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FIZZ BUILD GUIDE: Creator of Watery Graves by marupakuuu

by marupakuuu (last updated over a year ago)

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3
Greater Quintessence of Ability Power(14.85 ability power)
9
Greater Seal of Scaling Health(216 health at champion level 18)
9
Greater Glyph of Scaling Magic Resist(27 Magic resistance at champion level 18)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
View Rune Details
Summoner Spells
View Summoner Details

Starting

3

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
EPlayful
RChum the Waters
View Skill Order Details

Introduction

Hello, my name is marupakuuu. I recently got a name change, and will disclose it later as this new season unfolds. I'm currently Platinum 1 and going to be releasing and updating my guide as I go. It is my goal to present the Tidal Trickster in a way that is detailed, effective, and appealing to fellow summoners. When played properly, he fishes elo like no tomorrow, and is a boatload of fun to play.

I play Fizz as an AP assassin in the mid lane, though this is NOT the only way to build him! Experiment! Have fun with it! This is how the meta is created. Will you be the one to innovate, or will you only follow?! Not that it's a bad thing.

(Highly recommended as of patch 5.2, still relevant as of 5.14, but NOT AS MUCH IN 6.1 ONWARDS):
Jangle Fizz? http://www.solomid.net/guide/view/45595-fizz-build-guide-jungle-by-doo0ooooooom
AD Fizz? http://www.solomid.net/guide/view/46303-fizz-build-guide-jungle-fighter-by-sibirianpns

AP is now optimal again, but if you're looking for more AP Fizz resources:
High ELO AP Fizz? http://www.solomid.net/guide/view/60928-fizz-build-guide-apc-by-it-was-only-fate
Nevermind, that one is a little outdated. Try this one. http://www.lolking.net/guides/35513

Beginner Fizz? http://www.solomid.net/guides.php?g=11920-thetrueyako-draco-magica-fizz-build-guide
I have used this guide ample times when I first started playing Fizz and it might help you more than mine. Mine might be too much of the nitty gritty that captures way too much detail that may overwhelm new players. That said, I'm not sure how up to date Yako's guide is, but the concepts and theories are solid in the guide. Worth a read.

Fizz one of those champions that is considered a strong counter-pick to many champions in mid. However, I tend to first-pick Fizz so I have the opportunity to deal with what people consider his counter. And I have developed builds to continue carrying even when you have a difficult opponent to lane against. That is what I believe is the most invaluable part of this guide. Its depth is higher than the other guides, and I have made sure to keep it up to date, unlike the other guides I see on Solomid.

Pros:
- Huge burst
- High mobility / hard to catch
- Great wave clear (when maxing Playful / Trickster (E) )
- Sneaky passive
- Can mitigate enemy damage entirely for himself (at least)
- Easy to learn

Cons:
- High, high skill cap
- Relatively squishy
- Melee (large amount of incoming harass from opponents, requires extensive knowledge on how to trade properly and survive laning)
- Large amount of burst lost if ultimate misses
- Cannot spam Playful / Trickster (E) early game because of mana issues
- Needs someone beefy to keep enemies busy while spells are on cooldown (somewhat a squishiness issue)

Change log:
January 26, 2015. Updating the entire guide, for 6.1.16.

July 24, 2015
Been MIA for the last while, but no fear. I'm back with the update game. Leggo. Added new matchups, made sure the images work and stuff.

Runes

This differs from the Maru Fizz, which I only recommend experienced Fizz players to take.

Marks/Red:

Firstly, hybrid penetration. This is the better choice to pure magic penetration because it got nerfed and isn't as effective. Further more, armor penetration works quite well on Fizz because quite a bit of his damage is from auto-attacks, and last hitting will also be a little easier. The best marks you can use.

Seals/Yellow:

I sometimes run Flat Armor Seals instead of Scaling Health Seals, which is useful against AD mid laners. You may think they have completely different effects, but I focus on getting Magic Resistance against AP mids, and couple that with health, since building health along with MR is especially useful and makes you tanky two fold. You can survive for longer, and you wouldn't believe how many times a level up saved me from dying from ignite or minion damage.

Glyphs/Blue:

As such, you opt less for damage, swapping out Scaling AP Glyphs for flat Magic Resistance Glyphs - durability in lane, making you use less pots, which means less money spent no pots, which translates to faster finishes of core items.

I tend to get AP Glyphs now, the ones that scale, primarily because it suits my playstyle more. If I'm not taking any damage, I'm not really using my glyphs effectively.

Quints/Purple:

You don't run Exp quints, but rather flat AP quints for more damage, instead of a cheese. It gives you the damage you need to challenge other mid laners, since 3 AP quints is almost 15 AP, this is also better if you plan to shove it to late game, where Exp quints aren't useful, rather than concentrating on snowball potential.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
This mastery page is the standard mastery that you will run in 80% of your games. This aims at AP offense so that you will snowball out of control and be unstoppable. It takes 9 points in defence to make up for more of your squishiness. This is for matchups where you are unsure of the enemy picks, or decide that you can somewhat win with Fizz, depending on how your opponent plays and how well you react to it. Any matchup that is super easy like Twisted Fate, or Karthus, this will still work, and it allows you to survive more difficult lanes, like Orianna, Akali, Zed, and a few others.

Offense:

You can choose to take Double-Edged Sword or not, but I prefer to take it because you can pretty much only run this when the enemy has very little answer to your damage in the early games.

Sorcery has four points for the cooldown reduction. Wouldn't believe how many tower dives were successful because of this.

I like taking Butcher into Feast because they encourage last-hitting and make it a little easier, but I normally opt for putting these points towards other masteries below.

We get Expose Weakness because even though you are more of an assassin, in team fights, the enemy will be sure to peel for their carries. If you can afford to rely a little more on teammates to execute your opponents, you can put a point in Expose Weakness.

Brute Force into Martial Mastery is preferred because it helps us with last-hitting and provides a little more damage. Mind you that attack damage makes your Q do more damage.

We also invest points in Mental Force and unlock Arcane Mastery for AP in the early game. This is meant to give you more damage to kill your opponents and since you are mainly AP based, it makes a lot of sense to get AP masteries.

We take Spell Weaving because it works with Fizz perfectly. Dealing more damage through auto-attacks with stacks and more spell damage with stacks is extremely beneficial and Fizz is one of the few who could take both Spell Weaving and Blade Weaving, if we wanted less in defense.

We invest points into Executioner and I prefer to put a point in Dangerous Game because it actually helps you survive minion attacks, tower strikes, and ignite. Executioner is mainly for the assassination effect. It's fairly easy for Fizz to get opponents low at higher levels.

Archmage is a really nice spell for AP based champions by increasing percentage AP. This is awesome. We could opt for Warlord, but we are looking to drop opponents and you can only do that with AP.

We get 3 points in Devastating Strikes to increase armor and magic penetration, which synchronize really nicely with your runes. This allows you to do more damage late game. We don't invest any points into Frenzy because we don't plan on doing any critical strikes.

Finally, we unlock Havoc for additional damage output.

Defense:

I take Block into Unyielding to reduce the incoming damage from enemy champions. This doesn't seem like much, but when coupled with your passive, suddenly you're taking a lot less damage per auto attack from enemies and this will allow you to sneakily trade.

Enchanted Armor is nice for the extra armor and magic resistance.

We opt for Veteran Scars for bonus health into Juggernaut for 3% maximum health. This again is meant to make Fizz a little more meaty and able to take more damage from harass which is very likely from your opponent. It also synergizes with the health / level seals that you're running.

Summoner Sets

Primary Set
Flash is here for obvious reasons. It can be used defensively and offensively. It adds an extra tier of movement to Fizz that most champions do not have. In my opinion, there are places you can flash to that you cannot get to from your Playful / Trickster (E). Plus, smart enemies will engage on you when your spells are on cooldown. Thus, having Flash is for safety measures because dying is really bad for you. =) At the same time, Fizz already has tons of mobility, so another summoner spell can be spent on something defensive like heal or barrier.

Ignite is another preferred summoner spell for the extra damage. Unfortunately, the healing debuff on ignite does not stack with the Grevious Wounds that your Seastone Trident (W) provides. Ignite is a great way to get first blood.
Barrier & Ignite
These are what I call the "duelist" summoners. You give up the mobility but you have defense and offense. A lot of pros were running this for the longest time because they claim Fizz has enough mobility and these summoners can net kills. That's true, but it depends on your personal preference. I found that I like the primary summoner set, but that's just me. More than one way to fish.
Exhaust & Flash
The second "duelist" set but the difference here is that you're looking to kill the enemy in different way. You run exhaust so you can choose your battles and force your enemy to disengage because anybody who is exhausted will not be at their full kill potential and will not be able to maximize their damage. Furthermore, they're slowed. You can coordinate this with your jungler to create exceptional ganks for matchups that normally wouldn't be in your favour. They can't engage on you randomly because you just exhaust them and win the trade. It's especially useful on a matchup like... Ryze. It sets up ganks early, forces him to disengage when you have this up, and ruins him late-game when he tends to shine. All around very useful and underestimated spell on an assassin.
Flash & Barrier
Flash is here for obvious reasons.

Barrier. I've seen this spell taken more and more often by pros and the reason is because it's a shield and its cooldown is lower than flash. It's a defensive spell that can bait enemies into thinking you're not as strong as you are. Then you pop your shield and take them down. This effect is similar to taking a red elixir. You can also use it offensively to take an extra tower hit and secure a kill.
Moderate effectiveness: Ghost is a great spell for chasing, but as Fizz I feel that you should not require this skill as you have urchin strike, Playful / Trickster (E)and your ultimate to slow opponents and knock them up. If you opt for boots first, you have plenty of chase. Unit collision on ghost is even more redundant, so not recommeded.
Smite & Teleport
Moderate effectiveness: Teleport is sort of dependent on your team composition, if you have a team with lots of CC to lock down opponents, you just need damage. Fizz can bring damage easily if the teleport is successful. Not a bad spell to pick up as it gives you more global presence. At the same time, leveling your Playful / Trickster (E) will allow you to push more effectively, giving you time to walk to other lanes regardless. So teleport isn't exactly needed.

Unless you're running smite TP Fizz in top lane, in which case, get this. Along with smite. More information about that build can be found here: http://www.lolking.net/guides/347162
Moderate effectiveness: I don't see this as a horrible summoner spell for Fizz, but it is nice to have the heal bait and it does provide some movement speed when used for the extra chase. But if this takes the place of Flash, you lose the engage potential. If it takes the place of ignite it could prevent you from getting the kills you need to snowball. So this could work, provided that you play it properly.

Item Builds

Starting Build(s)
Maximum Sustain / Standard Start
3
Reactionary Opening
2
Mobility / Skillshot Dodge
4
Against AD Champions / Junglers
5
For newer players I recommend Maximum Sustain / Standard as you won't know how to trade well with Fizz since you're melee. If your opponent is ranged, consider another build, but chances are you'll be against some ranged mage. If you just want to stay in lane forever, opt for the maximum sustain. What this does is allows you to stay in lane. Some people say this is ineffective because the flask isn't at all part of your end build whereas boots, cloth, and dorans are a part of your build, but you can stay in lane for a lot longer and make every recall more effective since you spend less money on health potions. Consider this build also for AFK farm mode.

With the new Doran's Ring price you can afford to buy Dorans Rings and have a little sustain with 2 health potions. This is useful if you want some mana regen, extra health, and is most common build I use in lane. I call it Reactionary because how you play severely depends on how your opponent plays. If they're passive, you can go aggressive. If they're aggressive, you can play passive. You have the mana and resources to do so.

If you suspect a lot of incoming harass, grab the Mobility / Skillshot Dodge starting items. The reasoning is, for example, you're against a Nidalee mid. She'll harass you, but if you have movement speed, she can't catch up to you to autoattack you. Better yet, you are free to engage on her whenever because you can chase her down in lane (before she has cougar form). Plus, in the case you take minion damage or get ganked, 4 pots are there to give you sustain to stay in lane.

If against an AD heavy team opt for the AD matchup opening, where you take cloth armor for tankiness, and 5 potions for the sustain. You can rush seekers-armguard but wait until later to finish zhonyas-hourglass. While this does not give you any mana sustain, you're preventing yourself from being cheesed. This is much better to run against a Pantheon, who is much more interested in poking you rather than all out fighting. It's much more common with fighters like him, but you can still opt for the Reactionary Opening, it just depends on how you play it.


Final Build(s)
Standard Final Items
This is subject to a little mix and match.

If against duo AP or a champion like Akali or Diana, purchase abyssal-scepter
If against a very tanky team, buy liandrys-torment and get void-staff earlier.
If there is a bursty champ like leblanc or veigar, late game it is wise to get guardian-angel OR banshees-veil

Final Build:
sorcerers-shoes rabadons-deathcap lich-bane zhonyas-hourglass AND
guardian-angel OR banshees-veil AND
void-staff OR abyssal-scepter OR liandrys-torment

The ideal build is one that allows you to kill an enemy with your spells in one go and get out of there. Use your trinket to eliminate wards on the way or at your vantage point. Go in, raise hell, and leave.
Build Order
2
You want to get two Doran Rings for mana sustain, damage, and health. If you get them on time, you should be able to clear ranged minions with ease. It makes the difference between having a tick of health left, and clearing them. Then you want to get your sheen started. Always start with the mana crystal!

GET WARDS! I cannot stress the importance of wards. Unless you're Bronze or Challenger, you should get wards. Just kidding, get wards. It provides vision of their enemy jungler and from there you can predict their path and where their pressure will be and make plays. Sometimes you spot them at low health. Go kill them! It puts your jungler ahead, theirs behind, puts you ahead, and relieves pressure from other lanes. If you can get dragon off of this, you have an everlasting buff for the rest of the game! Big plays.

Get the pink ward a little later when you can afford to spend some dough. Help your support ward! You're a mid laner, you control the flow of the game, support will not come up to ward for your sake. Make their life easier. If you can't afford them, CS better. Plain and simple.

