Wild Rift Guides
Fizz Mid Lane Wild Rift Guide
Who counters Fizz in Wild Rift? The toughest Fizz mid lane counters are Kassadin, Diana, and Irelia. Full Fizz Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Fizz is an assassin who ignores the spacing rules other champions live by. His pole-vault lifts him out of targeting at the exact moment your spell arrives, Playful/Trickster makes him harder to lock down than almost any other melee, and his ultimate throws a fish that pulls a shark out of the ground to knock your carry into the air. His game is the snowball. Fizz is at his best against the immobile poke mage whose one panic button his untargetable hop dodges, and the rest of his combo deletes what is left. Get a lead, shove the wave, and convert it across the map: a Fizz with priority does not sit mid, he picks a side lane and kills whoever is standing in it. The shark is a low-risk commitment that turns a skirmish into a kill before peel can react. The cost is melee range and cooldowns. Before items his trades are real but not lethal, and he farms under threat from anyone who out-ranges him. Hard crowd control that does not need aiming, tanky mids he cannot burst, and scalers who outgrow his kill window all shut him down. Fizz wins by ending the game early, not by reaching the late game.
Strengths
- His pole-vault is untargetable mid-air, so a clean hop dodges the one spell most immobile mids counted on.
- Elite single-target burst once his first items land, deleting squishy carries through most peel.
- One of the best roamers and pick threats in mid, turning priority into kills on side lanes and around objectives.
Weaknesses
- Melee and cooldown-gated, so a spent combo leaves him a squishy melee with no escape.
- Hard crowd control and tanky frontlines shut down the all-in he has no backup plan for.
- Modest early damage lets lane bullies and longer-range mids punish him before his items arrive.
Build Snapshot
Rune Setup
Summoner Spells
Fizz Mid Lane Counters
Who counters Fizz Mid Lane in Wild Rift (WR)? These champions beat Fizz in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Kassadin: Early he is an easy kill, but once his ultimate is online his silence cancels your combo mid-commit, his blink matches your mobility, and his scaling wins the race from there.
- Diana: Diana is the better all-in diver: her pull yanks you out of the air, her shield eats your burst, and her crowd control chains you when you have nowhere left to hop.
- Irelia: Her dashes match your mobility and her stun plus sustain outlast your short trades, since she resets off minions and the all-in runs longer than your cooldowns can cover.
- Galio: A tank you cannot burst, with a taunt that catches you the moment you land, a magic shield that soaks your combo, and an ultimate that follows the roams meant to be your edge.
- Lissandra: Point-and-click lockdown is the cleanest answer to a slippery assassin, and she has it twice: the claw roots you out of the air and her ultimate stuns you mid-commit, with nothing for you to dodge.
Champions Fizz Is Strong Against
Fizz's best matchups in Wild Rift. Fizz holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Twisted Fate: His whole threat is the gold card, and your pole-vault dodges it the instant he commits, while his only escape is a teleport the shark can interrupt.
- Lux: Lux is a squishy mage whose whole threat is one long-range snare, and your untargetable hop dodges it entirely, leaving her with no follow-up to survive the dive.
- Syndra: Her stun needs two spheres and a stationary target, and your hop makes sure she never gets one. With the scatter spent, she is a squishy mid with no escape from your combo.
- Norra: Norra controls space with poke from range, and your hop ignores that control completely: you vault over her projectile and the dog, and a squishy yordle with no dash cannot survive what lands on her.
- Ziggs: Artillery poke means little to a champion who goes untargetable mid-air, and his satchel is his only escape, which does not save a mage the shark has already speared.
Early Game
Play the early lane on short, cheap trades: chip with the trident on the way past, weave in your on-hit passive, and bait the enemy's key spell before you ever commit the pole-vault. The hop is both your engage and your only escape, so do not burn it dodging minor poke when the matchup-defining cooldown is the thing you actually fear. Against ranged poke you will eat some chip while you farm, and that is fine: you are not built to win the level-two trade war, you are built to win the all-in once your ultimate and first item arrive. Track the enemy jungler, because a melee assassin pushed past the river is exactly the gank every jungler wants.
Mid Game
Your first item turns the trident from a poke tool into a kill threat, and the roaming starts. Shove the wave hard, then spend the priority: a pole-vault onto a mid who never respected the dive is worth more than the minions you left, and a side-lane roam usually comes back with a kill or a flash. Around dragon and herald, hold mid pressure and arrive first, because a fish onto a carry in front of your team wins the objective outright. Use Playful/Trickster to weave through the fight and slip out before their counter-engage lands, since the one thing Fizz cannot afford is standing still after the shark resolves.
Late Game
By now you are the reason the enemy carry checks the minimap before every step. Stay off the front, hold the edges, and pick your moment: fish onto the priority target, let the shark knock them up, and burst them out of the fight before their team turns. The hop gives you exactly one escape, so commit on a target you know will die, not the first one you see. Split push when fights are not happening, since few mids can beat you in a true side-lane duel, but the second a fight starts you should be flanking it, not farming a wave two screens away.
Teamfights
Pick one target and ignore everyone else. Wait on the flank while their stuns and engage get spent, then come in from the side: fish onto the carry, pole-vault past the peel, shark knockup, and the full burst before anyone reacts. Never open the fight yourself and never duel the frontline, because your entire value is killing their carry. Playful/Trickster covers the exit and dodges whatever comes back, so land the combo, hop the answer, and walk out of a fight your target did not survive. Overstay that window and you are a squishy melee standing in the open with nothing left.