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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Fizz

the Tidal Trickster

AssassinFighter

League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA6,660 gamesSample data

Role snapshot (Mid)

STier
53.6%
Win Rate
1.3%
Pick Rate
20.6%
Ban Rate

6,660

Games

Low

Confidence

Matchup map (Mid) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%
Nobody in this lane sits here.

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

3,064 games

54.0%Win Rate

FlashIgnite

Reliable build

2,198 games

52.7%Win Rate

FlashTeleport

High observed win rate

799 games

56.1%Win Rate

FlashExhaust

Runes

Primary: Inspiration

  • Glacial Augment
  • Cash Back
  • Biscuit Delivery
  • Jack Of All Trades

Secondary: Domination

  • Cheap Shot
  • Deep Ward

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Nimble Fighter

    Fizz can move through units and takes a flat amount of reduced damage from all sources

    Passive — never cast

  • Urchin Strike

    Fizz dashes through his target, dealing magic damage and applying on hit effects.

    Cost 50 ManaCooldown 8/7.5/7/6.5/6sRange 550

  • Seastone Trident

    Fizz's attacks bleed his enemies, dealing magic damage over several seconds. Fizz can empower his next attack to deal bonus damage and empower his further attacks for a short time.

    Cost 30/40/50/60/70 ManaCooldown 7/6/5/4/3sRange 600

  • Playful / Trickster

    Fizz hops into the air, landing gracefully upon his spear and becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.

    Cost 75/80/85/90/95 ManaCooldown 16/14/12/10/8sRange 400

  • Chum the Waters

    Fizz tosses a fish in a direction that attaches to any champion that touches it, slowing the target. After a short delay, a shark erupts from the ground, knocking up the target and knocking any nearby enemies aside. All enemies hit are dealt magic damage and slowed.

    Cost 100 ManaCooldown 120/100/80sRange 1300

Scaling — level 1–18

FizzMid average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Fizz

  • Deny the resetit wants a kill to come back out; a warded exit removes it

  • Avoid extended fightsits sustain grows with every trade it survives

  • Punish the cooldownFizz is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 6/10, so a practised player gets more out of it than the average

ARAM performance

A
52.4%
Win Rate
1.1%
1.9%
Pick Rate
0.6%
1.9%
Ban Rate
0.9%
Damage dealt
100.9%
Damage taken
99.7%
Healing
93.5%
Shielding
100.2%
Ability Haste
+23

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.2
  2. 26.14Sample win rate across this patch-0.1
  3. 26.11Sample win rate across this patch+0.0
  4. 26.08Sample win rate across this patch+0.4
  5. 26.05Sample win rate across this patch+0.3

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.