After this, you'd normally finish with Lich Bane, but due to some ratio mixups, you want to consider whether you want to finish Lich Bane or work on another item. Opt for Lich Bane if you want to push down your lane. I recommend you get your boots somewhere around there. I usually grab boots when my opponent finishes Athenes or something with MR, it makes a nice item to reply with. You can get Zhonyas or Deathcap interchangably, and sometimes, getting Void Staff is much more beneficial in terms of damage compared to Deathcap. Lastly, you need a defensive item. Instead of Guardian Angel, you can get Zhonyas in the mix, if you were against an AD team, it's a core item. It would also be a good time to upgrade your boots and switch to sweeper to eliminate enemy vision and assassinate. When you're done the build, stack elixirs. If you have the money, refresh them at every recall to maximize your stats outside of the base. If you feel like you'll be back at the base, you can hold off on the money. Be mindful, let your allies catch up in gold if you're significantly ahead.

Situational Items

Zhonya's Hourglass
One of the best items on Fizz. The reason being that when you use your combo on an enemy, you will immediately be focused by the enemy team since you are a huge threat. Using stasis will allow your spells to be off cooldown so that you can use them again to continue doing damage or to escape. This is also a great item to rush when you are against an AD champion like Zed or Talon. Build the seekers first, then continue with the build and finish this item later. The seekers is just for laning but you will need your core item. Lich Bane takes precedence almost 95% of the time. The reason I run Deathfire Grasp first versus this is because I like to be able to destroy someone on the enemy team, giving them no chance to react or live. If you find that getting into the enemy team or picking someone off will be difficult, might as well invest in something that gives you both defence and offence. The idea of DFG is to go pure offence so that defence is not needed, but definitely get this if you feel like you need some survivability. Even though this is included in the final build, it does not always mean that it belongs here. Occasionally, you should substitute it with Void Staff or another item below, depending on who you're up against.
Twin Shadows
Twin Shadows. I've gotten a ton of questions about this item so I will comment on its effectiveness. A good idea of what you should get, in general is by asking yourself what do you need? If you need durability, probably not the best item, though movement speed can make you hard to catch, which could potentially translate into durabilty. If you want damage, this item is decent to grab. It's easy to build, so you're not going to wait half a game to build one part of it like Deathcap or Zhonyas. You're always getting stronger with every item buy when you go back to base. If you want mobility, this is one of the few items that grant mobility with an AP focus. I've seen Maulface have a craze about it before, and I did see why, for a long time. Its scouting abilities make great for assassination picks. You might think it's good to run in a Shaco / Twitch / Eve game, but note this: it only searches for invisible champions when it was used during a time they were not invisible. So if this Eve is right beside you doing nothing and you can't see her, the ghosts will run right by. So it's not as useful as you think it is, but if you jump this Twitch and use it then and there, when he goes invis, the ghosts will reveal him. That said, the slow is very nice, but the main problem with this item is that it adds a level of redundancy. Fizz is already mobile, there could be other items he can get instead of this. Zhonyas is a great one, as it can help you survive and dish out multiple spell rotations, which could arguably be better than catching people. Void Staff is very useful depending on the situation as well. If they're stacking MR, even if you find them with the ghosts, and you can't kill them, that's kind of useless.
Liandry's Torment
If against a very tanky team, buy this and get Void Staff earlier. This also works well with your Playful / Trickster (E), but not much else. When dealing with really tanky teams, you need percentage damage to shred their health. Sometimes full AP just doesn't work.
Banshee's Veil
If there is a bursty champ like Leblanc or Veigar, late game it is wise to get this. This mitigates damage and can prevent possible CC. Whereas if you bought a Guardian Angel, it cannot stop you from getting caught. That said, it's much better to have one or the other than have none. You will definitely be a high priority target for the enemy.

Additionally, if they have some sort of hard engage like Malphite's ultimate, consider getting this too. It prevents them from initiating unless your shield is down.
Abyssal Scepter
Get this item if you're up against duo AP, because the magic resistance will make much more sense in lowering the enemy's AND protecting yourself from them. Very worth if there's enough magic damage. Otherwise your base damage + your normal items should be enough to drop enemies. This is also a good idea if the enemy is stacking MR, to hopefully counter you, though your adc should be doing lots of work in that case.
Quicksilver Sash
Get this as a defensive option if they have some sort of chain cc / suppress (eg Warwick, Malz). This can get you out of difficult situations arguably better than Guardian Angel. Reasoning is, if they flash ulti you, your Guardian Angel is likely to get popped and you will be defenseless. Whereas if they flash ulti you, you can respond with QSS and leave or engage. It basically mitigates an ultimate. If it's a basic spell you want to get away from, that may be worth it too, depending on how easily it is for the enemy to engage. Feel free to turn this into a Mercurial because why not, but make sure you do that last, as having spent that gold on AP is much more worth it than AD.
Morellonomicon
A great replacement for the legendary Deathfire Grasp. RIP DFG, TY DFG. <3

Get this for the cooldown, mana regen, and decent source of AP. I would recommend getting this somewhere in mid to late game, since it provides the mana for you to spam, when you need to spam it. Early it's more worth to get something damage related. Not to mention cooldown is always good for your Playful Trickster spam.
Luden's Echo
I don't mind this being an item that Fizz players get on a regular basis, but if I were to replace this item with a core, it would be Void Staff or Guardian Angels. Reason being I feel like the rest of the core items are core items to the max and you need them. They made it easier to build needlessly large rod, so that kind of helps AP champions opt for bigger items instead of ones with smaller parts. Overall not a bad item since it makes your waveclear pretty solid. I don't get it very often at all, but that doesn't mean you shouldn't.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Nimble Fighter
QUrchin Strike
WSeastone Trident
EPlayful
RChum the Waters
Okay so sometimes, Solomid resets the skill levelling for god knows why. Anyways, here's a picture for reference in case this happens.

THIS HAPPENED AGAIN. SOLOMID PLEASE STOP IT.



For levels 1 and 2, you can choose to level Urchin Stike (Q) then Seastone Trident (W) or the other way around but you want to have your bread and butter as soon as possible. The reason why Fizz has such a great level 2 is because of this combo. He became popular when he can shut down squishy mid laners at the early levels of 2 and 3. When you're able to land 2-3 auto attacks after a QW combo at level 2, your enemy will have 1-2 bars of health left. Additionally, last hitting will be a little easier.

then

Advantages:
  • Excellent mobility and duel capabilities
  • Allows you to stick to your targets better or escape with Urchin Strike because its cooldown is reduced with levels.
  • Wave clearing with Playful / Trickster (E)
  • Synergizes better with your hybrid penetration, since your Q actually does 100% of your physical damage, and most mids won't run too much armor against you.
  • Still maintain some help last hitting with the help of one point in Seastone Trident (W).

Disadvantages:
  • Need to adopt a very poke / wither policy where you QW in, auto attack, and E out. Not much getting their face and staying. Even though it's fun as heck.
  • Very mana intensive - Urchin Strike's (Q) mana cost goes up, so make sure you do this when you have the mana levels to sustain QW -> E constantly.

Skills

Nimble Fighter
Forgetting your passive is the easiest thing to do. Basically, every basic attack against you is reduced by a flat amount. This amount scales with levels. It isn't much, but it does add up. Not to mention that when you and your opponent are taking minion damage, your opponent will take more damage from minions.

The lack of unit collision is something that is icing on the cake. You do not know what creep block is because you'll never experience it. This is part of Fizz's mobility kit and is more useful than you think! ;)

A great passive in my opinion. Most players do not even know what your passive is. ;)
Urchin Strike
This skill is great for doing some flat damage, and scales with your attack damage, and AP. This skill also applies your Seastone Trident (W) passive, and Grevious Wounds if Seastone Trident (W) is active. If you have a Lich Bane proc ready, it will apply that as well. It can be used offensively and defensively to get closer to the enemy or get away because you always strike a set distance regardless of how far your enemy is from you when you use the skill.
Seastone Trident
Seastone Trident (W) has a great passive that applies damage after an auto attack. This damage scales with AP. If activated, every auto attack does extra damage which also scales with AP, and refreshes the damage over time, but doesn't stack it. Despite the lack of stack, this is why Fizz's QW combo is so devastating. You have the damage from the Urchin Strike (Q), which applies the Seastone Trident (W) passive, and has extra damage from the Seastone Trident (W) active and reduces healing on your opponent. Bread and butter skill here. It was recently nerfed to tone down the assassin meta, but it didn't affect Fizz too much in my opinion. Considering Lich Bane also got buffed to compensate.
Playful
His signature skill, aside from his ultimate when you have the Fisherman Fizz skin. There are many, many things you can dodge. A few examples, are ranged auto attacks, baron's attack, dragon's attack, Ashe's enchanted arrow, Karthus's Requiem, Riven's windslash, and many more projectiles. He just hops up into the air, and projectiles just fly by.

This is why he is such a pain to deal with. This is also why he is so much fun. However, talking technically, there are differences in pressing Playful / Trickster (E) once and Playful / Trickster (E) twice. First of all, Playful will prop you up and you will hang there for a short duration, being untargetable. Upon landing, you will deal a certain amount of magical damage around a large AoE from where you land. You will also slow any opponents hit by the splash. If you press it twice, you will jump twice, and when you land you will deal the same amount of damage but within a smaller radius around you. Additionally, the slow is not applied if you Trickster / press it twice. It scales very well with damage and the reason why it's so powerful is because you mitigate your enemy's damage, and do damage of your own. A very offensive and defensive spell.

Note: Does not mitigate DoTs like Red Buff, Spirit of the Elder Lizard, Ignite, and tether spells like Fiddlestick's Drain (W) and Morgana's Shackles (R).
Chum the Waters
A skillshot with 1275 range, and sticks to the first enemy champion it hits or simply stays at where the ultimate was targetted. That said, if the champion it is stuck to uses Quick Silver Sash (QSS), the ultimate will no longer stick to that champion, even though the damage might still be done. 1.5 seconds later, it will deal a large amount of damage and knock up the champion it is attached to (if any) and knock back any champions in its damage radius of 250. If it hits nothing, but an enemy walks into it, the ultimate will stick to them. This is great for zoning. Anybody that gets hit will take the same amount of damage. A good Fizz player is able to land this ability on key enemies. A good ultimate comes from good positioning.

The ultimate is good for initiation if the fish/lobster hits the right target. By right target, I mean the AD carry, AP carry, or a squishy target. This is a preliminary requirement before you consider committing to taking out the target. You have to know whether it is doable (can you kill that champion?), safe (will you get caught or die as a result?), and what you can get out of it (can you take a tower, dragon, or baron?). Its range is quite nice, and you can throw the fish anywhere within the 1275 radius. As a general rule of thumb, you should overshoot your target. If an enemy Ezreal is walking 600 range away from you, time it so you can hit him, but throw it the entire length anyways. You can use it to burst someone down, or zone an entrance to your jungle or snipe someone running away. You'll find that you'll always prefer hitting it more than missing it, but there are some cases where you want to stop the enemy at a choke point. You can use this ability immediately after using your Q. That said, the real range of this spell is basically 550 + 1275 = 1825. You don't have your Urchin Strike (Q) to do damage, but this is great for catching enemies who are low or running away. It's also harder to miss because the opponent has less time to react.

Champion Matchups

Ahri
Difficulty
Favors You
A good Ahri will beat a Fizz, I will say that straight up, but if the Ahri isn't too good, you can use the standard QW and go all-in. Another rule of thumb, you should at least dodge her Orb of Deception (Q) or Charm (E).

The reason is, if she throws her Orb of Deception (Q), it'll be on cooldown and you can dodge it and take no damage. She is forced to use her Charm (E) to get you to disengage. If she misses, it's smooth sailing and you can punish her. If she hits it, then you take some damage, most likely Fox-Fire (W) and an autoattack or two, but you've already dodged the meat of her combo, which is Orb of Deception (Q). So that's okay. You will come out on top in this trade.

If you dodge her Charm (E), she can Orb of Deception (Q) and Fox-Fire (W) you still, but you can sort of evade the latter part of her Orb of Deception (Q). Everything else is kind of hard to avoid. On the other hand, if she hits you with her Charm (E), then she can destroy you with her full combo. Both directions of Orb of Deception (Q), all three ticks of Fox-Fire (W), and autoattacks. That's a devastating combo and that's exactly what she wants. Which is why you need to dodge her Orb of Deception (Q) or Charm (E).

Otherwise, her ulti is a little trickly for trying to hit your ulti with, assuming you both hit 6 at the same time. You can force her to use her ulti and save yours, or use yours to force hers out and beat her with your normal combo. When she dashes with her ulti, try to time it so that you can determine the direction of the dash, and anticipate her movement afterwards. There's a slight cooldown between dashes, so throw it between them or just save it for a sure-fire way to land it.

Another tip regarding Ahri's ultimate is that you can sort of dodge it. She has three charges of three blobs of energy, and you can dodge all three, one with playful, another by getting out of range with urchin strike, and the last one with flash. Is it worth it? No, but you sent a huge message. That you give no fux about how you manage your own resources. Though simply put, you can dodge one charge of her ulti with ease.
Akali
Difficulty
Favors You
This is a very skill-dependent matchup. At level 1 she'll either use her Mark of the Assassin (Q) to harass you or use it to farm. Either way, do not take too much harass. If she gets level 2 before you, don't go all in. Wait it out till about 3 to 6. Because she can hide in her Twilight Shroud (W) when you go all-in. Not only that, she can use Mark of the Assassin (Q) on you and detonate it by auto attacking and continue hiding in her shroud. Thus, I recommend going all-in when she has no charges, doesn't have shroud, or you have an advantage in experience or gold. She can also trigger the mark with her Crescent Slash (E) as well, so be careful.

During laning phase, invest in a pink ward and guard it. Don't open with it unless you and your jungler are planning a sure kill that will defeat her even if she has Flash. When you get it, it is meant to mitigate her shroud invisibility and you can choose to engage. If you're behind, save it for when your jungler comes.

You can't quite dodge her ultimate, but it's quite easy for you to get out of her range. Keep a watch on the number of essences she has, and note that when she gets her ultimate at level 6, she starts off with one charge, not three.
Anivia
Difficulty
Favors You
You are a counter pick. Your presence forces Anivia to focus more on farming and less on killing you with her burst. You can play aggressive, but be sure to open up with QW, then dodge her Flash Frost (Q) so you don't get stunned. You have to anticipate the Flash Frost. Nevertheless, Anivia needs farm to ramp up, but she doesn't need her ultimate to burst, so play aggressive at early levels, but again, be weary of the jungler.

