CHAMPION GUIDE / BUILD
Mid FIZZ Build
Recommended items, runes and spells for playing FIZZ in the Mid lane.
No published build has been assigned to this lane.
Mid Item Build & Spells
TIPS: Start your build with
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
SUMMONER SPELLS
START
CORE
BOOTS
TIPS: Finally, for your items, you should build
Lich Bane (Attacks deal bonus damage aster ability casts) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Infinity Orb (Abilities deal bonus damage).
Maybe now it's time to think about upgrading your boot, invest in
Spellslinger's Shoes (Deal bonus damage to minions).
The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
EXAMPLE BUILD
Instead of Rabadon's Deathcap
Instead of Zhonya's Hourglass
Instead of Void Staff
Mid Rune Build
For runes, you should pick
Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Gain Adaptive Force after scoring champion or epic monster takedowns.
Reduces incoming damage.
Mid Ability Order
Max: E→W→QJungle Item Build & Spells
TIPS: Start your build with
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
SUMMONER SPELLS
START
CORE
BOOTS
TIPS: Finally, for your items, you should build
Dusk and Dawn (Applies on-hit effects) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Nashor's Tooth (Attacks deal bonus damage).
Maybe now it's time to think about upgrading your boot, invest in
Spellslinger's Shoes (Deal bonus damage to minions).
The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
EXAMPLE BUILD
Instead of Zhonya's Hourglass
Instead of Rabadon's Deathcap
Instead of Void Staff
Jungle Rune Build
For runes, you should pick
Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Gain Adaptive Force after scoring champion or epic monster takedowns.
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.
Jungle Ability Order
Max: W→E→QCHAMPION GUIDE / COMMUNITY BUILDS
Mid FIZZ Community Builds
Explore published community builds for playing FIZZ in the Mid lane.
1 COMMUNITY BUILDFULL BUILD
RUNES
SUMMONER SPELLS
SKILL PRIORITY
CHAMPION PROFILE / BASE STATISTICS
FIZZ Champion DNA
Explore the champion’s playstyle and base statistics. Select a level to preview how recorded starting values and growth change from level 1 to 15.
01 / BASE STATS / LEVEL SCALING
CHAMPION STATISTICS
Recorded attributes at the selected level. Numbers below the chart remain in their original units.
02 / CHAMPION IDENTITY / PLAYSTYLE
PLAYSTYLE PROFILE
Damage, toughness, utility and difficulty use the champion’s stored profile and do not change with level.
CHAMPION PROFILE / BALANCE HISTORY
FIZZ Patch Changes
Explore the buffs, nerfs, adjustments and reworks recorded across previous Wild Rift patches. Expand a patch to see its detailed changes.
BASE STATS
Critical Strike Damage: 175% → 200%.
Attack Speed cap: 2.5 → 3 attacks per second.
Attack Speed Ratio: 0.658.
Base Attack Speed: 0.658.
Base Bonus Attack Speed: 0.22.
Attack Speed per Level: 0.022.
(Q) URCHIN STRIKE
Ability Power Ratio: 50% → 60%.
(Q) URCHIN STRIKE
Optimized the targeting logic, allowing Fizz to better recognize enemies along his path and reducing cases of missed damage.
(PASSIVE) SEASTONE TRIDENT
Bonus damage: 20+champion level*2+40% Ability Power → 20+champion level*4+45%Ability Power.
(W) RENDING WAVE
Empowered damage of following Basic Attacks: 10/15/20/25+35% Ability Power → 10/15/20/25+40% Ability Power.
BASE STATS
Base Health: 610 → 630.
Health per level: 125 → 140.
Armor per level: 4.3 → 5.
Magic Resist per level: 1.6 → 2.
(Q) URCHIN STRIKE
Damage: 20/40/60/80 + 55% Ability Power + 100% Attack Damage → 20/40/60/80 + 50% Ability Power + 100% Attack Damage.
(W) RENDING WAVE
Empowered basic attack: 50/75/100/125 + 50% Ability Power → 50/75/100/125 + 45% Ability Power.
(PASSIVE) SEASTONE TRIDENT
Damage to monsters: 105% → 90%.
(PASSIVE) SEASTONE TRIDENT
Damage ratio to monsters: 120% → 105%.
(E) PLAYFUL / TRICKSTER
Ability Power bonus: 70% → 80%.
BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
(E) PLAYFUL / TRICKSTER
Base damage: 75/140/205/270 → 80/150/220/290.
(Q) URCHIN STRIKE
Base damage: 10/30/50/70 → 20/40/60/80.
(E) PLAYFUL / TRICKSTER
Damage: 85/150/215/280 → 75/140/205/270.
(R) CHUM THE WATERS
Maximum base damage: 350/450/550 → 300/400/500.
(R) CHUM THE WATERS
Cooldown: 80/65/50s → 90/75/60s.
(R) CHUM THE WATERS
Hitbox adjusted to better match visual.
