Fizz Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Fizz Mid Lane

Fizz Mid Lane Guide

Updated for Patch 7.3E
B Tier

Fizz Mid Lane Wild Rift overview and best build snapshot

How to play

  • Give up risky minions early Stay healthy until you have your abilities and can threaten a short trade.

  • Use your shark to set up a kill Land your ultimate from a clear angle, then get closer while its slow holds the enemy in place for the shark.

  • Save your jump when danger is near Your 3rd ability briefly makes you untargetable. Save it to dodge a dangerous spell or escape after dealing your damage.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
Advertisement

Fizz Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Fizz Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, since he has to trade with abilities and his attacks alone lose the lane.

BOOTS

Spellslinger's Shoes

Early magic penetration sharpens Chum the Waters (Ult) and Fizz's dash combo, raising the chance that his first committed all-in becomes a kill before the target reaches safety.

CORE BUILD

Lich Bane

Urchin Strike (1st) applies on-hit effects and Fizz naturally weaves an attack into his burst, giving Lich Bane a reliable delivery. Spellblade has its own cooldown, so a fast rotation does not proc it after every ability.

Infinity Orb

Crits against low health targets, which closes the gap when his rotation leaves the enemy mid at a sliver.

Rabadon's Deathcap

Multiplies Fizz's AP across Chum the Waters (Ult) and the dash sequence that follows, making the single untargetable dive much more likely to finish its target.

Void Staff

Cuts the magic resist that would let a target survive Chum the Waters (Ult) and Fizz's one committed dive. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than haste and team healing.

Zhonya's Hourglass

Build this for when his E (3rd) and ultimate are spent and he is standing in their team. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Hextech Rocketbelt

Build this when reaching a backline carry is the problem. It is a second gap closer next to his dash and E (3rd).

Stormsurge

His rotation already does enough damage to trigger the mark, and the move speed carries him out afterwards.

Cryptbloom

Choose this when enemies have only moderate magic resist. Compared with Void Staff, Fizz trades some burst for haste that returns Playful (3rd)/Trickster (3rd) sooner and an area heal after his dive secures a takedown.

Oceanid's Trident

Build this when shields absorb Fizz's gank or all-in. Chum the Waters (Ult) can apply the shield reduction before his dash sequence arrives, preserving the damage of his committed burst.

Morellonomicon

Build this when a target heals through Fizz's shark and dash combo. Grievous Wounds must be applied before that healing can erase his one burst window, so buy Oblivion Orb early and finish the item later.

Banshee's Veil

Build this when the enemy has crowd control ready for the moment his untargetable window ends.

RUNES

KEYSTONE

Fleet Footwork

Heals him through a laning phase he loses on stats, keeping him alive to the levels where his dive works.

PRIMARY

Sudden Impact

His dash and his E (3rd) both count, so the bonus true damage lands right as he arrives.

Hubris

One dive should lead to the next, and stacking power off takedowns is what makes that chain happen.

Eyeball Collector

His whole game is picking off targets, so the stacks build faster on him than on a farming mid.

SECONDARY

Transcendence

Ability haste brings his untargetable window and his dash back sooner, which is his damage and his safety.

SITUATIONAL RUNES

Bone Plating

Take this over Transcendence against an all-in laner who can stop Fizz from reaching his first item safely.

Second Wind

Take this over Transcendence in poke lanes, where steady chip keeps him from farming.

Legend: Haste

Take this over Transcendence against opponents who survive the opening combo. Shorter Urchin Strike (1st) and Playful (3rd)/Trickster (3rd) cooldowns give Fizz another damage rotation and an earlier opportunity to disengage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His untargetable hop already dodges spells, so Flash is best kept for the escape after he commits.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    E Ability
    3rd Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    Q Ability
    1st Ability
Advertisement

Fizz Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Fizz Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Fizz Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Fizz Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
Your first item turns Fizz's empowered melee attacks and full rotation into a kill threat, and the roaming starts. Shove the wave hard, then spend the priority: a committed dive onto a mid who never respected your burst 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 can decide the objective. Preserve Playful (3rd)/Trickster (3rd) when possible to dodge the counter-engage or escape after the kill. 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

5v5 Combat
Pick one target and ignore everyone else. Wait on the flank while their stuns and engage get spent, then throw Chum the Waters (Ult) onto the carry and follow its delayed knockup with Urchin Strike (1st), Rending Wave (2nd), and attacks. Never duel the frontline, because your value is killing their carry. Preserve Playful (3rd)/Trickster (3rd) when possible to dodge the answer or escape; if you spend it to enter, you no longer have the same button available for the exit. Overstay that window and you are a squishy melee standing in the open with nothing left.
Advertisement

Explore more