Fizz

Fizz

Mid Build, Runes, Items · Patch 26.12

D Tier Win Rate 47.1% Pick Rate 1.9% Ban Rate 1.6% Role Mid Games 206 Patch 26.12
No significant changes in this patch.
Build ARAM Arena
Patch: 26.12
Tier D
Win Rate 47.1%
Pick Rate 1.9%
Ban Rate 1.6%
Matches 206
Fizz does not fight fair — he fights on his terms. The pole vaulting untargetability, the shark appearing from nowhere, the slippery escape that leaves enemies hitting air. He is not hard to kill because he is tanky. He is hard to kill because he is never there.
RUNES
WR 48.77% PR 78.64% Games 162
Domination
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Sorcery
Sorcery
Axiom Arcanist
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 41.18% PR 16.50% Games 34
Precision
Precision
Press the Attack
Lethal Tempo
Fleet Footwork
Conqueror
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 58 PR 28%
Item 1056
Item 2003
Item 1082
Item 2031
Games 41 PR 20%
Item 1056
Item 2003
Item 1082
Item 1052

Build Order

Item 1056
Item 1082
Item 1052
Item 1026
Item 3113
Item 3100
Item 3157
Item 3171

Completed Items

Item 3100
Item 3157
Item 3171
Item 3175
Item 3089
Item 2510

Situational Items

Item 1001
Item 3057
Item 2022
Item 1101
Item 1028
Item 1042
Item 3067
Item 3108
Ability Max Order E > W > Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
W
W
W
W
W
W
E
E
E
E
E
E
R
R
R
R
Power Spike Fizz — Mid
PEAK
0–5 min 6–10 min 11–15 min 16–20 min 21–25 min 26+ min
WEAK · 0–10 min
Play safe early.
PEAK · 16–22 min
First two items complete, look to fight.
LATE · 30+ min
Engage as frontline, peel for carries.
Loading abilities...

Overview

Fizz is one of the most slippery AP assassins in League of Legends, built around a combination of high burst damage and the unique untargetability of his E Playful Trickster — a hop onto a pole that makes him completely invulnerable for a brief moment before he can choose to slam down on enemies or hop away to safety. His passive Nimble Fighter reduces collision with units and reduces the damage he takes from basic attacks. His Q Urchin Strike dashes through a target and applies on-hit effects including his W. His W Seastone Trident empowers his next attack to deal bonus magic damage and applies a grievous wounds bleed that deals additional damage over time. His E Playful Trickster first hops onto the pole making him untargetable, then on recast slams down dealing area damage and slowing, or hops away in a direction to reposition. His ultimate Chum the Waters launches a fish that attaches to an enemy and after a delay summons a massive shark that deals damage, knocks up enemies, and slows. He is most dangerous as a mid lane assassin who can use his E to dodge the crucial ability that would stop his combo and then blink away after delivering his burst.

Strengths

  • Playful Trickster E's untargetability can dodge any ability that targets Fizz directly — a well-timed E negates point-and-click stuns, targeted abilities, and channeled crowd control that would otherwise stop his combo mid-execution
  • Chum the Waters ultimate creates a delayed area knockup that is difficult to dodge once the fish attaches — the delay gives Fizz time to apply his full burst combo before the knockup lands, creating a scenario where the target is already critically low when they are knocked up
  • Urchin Strike Q applies all on-hit effects including Seastone Trident W — this means landing Q not only deals damage but simultaneously applies the grievous wounds bleed, maximizing the total damage output from a single ability activation
  • Nimble Fighter passive makes Fizz impossible to body block with minions or champions — he can dash through any unit without being slowed or stopped, making his approach angles significantly more flexible than most melee assassins
  • High outplay potential through E's two-stage design — the initial hop makes him untargetable and he can choose afterward whether to slam forward or hop away, giving him decision time mid-combo that most champions with single-use dashes do not have

