vi.
  • is not particularly useful in siege situations where there won't be an all-in fight, since he lacks poke or ranged wave clear.



  • 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: I wouldn't use anything else. Mpen or hybrid pen might be tempting, but both will slow down your early jungling too much to be seriously considered.

  • 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 W, and he does mixed damage to jungle monsters, so your best source of sustain is hp5, and the best way to get that is to use these seals.

Other options: After using these for a while, I'm convinced these are by far the best option. Sustain is really hard to get on fizz. I wouldn't use anything else.

  • Glyphs: Flat AP

Now that Fizz's W active has an ap ratio these will speed up your clear quite a bit. With an AP runeset you can one shot the small raptors with one auto each after using , which helps a lot first clear.

Other Options: Magic resist/level, cdr/level, flat cdr.

  • Quints: Flat AP.

I prefer these as they help a lot with jungle clearing and give you more damage all game.

Other Options: Attack speed are also viable. I feel that AP quints are slightly better at all stages of the game, since fizz has a pretty good ap ratio on his auto attacks due to


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Fury (+4% attack speed): 1 Point.
SORCERY (+2% damage from abilities): 4 points.

These two masteries are very close in strength, and neither are particularly strong. I have tested sorcery, and it does in fact work with Fizz's W active and passive, so its not useless for a devourer build.

The reason I put 4 points in sorcery is that it gives you just enough damage to kill the small raptors in one shot during at level 2 during your first jungle clear, assuming you also use ap glyphs and quints. This makes your very early jungling go smoother, which I think is more important than the very marginal difference between these masteries.

DOUBLE EDGED SWORD (+3% damage done, +1.5% damage taken) 1 point,
Feast (+20 health returned on killing a unit, 20 sec cooldown): 0 points

I want feast, cause that would give you quite a lot of jungle sustain... but i just can't pass up a 3% flat damage increase on an assassin. I wish there was some way to take both of these masteries.

Vampirism (+2% lifesteal/spellvamp): 0 points,
NATURAL TALENT (10 ad & 15 AP @ 18) 5 points

That is a lot of AD and AP. you can't really pass that up for a pittance of lifesteal.

BOUNTY HUNTER (killing each enemy champion permanently increases your damage by 1%, up to 5%): 1 point,
Oppression (+2.5% damage to CC'd enemy targets)

Fizz generally gets enough kills to make Bounty Hunter a better option even in games that are relatively even.

Battering Blows (7% arpen): 0 points, Piercing thoughts (7% mpen): 0 points

I don't take either of these since I prefer 18 resolve, but fizz does more magic damage than physical, so if you're going full ferocity for some reason you'd want the mpen.

Warriors Bloodlust (yadda yadda "Critical strike" yadda yadda): 0 points,

Fervor of Battle (attacks and spells grant a stack giving you 1-8 (based on level) physical damage to your attacks vs champions, stacks up to 10 times for up to 80 damage/hit): 0 points

Deathfire Touch (Enemy champions burn for 5 + .2ap + .5bonusad magic damage over 3 sec after you damage them. Half duration for dots/aoe): 0 points.

My thoughts on the top tier ferocity masteries (none of which i take):

Obviously you don't want the crit one, since crit sucks on fizz.

Fervor of Battle is the most tempting of the offensive masteries, but not enough to pull me away from defensive. Yes, a potential 80 damage on hit is a lot, but by level 18 when you get that, you're already doing stupid amounts of damage probably, plus it doesn't help for jungling or early game and you don't get the 80 damage until you've whacked on something quite a lot. On Average, throughout the whole game, you'll probably get closer to +15 damage/hit to champions, which IMO is not worth as much as the up to +300 health you get from resolve tree.

Deathfire touch-- I'm going to have to test one myself... does it really only do 5 damage + .2 ap, not even scaling with level? There are a lot of tooltip errors in these masteries. If the damage is really that bad, it's not worth taking--thats a pretty weak DOT. Also, only affects champions, which is not ideal for a jungler.


