See Fizz's counters
Patch 16.12mid

Fizz Mid Build & Guide — Patch 16.12

Fizz

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Assassin / AP Melee
Patch
16.12

Core Abilities

Nimble Fighter
Walks through units (no minion blocks) and takes a flat amount of reduced damage from every source. Helps disengage by cutting through your own minion wave.
Urchin Strike
Urchin Strike
Targeted 550-range dash through an enemy. Deals magic damage and applies on-hit effects (item passives that trigger on each basic attack, like Lich Bane spellblade). Main gap-close, short cooldown.
Seastone Trident
Seastone Trident
Passive: your basic attacks bleed enemies for magic damage over 3 seconds. Active: empower your next attack for bonus magic damage. Killing a target with active resets cooldown to 1 second.
Playful / Trickster
Playful / Trickster
Hop onto your trident: 0.75s untargetable, then slam for AOE magic damage and a slow. Recast to dash again instead of slamming (no slow, smaller area). Your only escape and the heart of your combo.
Chum the Waters
Chum the Waters
Long-range linear fish (1300). Sticks to the first enemy champion hit, slows them, then a shark erupts knocking them up. Damage and slow scale with how far the fish travelled before attaching.

Skill Order

1
E
2
Q
3
W
4
E
5
E
6
R
7
E
8
Q
9
E
10
Q
11
R
12
Q
13
Q
14
W
15
W
16
R
17
W
18
W

Primary Combo

RQWAAE

Core Items

Lich Bane
Sorcerer's Shoes
Shadowflame
Rabadon's Deathcap

Situational Items

Hextech Rocketbelt
Hextech Rocketbelt
alt first item vs ranged poke comps where you need an extra dash to reach the back line
Zhonya's Hourglass
Zhonya's Hourglass
vs heavy CC lockdown (Lissandra R, Rell ult): stasis lets your R fish detonate before you die
Banshee's Veil
Banshee's Veil
vs single-target magic CC (Annie stun, Twisted Fate gold card, Malzahar suppression)
Void Staff
Void Staff
swap when any priority target buys a magic resist item

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Cheap Shot
Cheap Shot
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Sorcery
Manaflow Band
Manaflow Band
Scorch
Scorch
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination: Electrocute fits the Q-AA-W three-hit window of every all-in. Cheap Shot adds damage to targets slowed by R or stunned by E. Sixth Sense pings hidden river wards so your roams are not seen. Ultimate Hunter cuts Chum the Waters cooldown for repeat picks.

Why secondary

Sorcery secondary: Manaflow Band keeps you on resources for E spam in extended lanes. Scorch finishes opponents at low HP with a small damage burn on first spell hit every few seconds.

When to switch secondary

Vs heavy poke artillery (Xerath, Vel'Koz, Zoe), swap Sorcery to Resolve with Second Wind (regen on damage taken) and Bone Plating (chip damage shield) to survive lane until your level 6 spike.

Win Condition

Find isolated squishy targets in side lanes after Lich Bane completion. Land R fish from max range, then Q + W + AA spellblade to delete. Roam with the wave on the enemy's side.

Weakness

Squishy melee with one engage cycle. If E or R is on cooldown you have no escape and no second commit; focused CC ends the combo before R fish lands.

Overview

Fizz is a melee AP assassin who lives or dies by the timing of his Playful / Trickster (E). His kit is short-range, high-burst (heavy damage packed into a 1-2 second window rather than spread over time), and slippery: a 0.75-second moment in which he cannot be targeted, a low-cooldown dash, and a long-range fish ult that locks down a priority target. Mid lane suits him because the river is short — he can engage from level 6 with Q-E into R, dodging counter-CC mid-combo, then exit with E recast.

His game plan is to survive lane until his core two-item spike (Lich Bane + Sorcerer's Shoes), then look for picks (eliminating an isolated enemy outside teamfights) on squishy targets (champions with low HP and no defensive stats — they die fast under burst) in side lanes. He himself is squishy, has no waveclear, and his only escape (E) sits on a 16-second cooldown at rank 1 — losing it without value punishes him hard. Fizz prefers single targets to delete rather than 5v5 teamfights, where focused crowd control ends his combo before the R fish lands.

Recommended Build

Starting items: Doran's Ring Doran's Ring + 2 Health Potion Health Potions. Take Doran's Shield Doran's Shield instead vs heavy ranged poke (long-distance harass) matchups like Xerath or Vel'Koz.

