
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
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Mid83% of its games | A | 51.7%51.7% raw ±0.5 | 35,951 | 5.1%8.0% banned | 52.9%48.0% first time |
| Jungle13% of its games | B | 49.7%49.7% raw ±1.3 | 5,689 | 0.8%7.9% banned | 50.8%45.1% first time |
| Top3% of its games | B | 50.1%50.1% raw ±3.0 | 1,085 | 0.2%7.9% banned | 51.4%47.0% first time |
| Support1% of its games | too few games | 48.2%44.3% raw ±4.8 | 422 | 0.1%8.0% banned | 50.2%46.6% first time |
| Bot0% of its games | too few games | 49.7%48.0% raw ±7.5 | 171 | 0.0%8.0% banned | 51.3%47.3% first time |
Matchups
Every matchupHow 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.
Hardest for Fizz
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.
Builds
Every buildHow to read this
How Fizz is built in this lane, most common first, with the items those builds finish and how they win.
- AP burst


52.9%33,715 games - AP sustained


53.8%1,569 games - On-hit


53.0%16 games - Mana stack


52.6%7 games - Enchanter


53.0%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
Every option, with its numbers
Summoner spells

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

Electrocute + Precision51.4%13,479 games · 35% pick rate · same players: +0.2 pts vs the usualRecommended
Electrocute + Sorcery51.8%22,563 games · 59% pick rate · the usual choice
Electrocute + Resolve53.7%807 games · 2.1% pick rate · same players: −0.7 pts vs the usualRare: not recommended
Minor runes with Electrocute
Sudden Impact51.7%100% take it
Grisly Mementos51.8%93% take it
Sixth Sense50.8%5.9% take it
Treasure Hunter51.7%91% take it
Ultimate Hunter51.5%5.7% take it
Relentless Hunter52.4%3.4% take it
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
- Adaptive Force51.6%74% take it
- Attack Speed51.5%16% take it
- Ability Haste52.4%9.7% take it
- Adaptive Force51.7%99% take it
- 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.
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.
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.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Mid | 50.2%2W 1L | 0%0% in any lane | 67% 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.
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.