Recovery (+2 hp/5): 0 points,
UNYIELDING (+6% armor/mres): 5 points

Both of these masteries are pretty bad for an assassin, but Unyielding is a bit better IMO even if you don't build a lot of armor and magic resist. Once you get 50 armor and 50 magic resist, this will give you 3 of each which is worth more than 2 hp/5.

Explorer (+12 move speed in bushes and river): 0 points,
TOUGH SKIN (-2 damage form monsters and champions): 1 point

integer damage reduction is very useful for jungling, considering how often the monsters hit you.

Runic Armor (+8% heal/shield effectiveness on you): 0 points,
VETERAN SCARS (+4% health): 5 points

Unless you're running a juggerjunglefizz comp (is this a thing?) you're probably better off with +4% health.

Insight (15% cdr on summoner spells): 0 points,
PERSEVERANCE (+50% base health regen, +200% when at 20% or less hp): 1 point

Perseverance gives +4 hp/5 at level 1, and +10 at level 18, way way more hp regen than the lesser hp regen mastery further up the tree. This is nice for jungle sustain, especially if you get low hp but still want to jungle (maybe you're close to having enough gold for an item). 15% cdr on summoners would be nice but i think that all of that hp regen is too good to pass up.

SWIFTNESS (15% tenacity/slow resist): 1 point,
Legendary guardian, (+3 armor/mr per nearby enemy champion).

If you're close enough to get reasonable benefit from legendary guardian, you're probably dead. You're not exactly a tank. Tenacity is great though, so you don't get stunlocked before you can escape with E, and it also fits well on an auto attacking devourer build.

Grasp of the Undying (if you have been in combat for 4 seconds, your next attack heals you for 3% of your max hp. 4 sec cooldown): 0 points.
STRENGTH OF THE AGES (a nearby enemy siege minion dying, or you killing a large monster permanently grants 10 health. Up to +300 health. At full stacks, you gain 100 health when a nearby siege minion dies. ): 1 point
Bond of Stone (4% damage reduction. Increased to 8% when near an allied champion. 8% of damage done to nearest allied champion is redirected to you, unless you're at less than 15% health): 0 points.

Fizz is an assassin, so why do I go 12/0/18 rather than 18/0/12? Because +300 health for free is just too good to pass up. The tooltip is wrong on this mastery by the way: it actually gives +10 health per large monster, not +20. but it's still the best keystone mastery IMO, since its so easy to stack this up on junglers. With health valued at 2.5g per point, up to 300 health is worth up to 750g.

The +health you get from this means you can focus on rushing damage on items like devourer and nashor's tooth without worrying as much about being too squishy.

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... it's great for shutting down other sated devourer junglers.

This is no longer redundant now that they removed Fizz's free heal reduction on W. You could pick this up for more damage if that is your style. Stack it with Skirmisher's sabre smite for a superignite.

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.

Item Builds

Starting Build(s)
Basic Jungler starting items
They removed the mana regen on machete and added it to a new item. Still, the machete start is better... you just need to conserve mana now for your first clear.

I don't think starting with a bottle is a good idea if you want to be able to gank at level 3 without backing.
Final Build(s)
Standard Final Items
A typical final build for jungle fizz.

Devourer and Nashors are core -- always buy them. The rest is situational but the above is pretty typical.
Build Order
Skirmisher's sabre is really expensive but I still think you ought to buy it first most games--the bonus exp is nice and the smite is good for dueling. Although it's debatable--if you don't think you'll have any good gank opportunites and just want to power farm the jungler, probably better to build the recurve bow first.

Either way, pick up Devourer ASAP to start stacking it up as soon as you can.

After that, get boots 1. If you plan to build ninja tabi this game, you should get it next. If you plan to build some other boots, skip straight to nashors tooth. Tabi is good if the enemy team is heavy physical or if you just want to build tankier this game for whatever reason. It's also good if you're up against a heavy physical damage jungler like lee sin who might invade you. You're going to want Tabi if you want to beat him 1v1. Sorc shoes are great for damage if you want to try to blow people up this game, especially once you get a few more integer mpen items.

Nashor's tooth is a core item due to its huge synergy with sated devourer. It is by far the best damage item you can buy after devourer. Nothing else even comes close.