The standard QW build and go ham should do the trick. You can opt for level 3 all in so you can commit and disengage with Playful / Trickster (E) if her jungler comes. Later on, aim to delete her from the fight. That's always the goal here. Take note of her passive, make sure it's down when you go for the kill. If you think you can kill her when she's in her egg form, don't do it unless you know it's just you and the egg. Greediness will be your demise.

When Anivia gets her ultimate, her life is much easier, but it doesn't change the fact that you (with tons of mobility), can either dodge her Flash Frost (Q), which stuns if it pops on you, or her Frostbite (E). Watch out for the Frostbite (E), you will DEFINITELY want to dodge that. Note that any other icy spells and slows will make her Frostbite (E) deal twice as much damage. Be careful for Ashe arrows, Nunu snowballs, and Sejuani charges.
Annie
Difficulty
Favors You
We've seen more of Annie at bot lane, but here's the thing about Annie. Her stun. Yes, her stun. You need to make sure you dodge the stun. If she hits you with stun, you're done because she'll unleash her entire combo on you. Because of her long, long autoattack range, prepare yourself for harass. Even though it sounds this bad, why is Annie only 3 stars? Well, because it depends on how well you play, and it's not too difficult to play well. If you can dodge one of her spells including the stun, then she has 2 spells left. This is not enough to kill you at all, let alone out-damage your spells + autoattacks. Thus, if you master the timing, the difficulty of this matchup only goes down. Late game, your range and mobility is too much for her.

If she gets the kill on you, play defensively because she'll likely invest in more tankiness and it'll be harder for you to kill her without help. Don't feed her; she snowballs pretty hard. That said, if you can somehow get level 2 before her, do it and go all-in. She'll have nothing. What you want to dodge late game, is her ultimate + stun. If you do that, she's nothing and you will make her feel like a complete idiot.

But of course, you don't know when she's going to ulti. The reason why she was played so much as support was because of her ability to chain stuns with junglers instantly. You have to anticipate when she's going to drop her bear (she'll most likely have her stun on the bear first, cause its presence inflicts DoT). If she's not that good of a player, she'll tend to use it first. Experienced players will usually know that you plan to dodge the stun, so they hold onto it until they know they can get you. This is great if you know that and hold on to your Playful / Trickster (E) and use it when they use their stun after thinking you're not going to use it. It's all mind games from there, but experience has taught me that it's true: good players will save their ultimate for no chance of dodging.
Ashe
Difficulty
Favors You
Back in the day when they ran ADCs mid, the thing is, level 1 they always have a huge advantage because they're autoattack based, but with levels (not necessarily gold), AP champions scaled much, much better and thus, the AP mid meta emerged. Level 1, play passive against these ADC champions. Ashe has a lot of early game damage thanks to her passive that crits. If you were blind pick, you likely didn't run as much armor and Fizz has a lower base armor than he does magic resistance. So that crit will do a LOT of damage.

You must hold on to your all-in till about level 3-6. Then, you can dish out damage and because of her lack of tankiness, they will eventually be forced out of lane. You should be able to kill her with ease though, unless you took too much harass. You know you out-scale her so just lay back and get some experience. Use your E to dodge her ultimate or her volley, and use Q to get up close and dissolve her health. Use Flash if you need to. Ashe has no escape; utilize your mobility to take her down.
Azir
Difficulty
Favors Enemy
He will harass you all day. A good Azir will make sure you feel like killing yourself. But have no fear, there is a way to win this match-up. It's okay to take a couple of his soldier's harass, but too much and you will be finding yourself in a very dire situation. Once you have an idea of when and how he initiates his combo, he will either W (Soldier) + Auto, Q (move soldier to apply slow and damage) + Auto again, then E (dash towards soldier) and continue autoing, or he will just stop halfway through. You can let him hit you at most 3 or 4 times. Any more than that and you will be out of health. Run MR. Play defensively. Once you have a feel for when he uses his skills, you can then outplay him by dodging them and landing on his face and you can dish out as much damage as you would like. Do this over and over and he's nothing but sand. The trick is to get into the mindset of when your opponent is likely to harass you and outplay him through it. If you dodge his combo, he has nothing to reply to your damage. He may ulti you, and that's fine, you can choose when to engage and when to back off, but know that he can't do that again. And continue pressing your mind-game advantage. It gets easier and easier to tell when they will use their combo. You can also resort to reflexes, as he must have soldiers spawned when he charges them at you / tries to auto you. Play Azir once or twice. Get a feel for the soldier's movement pathways and range. This is an excellent way to know how to counter an enemy.
Brand
Difficulty
Favors You
Brand vs Fizz is a little more difficult compared to the above matchups. This is because you can get harassed out of lane. From here on, it will depend on how well you're able to dodge spells without using your Playful / Trickster (E). That is, moving yourself to dodge projectiles. In terms of Brand, he will level up his Pillar of Flames (W) or Conflagration (E). You cannot dodge his Conflagration (E), but you can avoid his Pillar of Flame (W) and Sear (Q) when he gets it. He will likely use E on you for free harass followed by some autoattacks, but make sure you do not take too much damage. Also, as a rule of thumb, you ABSOLUTELY CANNOT get STUNNED. If you do, prepare to take some heavy damage that will put you in a position where you cannot all-in.

Early on, you can still use the QW combo and go ham, but be weary of his stun and whether he got it or not. When you're both level 3, use Playful / Trickster (E) to dodge the stun. He will E you, try to stun you with Q, then follow up with damage (W) and autoattacks. Judging from his combo, his (W) will do more damage if he has tagged you with another spell and set you ablaze. Thus, it is in your best interest to dodge (W). However, you cannot dodge (W) if you're stunned. Thus, you HAVE TO DODGE HIS STUN. Anticipate based on his play and make a call. If you Playful / Trickster too early and he hangs on to his sear (Q), try to juke it out. Otherwise, prepare to be punished.

If you can dodge his stun, you can QW when he tries to get you with pillar (W) to get out of the radius. Mind you, he already tagged you with conflagration (E) so it will hurt a lot if he hits you with it.

When he has his ultimate, note that if he throws it at you and you Playful / Trickster (E), his ultimate will literally disappear. Although, his ulti is meant to shine in a teamfight setting, so alone, you don't have to dodge it, but you will want to dodge his pillar as it probably does more damage since he should be maxing it first. At level 3 pillar, Pillar of Flame (E) does 165 magic damage. 206 if you are already ablaze. His ultimate at level 1 only does 150. So you only need to dodge his ulti if there's only you and one creep next to you, pretty much.

Keep in mind, you are mobile. Roam, use your mobility, win games.
Caitlyn
Difficulty
Favors You
Caitlyn is notorious for her range. Very safe, her Piltover Peacemaker (Q) allows her to farm easily, and she's very much about the Orianna kind of style: clear minions and harass champions under the tower. Let her push if she wants to. You may be deprived of farm for a while, but make sure you're keeping up in levels. Because levels 3-6, you can start to do some damage without receiving much. You can actually trade at that point and beyond. Caitlyn's range is farther than Ashe's for example, so she might get more auto-attacks in while you dish in and out. Because of this, you have to play even more passive than if you were against Ashe. You're bound to lose trades if you're in range early. I promise you this. The minion wave will eventually come to you and we'll assume there are no junglers in this scenario.

When you reach 3-5, go in with QW and Caitlyn will either E->Q at the same time, or she'll hit you once or twice and then E back to retreat and follow up with Q. When she's relatively high in health, just leave and dodge the Q after your QW engage. You should only use your E to chase or seal the kill. If she has a lot of sustain through lifesteal, save your engages for a time where you can drop her. Waiting until level 6 is a good idea.

When you reach level 6, lead with your ultimate. If it hits, go in with QW. She'll likely flash or E backwards. Anticipate her direction, and Playful OR Trickster on top of that location. Mind you Trickster is really hard to land, so make sure you got her. If she has flash up, she will flash to avoid your Playful damage. To mitigate this, follow up with a flash of your own in the same direction she went and you'll apply the slow and you can finish her off with another spell rotation + ignite. If you're not confident about your ability to do this, just back off and be happy that you burned her ulti on a full cooldown (needs to be verified).

Some scenarios when you're escaping in teamfights she'll try to snipe you. If you can see her easily, great, wait for the shot to come out and use Playful Trickster. This will make the ultimate projectile disappear, but if you're scared it might hit someone on your team halfway, it's better to just make sure she doesn't shoot it. That will make it go on a shorter cooldown.
Cassiopeia
Difficulty
Favors You
Cass. Very underrated champion because few people can play her well. A good Cass will beat you 100% of the time. Level 1, unless you use next level jukes, you will be harassed to death. It's also safe to assume she'll hit 2 before you, and much, much incoming harass will come your way. Thus, it's difficult to all-in her because you will be low. If you're not, go for it. She's squishy and won't last long in all-out duels. Just make sure you are not too low.

Later on, when you have Playful / Trickster (E), use it to dodge her ultimate. Anticipate and try to watch the animation closely. If you can dodge it, all-in on her and she will die. She's also quite vulnerable to ganks, but to make her choose her battles, RUN EXHAUST. It's really good for mitigating her controlled burst and slowing her to let your jungler dish out some damage. Late game, your mobility will determine whether you win or not. If you catch her with your ultimate, she's 100% dead if you follow the item build. Unless she has Zhonyas, but your combo without your ultimate should leave her low, then use your defensive item to deal with her damage. After that, finish her.

Careful, a good Cass is one of the scariest things. The reason is because of her ultimate. If she stuns you, she can dish out tons of damage in a short amount of time. There are three ways to avoid it. When she's in her casting animation, Flash behind her, Urchin Strike (Q) behind her, or use Playful / Trickster (E). It takes a little practice of figuring out when she's going to use it, but like I've mentioned before, good players will try to hold on to it because they've had their ultimate dodged before and know you're capable of dodging it.
Chogath
Difficulty
Favors Enemy
Start with Seastone Trident (W), and go for your QW combo. Challenge him level 1, to prevent him from farming. If he's going to go up to farm, when he auto-attacks the minion, activate W and tag him over and over again. After it's off cooldown, do it one more time. Careful not to take too much minion damage. It's okay if you're both half health. You just need him low enough so that he can't go up to farm because you'll just dish out damage to kill him.

This is what he's going to do. Farm, gain health, and it will mitigate any damage you do to him. He's also tanky, so it's difficult to take him out. So, go all-in early and try to finish him off, or prepare yourself for an immovable laner. He can push well, and will likely roam. Your job is to clear as fast as possible, and follow him to wherever he goes. Wards are crucial for yourself and your team. Always ward. An alternative is to push your lane just as hard and try to take down the tower to allow yourself to roam and help your teammates secure more objectives. Late game, you should be able to do a substantial amount of damage to him. After that, you should be fine.
Ekko
Difficulty
Favors You
Ah Ekko, the new addition to the laning beasts you need to be careful of. I have never actually played a bad Ekko since I normally see him in ranked. In my experience against Ekko, a good one will win against you. He has his Timewinder (Q), that he throws out to waveclear and harass. He has his Phase Dive (E) to engage, and his W is just to make either of his spells land (ulti or Q).

If he tries to use his W to give himself the shield or stun you, anticipate the incoming projectile. He's gonna want to put it where he thinks you'll be in a couple of seconds, and if you're running away it's obvious. When it lands, try to run away from it unless you'll die. The logic is, if he wants to chase you, he gets no W shield / stun. If he wants to go for the W shield / stun, he can't chase you. That's my logic with dealing with his W. Of course, Fizz isn't good against champions that have a shield because it forces disengage. Thus, when this is coming, don't fight him at all. It's not worth it to put yourself in danger and lose a trade this way.

Regarding his Q, for some reason, it still goes back to Ekko's body even AFTER HE DIES. So be careful if you think you won a fight, because that Q return really hurts and can get you if you forget this fact. Not sure why it's like that, but it is. Another thing is that you should sidestep the initial release of Q, and keep on sidestepping afterwards until it returns. This is because it goes back to Ekko and he may have moved to a place where if it returns to him, you'll get hit in the process. All in all I can't really describe much to you besides saying the range is short and once it's out and in its floating stage, it's quite easy to dodge. Be careful that he doesn't use his Phase Dive (E) when it's about to return. If he does that in your face, you're getting hit by Timewinders (Q) return almost 100%. Practice makes perfect!

Dealing with Ekko's ultimate is playing around cooldowns. If you properly dodge his Qs and make his Ws useless, you can effectively deal damage to him when he can't do anything about it. Rinse and repeat and when you know he has his ultimate and he uses it, if you can kill him, do it. If you can't or are unsure, it's fine. Back off. You got his ultimate. The same applies if he has flash. The amount of pressure you put on him without either of those spells is gigantic and it will give you the lead through proper zoning. Ekko without his ultimate is much less scary.

For that matter, if you latch the shark on to him and he ulties, the shark still does damage and applies the buff. The damage buff will always happen unless he QSS's the shark and it misses him. I'm pretty sure if you QSS the shark after it hits, the buff still applies. However, he is able to dodge the sharks damage and initial CC. I'm putting this as a 3 star for now, but it will be higher if the Ekko is an experienced player against the Fizz matchup.
Evelynn
Difficulty
Favors You
You won't see her mid much anymore but in case you do, you have two options.

At level 1, race her to level 2 and all-in.
Or, make sure her Hate Spikes (Q) push the lane so that you get level 4 when she is level 3. The waves will bounce back to a way that will favour you at some point.

Regardless, when you have an advantage, be it levels, or items, go all-in. She's not the type to be able to duel very well. In lane, her passive kind of defeats the purpose, even though it grants her mana regen. If you go all-in, her damage is much better than hers. Her ulti grants her a shield, but it's not as bad with only one person in the ulti. If she tries to engage on you, you can easily disengage when it's not favourable. But her Dark Frenzy (W) can only help her so much when she gets fished by your ultimate.

If she ultis the ground under you while you're in the air, you won't get hit. So it's imperative that you dodge the ultimate not because it does a lot of damage, but because it gives her a shield that will make it harder for you to kill her.
Ezreal
Difficulty
Favors You
There are three scenarios for Ezreal:

Ezreal AD: Ezreal's farming abilities are not as good as other ADs unless he uses his ultimate. However his passive that gives him attack damage applies very much when he's pure AD and not going blue build. Thus, be careful when you're exposed to his E->Q->W combo from afar. Try to stay near the minion wave as only W can hit you, which isn't going to hurt, and if he does decide to autoattack you, this will draw minion aggro.

