Fizz Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
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

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

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

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.

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

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.

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.

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

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

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

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.

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.
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.

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

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

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

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

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

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

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

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

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

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
- 13rd Ability
E - 22nd Ability
W - 31st Ability
Q
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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).
Fizz Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
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.