The rest of the build is situational. If you buy sorc shoes you'll probably want to pile on the magic pen, since integer magic pen gets better the more of it you have. So pick up abyssal scepter and haunting guise and you'll be doing true damage to anyone who doesn't have a magic resist item. Late game upgrade your guise to liandry's.

Your final item should probably be deathcap since its so slot efficient, although i wouldn't ever buy it early game now, since they upped the cost so much.

Alternatively, you could just build Devourer + nashors, then tanky. Banshee's veil is a great option. This would be a good idea if you feel your team lacks a frontline or if you're worried about getting focused.

Itemization in Detail

Skirmisher's Sabre
This is great for dueling and really helps your burst and killing potential as an assassin. It's sortof half way between ignite and exhaust, except its on a much shorter cooldown than either.
Ranger's Trailblazer
This item has been removed from the game, but I never bought it anyway.

It's been replaced by a ward stick jungle item... which is actually quite nice, I'm considering building that.

For now i'm going to keep skirmisher's sabre listed in the guide, but if you want to build the ward jungle item instead, i'm not going to say that's a mistake.
Stalker's Blade
This is really unnecessary for Fizz IMO, he doesn't have too much trouble catching people or sticking to them. Skirmisher's sabre is more useful.
Skirmisher's Sabre Enchantment - Devour
I don't know if this is still considered OP with all of the hundred other broken things riot added in the past few patches, but it's still pretty good and IMO the best jungle upgrade for fizz.

Note, and I put this in all caps for emphasis: JUST BECAUSE YOU BUILD DEVOURER DOESN'T MEAN YOU SHOULD AFK FARM THE JUNGLE. I don't really change my playstyle much because of this item. I mean, I go for scuttle more often and I put more emphasis on dragon, but lots of early ganks and helping your team is still key to victory.

Anyway, Fizz still has a great early game, this item doesn't change that, and you should take advantage of that. If your team is winning from your early ganks, you can pick up some easy dragons to make up for the stacks you didn't get from farming. If your team is not winning, you need to stop the bleeding before it snowballs out of control.
Skirmisher's Sabre Enchantment - Runeglaive
I think devourer is better, but this isn't bad, you can build it if you prefer a more bursty style of fizz.

If you build runeglaive, you'll want to max e first since you'll actually have the mana to use it. This will give you a huge power spike at about level 9 where you're stronger than a devourer jungler. But devourer is slightly better early game IMO (before your E cooldown gets short enough to spam) and much better late game.

You could also build this if you're so far behind that you think you'll never get sated before the game ends.
Skirmisher's Sabre Enchantment - Juggernaut
When this item first came out it was decent for fizz but then they released two much better jungle enchantments and it has also been nerfed in previous patches, so I don't think it's a good idea even with the free health you get from "resolve" masteries.
Skirmisher's Sabre Enchantment - Warrior
This item is terrible for fizz and it makes me facepalm when I see fizz's buy this or other pure AD items. Look, I know some people build items like Trinity force and Blade of the Ruined King on Fizz, and call it "AD Fizz" but the good thing about those items are the attack speed and the on-hit procs, not the AD itself. AD is and always has been an inefficient stat for Fizz.
Iceborn Gauntlet
if you've followed this guide you'd know this was one of my favorite items in previous patches, but i can't really justify this as more than a highly situational pickup now since it doesn't have a lot of synergy with sated devourer and it doesn't stack with runeglaive. Also, they removed the AP on it.

This is only a good option vs heavy physical teams where you need a lot of peel.
Nashor's Tooth
This item has huge synergy with sated devourer, and its AP scaling makes further AP you buy very cost-efficient. Between this item, sated devourer, W active and arcane blade offensive mastery, you will have a .75 average ap ratio on your basic attacks. The proc on this, like all on-hit effects, also adds damage to your Q.

It also has great stats, you need every stat on this thing.