Wait a couple of levels, I recommend 3-6, and go aggressive. Use QW to get in, Ezreal will likely hop away towards his tower with E, pinpoint which way he went, and follow with your Playful / Trickster (E). If you can kill him, chase him closer to the tower and use Flash if you have to. Keep in mind that he has Flash as well most likely, but you should be able to force him out of lane. This matchup is very similar to Caitlyn.

Ezreal Blue Build: The blue build was meant to abuse Ezreal's cooldowns through hitting (Q)'s and running cooldown items that happened to be blue. He will also grab Gauntlet, which slows targets in a small AoE if the projectile makes contact. He is still mainly AD, so treat him as if he was going AD. The only difference is, he will be much, much harder to catch. His Arcane Shift (E) is going to be on an even lower cooldown, and will come up much faster if he is hitting his Mystic Shots (Q). Thus, you have to avoid his Mystic Shots (Q) or you will never catch him. And it's imperative that you do, if you want to dish out damage. It's also less likely that he will have a ton of lifesteal to sustain your damage.

Ezreal AP: AP Ezreal is a completely different story however. He will max his Essence Flux (W), which goes THROUGH minions, and hits champions. That's his main form of harass, and he will simply use Mystic Shot (Q) or autoattacks to farm. Essence Flux (W) scales very well with levels and AP, so avoid it because you will be surprised at how much damage it does. Its cooldown is 9 seconds, so he can't shoot it too often, but get hit enough and you will need to get out of lane. The good thing is that its range is not as far as his Mystic Shot (Q), so he can't do too much damage if you just back up. Despite the damage shift from AD to AP, you just need to be careful of the fact that he will be maxing something different, and will be able to harass you through minions. However, you can step back and avoid this damage, and he can't hit you with his Essence Flux (W).
Gragas
Difficulty
Favors Enemy
Another flavour of the month, but Gragas is an interesting matchup. You can decide to go all-in at level 2, but he does have better wave clear and it's safe to assume he will reach two before you. If he doesn't, go all-in and you'll likely snag first blood.

If he gets 2 before you, play safer. His passive is op and his (W) will let him sustain in lane. What you want to do is get level 3, then proceed to go all-in. This is because you can dodge his barrel (Q) or body slam (E), and slow him + damage him. He's forced to disengage or commit. You should take a look at his stats before going in. If he goes damage, your all-in is more likely to work because he cannot outdamage you after he misses a spell. However, if he goes defensive, you may not necessarily be able to kill him, so watch out for that. The details matter a lot in this matchup.

Other than that, farm like normal, roam like normal, and try to do the same thing you always do. Drop enemies.
Heimerdinger
Difficulty
Favors Enemy
He plays with turrets and is essentially unkillable because you have no way of taking down his turrets without taking too much damage. Hang back, run exhaust if you want, and wait for your jungler. Until then, fight when you have an advantage (turrets far away, ulti on cd), or just farm to the best of your ability and play safe.

Once you hit 6, he can push your turret down, but you can snowball someone who can withstand or destroy his turrets and damage. Thus, coordinate with your teammates, and aim for other objectives to force Heimer to move himself or his turrets. Pressure, that's key.

Alternatively a bad Heimer will let you win trades. If you find yourself consistently going in with QW and getting out with E and you have that mana sustain and he can't hit you with anything (rockets, stun, etc.) Then keep doing that and eventually he will be forced to leave or give you a kill. A good heimer is hard to beat though, be weary of that.
Karthus
Difficulty
Favors You
You are a counter pick. Karthus plans to afk farm to get gold and deal damage and whatnot, but you make him focus more on staying alive, and that's pretty difficult as he has no form of hard cc besides his wall of pain which you can Playful / Trickster (E) over. You dish out tons of damage early, and what he might do is run exhaust or barrier. Either way, once those are blown, he still has no control over the lane. That said, he will probably call upon his jungler to help him out, and if he runs exhaust, be weary. Despite your mobility, it can be difficult to get out if their jungler has cc.

Other than that, standard QW build and go ham. Be weary of junglers. You can opt for level 3 all in so you can commit and disengage with Playful / Trickster (E) if his jungler comes or if he uses exhaust.

Yes. Practice the timing to have the ultimate hit you at the top of the pole. Does no damage, you look badass, and people are amazed.
Katarina
Difficulty
Favors You
Before Kat used to be a lot easier to deal with, but it is a little more skill-based. The reason is, she can harass you with her Q all day while farming, so you have to determine how much harass you can take. She's definitely killable, but you have to figure out whether you're going to have enough health to face her.

A general tip, dodge her Q marks, and you save yourself a ton of damage. Playful / Trickster while she uses her ultimate and you also save yourself a ton of damage. Try to fish her when she's using her ultimate cause she can just Shunpo away from it when you throw it out.

Your all in can beat her, but most Kats will either go for penetration or something like abyssal. You should finish your core, and get some defense of your own if you want to survive for ample amounts of time.

Kat is only going to do the following combo: tag you with Bouncing Blades (Q), Shunpo (E) to proc extra damage, use speed buff from Sinister Steel (W) when it hits champions to get out. If she feels like she can kill you, she will channel her ultimate. If she decides to use her ulti, throw your fish (0 chance of missing unless she wants to give up her ultimate by using her Shunpo (E) or flash). Then Playful / Trickster (E) on top of her. You'll be dodging a lot of the damage from her ulti, and it will then be interrupted by her ulti. Then you can proceed to QW her and bash her continuously with autoattacks and finish off with ignite.
Kayle
Difficulty
Favors Enemy
Kayle has always been a god tier champion thanks to her ultimate. One of the few whose ultimate cooldown actually matches yours. A good Kayle can change the tides of the batle, and my suggestions for fighting her are mainly dealing with her pre 6, when both of you don't have access to your ultimate.

She'll most likely start with Righteous Fury (E), her ranged auto attack spell. The way you deal with this is obviously not to get hit too much. Stay back, respect the range, and let her hit 2. Depending on how hard she pushes, there's a chance you'll get level 3 or 4 before she does. At that time, watch her buff timer on her champion status. When it's off, go ham. Challenge her and dodge her Reckoning (Q). If she lands it while her E is down, she'll be fine. But if you dodge it, she's in a load of trouble. Hopefully this should either even or put you in an advantage where you dictate the pace of the lane.

Late game, there's two ways to deal with Kayle. Make her use ulti on someone, then take out someone else, or isolate someone a pick them off and roll the other team if they try to fight. As Fizz, your damage should be able to kill someone off the bat, with or without your ulti. You should open with your ulti, as that usually sends a message as to who you're going to target. If it lands on a key target, feign the assassination, bait the Kayle ulti ,and go for someone else. As you might notice, CC is very nice to have against Kayle. She can't ulti if she's stunned, so you can seize that opportunity to drop her. You just need to make sure you have everything you need to take her out or someone else out. She won't be tanky, just hard to catch with her ulti not there.
Kennen
Difficulty
Favors Enemy
Kennen is rather difficult to lane against. He's much like Orianna, except with no shield and his Thundering Shuriken (Q) doesn't go through enemies. Your goal in this matchup is to outplay, outtrade, then rinse and repeat to threaten a possible kill. Obviously you'll take harass because a good Kennen will harass you. As a Kennen player myself, he will take every opportunity to tag you with a mark using his Lightning Surge (W) passive, then activate it to do more damage. He maxes this second, so it won't hurt much at first, but mid-game at levels 13 or so, it's going to be painful.

Early game, he'll invest a point into either Thundering Shuriken (Q) or Lightning Surge (W). His Lightning Rush (E) is not a good idea to get first because it requires him to get close to you to use, and it doesn't even do damage. Furthermore, he can just harass you without getting close. If he's in range to tag you with his Lightning Rush (E), that means you can also do damage to him. Far from ideal.

So, once you figure out which spell Kennen got, here's the decision tree:

If he gets Thundering Shuriken (Q), stay behind minions, and he goes aggressive on you, back up and anticipate the Shuriken (Q). If he misses, good news for you. Give up some farm if you have to, it's okay, and it's bound to happen. Kennen will likely be pushing and you can set up some nice jungler ganks.

If he gets Lightning Surge (W) first, he'll have to auto attack to make use of its passive AND active, so the wave will push. Notify your jungler, and ask him to come because the wave will definitely be on your side. Good Kennens will realize this and push hard into your tower so the wave will reset, but if he doesn't, you can punish severely.

When he gets QW, and you have QW, don't be afraid to go on him. You'll both attract minion aggro, but your passive should help you win that trade, and he will still have no Lightning Rush (E) to disengage. It's imperative that you dodge the impending Shuriken (Q) because it has implied damage with his Lightning Surge (W) active. Thus, if you dodge that, he can't immediately use his Lightning Surge (W). That said, he can still use it with his (W) passive, after he gets enough autoattacks. But you would rather that than get stunned since you would've received three stacks and Kennens passive would've taken you out for 1 second. That is two autos and maybe another Shuriken. Yikes. So it's important that you dodge the Shuriken.

He might also opt for QE or WE, which is FAR from optimal but you never know. This is much easier to deal with, since he has an escape, but can't use it offensively unless he gets in range, which he can only apply two stacks with QE and potentially 3 with WE. QW is a much better choice, but if he gets this, be happy. He probably mis-levelled a skill, and you can punish because your bread and butter is much better than his.

Level 3 and up, you have access to Playful / Trickster (E), so you can use it to dodge Kennen's Shuriken (Q). The thing is, a good Kennen will only be remotely in range of your spells when he knows he has his abilities available to use. He won't be in front of you with all spells on cooldown. That's a horrible Kennen you're facing. So, once you dodge his (Q), make sure to land on him so you slow him, if you can, and then chase with QW + autoattack, and back off. His Shuriken (Q) will be up again, 8 seconds after he threw it. Maybe less with small cdr attributes. Rinse and repeat this, and likewise, don't fight when you have no spells. He'll do damage before you even touch him, so be careful. Good Kennens are hard to beat.

Post 6, your goal is to fish the mouse. He'll Lightning Rush (E) away, but he'll be slowed, and interrupted when the shark chomps him. That's your change to go on him with QW, and wait. If he pops his ultimate, use Playful / Trickster (E) into your own minions if possible, and avoid the stacks adding up. He won't have Lightning Rush (E) to leave, because he just used it. Remember that Lightning Rush (E) is on a 10 second cooldown, and takes 100 energy at level 1. Easy numbers to know, but this can tell you whether he can leave or chase, or not.

Now he has no ulti, and you don't either, but you have done damage to him like no tomorrow and he has not even returned half of that. You win this trade, and you can pressure him even harder since he has no ultimate.

His combo against you is probably, wait for his Lightning Surge (W) passive, throw Shuriken (Q), *wait a while* autoattack, (W) active, and you're stunned, then follow up with a fresh Thundering Shuriken (Q). Then if he wants to, Lightning Rush (E) towards you and ulties, and finally one more Thundering Shuriken (Q) + autoattacks and prolly an ignite. Now, as you can see, it's critical to dodge his spells. This is a BOATLOAD of damage that you don't want to be a part of. If you feel like you're taking a lot of harass, you can opt for a Seekers Armguard and build it into Zhonyas. Zhonyas is a great item for both of you as it can mitigate a lot of damage. Otherwise, look to burst Kennen down midgame. Wait for your Sheen, and engage hard. Kennen is squishy. He is not a tanky champion. It's just that his harass is unique and you have to learn how to deal with it in order to win this matchup.

If you ever go in on him late game, keep in mind whether his Zhonyas is up or not. If it is, just ulti him and feign the all-in. And just back off. Zhonyas cd is 90 seconds, so you have about 30 after your ulti is back up to make use of the fact that he has no Zhonyas.
Leblanc
Difficulty
Favors You
Leblanc is a crappier version of you actually but laning against her can be difficult. A good Leblanc will harass you, get level 2 before you, and make laning really crappy. But that's what she does. Call for jungler ganks because you will need them and post 6, she's impossible to catch. Especially when you're dead. That being said, this may be one of the few instances where you will start with Playful / Trickster (E). That is because you can use it to mitigate the damage coming from her spells once or twice, which is really worth it because you don't have that many pots. And yes, start Flask + 3. You'll need the health and sustain. At higher levels, you can choose to engage or not, but I do not recommend it because she will not let you engage. She has displacement to prevent you from chasing, and she can instantly teleport back when it's safe. Thus, play safe and farm. Late game, if she doesn't snowball, she's more hurt than you are. Not to mention with Playful / Trickster (E) you can push much better than her and proceed to roam. She's not as mobile as you. Use that to your advantage. Snowball other lanes and make her burst useless against you by dodging the second spell she uses after her sigil (Q). Play safer, and you'll be fine.
Lissandra
Difficulty
Favors You
Lissandra is one of the easier ones because her Ice Shard (Q) is relatively easy to avoid. The reason being, you can just sidestep the minions because that's what she's going to Q. I would consider getting Boots + 4 in this case. It makes it easier to dodge her spells. Then, once you're level 3, then you can go in. Reason being, if you go in at level 2, she will have either Q and W, or Q and E. She'll either leave and disengage, or Q you, stop you in your tracks, and Q you again + autoattacks. If you're level 3, you have access to Playful / Trickster (E), which can be used to anticipate the snare and continue pursuing.

Level 6 is a little tricky. You have to continuously poke her down with QW then Playful / Trickster (E) out, (watch out for jungler ganks), then when she's low enough, go all-in. Playful / Trickster (E) over her so that you dodge her ultimate, which is what she'll be using to mitigate the damage from your ulti, and you'll land in front of her. Then, chase her down with your spells and finish her off. If you force her out of lane, that's fine too. You have free farm for half a minute or so. Recall, then come back and rinse and repeat. BUY WARDS. ALWAYS.
Lucian
Difficulty
Favors You
Lucian became popular for his E, which removes slows. Nasus was extremely popular at the time, so anything that could shake off wither was a plus. Lucian doesn't do too much damage with his spells, but when he shoots one, make sure to back off and let him use it on minions. Two autoattacks that can crit can be pretty devastating. Getting his once or twice while getting cs or returning damage is fine, but not recommended. Because he might run lifesteal or some form of sustain and can just auto the waves to get his health back up. I'd wait paitiently until 4-6 to make your attack. Go in with QW, he'll likely try to run away, and when he does, just leave. Come back when your spells are off cooldown to make sure his health doesn't stay at max. Then when you think you can finish him off, use Playful / Trickster (E) to close the gap and then tag him with ignite and after he uses his mobility spells, throw your ultimate. You don't want to throw it only to have it flashed.
Lux
Difficulty
Favors Enemy
Okay so this is hard. If the Lux knows what she's doing, you will be in for a rough time. You'll never be able to catch her, and she can farm and hurt you. It sucks. One of those times she'll use her spells and finish you off. So, you have to make sure you never get to that point. That said, if you're both on even ground, your all-in is devastating for her though her shield will take a bit of the damage.

