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Fizz Wild Rift Build — Patch 7.2e

菲兹 · 潮汐海灵 Assassin C

✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 23 top-ranked China server players captured 2026-09-11

Difficulty Damage Toughness Utility

How the strongest players on the Wild Rift China server (国服) build Fizz: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Fizz players, captured in-game.

📖 How to play Fizz

Most-used builds on the China server (Master+)

Jungle

Core items
51.6% WR
45.54% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Infinity Orb
Infinity Orb
52% WR
15.75% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Cryptbloom
Cryptbloom
49.7% WR
6.7% use
Lich Bane
Lich Bane
Infinity Orb
Infinity Orb
Rabadon's Deathcap
Rabadon's Deathcap
Runes
48.3% WR
51.23% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Tyrant
Tyrant
Eyeball Collection
Eyeball Collection
Absolute Focus
Absolute Focus
48.5% WR
14.1% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Tyrant
Tyrant
Eyeball Collection
Eyeball Collection
Legend: Bloodline
Legend: Bloodline

Mid

Core items
51.5% WR
28.1% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Cryptbloom
Cryptbloom
51.6% WR
16.51% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Infinity Orb
Infinity Orb
51.9% WR
16.23% use
Lich Bane
Lich Bane
Rabadon's Deathcap
Rabadon's Deathcap
Void Staff
Void Staff
Runes
47.2% WR
25.15% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Tyrant
Tyrant
Eyeball Collection
Eyeball Collection
Legend: Bloodline
Legend: Bloodline
48.2% WR
23.2% use
Fleet Footwork
Fleet Footwork
Sudden Impact
Sudden Impact
Tyrant
Tyrant
Eyeball Collection
Eyeball Collection
Absolute Focus
Absolute Focus

Most-used items & runes · from our Top-30 screenshots

Counted on 25 real builds captured from the Chinese client, player by player. Independent from the official API above.

Items
Rabadon's Deathcap
Rabadon's Deathcap
100%
Spellslinger's Shoes
Spellslinger's Shoes
88%
Lich Bane
Lich Bane
88%
Infinity Orb
Infinity Orb
84%
Void Staff
Void Staff
52%
Cryptbloom
Cryptbloom
44%
Runes
Fleet Footwork
Fleet Footwork
92%
Legend: Bloodline
Legend: Bloodline
64%
Sudden Impact
Sudden Impact
60%
Tyrant
Tyrant
44%
Eyeball Collection
Eyeball Collection
44%
Battle Zeal
Battle Zeal
40%

Top 30 ranked players — real in-game builds📅 updated 2026-09-11

Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.

23 of the top 30 players have a public match history; the others keep theirs private.

1
player #1 name
summoner spells of rank 1 Fizz player
runes of rank 1 Fizz player
items of rank 1 Fizz player
2
player #2 name
summoner spells of rank 2 Fizz player
runes of rank 2 Fizz player
items of rank 2 Fizz player
3
player #3 name
summoner spells of rank 3 Fizz player
runes of rank 3 Fizz player
items of rank 3 Fizz player
4
player #4 name
summoner spells of rank 4 Fizz player
runes of rank 4 Fizz player
items of rank 4 Fizz player
5
player #5 name
summoner spells of rank 5 Fizz player
runes of rank 5 Fizz player
items of rank 5 Fizz player
7
player #7 name
summoner spells of rank 7 Fizz player
runes of rank 7 Fizz player
items of rank 7 Fizz player
8
player #8 name
summoner spells of rank 8 Fizz player
runes of rank 8 Fizz player
items of rank 8 Fizz player
9
player #9 name
summoner spells of rank 9 Fizz player
runes of rank 9 Fizz player
items of rank 9 Fizz player
11
player #11 name
summoner spells of rank 11 Fizz player
runes of rank 11 Fizz player
items of rank 11 Fizz player
12
player #12 name
summoner spells of rank 12 Fizz player
runes of rank 12 Fizz player
items of rank 12 Fizz player
13
player #13 name
summoner spells of rank 13 Fizz player
runes of rank 13 Fizz player
items of rank 13 Fizz player
14
player #14 name
summoner spells of rank 14 Fizz player
runes of rank 14 Fizz player
items of rank 14 Fizz player
18
player #18 name
summoner spells of rank 18 Fizz player
runes of rank 18 Fizz player
items of rank 18 Fizz player
19
player #19 name
summoner spells of rank 19 Fizz player
runes of rank 19 Fizz player
items of rank 19 Fizz player
20
player #20 name
summoner spells of rank 20 Fizz player
runes of rank 20 Fizz player
items of rank 20 Fizz player
22
player #22 name
summoner spells of rank 22 Fizz player
runes of rank 22 Fizz player
items of rank 22 Fizz player
23
player #23 name
summoner spells of rank 23 Fizz player
runes of rank 23 Fizz player
items of rank 23 Fizz player
24
player #24 name
summoner spells of rank 24 Fizz player
runes of rank 24 Fizz player
items of rank 24 Fizz player
25
player #25 name
summoner spells of rank 25 Fizz player
runes of rank 25 Fizz player
items of rank 25 Fizz player
27
player #27 name
summoner spells of rank 27 Fizz player
runes of rank 27 Fizz player
items of rank 27 Fizz player
28
player #28 name
summoner spells of rank 28 Fizz player
runes of rank 28 Fizz player
items of rank 28 Fizz player
29
player #29 name
summoner spells of rank 29 Fizz player
runes of rank 29 Fizz player
items of rank 29 Fizz player
30
player #30 name
summoner spells of rank 30 Fizz player
runes of rank 30 Fizz player
items of rank 30 Fizz player