This is 100% core item on any devourer build and now that morello's is nerfed you should probably pick it up even on a runeglaive build.
Blade of the Ruined King
First a preface: I have done a crapton of math on optimal fizz builds. Like, you wouldn't believe the amount of math I've done. Do you think I pick my builds out of air? No, I have an excel spreadsheet with a complete model of fizz's damage, from all sources, spells, abilities, auto attacks, with configurable amounts of attack speed, ap, etc, number of spells in the rotation, number of auto attacks in the rotation before factoring in attack speed, with procs and everything else factored in. I have assigned a gold value to every stat or passive on every item you could reasonably want to buy on fizz. I have legitimately mathed this all out.

Ok, with that out of the way: This item is nearly always worse than nashor's tooth. No clue why this item is so popular on fizz, probably just the bandwagon effect. One high ELO person builds it and then everyone mindlessly copies them and builds it every single game despite this being both generally bad and highly situational depending on what kind of defensive stats the opponents have.

Really, think about it: look at the way fizz scales: He has a .25 ap ratio on auto attacks from his W. Who else has an ap ratio on auto attacks? Kayle does. Any other champs you can think of? Teemo from his e, diana from her passive. What do these champs build? Nashor's tooth, that's what they build. Not BOTRK, not unless they're trolling. Why are you building fizz like master yi, when he scales like Diana? Fizz's ap ratios are way too good for an item like botrk.

The only time botrk is better than nashor's tooth is if the target you want to kill is stacking huge amounts of hp and magic resist. This is a tank-killing specialty item. Like, if you absolutely positively must kill Galio, this is the item to buy. It's highly situational, because if they build frozen heart, this item starts to suck again and you'd wish you had built nashor's tooth and deathcap instead. It really only has a use if you're trying to split push vs a tank with a lot of MR.

It's important to understand how the cost-efficiency of this item works. AD is not a good stat for fizz and neither is lifesteal. Lifesteal is only good if you are a champ that builds crit or lots of ad, or has some kind of heavy physical damage strike like Nasus Q that benefits from lifesteal. The amount of healing you will get from this item without any of the above is very minimal. The attack speed is nice but you only get 40% and the other stats suck. Where's the the value of this item coming from? In fact, in the rare case when this item is gold-efficient to buy, well over half of the gold value of this item comes from its 8% current HP damage on-hit proc. So if the enemies you need to take out are a bunch of squishies with low hp and low magic resist, this item is garbage. It doesn't really get good until the target you want to kill has like 3000+ max hp without a lot of armor.

Think about what a carry-style fizz does in teamfights: He cleans up, or he one shots squishy targets. Your job in teamfights is not to charge rambo into a bunch of full hp enemy tanks and then damage them and die and let your team clean up. That's a terrible way of playing fizz, but if you're building this item, that's what your itemizing for, since what this item does is gives tons of percent current hp damage. Instead, you're the clean up crew, and dealing current hp % damage is not the way you clean up. Your job is also not to kite the 4k hp tanks who are diving you--You're not an ad carry. So don't build this.
Ninja Tabi
This item is great for jungling, it really cuts down the damage you take from camps. Also, almost every team comp has an AD carry so this is great late game for reducing the damage they deal to you. Even vs somewhat magic heavy enemy comps i still prefer these boots, it takes a special kind of CC/Lockdown comp before i switch to merc treads.
Mercury's Treads
If you seriously need tenacity and magic resist 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 totally stacked on AP and CC.
Boots of Mobility
The problem with this item is that you're investing 800g in an item that neither helps your jungling nor your ability to fight or duel. You can catch people, yeah, but if you want to win the fight you'll want something with stats. Also the lack of in combat move speed hurts for chasing.

I don't think these are a good idea in the S5 jungle which hits hard. You really want tabi to reduce the damage you take from jungle monsters.
Sorcerer's Shoes
These don't help for jungling since monsters don't have any magic resist to penetrate, and there's lots of other ways to up your damage.

Still, I'm building these a lot more often now, due to how well they scale with the full-AP build i'm currently running most games.

I'd say its about 50-50 whether to build these or tabi, with other boots being more rare.
Ok. If you read the patch notes, Grievous wounds now only works vs SELF HEALING. Meaning, this is no longer a counteritem to soraka, but it is a counteritem to vlad. This item also got nerfed by a bad cost increase.