You want to dodge her snare (Q) cause if you don't, her entire combo is coming and that's what she does. Punish her opponents by lasering you when you're snared.

If she doesn't know what she's doing, QW combo all-in. Done. This is actually almost a 1 difficulty. Just that, at my ELO there's never 1 difficulty Lux.
Mordekaiser
Difficulty
Favors You
Hue hue, Morde. This is kind of a difficult matchup to explain but in general: make him choose between siphoning the minions and siphoning you. Keep in mind that he is WEAK without minions unless he is fed. Engaging when his spells are on cd, or when no friendly minions are around, are a good idea.

That said, if there's one thing you should dodge, it's his siphon, 100% of the time. He'll max that first, and his Iron Man (passive) gets a higher shield amount if it hits champions so if you dodge it, he doesn't get as much shield which means it's easier for you to penetrate and do damage.

He is definitely going to push, so exploit this by getting level 3 or 4 before he does, or calling your jungler to help. Another thing you can do is RUN EXHAUST. It works very well since it slows him, making him vulnerable to ganks, and mitigates a bit of his damage, which means less shield, which means easier to penetrate.
Morgana
Difficulty
Favors Enemy
Morgana used to go mid all the time, until mobility took her out of the picture. That said, she can still be good against Fizz. Here's what to do. She's gonna pool (W) or snare (Q) first. That being said, you can push the wave faster than she can to get level 2. Be careful not to push it too much though, cause you want her to be close to the middle to go all-in when you hit 2. If you push too much, you risk being in tower range. Your advantage is early game. Before she can pool (W) and leave, you are going to kill her. That's the mentality. If this fails, prepare to be outfarmed by a person who lays down a pool (W) and leaves.

There are a few things to note. I'm not sure, but you might be able to dodge the initiation of her ultimate. Might be able to. You definitely CANNOT dodge the second portion of her ultimate unless you break the tether and get out of its range. You can dodge her snare, and that's what I recommend you doing. If you fish her, she will not be slowed or knocked up and slowed, if she has her black shield on her. If you break the black shield, then the cc will be applied to her.

She's very vulnerable to jungle ganks actually, call your jungler to come in when she pools the minion lane. If you can get it to push to your side and freeze it, that would be perfect. Be careful of her Zhonyas, as she can use it to make your fish useless. Engage and commit fully when her spells and Zhonyas are on cooldown. To mitigate her own ultmate, grab a Zhonyas of your own.

Regarding her ultimate: with Zhonyas, you can avoid the second half / stun. However, without Zhonyas, you need to make sure you're up in the air while she presses R. It won't work unless there's another champion near by, visible or not. If you do that, her ultimate doesn't even shackle you.
Nami
Difficulty
Favors You
Nami is one of those champions that has horrible scaling and damage, which is why her cc is a little lengthier, so teammates can dish out the damage for her. Some people might think it's good to dodge her (W), because it damages you and heals her, and her bubble (Q) is hard to land, but I say make sure you dodge her bubble (Q), because it has a lot of implied damage. If she gets you in the bubble, she's gonna follow up with a buffed auto attack, then heals + damage. Maybe an ulti if she thinks she can kill you. But once you dodge her bubble (Q), then you can slide in with QW and her heal is only gonna heal for half as much anyways. Rinse and repeat, and she'll be out of the lane in no time.
Nidalee
Difficulty
Favors Enemy
Personally, I hate Nidalee because her kit makes her so damn boring to lane against. Regardless, I'm sure you'll see her quite a bit. Here's what to do: nevermind the standard QW all-in, aim for mid-game. Ever since her kit allows her to have aspect of the cougar at level 1, she's hard to catch and stupidly easy to play despite having two forms. The only way I've ever beaten a Nidalee is by facing a horrible Nidalee or outplaying her. It isn't up to you to make plays, it's up to her to screw up with a tower dive / over extension / bad trading.

Regardless, focus on mid-game. Start Flask + 3 and only trade when you know you can win. If she's threatening you by autoattacks, just take one and back off. Minions do damage early and they are meant to punish her. She can grab heal, and continue harassing, but you can just back up and let her take some minion damage. In mid lane it's much more manageable because she won't move fast unless she hits you with her Q or W in human form. (Javelin / Bushwhack). Thus, it's easier to back off and what not. Top lane is difficult though, she can just push and harass you from the brush and lose aggro by going back in. Put a ward there to prevent this so that she takes minion damage. But early game that's all you can do.

Late game, it's all about positioning. If you can catch her off guard with your ulti, your full combo will drop her no problem. If it's an AD Nidalee, I would worry about her later, focus other targets first. Squishies.
Nunu
Difficulty
Favors You
You'll also rarely see this, but Nunu is what I like to call plain sustain. He just iceballs you and heals up with minions. I'd grab some sustain. Flask, 3 health pots, and set out to try to tag him with grevious wounds whenever you think he's going to heal. You just choose a moment to go all in, and stick with it. Preferrably when he uses his iceball (E) on you, so you can dodge it. He might follow it up with ulti, but you should land your own to interrupt his or force him to wait until after the knock up.

After that, you do much more for your team than he does. Roam, use your mobility, and secure objectives. He's not the kind of champion to be able to roam though he does have his (W), but you are much more suited to it. His ulti is really inconsistent while yours is completely devastating if it hits. Hence why in order to be a good Fizz player, these matchups are easy and only easy when you can land your ultimate.
Orianna
Difficulty
Favors Enemy
A lot like Ziggs, the ball is a zone of control, and she will harass you to death if you're not careful. Level 1, she will utilize her passive and try to take you out of lane. You cannot let this happen. Back off, sacrifice farm if you need to, just don't take too much harass.

Her shield also destroys your all-ins. And the passive gives her defensive stats.

A nightmare for Fizz. That being said, all is not lost. If she sucks, she won't harass you and you can go all-in.

If she's good, wait until later windows in the game when you have power spikes (essentially after every completed item: lich bane, dfg, zhonyas, deathcap, etc). She's not invincible, and that's how you can take her out. Great positioning and teamwork.
Pantheon
Difficulty
Favors Enemy
You got counterpicked. The idea of Pantheon is to get ome blue pots or mana regen, be tanky in lane (~40 MR), and constantly harass you with his spear. You can't dodge it all day cause it costs too much mana, but if your Playful Trickster (E) is down, he'll jump on you, stun you, poke like a baller, then throw another spear at you. Extremely difficult to win trades. Also, his roam is quite nice because of his ultimate, so you can't just out roam him very easily. I suggest staying back and calling for jungler help or switching lanes. Being matched against a Pantheon is almost suicide.
Riven
Difficulty
Favors Enemy
Riven is a champion that you will rarely face, but this wouldn't be a guide if Riven wasn't here right. Nevertheless, the bad news is that, it's difficult to beat a good Riven. The good news is, there aren't many good Rivens. As Fizz, who does horrible against people with shields, have it rather easy because Riven is not innately tanky like Rumble (who also has a shield). She is also melee, unlike Orianna (who also has a shield). So, if you play this right, you will win. I'll explain how.

Well we almost know for a fact that Riven is going to start with (Q). If she starts with anything else, challenge her. Activate your (W), and tag her continuously. You will win that trade because she only has one instance of her passive up. When she starts (Q), she has three procs of her passive, which maximizes her damage.

So assuming she's good, she'll start (Q). You can choose to start the AD build (cloth 5), to make trading easier. But you have to capitalize on the timing of this opening because you have no mana sustain and therefore you have to make every spell count. Otherwise, she'll just abuse her manaless status and steamroll you. So how do capitalize on this timing?

You have to draw her in some how. Every time she uses a spell, think of it as a point. When Riven uses two (Q)s, think of that as another point. Her (W) and stun is one more point. In laning phase, when she accumulates two points and doesn't hit you at all, go in. You have Playful / Trickster (E) to dodge her (W) stun, and she'll have at most one instance of her (Q) left. That's not enough for your bread and butter QW combo.

In order to draw her in, there'll probably be some sort of dancing back and forth between you two. She knows that you have the potential to dodge her stun, which means she'll likely lose the trade if she tried to gap close or get away using her (Q). Your goal is simply to beat on her when she uses but doesn't do any damage to you with the spells. Also, as a general rule of thumb, don't attack her when she has her shield.

I will try to get a detailed commentary on a Riven matchup I play sometime soon.
Rumble
Difficulty
Favors Enemy
Rumble is somewhat similar to Pantheon. He's tanky, and deals this damage over time in short bursts such that he whittles you down until you're ready to be cooked. Not to mention that he has a shield, and Fizz doesn't do well against shields. So this is going to be difficult. If anything, Rumble's flamethrower (Q) should push the lane, so you can set up some nice jungler ganks or let it push so hard that you get level 3 or 4 before he does, and use that advantage to shove him back or kill him. Good thing is, you should never really be in a position where you'll be in his ultimate. Use your spells to get out of it because over time, it will hurt a lot. He'll build tanky, opening with a negatron sometimes, reply with sorc boots and start working on your core. The lane gets tough when you can't farm because you don't do enough damage. So always keep that up. Never match his tankiness with tankiness.
Ryze
Difficulty
Favors You
Let me say this: Ryze is NOT a hard counter to Fizz. Fizz does have an advantage, and I will explain to you how to exploit those. Ryze is a late game champion. His tear -> RoA build is standard and TAKES TIME to rack up. So you need to make sure you can gain an edge in a 1v1 situation. If the Ryze is especially squishy, get QW standard combo, and you should be able to kill him even if he snares you and whatnot. I'm talking about like 30 MR, which is his base without any runes. A good Ryze will show up to lane with 40+ MR, but if he doesn't have any MR, well. His mistake, you can punish him. He becomes a TF with an instant snare. Big deal. Show him what's up.

Early game is your advantage, but if you feel like this Ryze is a good Ryze, won't let you up close, harasses you whenever he can, wards, plays safe, then he's aiming for late game. At higher ELO, I recommend taking EXHAUST AND FLASH. For multiple reasons. Ignite is nice damage, but its reduced healing effects is not as strong when you already have grevious wounds on a 10 second cooldown. If you take exhaust, you can force him to disengage when he uses his spells on you. You can set up ganks easier, and force some flashes so you have a utility advantage. At level 2-3, call for a jungler gank. Either have your jungler go first or you can open with exhaust. Ryze cannot fight, since his damage is reduced, and he cannot even move anywhere (exhaust slow), so he will probably snare one of you, and flash or fight. Now if he snares you, that's fine, because you have gap closers. Hopefully your jungler does too. Now if you force flash, good job, tell your jungler to come back and he will be dead next time he pushes up.

Exhaust is also beautiful for late game versus Ryze. Ryze is a beast lategame with his tanky, mana-ful items. But when he pops his ulti and realizes that you have exhausted him, he won't be healing as much from spellvamp because his spells aren't doing as much damage. Not to mention you'll likely have tagged him with grevious wounds. He won't be doing that much damage, so you can use that window to take him down. You chunk a pretty good portion of his health late game, just because he's tanky doesn't mean you can't kill him. Alternatively when teamfighting against a Ryze, make sure not to bunch up and kill whoever is the highest priority. Yes you can cripple Ryze but if there's a squishy Vayne, go for her. She will do more damage.
Sion
Difficulty
Favors You
I have not yet faced the new Sion (reworked) in lane yet - he's always in the jungle. But from what I can tell, things can go you way quite well. He's melee, which means you have the opportunity to dictate trades. You also have a huge advantage because you can dodge his one skill he needs to land on you. His combo post 6 should be ulti into stun, into that huge knockup + stun, then just continue dishing out damage. Thanks to your trollpole, you can evade the ultimate and/or knockup/stun very easily. You should also be able to farm pretty easily too. I'm not sure about what timings to go in, but test the waters with a QW here and there, maybe throw in a Playful Trickster here and there. Be careful though, when facing laners that have huge CC, don't get chained up by their junglers.
Swain
Difficulty
Favors You
This can kind of go both ways. You may think Fizz counters Swain because Swain heals, and Fizz destroys heals. That is true, but if you fail to get ahead, Swain will build mana-tanky and you will not be able to kill him because of his sustain from his ultimate. Thus, he has attained "haha, you cannot kill me" status, and you will be sorry.

Level 2, you can afford to QW combo into him and do some serious damage, but after that it only gets harder. Especially when he has a slow that will force you to disengage. That being said, you do have some nice windows of opportunity. Regarding his snare (W), if he misses it, punish him and engage. He'll likely throw everything on you, so you can choose whether to commit fully or back off. You want to dodge his torment (E) or his snare (W). This is because like other champions, if he hits you with his torment (E), EVERYTHING ELSE DOES MORE DAMAGE. Thus, you want to avoid that. His bird beam thingy (Q) is targetted, so you cannot avoid that. Next best thing you want to avoid is his snare (W), but this is probably the only thing you want to avoid. Cause if he snares you.. barrage of damage incoming.

If he manages to get ahead in lane, you are in for some serious trouble. Hug your tower or just farm if he isn't pressuring you. Other than that, stay alive, don't be stupid, and try to crawl your way back in the game by roaming a bit. Worst comes to worst, aim for late game. You'll drop him later. Make sure you call mia, Swain is very good at ganking, despite his lack of mobility.
Syndra
Difficulty
Favors Enemy
Lane bully Syndra. Basically, she's another Lux. The reason why it's harder is because while Lux can stop you from coming in, Syndra pushes you away and after that, it's hard to get back on her. So, play safe. Very safe. She'll get level 2 before you and you should not let her abuse the power of being ranged. Also, if you need to dodge something, dodge her ultimate. The balls literally disappear and you take no damage. Just be sure not to get STUNNED. If you do get stunned, same thing as Lux, barrage of damage inc.