Core items (in order):

  1. Lich Bane Lich Bane — your main power spike (the moment your damage jumps a tier and you can start fighting from a position of strength). Synergizes with the Q-AA pattern: every Q triggers the spellblade effect on your next basic attack, almost doubling your burst.
  2. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration for the squishy targets you most want to delete.
  3. Shadowflame Shadowflame — extra burst plus an HP-threshold passive (an item effect that activates only when the target is below ~35% HP) that lines up with R fish executes.
  4. Rabadon's Deathcap Rabadon's Deathcap — late-game scaling multiplier. Your highest-AP slot and the item that turns squishies into one-shot targets.

Situational items:

  • Hextech Rocketbelt Hextech Rocketbelt — alternative first item if you need an extra gap-close (a way to cover distance into the enemy) to reach a ranged poke back line that Q alone cannot bridge.
  • Zhonya's Hourglass Zhonya's Hourglass — vs heavy crowd control lockdown (Lissandra R, Rell ult): stasis lets your R fish detonate before you die.
  • Banshee's Veil Banshee's Veil — vs single-target magic CC (Annie stun, Twisted Fate gold card, Malzahar suppression).
  • Void Staff Void Staff — the moment any priority target buys a magic resist item.

Boots: Sorcerer's Shoes Sorcerer's Shoes is default. Ionian Boots of Lucidity Ionian Boots of Lucidity is acceptable when E becomes your most important cooldown (heavily combo-reliant matchups).

Skill order: Max E first (untargetability + AOE damage scaling — AOE means area of effect, so the spell hits everything inside a zone), Q second (cooldown reduction means more dashes per fight), W last. Take a point in R at levels 6, 11, 16.

Runes: Primary Domination with Electrocute, Cheap Shot, Sixth Sense, Ultimate Hunter. Secondary Sorcery with Manaflow Band and Scorch. Electrocute fits the Q-AA-W three-hit window perfectly: every all-in (full-commitment burst combo until kill or escape) procs it.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Fizz beats

  • Immobile stationary-cast mage without dash

    Playful / Trickster (E) gives 0.75s untargetability that dodges Lay Waste (Q) tick at point-blank and the Requiem (R) channel finisher. Urchin Strike (Q) plus Seastone Trident (W) burst beats Defile (E) DPS, and Chum the Waters (R) kills before Death Defied (P) ghost form.

    Karthus
  • Long-range artillery without escape

    Playful / Trickster (E) makes Fizz untargetable mid-cast on Light Binding (Q) root and Final Spark (R) beam. Urchin Strike (Q) dash closes Lucent Singularity (E) zone, and Chum the Waters (R) lands before Prismatic Barrier (W) shield recovery.

    Lux
  • Telegraphed close-range burst mage

    Syndra's burst needs a Scatter the Weak (E) setup with a slow tell. Playful / Trickster (E) during the cast window makes Fizz untargetable and the Unleashed Power (R) combo whiffs. Urchin Strike (Q) closes inside Dark Sphere (Q) cast range for the kill.

    Syndra
  • Stack-based scaling mage

    Playful/Trickster (E) dodges Mel's Rebuttal (W) reflection setup. Urchin Strike (Q) plus Seastone Trident (W) burst kills before Searing Brilliance (P) stacks pay off, and Chum the Waters (R) lands the kill before Golden Eclipse (R) finishes the channel.

    Mel
  • AOE DOT mage without point-click CC

    Playful/Trickster (E) untargetable dodges Pillar of Flame (W) center hit. Conflagration (E) range is shorter than Urchin Strike (Q) dash, and Pyroclasm (R) tether bounces wasted on the E hop before Chum the Waters (R) finishes him.

    Brand

Champions that beat Fizz

  • Point-click CC mage with stasis

    Frozen Tomb (R) is point-click stasis with no skillshot to dodge with Playful / Trickster (E). Ring of Frost (W) AOE root chains the lockdown, and Glacial Path (E) closes distance instantly to cancel Urchin Strike (Q) burst commit.

    Lissandra
  • Magic shield burst-canceller with blink escape

    Null Sphere (Q) magic shield absorbs the Urchin Strike (Q) plus Seastone Trident (W) spellblade burst. Riftwalk (R) gives point-click escape from Chum the Waters (R) fish, and Force Pulse (E) slow shuts down Playful / Trickster (E) repositioning.

    Kassadin
  • Pre-6 melee lane bully

    Shield Vault (W) point-click stun and shielded Comet Spear (Q) poke out-trade Fizz at levels 1-3 before Chum the Waters (R) spike. Aegis Assault (E) blocks the spellblade burst, and Grand Starfall (R) follows him during Playful / Trickster (E).