I recommend not buying this unless there's someone like vlad or mundo who really, really, needs to die.

On the other hand, they removed the CDR masteries in offensive so you'll no longer be overcapped on CDR if you build both this and nashor's tooth.
Twin Shadows
Zhonya's Hourglass
Ok this item got the nerf bat hard. +500g? really? probably still worth it on runeglaive builds though.
Abyssal Scepter
This item is very cost efficient now, since almost every other AP item got nerfed. I now recommend building this whenever the enemy team isn't totally stacked on physical damage.
Rabadon's Deathcap
Could pick it up as a last item since its very slot efficient.
Liandry's Torment
Ok. I'm not 100% sure when this change happened, But i tested this item and this now applies off of Fizz's W passive bleed when it didn't before. This item also got buffed. It's not a bad choice for fizz.

This is a pretty good counter to hp stackers or people who have no magic resist at all. It's also good if you built rylai's or iceborn for the slow, which will make this do more damage.

This is also the third item of the "magic pen set" -- Sorc shoes, abyssal, liandry's. If you build all three you'll be doing true damage to squishies.
Void Staff
A good item to counter magic resist stackers.
Rylai's Crystal Scepter
If you buy this item, your auto attacks will apply a 20% slow for 4 seconds, since it applies from every tick of Fizz's W passive. Great option if you need some chasing power.
Lich Bane
This item isn't terrible now since a lot of other AP items got nerfed and this got increased CDR. Good for if you want to one shot people but already built sated devourer.

Also makes a good "sell your boots for this" item since it has move speed. Although you'll probably want luden's too if you end up selling your boots--wouldn't want to move slow.
Trinity Force
they removed the ap and lowered the move speed, and lowered the attack speed. Crit is a pretty bad stat for fizz. I don't think this is ever a good idea now.
Warmog's Armor
This item is a good counter to poke teams, although you have to build 3k hp for it to work which is tankier than i'd like to build. But its easier to hit 3k hp with the new defensive masteries. Consider this if the enemy team has a lot of true damage dealers like gangplank or darius.
Wit's End
The problem with this item is two fold:

1) Nashor's tooth is better than this as a single damage item.

2) Once you get nashor's tooth and sated devourer, your general AP ratios become so high that this item becomes slightly worse than similar AP items like Abyssal scepter.

you could build this if someone on your team already built abyssal scepter, since the aura's don't stack. That would give your team loads of MR shred. Still, it's not something you should be buying very often at all.

But anyway, another reason I rarely build this because I don't like the style of this item....most of the damage it does comes from your auto attacks which is dangerous in teamfights if you aren't tanky. Wheras if you build abyssal scepter, you're upping your burst damage from your R --> E --> Q combo. The damage on abyssal is way more reliable.

you may be thinking: "Well, Dooooooom, if you don't like auto attacking style, then why build devourer at all?" It's because devourer does way more damage, enough to make up for the awkward auto attacking style.
Banshee's Veil

Go-to item for magic resist and bind protection. Very solid, cost efficient. Rounds out your tank stats if you already have tabi.
Locket of the Iron Solari

A nice item to give your team a shield and protect against aoe magic damage.
Randuin's Omen
A good item vs heavy physical teams. The AOE slow helps in teamfights.
Sunfire Cape
I think randuin's is better.
This item is only really good on the full or near-full tank build. If you're not full tank they're not really going to have to auto you enough to take significant damage from this before you die. I don't really run full tank or near-full tank anymore, since sated devourer has such good scaling it seems like a waste to build more than about two tank items in a 6 item build.
Frozen Heart
This is a good counteritem to physical auto attackers. This sucks as a sole tank item since it has no health, and stacking armor isn't too hot when you don't have the hp pool to scale with it. You should only build it if you have a health item somewhere else in your build.
Guardian Angel
This makes a good 6th item if you expect the next teamfight to decide the game. If you have the gold to buy something else, sell it when its on cooldown.
Ruby Sightstone
If you wards this bad, just build that new ward spawning jungle item.
Luden's Echo
More of an item for poke mages--for fizz this item is only good for the move speed and not really cost efficient otherwise. If you are 6 slotted and want to sell your boots for an item with move speed, this is a good idea. Also a good item if you really, really like move speed.