Syndra's weakness is partially her mana. She has to learn how to manage it, and with chalice she should be okay, but she is still kind of squishy. She'll likely get a few Doran's Rings. What you need to do here is avoid her stuff, land your stuff, and call your jungler cause she can only push one of you away!

That said, still, if you land a fish late-game, she's done for unless she has Zhonyas. Note that one Playful / Trickster (E) is enough to dodge all her balls (haha).
Talon
Difficulty
Favors You
Getting harder, Talon is an unconventional mid right now, but his kit is interesting. Level 1 he will start with rake (W), and attempt to harass you. However, you can afford to stand your ground because you are both melee. If he was ranged, this would be 4 difficulty. But thank god he is not. Since he is melee, he needs to get close to farm. So, in terms of 1v1-ing him, You do have a higher damage output, but this is only if he doesn't invest everything into AD. If he does, (check his stats at level 1 to see), then do NOT go all-in as I believe his damage is higher than yours. It's more of a cheese on his part.

Regardless, he does have a silence, so he can silence and do his combo, (JUST KIDDING THERE IS NO MORE SILENCE!!!) but what you want to do, if you had a choice, is you want to Playful / Trickster (E) his rake (W). That's because it slows you, and if you're slowed, he does more damage to you (passive). Also, bring more sustain to lane. A flask + 3 would be better to start off with, or a cloth + 5. I do not recommend Dorans + 2.

Play more safe, and judge whether you can all-in or not. If yes, go for it. If not or you don't know, stay back and farm up. He will rush brutalizer and you can answer with seekers armguard. Then work on your sheen and proceed as usual.

Post 6, his combo will be to cuthroat (E), rake (W), auto attack buff (Q), hydra active (#), Ulti out (R), projectiles return (R), ignite, auto attack buff (Q). This serves to maximize his damage through his passive, which only happens when you are slowed. His rake (W), does that. It'd be easy to tell you when to dodge his rake, but you will be silenced. So, every dance you have in mid lane (two of you just clicking back and forth), you can choose to be silenced for a second, then dish out your damage to dodge his ultimate, (unlikely you'll dodge his rake (W) because he will use it in succession), or initiate with your ultimate, then use your mobility to get out of there to make sure he cannot stick to you. This chunks a huge portion of his health. You win the trade as he cannot get to you, and you just wait for either a spell rotation, or a good moment to commit harder (minion wave, jungler, etc).
Tristana
Difficulty
Favors You
Two styles. Take note that her (E) DoT applies grevious wounds. It's best not to pop potions while you're under that status.

AD Tristana: Much like Caitlyn matchup, but with shorter range. Her escape is much further than Caitlyns, making Tristana a relatively easy champion. I suggest staying back as usual, as you can't just dodge her spells to avoid damage since she'll be autoattack based. You have to wait until levels 3-5 when you can successfully deal damage, then retreat. At early levels this might not do much, as she can get the health back through lifesteal, so I wouldn't recommend doing that too often. Doing it once just to gauge your damage and her lifesteal is a good idea. You scale with levels, so just wait patiently for the day when you can drop her.

AP Tristana: You can go all in at QW, provided that you deal with harass properly. Be mindful that she'll likely put a point in her (E) which also has an AoE when she kills a minion. Stay away from your own creep wave when they get low. She can always disengage, but it's better to force her to use her mana rather than to have her use the mana on you. AP Tristana has tons of burst, and she'll try to use her DoT (E) to harass you. Dodge this to mitigate her damage, and land on her. Follow her while she jumps, then back off. Continue to do this to win trades, and go in for the kill when you can. Try to Playful / Trickster her ultimate. If you cannot time it properly, try to dodge her jump (W) when she tries to deal loads of damage to you.

In general, land your ulti as soon and surprisingly as possible. Your knockup can interrupt her jump and she will have to fight or Flash. If she fights, she will die. If she flashes, well she can't do that again so make sure you use it again the next time your ultimate is up.
Twistedfate
Difficulty
Favors You
You are a counter pick. The Twisted Fate meta brought about the idea of assassins. The concept was to kill him by taking advantage of his weak early game to shut him down and prevent him from out-roaming you. You snowball out of control, and the enemy is unable to do anything.

Use the standard QW build and just go all-in. Be weary of junglers. If you prefer, you can wait until level 3 so you can dodge his gold card, but this matchup is heavily in his favour.
Varus
Difficulty
Favors You
Early game, Varus is much like an Ashe but weaker. Pre 6, he needs access to spells in order to fully utilize the damage potential. His passive (W) will apply stacks which can only be detonated by his other three spells. Thus, he needs a couple of levels to acquire those spells. You can hang around closer to the minion wave than you would in Ashe or Caitlyn matchups, but be careful, as his passive (W) does grant him additional damage on hit. One you both have access to your own spells, you should have the upper hand since he needs to hit you to do damage. Autoattacking won't be enough. Be careful not to confuse aggression with taking autoattacks for no reason. Mid lane is much about trading, and you aren't trading when he hits you and you're doing nothing back. At least make sure you get a minion or something. I recommend going all in at level 3, as he won't be as strong, but you will have access to all your spells while being able to dodge one of his. Use QW to go in an poke a couple of times, decide whether you can kill him or not and use Playful / Trickster (E) to either go in or out. Rinse and repeat, and be sure to see his ultimate coming. He'll want to use it when you're probably closer to his tower, or when a jungler is coming to help. Nevertheless, save your Playful / Trickster (E) and only commit when you think you can kill him. Pay attention to his summoner spells so you don't get baited. Varus has no escapes, so you don't need to worry too much of him dodging your own spells besides Flash.
Vayne
Difficulty
Favors You
Vayne is a late-game, hyper carry for good reason. If you challenge her late game, make sure you can either burst her without missing your ulti. If your DFG + QW -> E can drop her, you have a better chance of killing her because when she goes invisible you can't tell which way she rolled. Most Vaynes will either roll away or towards a place that can condemn (E) you into a wall. If she gets that condemn off, you're dead meat. So, it's imperative that you drop her with your combo. If you can land your fish, great, go for it. She shouldn't be tanky enough to take that damage. But if you miss, and you can't kill her with your combo, leave as fast as possible. Pop your Zhonyas if you need time for another spell rotation, and be careful, Vayne will bring QSS lategame, so even if your fish lands on her, QSS will drop it off of her.

Since she's a beast late game, you want to deal with her early. If she's bot lane, go when you're 6 and before she is 6. You have a level advantage. If she's mid lane, go all in at levels 4-6.
Veigar
Difficulty
Favors You
You are a counter pick. Veigar kind of plans to farm, but this is not AS easy as Karthus / TF. Although, it is still a good matchup. The reason is, early game, Veigar just doesn't have the damage to match yours. He can Q harass you, but you can just all-in at level 2 or 3. He can get one point in W, but that is almost surefire not going to hit you, and his stun is only for disengage, unless he calls his jungler. It should be relatively easy for you to snowball against Veigar.

Later on, grab Banshees Veil or Guardian Angel to mitigate his complete burst. This allows you to drop him without him being able to take you out. Positioning is key, since he has no mobility at all besides the flash. The standard QW build and go ham. Be weary of junglers. You can opt for level 3 all in so you can commit and disengage with Playful / Trickster (E) if his jungler comes.
Viktor
Difficulty
Favors You
Ah Viktor. Very underrated champion, but here's the thing. He has four projectiles. Yes, let's just say his (W), slow and stun, is a projectile. You, can dodge projectiles. Then why is this difficulty 3? The reason is, level if he is good, he will harass you and it will be uber easy for him to do so. Thus, it's safe to say he will reach 2 before you. After that, if you take too much harass, he can all-in you. If he doesn't abuse his level 1 autoattack + Q, then use the QW combo and try to take it him.

Alternatively, you can wait for 3 or 4, regardless of what he does, and try to dodge his shield (Q) or (E). Most Viktors max E, so that's what you want to dodge, but you cannot dodge if you are stunned in his W. Thus, do whatever you can to avoid getting stunned. If you get hit by Q, I do not recommend going in until the shield is gone. Mind you he'll also have movement speed bonus. So, not a good idea. If you dodge the Q, go for it. Almost 100% your QWE + autoattacks will out damage his E and anything else he can throw at you. He'll be forced to use W to get you off his back.

After 6, just go in. Keep in mind his ultimate has a silence, so make sure you either antipate and dodge it, or wait for it to be on cd. That is, bait it by feigning all-in, then back off and do it for real another time.

Careful though, a good Viktor is not anything to take lightly.
Vladimir
Difficulty
Favors Enemy
Same thing as Swain, you think you counter him cause he heals, but that is not necessarily the case all the time. He'll harass you level 1 and get level 2 before you. His goal is to sustain all day and your goal should be to keep up (almost impossible unless you kill him) or go all-in (impossible if he can sustain). So, you have to balance the right time to go in, and the right time to back off. What do I mean? Say this Vlad uses Q on a minion. What does he have left? His aoe tides (E), pool (W), and ultimate. So that would be a good time to go in because his Q, a lot of his sustain and damage, is out of the picture. Rinse and repeat. You know he's going to save his pool (W) to escape, so try to make sure he uses it and then finish with your ulti if you can. Ignite and seastone trident are very useful because they prevent him from healing through spells and pots.

His teamfighting is okay, but if his pool is down and you catch him, he's done. However he'll likely have Zhonyas, so watch out for that as well. If he is hyper aggresive, punish him with ganks from your jungler. He's gonna push if he wants to live so use that to your advantage. Don't let him get too big. He'll build tanky and you'll no longer be able to kill him and at that point, he's just going to out sustain you.
Yasuo
Difficulty
Favors You
Yasuo is one of the easier match-ups for Fizz, because of four key points:
  • Yasuo is also melee, so he needs to get close to do damage.
  • Yasuo has no ranged harass besides every 3rd Q that hits.
  • Yasuo's ultimate cannot be used if Fizz is not knocked up somehow. This is a loss of a huge chunk of damage, which also prevents him from getting the additional armor penetration that he wants.
  • Yasuo's windwall cannot block 3/4 of Fizz's spells.

Based on these points, this match-up is in Fizz's favour. We can discuss the influence of other champions later. In laning phase, he'll be looking to get flow, harass you with his Steel Tempest (Q), while farming with it. He can do that because of it's relatively low cooldown, but he needs to be careful because Fizz can dodge one of his spells. Your mindset is to get his passive down, then go in with QW. When he tries to use Steel Tempest (Q) on you, pull out your Playful / Trickster (E), and land on him. Let's take a look. You have no spells available (except maybe your ultimate), but he has lost his (Q), Windwall (W) cannot help him, and Sweeping Blade (E) barely does anything except maybe provide him an escape. He has to wait for his flow to regenerate in order to utilize its potential, and you caught him at a bad time. The worst part for him is that he's also squishy. He can't take too much damage. That's why Steel Tempest (Q) is on a relatively low cooldown and he has to make full use of his shield. He's one of the few exceptions where a champion with a shield actually loses hard to Fizz in lane.

In a teamfight setting, his true potential shines. Why? Because he can lock up your entire team with any knock up: (Orianna's ulti, Lee Sin's ulti, Alistars pulverize, Jarvan's E->Q, etc). He gets that penetration and can use Sweeping Blade on up to 5 people, gathering flow ridiculously fast while dealing damage with his Steel Tempest. You have to make sure that whoever gets knocked up, is not the one doing damage. But at the same time, he's not going to use it unless he knocks up key enemies, including yourself. So, positioning is key. I would recommend to indicate who has knockups on their team, and make sure you stay away from them. If Yasuo chooses to ulti your team, his team will immediately follow up, but throw your ultimate at Yasuo exactly where he is. Your teammates can't move, but neither can he. If the enemy jumps in on your team, your ultimate will hurt them all. Not to mention you should be able to drop Yasuo if he went pure damage, which is probably Shiv into some more damage items.

Do note that if you decide to throw your ultimate at him, he CAN stop it with his Wind wall (W), but he can still get hit by it if he walks on it later or nearby it.
Zed
Difficulty
Favors You
I'm not sure why I didn't have this here before. Zed USED to be on the same tier as Orianna and Ziggs, but then he got nerfed. Woo! Anyways, so he will be looking to farm and a good Zed will be trouble for you. But you can still play this right. You need to pay attention to cooldowns. I find that most Fizz players don't know how to deal with Zed because he goes in, WQ's the wave, might hit you, and repeat until you're too low to stay in lane. Fizz has no ranged harass, so it's important that you pay attention to his cooldowns before you decide to go in. When Zed does his QW combo, he will have 200 energy - 75 - 40 --> 75 energy left. That leaves him with the opportunity to use E once, which depletes his energy, or save it up for his Q, which comes up momentarily afterwards. Your time to shine is when he misses these spells. He has no reply for your aggression. Save your E for when he tries to ulti you, if he has it. Otherwise, decide whether you should do more damage or back off. If there's a huge minion wave on his side, prolly not a good idea. Don't think that every time you go in you have to commit a lot. Not necessarily much at all, even a poke is fine, you'll be winning the trades. :) He has no form of sustain early, until he gets cutlass. To make it easier, position yourself so that Zed can only farm, or harass you. Feel free to use a Playful / Trickster (E) or two if you have zhonyas :)

Note that late game, you should save yourPlayful / Trickster (E) for when he uses his ultimate. You can time it to dodge at the tip of the trident and it will completely mitigate his damage. The mark won't even be there. So show him what's up.
Ziggs
Difficulty
Favors Enemy
Current flavour of the month. Two scenarios. A good Ziggs and a horrible Ziggs.
A horrible Ziggs, one that does not abuse his range and short Q nuke, you can QW combo and go all-in.

A good Ziggs, is gonna be hard to deal with. He can harass you LOTS starting level 1, and it's relatively hard to dodge. It just gets worse from here. If you try to go in, he'll lay his mine field, Q you, then boom away. Untouchable. Unfair. Regardless, if you manage to stay on even grounds, that's good, but if not, it's expected. You need to dodge his ultimtate as it's his most devastating spell. You can Q away, Playful / Trickster, or even Zhonyas.

If you catch him with your ulti, he's done for, but for the majority of the game, you will be behind. Ask your jungler for help.
Zilean
Difficulty
Favors You
Ah Zilean. So mandatory coverage from myself because he was played in LCS. Any champion played in LCS gets tons of attention and well, now you might actually see Zilean in your ranked games. Zilean is rather boring to lane against, but you have a few options.