Who counters Fizz — hardest matchups & how to play them

The toughest lane matchups for Fizz on the Wild Rift China server, with why each is hard and exactly how to play it.

LissandraFizz vs Lissandra Hard counter

Why Lissandra counters Fizz: Her root protects her from your jump, self-R cancels your shark, and her waveclear keeps you off the minions.

How to play Fizz into Lissandra: Never go in with her root up: fake the entry with Q and make her waste W. After 5 your R must come from out of vision, before she can answer with hers.

→ Lissandra
GalioFizz vs Galio Unfavorable

Why Galio counters Fizz: His magic shield absorbs your combo and the taunt locks you the moment your E lands: every aggressive jump becomes a badly priced risk.

How to play Fizz into Galio: Poke with W in short trades and jump ONLY while his taunt is on cooldown. Your R wins fights when it hits two or more: use it to open from afar, not to chase.

→ Galio
AnnieFizz vs Annie Unfavorable

Why Annie counters Fizz: Her stun is instant: your E dodges projectiles, not target selection. If she stuns you first, her burst lands before yours.

How to play Fizz into Annie: Keep E in reserve for the bear, not for entry. Trade while her stun is uncharged and finish with R once she has spent everything.

→ Annie
DianaFizz vs Diana Unfavorable

Why Diana counters Fizz: Her shield holds your burst and her all-in mirrors yours but tankier: if your combo does not kill her, her answer kills you.

How to play Fizz into Diana: Wait for her to waste the shield on minions. Go in only with R available and full health. This matchup is won through roams: you rotate faster.

→ Diana
AhriFizz vs Ahri Skill matchup

Why Ahri counters Fizz: A duel of dodges: your E avoids the Charm, her dash avoids the shark. Whoever forces the first mistake wins.

How to play Fizz into Ahri: Move erratically to make her waste Charm, THEN jump. Your kill window is while her dash is on cooldown: count it.

→ Ahri

Who to play with Fizz — best team synergies

The champions Fizz works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.

Best Baron partners for Fizz

Fizz + K'Sante Best pairing

All Out (R) rips the enemy carry out of their own team and leaves them alone with you: that is the condition your all-in demands, because if the combo does not kill you are left with no cooldowns and no shield. Footwork (E) then dashes to you and shares his.

Fizz + Malphite Best pairing

You are paper-thin and the hard part is getting in: Unstoppable Force (R) knocks up the whole team at once, so Playful (E) takes you in for free and Chum the Waters (R) cannot be sidestepped. He is also the frontline you never provide.

Fizz + Shen Strong

When you jump their backline you are alone with no shield: Stand United (R) drops one on you from across the map and brings Shen with it, while Shadow Dash (E) taunts whoever is finishing you off. The dive becomes a two-man play.

Fizz + Singed Strong

Mega Adhesive (W) into Fling (E) removes one enemy from the fight by itself: on a pinned target every Urchin Strike (Q), Rending Wave (W) and auto lands, and you do not have to spend Playful (E) just to get there.

Fizz + Gnar Situational

Worth it where terrain is close by: GNAR! (R) into a wall stuns the whole group, and a stun is the only thing that guarantees your full combo, since you bring no lockdown of your own. In open ground it is worth far less.

Best Jungle partners for Fizz

Fizz + Amumu Best pairing

Cursed Touch (P) makes every point of magic damage they take carry true damage with it, and you are magic from the first Seastone Trident (P) tick to the last, so all of it gets amplified. Curse of the Sad Mummy (R) hands you 1.5 seconds of a frozen target.