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
You can't max E first on devourer 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.

If you build iceborn gauntlet, 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 devourer proc and skirmisher's sabre bleed. 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 or escape.

For a good escape when caught, dash through the enemy at close range, then immediately follow with playful/trickster to gain a lot of distance.
Seastone Trident
  • Seastone Trident

If you don't have a sheen item, make sure to use this before you Q as Q applies on-hit effects. If you do have a sheen item... its debatable, you should probably wait 1.5 sec after you dash with Q before activating for an extra sheen hit. Although if you need immediate burst, don't do that.

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 decent damage if you use it offensively. You shouldn't use it purely for damage on the on-hit style fizz, though, because just auto attacking will do more DPS and you want to save this for the gap closer.

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. Although if you build iceborn gauntlet, that's a better option as you'll have more mana and an extra slow.

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. This ability is way more useful in a fight than flash, so if you expect you'll need to flash anyway its better to flash Q than to E --> Q.

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, and also zilean bombs, you need to time this well and not use the second jump. If you look carefully, zilean bombs actually have a countdown timer telling you when to explode, so time your E to that.

You can also use this ability to avoid Zed ult, but only with good timing and only when he casts it, not when it detonates. If death mark is already applied you cannot avoid it with this ability, but if you use playful at the precise time when death mark would be applied, you will not be affected by death mark.

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.

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 too 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 or gromp 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 with that in mind, level 2 ganks after doing red 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. I'm sure you can think of many other examples. There are lots of champions where the best time to kill them is when they are level 1 and you are level 2.

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. Resist the urge to use E too early, although sometimes its the only way to get behind them. In this case you probably won't be able to get a kill but you can at least force a flash. They probably won't have a gap closer besides flash, since they're level 1. I don't recommend taking Q for this gank, since you need the damage that seastone trident provides if you actually want to kill them, and E is a better gap closer.

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, you should almost always start at your red buff. You want the slow to gank properly and you don't want the enemy jungler to steal your red.

Level 3 ganks

These still work fine. 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 the camp. Then it will be up just in time to finish the monster.

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.

Blue however is not important on the first route so I usually leave it up until after i gank and then back.

Notable level 3 routes, listed from most common to least common:

  • Krugs --> Raptors --> Red. Level 3 at ~2:55 at ~80% hp.

Use E and or or two auto attacks each (depending on runes/masteries) to kill the small raptors as fast as you can. Wait until smite is 14 sec from cd to start red--you should have time to check the bush before red is up to make sure the enemy jungler is not there. I recommend not using E skill on red now, since you will barely have enough mana to gank if you do.

  • Red --> Wolves --> Blue. Level 3 at ~3:00 at ~60% hp.

The best route for ganking the blue side lane, slightly better than the similar Krugs --> Red --> blue route.

  • Gromp --> Wolves --> Red. Level 3 at 3:05 at 60% hp.

Gromp starts are generally worse than krugs starts for fizz, but sometimes you have to start gromp. If you do the blue instead of wolves you will be too low hp and you will be forced to back at 3, so I recommend leaving the blue up.

Power farming to level 4.

You should have enough hp to hit level 4 before backing if you do not fear the enemy jungler. Don't do this if you think the other jungler will invade. But this is only a good option if there is absolutely nothing to gank. I recommend always ganking at 3 unless the lanes are totally pushed and its impossible. Also consider invading the other jungler yourself. But if you hit 3 and there's nothing to gank you can just clear all the other jungle camps to hit level 4 then back. Watch out for the enemy jungler though, you'll get low hp if you try this.

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 your smites up to gank so you can smite the laners, and then for the inevitable dragon attempt after a successful gank. So you can use your smite to gank or farm, but not both.

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 and dragon. 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 for the next minute". 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 or if you will be unable to help.

