Assassin · Fighter

Fizz

Hardest matchups for Fizz in Mid (Emerald, patch 16.20): Heimerdinger, Diana, Tryndamere. Easiest: Ezreal, Lucian, Smolder.

Try it in a draftCountersPower curvesIn the tier listWho wins into FizzOn the pro tier list

Fizz on patch 16.22

  • Mid51.5%#13 of 91A11,405 games
  • Jungle49.7%#47 of 74B1,715 games
  • steady since 16.21

Fizz’s main role on patch 16.22 is Mid: a 51.5% win rate across 11,405 Emerald games, #13 of 91 Mid champions on the tier list (grade A), picked in 4.6% of games. Fizz is also played Jungle: a 49.7% win rate across 1,715 games, #47 of 74. Since patch 16.21, Fizz Mid has not moved by more than chance explains: 0.0 points across 84,502 games in 8 ranks.

Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Mid83% of its gamesA51.7%51.7% raw ±0.535,9515.1%8.0% banned52.9%48.0% first time
Jungle13% of its gamesB49.7%49.7% raw ±1.35,6890.8%7.9% banned50.8%45.1% first time
Top3% of its gamesB50.1%50.1% raw ±3.01,0850.2%7.9% banned51.4%47.0% first time
Support1% of its gamestoo few games48.2%44.3% raw ±4.84220.1%8.0% banned50.2%46.6% first time
Bot0% of its gamestoo few games49.7%48.0% raw ±7.51710.0%8.0% banned51.3%47.3% first time
How to read this

Fizz’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Fizz, the part not explained by either champion’s strength.

Lane leads and team bans

What Fizz’s team bans

Champions a team bans more often when it has Fizz than the other team does in the same games (294,279 games). The other team banned before Fizz was picked, so the gap is the ban spent because Fizz was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.

How to read this

How Fizz is built in this lane, most common first, with the items those builds finish and how they win.

  • AP burstLich BaneZhonya's HourglassShadowflame52.9%33,715 games
  • AP sustainedZhonya's HourglassDusk and DawnLich Bane53.8%1,569 games
  • On-hitBlade of The Ruined KingDusk and DawnTerminus53.0%16 games
  • Mana stackArchangel's StaffLich BaneZhonya's Hourglass52.6%7 games
  • EnchanterShurelya's BattlesongLich BaneZhonya's Hourglass53.0%5 games

Runes and summoner spells

How to read this

How Fizz does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.

38,416 games · patches 16.20, 16.21 · Sep 10 – Oct 21

Summoner spellsFlashIgniteFlash + Ignite51.7% · 37,823 games
KeystoneElectrocutePrecisionElectrocuteDomination + Precision · 51.4%
RunesSudden ImpactGrisly MementosTreasure HunterTriumphLegend: HasteSudden Impact · Grisly Mementos · Treasure Hunter · Triumph · Legend: HasteShards: Adaptive Force · Adaptive Force · Health
BuildDoran's RingHealth PotionStart: Doran's Ring + Health Potion · 53.0%Lich BaneZhonya's HourglassKey items: Lich Bane → Zhonya's Hourglass · 50.8%Ionian Boots of LucidityBoots: Ionian Boots of Lucidity · 53.4%
Every option, with its numbers

Summoner spells

  • FlashIgniteFlash + Ignite51.7%37,823 games · 98% pick rate · the usual choiceRecommended

Keystones

  • ElectrocutePrecisionElectrocute + Precision51.4%13,479 games · 35% pick rate · same players: +0.2 pts vs the usualRecommended
  • ElectrocuteSorceryElectrocute + Sorcery51.8%22,563 games · 59% pick rate · the usual choice
  • ElectrocuteResolveElectrocute + Resolve53.7%807 games · 2.1% pick rate · same players: −0.7 pts vs the usualRare: not recommended

Minor runes with Electrocute

Row 1
  • Sudden Impact51.7%100% take it
Row 2
  • Grisly Mementos51.8%93% take it
  • Sixth Sense50.8%5.9% take it
Row 3
  • Treasure Hunter51.7%91% take it
  • Ultimate Hunter51.5%5.7% take it
  • Relentless Hunter52.4%3.4% take it
Secondary: Precision
  • Triumph51.8%91% take it
  • Legend: Haste52.1%30% take it
  • Coup de Grace51.1%72% take it
  • Cut Down49.0%3.5% take it
  • Presence of Mind45.9%2.9% take it
Shard row 1
  • Adaptive Force51.6%74% take it
  • Attack Speed51.5%16% take it
  • Ability Haste52.4%9.7% take it
Shard row 2
  • Adaptive Force51.7%99% take it
Shard row 3
  • Health52.4%19% take it
  • Health Scaling51.5%76% take it
  • Tenacity and Slow Resist51.1%4.6% take it

These numbers describe, they do not prove. Each rate is Fizz’s record when its player chose that option, pulled toward Fizz’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Fizz does when built that way.

Champions like Fizz

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

The learning curve

Champion pool

On a first game Fizz wins 48.0%; in the hands of players with the most mastery on it, 53.8%. That gap ranks it 63 of 173 for how much practice pays. It crosses 50% at about 24K mastery points.

  1. 48%First Time
  2. 49%Newbie
  3. 50%Casual
  4. 52%Experienced
  5. 54%Advanced
  6. 54%Mastery

Pro play

On the pro tier list

Fizz in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.

LaneWin ratePriorityBlind / counterLane @15Best pro
Mid50.2%2W 1L0%0% in any lane67% counter+884 gold—

How much knowing Fizz pays

Players on their Mastery band win 5.8 points more on Fizz than first-timers do: #63 of 173 champions for how much mastery pays.

At 300k+ mastery points, Fizz players win 53.8%: #8 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 54.6% lies beyond the data and is an estimate, not a measurement.

50%<5k5–20k20–50k50–150k150–300k300k+First Time (<5k MP): 47.98% over 86,149 seatsNewbie (5k-20k MP): 49.19% over 152,516 seatsCasual (20k-50k MP): 50.47% over 179,423 seatsExperienced (50k-150k MP): 51.94% over 272,575 seatsAdvanced (150k-300k MP): 53.67% over 166,426 seatsMastery (> 300k MP): 53.79% over 345,793 seats

Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.

This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.

Take Fizz Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.