You have a level 1 trade-winning build, which is basically grabbing Playful / Trickster (E), and dodging his timebomb and landing on him. Mind you, you HAVE to use the Playful / Trickster (E) when the bomb is going to explode, so you should only do it if you know you can catch him and chase for 4 seconds (when the bomb explodes). Your Playful / Trickster (E) is not going to be up for a while from its long cooldown, but if you can use this with your jungler's level 2 cheese or something, you can try it out. It might work, but a better option is revealed next.

Grab Seastone Trident (W) and rush your QW combo. It's okay if you push the wave a bit, and if you're running exp quints, you'll hit level 2 after the first wave. Once you get level 2, you go in on Zilean with QW and auto attack. Don't worry about minions, don't worry about his bomb, just straight out dish damage. If he went health sustain, great, because his bombs won't do that much damage and he can't push you out of lane. After that, it's a question of whether you can kill him or not. Once you grab Playful / Trickster (E), you can dodge one of his bombs, then proceed to kill him. He cannot speed himself up that easily, or slow you down that easily, because he isn't a cooldown powerhouse early game and he will lack the mana to do it if he spams too much. Lastly, you can opt for a different approach.

You can run Exhaust and Flash, with only one goal in mind. Destroy him. Ignite gives you great damage, but now, exhaust does too, since it shreds armor and mr. Great for setting up ganks, if your jungler is AD or AP. It will help you both, especially if Zilean has tanky runes. You give Zilean a choice. Zone you and risk getting ganked while you have Exhaust, or let you farm and get destroyed mid-game for fear of getting destroyed by an Exhaust Jungler gank.

Zilean will not use his ultimate when you land your shark on him. He will only use his ultimate when he thinks he's going to die. A typical Zilean will come to bomb the lane twice, or bomb you twice, and that playstyle is much like a Morgana. You can either push hard, so he's forced to farm while taking minion damage, or lose some minions to tower shots because his auto attack is not that good.

One tactic I also like to use is that when he puts that bomb on you, I immediately go towards my minions, and the bomb will splash onto the minions, lowering their health. Now, moments later, Zilean will have to choose between last hitting a minion, or harassing you. In most cases, especially at higher ELO, he will take the minions. But if not, you can trade with him and dish out your QW combo and he will try to speed himself up or slow you down. You can decide to chase with Playful / Trickster (E) or just back off. Also, if you don't want to engage, you can just let the bombs explode and this will push the wave. This puts him in danger of being ganked, and if you have a responsive jungler, he'll see this and you can set something up.

Late game, Zilean is much like a Kayle. But to be honest, I'd rather face a Kayle, cause the ultimate doesn't last that long. But, the way to deal with Zilean is to use your ulti to bait his ultimate, feign the all-in, then back off and go for someone else who isn't ulti'd and fight for the 24 seconds that it will be on cooldown for, or back off if you can't put yourself in a good position to assassinate anyone.

It's also harder to land your ultimate because late game he will be roaming around the map a lot, but while his movement speed is quick, he can still be rather predictable. He'll move normally, he won't zig zag if he doesn't expect a threat. Ward deep, and try to find him isolated when you land your ulti on him, he will ulti himself and it's much better to pop it there and wait for the revive and finish him off than wait for the ulti mark to disappear and then finish him off. He'll have gone a mile away from speeding himself up so it's best that you kill him to get him down.

Overall, the matchup favours you because you dictate the pace in this case, it's much less reactionary compared to the other matchups because Zilean is very predictable.
Zyra
Difficulty
Favors You
You are a counter pick. The thing is, Fizz against Zyra is a little more skill dependent. A good opponent will never let you get close, but the moment she does, you can afford to go all in and Playful / Trickster her ultimate or her snare. If you can manage to do either of that, it will be good for you. She's pretty weak near the beginning and again has no escapes. So punish her for missing her Qs and forcing her to back off. Her damage doesn't match yours. Incoming harass, of course, but doesn't change the fact that you can erase her from the game at early levels. Just be sure to not take too much harass. Make sure you get gold or experience.

The standard QW build and go ham. Be weary of junglers. You can opt for level 3 all in so you can commit and disengage with playful trickster if her jungler comes. Take note of her passive, make sure you dodge it.

Early Game

Ward.

Early game, you should have three goals:

First blood / kills
Farm
Get to Mid Game ASAP

First blood / kills can be done in an easy way. Since most AP mids are ranged, you will most likely get harassed by auto attacks for most of level 1 through 6.

Against a passive player: Feel free to farm. They are usually focused on farming and not interested in zoning you. As you climb the ladder you'll realize that less people play this way and will definitely autoattack you to get your health down.

Against an aggressive player: do not attempt to trade with ranged champions as you will have taken harass before you are even able to deal damage. Wait patiently for level 2 and then you will be able to answer your opponent with your QW combo. In general, you spike at levels 2, 3, and 6. But only answer your opponent when it will result in a favourable trade for yourself.

Goals: You want to farm up for 2 doran rings and get your boots whenever possible. Build a Mana Crystal and make a Sheen. You essentially want to minimize the time it takes for you to get your items while increasing the time it takes for your opponent to get his/her items. From the time you have your Sheen to DFG / half of Lich Bane, that's mid-game usually, and that's discussed in the next chapter.

The plan:
A good strategy I discovered was to run three experience quints, and once the first wave is done, you will have reached level 2 and you can QW your opponent when they are still level 1. This will devastate passive players, and even aggressive players if they don't anticipate your rune setup. They will most likely back off, level up to 2, and return to lane. When they come back, flash so that you're in range for a QW and use the combo on them and ignite them. I have gotten first blood countless times and if done right, it should happen at around 3 minutes.

Reaching level 2 before your opponent really catches them off guard and as far as I know, I'm the only mid player to actually run experience quints.

Ward often to prevent yourself from feeding while netting you kills and allowing you to farm. They are overpowered. Definitely.

How to deal with early harass:

Often enough players won't just let you farm and get gold and experience. They'll abuse the fact that you're not ranged and I have some tips to help you deal with this.

If you are getting harassed by auto attacks or spells, make it worth something. Are you getting farm? Are you returning the favour? When you are getting harassed for free, a little bit is fine. But too much and you'll find yourself out of pots and unable to go all-in or stay in the lane to get farm and experience. Always make sure it's worth something if you are taking damage.

If they are doing nothing but auto attacking you, back off a bit to let them draw minion aggro. This means that your minions will be attacking them and they will essentially be pushing the wave to your side, since the enemy minions are not taking any damage. Don't fret, let it push. This puts the enemy in danger of being ganked, and Fizz can actually last-hit under tower quite easily thanks to his Seastone Trident (W). Sometimes you can even get the opponent to take a hit or two from the tower because they are being aggressive.

Be patient. You have a huge power spike when you reach level 2, 3, and 6, because you will have access to your QW combo and when you grab E you can dodge a spell and do damage, and even more damage when you have your ultimate. You should try to utilize the massive damage output on QW. The only exception is when you would take more harass or get ganked from the jungler. If you go in and deal a bunch of damage but you won't have any health or mana to farm and stay in the lane, it probably isn't worth it unless you can get a kill.

Make sure you're soaking experience because even if the enemy is super farmed, it doesn't mean anything until he spends that gold. And if you keep up in exp, you WILL reach level 6 faster than the enemy. So there's nothing too wrong with losing some cs, which is bound to happen anyway. If you're just running normal AP quints, it's the same thing. Just back up, soak experience and only trade when it's favourable. The idea with running experience quints is to level up your abilities, which in turn makes them stronger (one at a time unfortunately), instead of relying on AP scaling. Remember. You're just trying to get to mid game the fastest way possible.

How to deal with campers:

If you are being camped, play more passive, try to play in a way such that the enemy jungler thinks that you do not know, and set up a counter gank or let your other lanes and your own jungler that their jungler is at your lane, so that there can be an advantage pressed elsewhere. Note that sight wards are extremely important in knowing where their jungler is. You can bait, setup a counter gank, and you'll have a big advantage.

Mid Game

Ward.

Mid game, your goals shift slightly from farming and getting kills (though you should continue doing both, ideally) towards two things:

Roaming
Securing objectives

About roaming:

Against a champion who has suffered losses in levels/gold against you (i.e. they were forced out of lane by you and are scared of you in the lane)
Roam.
Push the waves and head top, bottom, or ward up the enemy jungle to get vision of their jungler and the timers on their buffs. It's nice if you can steal any of these. Both red and blue buff are extremely dangerous on Fizz.
Your goal is to start using your advantage and turn it into a global advantage by ganking other lanes with or without your jungler.

Against a champion who has great range / wave clear (i.e. or ) or has a significant advantage on you such that pushing the wave would be detrimental to your ability to roam (i.e. you would take lots of damage such that an attempt to roam could result in an overall loss for your team)
Prevent the enemy from roaming by threatening to take the tower

I used to say finish your Lich Bane as soon as possible, but nowadays you're faced with a choice: Sheen into Lich Bane or Sheen into DFG, because of the changes to Lich Bane, and your W AP ratio. If you feel like DFG can allow you to burst targets and translate into lots of map pressure and maybe a soft / hard objective, go for DFG, build the codex first. If your laner is leaving the lane lots, or is someone you simply cannot kill, get Lich Bane and threaten the tower. You can only threaten a tower when you have Lich Bane so that you can Playful / Trickster (E) and clear the wave to approach the tower. If you do not have a Lich Bane, you should consider warding and following the enemy mid champion since you cannot threaten by taking tower if their mid roams anyways. You should be able to though, this is just a wall of text for a flowchart.

To get to places faster and getting away from sticky situations, I have included a map of almost all the locations you can Playful / Trickster (E) over.

[http://i.imgur.com/kZTNI17.jpg]

Securing objectives:

With a Lich Bane you are decent at taking towers and your damage output is quite amazing. If you have snowballed earlier, this phase will be a breeze as they cannot contest any plays your team makes because you will simply drop someone on their team.

You should look to snowball other lanes, especially if they are having trouble. Turning your advantage into a global advantage is something Fizz is rather good at because he is mobile.

Keep track of Dragon/Drake timers and buy sight wards every time you go back to buy. This is easier since Riot implemented the timers. They are instrumental at netting you kills which leads to Dragon, Baron, or enemy towers. Do not assume your support will supply your entire team with wards, as a team, you should be buying wards together. No excuses.

If dragon is down and you have taken mid tower, continue farming and trying to put pressure on the other lanes. Make your presence known! Ward for a lane whenever you can as a gesture of fishy politeness.

How to land your ultimate:

If you have snowballed early, mid game is just keeping the dice rolling. Landing your ultimate is a skill you absolutely need to be able to do as a good Fizz. It doesn't always mean catching someone with it, though that is ideal, you can use your ultimate to zone people from leaving the jungle, stop going a certain direction, or even stealing dragon/baron.

A trick that I have been using lots recently is to throw the ultimate when they least expect it. Alternatively, you can opt for a Urchin Strike (Q) + ultimate (R) combo. I demonstrate this in videos below.

Another method is just to come from the side when your opponent cannot see you. Coming from the bottom of the screen is more deadly just because of the way the camera is angled. It will be easy to hit because they are not expecting it. Throwing it from the fog of war is a good way to catch people, given that they do not know that you are there.

The one I like best is to save the ultimate for a bit after you use QW and Playful / Trickster (E). It puts a lot of damage on enemies and is great for baiting out flash because they think you will throw the ultimate. You hold on to it, and use it when there's no possibility of missing.

Late Game

Ward.

The funnest part of the game in my opinion, but also the most sensitive. Your goal late-game has been mentioned already. You need to drop one or both of the enemy carries. If their team comp is a little abnormal, aim for the champion with most kills or the champion with the least health that you know you can take down.

That's what Fizz does, he's an assassin. If you aren't able to assassinate one of the champions on the enemy team, you better hope your team can make up for your slack.

At this point in the game, you will almost always initiate with your ultimate. Since a lot of carries have an escape of some sort, you need to know your ultimate will land before going in versus initiating with QW and missing your ultimate because used her net and flashed.

If you do manage to hit the specified target, if you think you can go in and get away with it, be my guest. Your team will likely follow you in and a bunch of sound effects will happen.

That said, AD carries are usually your first target. However, sometimes peeling for your AD carry is also not a bad option. Especially if they have a or who doesn't give a crap about anyone else besides the enemy carry.

If the AD carry is down, go for the AP carry. If both carries are down, it's much better to peel for your own AD carry or kill their top lane bruiser. Other than that, with your items you should be relatively hard to chase and catch without hard crowd control.

Team Fights

In team fights, you should play like an Eve, you generally stay to the side and come in when you ultimate or when someone else like or or initiates. It's nice to have an initiation before you throw your ultimate, as you will likely hit your target when they are being cc'd.

The order of focus for Fizz should be:

Whoever is fed and does damage
Whoever is fed
AD Carry / AP Carry
Top lane bruiser
Jungler
Support
Whoever is fed and does damage but you can't kill

Of course, if you can pick off someone so that they will not be in the fight at all, pick them off and group up. Most supports are usually worth taking out because they have some sort of useful utility. If you catch a or , they no longer have an ultimate to initiate or an ultimate to heal with and you will have a strong incentive to start a 4v5 fight. Even though they don't do that much damage, sometimes, it's better to kill the person that will either destroy your team or keep their own team alive. Whichever one you feel is a bigger difference.

Late game, baron is a huge objective. Let's say your team ran out of wards.

How to check Baron:

Thoughts Regarding Recent Patch Notes

Hello everyone, this section is to address the current patch notes and everything that might affect Fizz. As of 4.10, I will now be offering my two cents, which players can feel free to disagree with, on the patch notes that are currently in PBE, or just released. It will be arranged from the latest / most current to earliest / least recent.

5.2:
DFG got removed. A moment of silence please. . . . Alright we good.

Well shit guys (excuse my language), the ELO majority has spoken and they want Fizz nerfed so Riot did it. They put that ban hammer on us. What did they do? You can find the patch notes for 5.2 with a quick google. But basically,

1. Q scaling and base got nerfed. Opponents can now FLASH your Q!
2. W no longer applies grevious wounds, its passive does less damage, percentage health shifted to active.
3. Ulti applies 20% amplified damage to whoever is tagged.