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 recall and buy 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. If they randomly run into river for no reason and then reappear 5 sec later they probably warded something. 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 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, smite the raptors camp and clear out as many wards as you can. 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 or 2v2 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, or if you have so many people that even if all MIA enemy team members are hiding nearby you will still win. 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, this will drop aggro from the turret.

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. it's not global obviously but it has very long range, so 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 your laners tons of engage or some way of baiting the enemies, or you're willing to bust flash and then try to skillshot your ult. You could also Q t hrough a minion, follow up with E, follow up with flash, then throw fish. That's risky as hell though, don't do that if enemy team members are MIA. But if your team has someone like taric or thresh bot and the lane has wards, this is a good way of ganking bot. You can take the thresh lantern in to get to the fight quickly.

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, or just q them out of the bush.

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 Devourer enchantment, Ninja Tabi, or a major tank item, 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 (including the enemy 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 and any towers that look vulnerable, 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.

But anyway, 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.
  • 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 & one auto. 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 close 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 Damage or bruiser or somewhere inbetween? Depends on teamcomps

You have a lot of build options with fizz, so how damage heavy you build depends on what your team needs and what the opponents have to counter you with.

First--I feel that if you don't build at least devourer and nashor's tooth, you just flat don't have enough damage to reach your full potential. After that though, building full tank is a viable option, but so is going full glass. To decide which route to go...

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 glass vs a team with these.

If you see any of these champions on the enemy team, or especially more than one, a tankier build would 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. Also if you have extra supportish champions on your team like solo lane lulu or orianna, and you trust them, building more damage becomes safer.

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.

Its best to split push if you are strong enough to 1v1 everyone on the enemy team, which isn't too far-fetched if you have skirmisher's sabre ready. That way they have to send two people to stop you, which creates a lot of pressure. Or they could tower hug, but while they're stuck at tower after you've pushed the lane, you can roam back mid and join a teamfight 4v5. Or you might be able to tower dive them if they send someone particularly weak to stop you.

Do not split push if there is someone on the enemy team that can both 1v1 you and catch you, and avoid split pushing if they can 1v1 you but can't catch you, as you won't be able to put out as much pressure.

basically, don't split push if the enemy team has a fed Kassadin, Ahri, or akali, because they will chase you down and kill you. Master yi can also 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. It depends on relative strength, though. If you can kill them, then they can't kill you no matter how fast they are, unless they bring friends, but then you've created pressure and done your job. 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, as you can jump jungle walls to escape. Just don't split push without good ward coverage, that's just asking to get surrounded.

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. )

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

If you're playing a heavy damage style of 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. Resist the urge to do random jungle camps if you feel that a fight is about to start, you want to be with your team or else pressuring some other objective.

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 teamfights, 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. 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 tanky 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 to avoid any retaliatory damage. 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 .

So, anyway, your role as an assassin, if you choose to build fizz that way, 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 , and you can slow them down with randuins or something like that.

Even on a bruiser, intitiating 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.
1/31/2014: Updated for patch 5.2
4/17/2014: updated for patch 5.7
6/26/2015: Updates for patch 5.12.
6/30/2015: Updated Masteries and other minor changes.
7/9/2015: under construction for sated devourer jungle changes.
7/13/2015: Updated for patch 5.13
8/21/2015: Updated for patch 5.16
9/9/2015: Updated for patch 5.17
10/13/2015: Updated for patch 5.22


October 31, 2015 - 09:28 PM #1

Sorry, it's been so long since i updated this guide >.< I haven't been playing league as much lately.

Honestly since patch 5.18 i can't decide whether runeglaive or devourer is better. The devourer nerf was pretty noticable (you lose 15 damage a hit) and runeglaive fizz was always pretty good, esp since the nerf to fizz W makes an E maxing skill order a better option.

Lately i've been building fizz runeglaive into full glass AP, maxing E first. Is that better than the devourer build? Beats me, both seem pretty playable. The playstyles are so different that its hard to directly compare.

as for your build, it looks solid, i've done similar things before. But I encourage you to try hp/5 level seals. nobody uses these for some reason, no idea why, but they give huge amounts of sustain.