    Pantheon
  • Tank mid with knockback CC and death-state

    Decimating Smash (Q) charge cancels Urchin Strike (Q) commit on impact. Roar of the Slayer (E) knockback breaks Playful/Trickster (E) hop setup, and Glory in Death (P) zombie passive revives at 0 HP through Chum the Waters (R) burst window.

    Sion
  • Bruiser mage with sustain and ult steal

    Petricite Burst (P) chain cleaves through Playful/Trickster (E) hop landing zone. Kingslayer (W) heal sustains through Seastone Trident (W) plus Lich Bane spellblade burst, and Hijack (R) steals Chum the Waters (R) to reverse the trade.

    Sylas

Key matchups

  • Annie: Telegraphed engage. Annie's passive stuns the next spell after every four spells she casts — you can see four small blue marks build up around her. The moment those four marks appear, she is winding up an all-in. Hop with E as the stun goes out; when you land, her main combo is wasted and the trade is yours.
  • Yasuo / Yone: Yasuo's Wind Wall (a wall that blocks ranged spells passing through it) stops projectiles, but Fizz Q, E, and R are not blockable projectiles. Out-trade them with W active on your basic attacks; their wall is a wasted mechanic against you.
  • Lissandra: Hard counter. Her W is a point-blank AOE (area of effect — hits everything in a zone) root, and her R is point-and-click stasis (a spell with no skillshot to dodge: she clicks you, the spell lands). Neither is a skillshot (a non-targeted spell that flies in a line or area you can sidestep) you can dodge with E. Hold E for her W cast, never all-in without R up, and look for picks on side lanes instead.
  • Galio: Tank stats and a magic damage reduction passive on his W that cuts your full burst in half. Stop trying to kill him solo; spend mana shoving the wave (pushing your minions into the enemy tower so they cannot freely come to you) and roam (move from your lane to help allies elsewhere on the map) bot or top once R is online.
  • Pantheon: Punishes you pre-6. His W stun and shielded Q poke out-trade you at levels 1-3. Stay behind your wave and trade only when his W is on cooldown. The matchup flips at 6 once you have R.

Power spikes & win conditions

  • Level 2: With E + Q, you have a guaranteed dash + slow + AOE damage cycle. If the enemy walks up to last-hit a melee minion, E on top of them and unload Q-AA for a winning trade (a brief exchange of damage that you come out ahead in).
  • Level 6: First Chum the Waters unlocks all-ins. The combo R-Q-W-AA-E deletes any squishy mid laner even with only the building blocks of Lich Bane bought. Roam bot lane after shoving the wave: with the minions pushed onto the enemy's side, they lose more time defending than you lose by leaving lane.
  • Lich Bane Lich Bane completion (~ minute 11-13): Burst spike (the moment your damage takes a sudden jump). Your Q-AA spellblade chunks roughly 40% HP off a squishy in one cast. This is the window where you should be roaming aggressively for picks rather than 1v1ing in lane.
  • Rabadon's Deathcap Rabadon's Deathcap online (~ minute 24-28): Your full combo one-shots any squishy who has not built a single magic resist item. Force objective fights here; deny vision (kill enemy wards so they have no eyes on the map) on your team's side so the enemy cannot see you flank (entering the fight from a side they did not cover).

Common mistakes

  • Using E before they commit. E is your only escape. If you hop without first baiting their CC out, you eat the spell on landing. Wait for them to throw the key ability — then hop.
  • R fish from too short a range. Fish damage and slow strength scale with how far it travelled before attaching. Cast it from the maximum 1300 range so it hits with full damage and the slow lasts the entire detonation window.
  • All-inning into 2+ enemies. Fizz has one engage cycle (committing fully into a single combo). If a second target shows up mid-combo, you have no second R fish, no second escape, and you fold to focused CC. Look for isolated targets in side lanes, not 5v5s mid.
  • Forgetting W during chases. Killing a target with W active refunds mana and drops the cooldown to 1 second — you can chain another empowered auto-attack on a second target instantly. Activate W before the killing blow whenever a follow-up target is nearby.
  • Maxing W first in normal lanes. Q and E carry your damage and combo timing; W bleed is sustained DPS that matters in extended trades, not in burst windows. Default to maxing E first.

Advanced tip

Practice the R-Flash combo (R + Flash). Throw the fish forward, then immediately Flash in the same direction: the fish lands much further than the natural 1300 range, giving you a guaranteed catch on a target who thinks they are out of range. Use it for picks across walls or to start objective fights from unexpected angles. The cast-to-Flash window is short — bind Flash to your second key (D) for muscle memory and rehearse it in the practice tool until the timing feels automatic.

Past patches

No previous versions available.

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