Trollpole and Fizz passive remain unchanged.

So what does this mean for us? Well, Riot's intention is to shift the damage from our basic spells on to our ultimate and emphasize the correct landing of it. So that's what we'll play around. The problem that arises for most Fizz players is: how do we deal with enemy Zhonyas / QSS? Especially when the latter is pretty cheap? I feel like we'll have to innovate around this one. But my own solution for all of you is quite simple, and already existed. Go for CDR. At 40% CDR, Fizz's ulti at level 16 is at 70*0.6 = 42 second CD. This means that every Zhonya or QSS use by the enemy means that you have another chance to engage them after they use these items for late game. If they have intelligence, the utility mastery, CD for Zhonyas and QSS goes down to 81. Not to mention if any champion gets BOTH of these, you're screwed. There is no way to land your ulti as they can use both items interchangeably. With that said, is there ANY counter play for that? Well I guess your new targets are those without these items... wp Riot.

Before late game where people have these items, it is essential that you land your ulties in lane. Why? Because now you LOSE a lot of damage if you don't. So it's important to press your advantage and your ability to land these ulties before they just get completely mitigated. That said, maybe the EXP quints will actually start to become mainstream for Fizz. As access to his ultimate is almost the best thing you can do right now. You can't really all-in when the opponent can flash your Q, and prolly W if the Q doesn't connect. I recommend the maru runes if you haven't tried them out.

Now you need to snowball harder, and Riot has been chilling here nerfing snowballs to the hot ground. I'm not sure about how this will all play out in real games, but I will come back here after I figure it out.

4.18:
Man it has been a while. But I am back from being Verity and well. Problem. Fizz remains one of the most top banned champions right now ~40%. Take this time to learn other champs and see what might suit you. Not playing ranked is just not good, as you never know when the meta will spontaneously shift again. It's important to know what the meta is for League.

On that note, not many changes to champions that are extremely alarming but preseason is coming up, which means tons of updates.

4.15:
Nothing actually worth noting here, maybe changes to Gnar might affect those who run Fizz top lane, but that's about it. I feel like the nerfs are going in the proper direction as of last patch, but it still feels like a buff for the weak is more needed than a nerf for the strong.

4.14:
Morgana nerfs! Yey! Mostly concerned about the black shield as you don't see many Morgs out these days. But that will be useful, since you know that the shield will be easier to pop. Not bad

Orianna base attack damage lowered. WOOO. This should make it easier for you to survive in lane against her, but her combo will still do damage, careful of that. This just makes it so that it's easier to survive in lane until mid-game to deal some serious damage.

4.13:
Kayle Ulti CD: Fuck. 110/95/80 seconds ⇒ 100/90/80 seconds

Chalice Nerf! Good news for us, fellow Fizz players! ;)
MAGIC RESISTANCE 25 ⇒ 20. Should make it easier for us to go HAM even when enemies have a Chalice. That said, Sorc boots are a valid reply to an enemy who grabs chalice! :) It completely mitigates the MR gained.

Fizz changes: Ah fuck. Oh nevermind, only in Dominion.
Q and E cooldown nerfs. Overall, the spell rotations and combos will be the same, but you will definitely need to rely on cdr to lower those cooldowns to make it feel normal. Is it time for CDR Fizz?

Exhaust. YES. EXHAUST. I LOVE THIS CHANGE. I MISS IT DEARLY.
DAMAGE REDUCTION 50% ⇒ 40%
NEWARMOR & MAGIC RESISTANCE SHRED Now shreds 10 of the target's armor and magic resistance
So now, whenever you exhaust Ryze, or somebody crazy, their MR and Armor, both of which you do damage to take advantage of, are lowered by 10. This is DEVASTATING early game and I recommend more Fizz players run Exhaust in their setup. It's ridiculous. If you already have magic pen, you can make level 1 setups extremely scary for the enemy. It's also time to play Fiddle.

4.12:
Kayle Ulti CD: 100 / 90 / 80 seconds ⇒ 110 / 95 / 80 seconds

And a couple of more changes to other champions, which... I will comment on later ;)

4.11:
BOUNTY REWARDS. Looks like Riot is trying to get the snowballing going once again. First blood is now worth more from 280g ⇒ 325g, arguably worth a flash, finally. Keep in mind about the 2 minute limitation. If you use the QW all in, you should net a kill at level 2, at around 3 minutes, which is perfect.

EXPERIENCE: 1250 ⇒ 1400 range! This is incredibly good news as this means you can play safer and still get levels! Ideally you should be able to get gold too but hey, as melee fighters, we are definitely not complaining. ;)

KAYLE. HAS FINALLY BEEN NERFED!
Ulti Cooldown: 90/75/60 seconds ⇒ 110/95/80 seconds
E Scaling: +0.4 ability power ⇒ +0.2 ability power
Finally, you have a way of dealing with Kayle. I will update the matchup section soon when I get the time. But it should be much easier now.

4.10:
Big changes were the Grail nerf. Champions like Orianna, Galio, Malphite, will have a tougher time after building this item. Note that this doesn't affect the Chalice, but if they want more magic resistance, this item will no longer be their top priority. It has been lowered. Which is good news for Fizz. Squishier targets!

Another big change is the Nidalee rework, which should increase the flux of Nidalee players, but at the same time, make them unfamiliar with her kit. I'll have to update the Nidalee matchup soon, and will do it whenever I get a chance.

Additional Misc Tips:

From my Reddit post in anticipation for new / intermediate Fizz players:

  • Don't forget about the jungle. I don't mean ask your jungler to come gank for you and snowball yourself. Junglers should know of Fizz's snowball capabilities, but I always hear about mid laners talking about roaming into enemy wards and always getting nowhere after taking a kill in lane or pushing hard. I mean the enemy jungle. What kind of a jungler wards their own jungle?! Remember to ward yourself. If you ward right, the enemy jungler will try to jungle with low health to maximize their returns on a single trip. If you see this, you can set them back by taking them out. You get gold and experience for yourself, likely resulting in a scary Fizz when you return to lane, you relieve pressure on the other lanes, and since their jungler is dead, you just put your jungler ahead. Even better if you get a buff. Sometimes you never find the jungler but even taking a camp might be worth it. They may have cleared it before and might want to get more money by clearing the camp again, only to walk 30 seconds to find that it's gone. You just wasted their time while your own jungler is getting paid np. Invaluable in a game of inches.
  • There is a monumental difference between playful, and trickster. Yes, they both do the same amount of damage, and yes, once you playful you can dodge, so both will allow you to dodge spells and projectiles, BUT! Playful has bigger splash radius, and slows enemies. Once I was duelling a Riven who had used up her spells to leave me one auto attack away from death. I used playful to splash her and run away while she was slowed, and my DoT from seastone trident finished her off. Had I used trickster, I'd have to land really close to her in order to do damage and since I needed the ticks for her to die, she can auto attack me and kill me (which might've granted her levels / gave her health if she had a point in her Dangerous Game mastery page). She couldn't auto attack me when I playful'd because I was further away since playful has a larger AoE, and because she was slowed. A great Fizz needs to be able to differentiate the effects of using playful and the effects of using trickster, and select the right one to use.
  • Buy a second Dorans. I know many people don't want to, but you should do it. It's not even that expensive, and it pays off by saving you time and making you tankier with the health advantages and more trollpoles before you spike midgame. I get questions about this all the time, and the reason for this is because, the standard runes / masteries setup allows you to clear minions with relative ease, but every 3 minutes the minion waves will grow stronger, with every type of minion gaining different stats. Thus, your current AP while building your needlessly large rod might leave a little health left in the minions when you playful trickster on top of them for wave clear. An ideal wave clear leaves nothing behind, but most of the time you'll playful (not trickster), auto attack to kill one creep, then urchin strike the last. If your AP is not high enough to clear the waves before your next large item, you should get another Dorans ring. If every wave you're staying behind to auto / use spells on the minions, you're spending too much time on it that you should be. That is why you have a second Dorans. However, if you can't do anything with the extra seconds you save from farming every wave, it may be more worth it to not buy the Dorans Ring and rush the next big item. Although experience has taught me to always get another Dorans Ring.
  • Can't get close to the enemy laner? Let's say you destroyed this TF in lane (like you should), and now he's playing super passive while trying to farm with his cards. If he can throw his cards, he's probably too close. Why? Because you can Q a minion to gap close and throw your fish simultaneously, which will land eventually with experience. You can proceed to follow his flash with your own or just playful trickster on top of him while activating your W. It seems like a lot to do in a short time, but try it out a couple of times, and you'll get it down. The hardest part is probably the Q+R simultaneously. To sum up the sequence, you Q the minion first, dart your cursor to the maximum range of your R in the direction you want to throw, and press R. When the ultimate lands, you tag them with the DFG active if you have it. You don't have to smart-cast, but it's faster and easier to manage if you do. (I use manual smart-casting: shift + spell bind.) Make sure your cursor is at the maximum range (1275), so you don't end up Q + R 'ing a minion (which I have done before and made someone's day). There's a demonstration of this in the Final Comments section, in fast and slow motion.
  • As a diamond Fizz player, I don't mean to completely misuse your ultimate, but I tell myself that if I had a choice to throw or not throw my ultimate, I would throw my ultimate without hesitation. Even if I miss, the cooldown of your ultimate is extremely low, and even lower with cooldown reduction. If you miss, your burst is lost but you can back off for a minute at higher levels and have at it again. Don't be afraid, it's uh, good practice. No matter what your teammates say. Just say you were "testing the waters" ;)
  • You can actually playful trickster on the same spot, just press e in one direction, move you cursor back to where it was, then press it again. Big plays demonstrated by Pobelter (awesome Fizz player btw) in the EG vs TSM highlights Pobelter Outplay!
    It's also the faster way to deal damage to a target, assuming you can land it. Fighting blue buff? Playful trickster in place! It prevents that annoying reset when you're killing it and allows you to use playful trickster more often. :)

Final Comments

Essentially, everything you do should be an investment. Every click, every roam, every spell cast, every kill. With the ultimate goal of taking the enemy nexus. Stay focused, grab hard objectives. You can choose to do that through soft objectives: minions, champions, buffs, etc.

Watch tutorials and get a feel for what Fizz's role is in games. If you want to learn the fastest, just play him. Over and over. Once you have an idea and even if the meta changes, you'll be able to adapt faster with every game. I am here for you, not myself. Add me in-game at the summoner name: marupakuuu and we can definitely play a 1v1 or a normal game and I can teach you all I know about Fizz. I am in touch with other high ELO Fizz players who can also answer any questions you may have.

Here's a video of some tips and tricks I have for Fizz. The song is Uppermost - Left Unsaid


Be weary of the infamous Playful / Trickster (E) glitch, shown here in this video. As far as I know, Riot has worked hard to fix this and should not happen anymore in your games as of August 1st, 2013. Nevertheless, this is what it's like:



Lastly, thank you for reading my guide and I hope you like the following video as a tribute to Fizz.

Comments

December 8, 2014 - 12:53 AM #1

Thank you so much Justkaz! I'm glad to see it's helping people out there on the Rift. I'll be doing my best to keep it updated! :)

November 9, 2014 - 01:17 AM #2

This was a great guide for a new fizz player like me, learned a great deal. Guide is very well written and I can tell you put in a lot of time. Great job!

August 5, 2014 - 07:08 PM #3

thank you for the kind words, goatondaboat! glad you enjoyed the guide and it was helpful for your matchups. If I have missed anything or you think some parts could use some revamping or additional content, please feel free to message me or comment! I'll be working hard to make sure it stays updated. :) Glhf!

August 5, 2014 - 07:08 PM #4

thank you for the kind words, goatondaboat! glad you enjoyed the guide and it was helpful for your matchups. If I have missed anything or you think some parts could use some revamping or additional content, please feel free to message me or comment! I'll be working hard to make sure it stays updated. :) Glhf!

August 5, 2014 - 04:58 AM #5

great guide, i've been playing a lot of fizz and whenever I need info on a matchup, I come here. thanks.

July 15, 2014 - 01:29 PM #6

Wow this guide looks a whole lot better since last time. Will approve it for now, keep working and updating please :)
I also saw you still use exp quints and 30 masteries in your last game, I wouldn't mind a small chapter on your thoughts behind them, other people will be lolkinging you as well.

July 14, 2014 - 02:05 AM #7

I swear the guide sometimes deletes my content. I definitely set the skill sequence and just had to rewrite the matchup information for Ezreal. I don't understand what's going on with the editor but will do my best to get the best content for viewers ASAP. I'd like to thank everyone who has looked at the guide though, the comments are extremely helpful in crafting more information and advancing the guide that I have been working on for ages.

July 7, 2014 - 02:24 AM #8

Everything in the last comment Chainpullz left still stands. Otherwise, there's some other stuff:

1. You're going to want to have the standard runes and masteries be the pages you show both at the top and as the front pages of the chapters. They're going to be the most often used (and will nearly always work), so they should be recommended and therefore shown first. Adjust explanations accordingly.

2. If you really plan to ever recommend a 30-0-0 setup, for anybody, you'd better have an extremely detailed explanation (with at least some math) as to how, when and why that works. What you have now for that doesn't cut it. And that's not just for you: it applies to everyone and every champion.

July 4, 2014 - 07:12 PM #9

Thank you for the feedback. I'll try to variate the descriptions on how to deal with various champions, but it is in nature, somewhat repetitive and formulaeic. To clarify, if Evelyn ultis the ground right underneath you, do you get hit or no, is essentially what I"m talking about. Regardless, there is ambiguity so I will work hard to fix it.

July 3, 2014 - 10:05 PM #10

Your skill order makes no sense. No point in your ultimate at 6 and nothing beyond level 7. In champion matchups you need to give specific tips on how to beat the champion you are facing. Every adc you added has near identical text, this looks unprofessional and makes it look like you didn't put any effort in. Furthermore you claim you can dodge ultimates like Evelynn ultimate (it's instant how would you dodge that) and Vayne ultimate. Vayne ultimate is not a nuke but a buff so it can not be dodged. Don't repeat the capitalized CAN YOU DODGE IT? It looks silly. Instead just explain what their spellkit does and how you deal with it. Vayne could be dealt with by bursting her, ccing her or leaping out of range, for example. Declined your guide for now.

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