(PASSIVE) SEASTONE TRIDENT
Damage to monsters ratio: 150% → 120%.
(E) PLAYFUL / TRICKSTER
Cooldown: 15,5/13,5/11,5/9,5s → 16/14/12/10s.
(R) CHUM THE WATERS
Cooldown: 65/55/45s → 80/65/50s.
(W) RENDING WAVE
[NEW] Now applies its initial bonus magic damage from the first attack in a 175 radius splash area around the target hit and applies Seastone Trident (P) to targets hit by this splash.
(E) PLAYFUL / TRICKSTER
[NEW] Protobelt now buffers during Playful instead of cancelling it.
[NEW] Protobelt no longer cancels Trickster’s fall down splash if Fizz did not re-cast Trickster.
(PASSIVE) SEASTONE TRIDENT
Bonus damage to monsters: 200% → 150%.
(PASSIVE) SEASTONE TRIDENT
Passive Damage Over Time now deals 200% damage to neutral monsters.
(E) PLAYFUL / TRICKSTER
Mana: 95/100/105/110 → 85/90/95/100.
Cooldown: 16/14/12/10s → 15,5/13,5/11,5/9,5s.
Base damage: 70/140/210/280 → 85/150/215/280.
BASE STATS
Base Mana Regen: 15 → 18.
BASE STATS
Mana regen: 18 → 15
CHAMPION GUIDE / COUNTERS
Mid FIZZ Counters
Explore champion matchups and synergies for FIZZ in the Mid lane.
THREATS
Champions that can make this matchup difficult.
SYNERGIES
Champions that work well alongside this pick.
THREATS
Champions that can make this matchup difficult.
No champions have been added to this category.
No champions have been added to this category.
No champions have been added to this category.
No champions have been added to this category.
SYNERGIES
Champions that work well alongside this pick.
No champions have been added to this category.
No champions have been added to this category.
No champions have been added to this category.
No champions have been added to this category.
No champion matchups have been added for this lane.
CHAMPION GUIDE / COUNTER ITEMS
Mid FIZZ Counter Items
Discover items that help counter FIZZ in the Mid lane.
MAGIC RESIST
Magic resistance helps you survive this champion's magic damage.
CLEANSE OR BLOCK SPELLS
Items that cleanse or block negative spell effects.
GAIN A SHIELD
Shields increase your chance of survival against this champion.
CHAMPION GUIDE / COMBOS
FIZZ Skill Combos
Learn skill combinations from beginner to advanced. Choose a difficulty to explore execution steps, tips and videos.
HARDADVANCED COMBOS
COMBO 1 / HARD
Fizz Surprise Assassination
Fizz Surprise Assassination
Q
R
E1
E2
AA
W
eAAUse (Q) URCHIN STRIKE on a minion to gap close. Cast your (R) CHUM THE WATERS while dashing to hide its animation. Instantly follow up using (E1) PLAYFUL and (E2) TRICKSTER onto the enemy. Finish with AA, (W) RENDING WAVE and eAA upon landing.
MEDIUMINTERMEDIATE COMBOS
EASYBEGINNER COMBOS
CHAMPION GUIDE / TIPS
Mid FIZZ Tips
Practical laning tips, matchup decisions and tactical advice for playing FIZZ in the Mid lane.
Advice for this lane has not been added.
CHAMPION GUIDE / STRENGTHS & WEAKNESSES
Mid FIZZ Strengths and Weaknesses
Explore the strengths and weaknesses of FIZZ in the Mid lane and prepare for favorable and difficult matchups.
Advice for this lane has not been added.
CHAMPION GUIDE / GAME PLAN
Mid FIZZ Strategy and Tactics
Plan your early, mid and late game decisions for FIZZ in the Mid lane.
Advice for this lane has not been added.
CHAMPION GUIDE / POWER SPIKES
Mid FIZZ Power Spikes
Learn when FIZZ is strongest in the Mid lane across early, mid and late game.
Advice for this lane has not been added.
CHAMPION GUIDE / JUNGLE PATH
FIZZ Jungle Path
Explore FIZZ jungle clear routes, camp orders and pathing tips for Wild Rift.
01 / JUNGLE CLEAR / PATHING
Full Clear with a Blue Buff Start

At level two unlock (E) PLAYFUL / TRICKSTER and move to the Gromp, using (E) to reduce incoming damage while maintaining clear speed. Then clear the Murk Wolves, reaching level three.
At level three unlock (Q) URCHIN STRIKE, giving you mobility for early skirmishes. Rotate toward the Raptors, spreading damage with (W) across multiple targets.
Secure the Red Buff and then clear the Krugs. These camps grant level four, where you upgrade (E) PLAYFUL / TRICKSTER. From here, move into river to contest the Rift Scuttler or look for an early gank with full combo available.



































