October 26, 2015 - 04:13 PM #2

What do you think about this build? It is inspired mostly by this guide but tweaked a bit.

Cooldown boots, Sated Devourer, Nashor's tooth, Rabaddon's deathcap, Randuin's Omen (Or Dead Man's depending on enemy team), Banshee's Veil ?
Runes: AP Quints, Scaling AP Glyphs (only hurts first 2 clears a tiny bit but fizz can still handle it easily), AS Marks, Flat health seals (helps make up for weaker first clears, more useful in duels [when prepared])
Masteries (I'll just explain how mine differ from yours)
4 in fury instead of brute force/martial mastery: also makes your initial clear a tiny bit slower but as you get more powerful on-hits, it will make up for it. Especiall once you have sated/nashor's/rabadons. Your on hit damage is absurd and getting the devourer proc every other hit is way more important than a little more physical damage
3 in executioner, took 1 away from bladed armor and 1 away from expose weakness. For bladed armor, your clear doesn't need it imo, and for expose weakness, thats a personal preference. This is for solo queue and I think executioner at level 3 is worth it

I think it works wonders in solo queue, you end up being tanky enough to be a bit of a bruiser, which is necessary to take advantage of your incredible sustained damage with the on hit magic damage and devourer. You also have 40% cdr and very high burst damage. I think the only weakness to this build is your susceptibility to counter jungling early, but getting those 2 tank items gives you the survivability to really eat some damage and abuse your attack speed, I think the defensively weaker setup in the early game is more than made up for with the 2 tank items. Zhonya's isn't necessary for the build, and although you lack spell penetration, I don't think it's really necessary as you still completely demolish anyone squishy and you're tanky enough to stand up to bruisers.

Try it out and respond if you can, I'm very interested in your thoughts as you obviously are a fizz master

July 19, 2015 - 12:22 PM #3

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

June 30, 2015 - 04:02 PM #4

Zhonya's is completely fine, its just not my playstyle. (I always use the active wrong, LOL. Fizz with zhonya's plays so much different... so I prefer raw stats to the zhonya's active).

I don't like CDR boots. If you want to use zhonya's, you can make up the missing CDR by using CDR/Level glyphs. I use these runes on a lot of champions and I feel these are more efficient than CDR boots... a full set of glpyhs gives 15% cdr at level 18. I think as a general rule, for almost any champion, any time you'd be tempted to regularly buy CDR boots, you're better off changing your runeset to a more cdr focused one. Although if you don't have the IP for CDR glpyhs, you could use CDR boots.

June 30, 2015 - 03:28 PM #5

Would zhonyas and CDR boots work instead of Morellos and ninja tabi?

March 30, 2015 - 03:09 AM #6

Well, i played him as AP bruiser before the changes. If they revert the W changes then i'll go back to old ap bruiser jungle fizz.

March 29, 2015 - 01:48 PM #7

Hey dooo0oooom... nice guide!

What do you think of Fizz's nerfs for the next patch? They plan to revert his W again -.- .... some AP buffs ratios but I think they are gonna ruin AD AA Fizz again :(

March 11, 2015 - 11:31 PM #8

I don't like zephyr since it has no tank stats other than tenacity. You don't want to build damage heavy vs teams with a lot of CC, you're just going to get focused down and die, tenacity or not. So the tenacity is pointless.

The thing about 5.2 fizz is his damage scaling sucks. He gets most of his damage from his W active, which only scales off pure attack speed, which you already have lots of from runes and devourer. Building more than one damage item doesn't give you a very big increase in damage compared to other champs. But since his base damage is so high, you can just build devourer enchantment then go full tank and your damage is completely fine while you're also extremely hard to kill.

Sometimes I build more than one damage item but vs heavy CC teams that's not really the time to. If they focus you and you built zephyr you're just going to die, the tenacity isn't going to help you.

March 11, 2015 - 04:43 PM #9

Have you considered Zephyr over Merc treads? Since Tabi is more cost - effective than Mercs but you still need Tenacity for cc heavy teams. I've seen the Tabi Zephyr combo work really well on auto attack cho'gath.

December 5, 2014 - 12:35 PM #10

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

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