Wild Rift Guides
Fizz Mid Lane Wild Rift Guide
Fizz mid lane counters include Kassadin, Diana, and Irelia. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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 cannot pull Fizz while Playful (3rd) makes him untargetable, but she can charge Moonfall (Ult) and release it as he lands. Her shield absorbs part of his burst, and once Playful (3rd) is spent he has no second defensive tool for the follow-up.
- 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: Lissandra can answer Fizz's landing point with her area root and reserve her targeted ultimate for the follow-up. Track the two controls separately, since Ring of Frost (2nd) is centred on her and Frozen Tomb (Ult) is the targeted stun.
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: Playful (3rd) can make Fizz untargetable as Twisted Fate commits Gold Card (2nd), denying the stun that normally sets up Wild Cards (1st) and a gank. Respect the card timing instead of assuming every trade is free, and pressure him before he can finish Gate's (Ult) channel to escape or influence another lane.
- Lux: Playful (3rd) can dodge Light Binding (1st), but Lux still has Lucent Singularity's (3rd) automatic detonation and slow plus Prismatic Barrier's (2nd) shield for the landing. Bait Q (1st), avoid landing inside E (3rd), and preserve enough damage to finish through the returning shield.
- Syndra: Syndra can cast Scatter the Weak (3rd) through a Dark Sphere (1st) to stun a moving target, so Fizz is not safe simply because he keeps moving. Playful (3rd) can dodge the line, and once Scatter is spent Syndra has no dash to escape the follow-up.
- 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: Playful (3rd) can dodge a key bomb, but Ziggs can still slow the landing area with Hexplosive Minefield (3rd) and use Satchel Charge (2nd) to knock Fizz away or hop to safety. Approach around his ground control and wait for Satchel (2nd) before committing Chum the Waters (Ult).
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 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.
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 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.