Weaknesses

  • Hard crowd control that lands immediately after E ends before Fizz can reposition removes his escape — a stun that hits the frame after E's untargetability ends catches Fizz in his landing animation and prevents the escape that makes his burst safe
  • Less effective against tanky compositions — his burst is designed for squishy targets with moderate health and magic resistance, and champions who build heavy magic resistance reduce his damage output to a point where the assassination attempt fails
  • Falls behind significantly without early kills — his AP scaling requires ability power items that cost significant gold, and a behind Fizz without items cannot burst anyone while being squishy enough to be burst himself
  • Chum the Waters ultimate can be dodged by high-mobility champions with multiple dashes — a fish that attaches to a champion with three dash abilities can be carried away from the shark's landing zone before the delay expires
  • Playful Trickster E has a meaningful cooldown — using E for an aggressive dash into the enemy team rather than saving it defensively means Fizz has no escape tool available when enemies counterattack, and misusing E in a fight often results in dying before the burst lands

Early Game

Fizz's early game before first items requires careful trade management rather than aggressive all-ins. His burst at low levels is insufficient to kill most champions in a single combo without item backing, and his mana pool is limited enough that sustained fighting drains his resources quickly. The most effective early pattern is to use Q Urchin Strike to close distance and apply W Seastone Trident's bleed in short trades, then use E Playful Trickster to reposition away before the enemy can retaliate fully. These short hit-and-run trades build a health deficit without committing to a fight that Fizz cannot guarantee winning. Save E specifically for dodging the enemy's most important ability rather than using it offensively — an enemy mid laner who burns their primary crowd control into Fizz's E loses their kill threat for its full cooldown. Farm safely when the enemy has abilities available and trade aggressively the moment important cooldowns are spent.

Mid Game

Mid game after first items is Fizz's primary power window. With sufficient ability power, his Q plus W plus auto plus E combo can delete most non-tank champions before they can respond, and Chum the Waters ultimate adds a knockup setup that makes the burst even more guaranteed. The most effective mid game pattern is roaming after pushing the mid lane wave — Fizz appearing in a side lane with full combo available is an immediate threat that most laners cannot survive without jungle help. When ganking, use Chum the Waters first on the target to apply the fish, then immediately activate the full burst combo so the damage lands simultaneously with or before the shark appears. In skirmishes around objectives, prioritize finding the isolated carry rather than fighting into a grouped team — a Fizz who finds the ADC alone near Dragon can execute them before the rest of the team can rotate.

Late Game

Late game requires Fizz to resist the urge to engage at the beginning of teamfights and instead wait for the right isolation opportunity. In five-on-five teamfights with the enemy team grouped tightly, diving into the middle with Chum the Waters and hoping to burst a carry through their supports and frontline frequently results in Fizz dying before the shark arrives. The correct late game approach is to flank from an unexpected angle, identify which carry is slightly out of position relative to their team, land Chum the Waters specifically on that target, then follow up with the full burst combo from the flank before the fish delay expires. Playful Trickster E should be saved for after the burst is delivered rather than using it to approach — the combo is already fast enough to execute before the enemy can react, and having E available after committing means Fizz can escape the counterattack rather than dying in the middle of the enemy team after the kill.

Tips & Tricks

  • Playful Trickster E has two stages — the initial hop makes Fizz untargetable, and the recast determines whether he slams down or hops away. Hold E for a moment before recasting to give yourself decision time rather than immediately committing to one direction. A brief pause between the hop and the recast is often the difference between escaping and dying.
  • Chum the Waters ultimate attaches to the first enemy hit — in teamfights where multiple enemies are grouped, the fish will attach to whoever is closest rather than the priority target. Aim Chum the Waters around the target rather than directly at them if tank champions are standing in front of the carry.
  • Urchin Strike Q applies all on-hit effects including Seastone Trident W — activate W before using Q to ensure the grievous wounds bleed applies on the Q dash rather than having to auto attack to apply it separately. This maximizes the damage of the initial approach hit.
  • Nimble Fighter passive allows Fizz to walk through minion waves and enemy champions without being stopped — use this in chase scenarios to maintain pursuit through minion waves that would slow other champions, and use it to approach carries through minion lines that enemies assume will block your path.
  • The shark from Chum the Waters appears at the location of the fish when the delay expires — if the enemy moves significantly after the fish attaches, the shark appears where the enemy moved to rather than where they were when the fish landed. Against high-mobility champions, aim the fish slightly ahead of their likely movement direction.

For official ability details and lore, visit the official Fizz page and the Fizz Wiki.