Fizz + Vi Strong

Cease and Desist (R) is point-and-click and unstoppable: it delivers the enemy carry held still and away from her team. Her page says that ultimate only gets her killed without damage behind it, and that damage is you, arriving untargetable with Playful (E).

Fizz + Nocturne Strong

Your page wants you hovering at the edge of vision: Paranoia (R) blinds their entire team, so nobody sees the jump coming and nobody peels for the target you are opening. And you both hit the same body in the same second.

Fizz + Rammus Strong

Your stated weak spot is instant crowd control, the kind Playful (E) cannot dodge: Frenzying Taunt (E) forces the carry to swing at him instead of casting it, and meanwhile he is the frontline you never bring.

Fizz + Kindred Situational

A direct answer to your problem, the all-in that kills you when it does not kill them: inside Lamb's Respite (R) nobody dies for 3 seconds, so you can spend everything. It saves them too, so it only pays when you are the one diving too deep.

Best Duo (ADC) partners for Fizz

Fizz + Ashe Best pairing

Chum the Waters (R) is slow to land and Playful (E) gives you no lockdown at all: Frost Shot (P) slows with every single hit, so the fish stops missing, and Enchanted Crystal Arrow (R) opens from off-screen on a target already frozen.

Fizz + Jhin Strong

Deadly Flourish (W) roots anyone an ally has just damaged, and a single Urchin Strike (Q) pass or one Seastone Trident (P) tick is enough to arm it: from there the target does not walk out of your combo.

Fizz + Yunara Strong

Arc of Judgment (W) leaves a near-total slow that lingers: inside it Chum the Waters (R) cannot be dodged and Rending Wave (W) always finds its hit. She does not cover you and you do not cover her, though: whoever gets reached first dies.

Fizz + Varus Strong

Chain of Corruption (R) roots the first target and spreads to whoever stands next to them: it leaves you a frozen group to jump into with Playful (E) without walking into the instant crowd control that kills you.

Fizz + Draven Situational

Worth it only if you actually rotate early: you are a lane bully and Chum the Waters (R) opens from range, so every trip bot turns into gold through League of Draven (P). But he dies the moment anyone reaches him, and you peel for nobody.

Best Support partners for Fizz

Fizz + Morgana Best pairing

Your page says Playful (E) only dodges what has to target you: against the instant stun that kills you, Black Shield (E) is the answer. And Dark Binding (Q) roots for two full seconds, longer than your entire combo needs.

Fizz + Blitzcrank Strong

Rocket Grab (Q) drags a carry out of their own front line and hands them to you alone: that is the one situation where your all-in stops being a gamble. Power Fist (E) knocks them up and Static Field (R) silences their escape.

Fizz + Thresh Strong

You jump into the middle of them and often cannot get back out: the Dark Passage (W) lantern is the way home once Playful (E) is spent. Death Sentence (Q) and Flay (E) meanwhile drag the carry out of their front line.

Fizz + Rakan Strong

Grand Entrance (W) into The Quickness (R) is nearly two seconds of back-to-back crowd control on the same group: that is the window where your combo meets no answer. Battle Dance (E) then shields you the second you are left exposed.

Fizz + Pyke Situational

Worth it if you play early and together: Bone Skewer (Q) into Phantom Undertow (E) is the chain your combo lacks, and Death From Below (R) closes out whoever Rending Wave (W) left under 250 health. Neither of you survives being touched, though.

Stats by rank bracket & lane

Diamond+
LaneTierWin%Pick%Ban%Pos.
MidC48.2%2.13%2.72%#34 / 39
JungleD47.92%2.4%2.72%#37 / 40
Master+
LaneTierWin%Pick%Ban%Pos.
MidC48.07%2.16%2.6%#32 / 38
JungleD47.77%2.32%2.6%#37 / 40
Challenger
LaneTierWin%Pick%Ban%Pos.
MidC48.53%2.04%1.68%#28 / 39
JungleD47.78%2.11%1.68%#42 / 42
Sovereign
LaneTierWin%Pick%Ban%Pos.
MidB49.12%1.9%1.09%#28 / 41
JungleD46.49%2.12%1.09%#41 / 41

Abilities (original CN names)

Seastone Trident
Passive
Seastone Trident
海石三叉戟
Urchin Strike
Q
Urchin Strike
淘气打击
Rending Wave
W
Rending Wave
撕裂之潮
Playful / Trickster
E
Playful / Trickster
古灵/精怪
Chum the Waters
R
Chum the Waters
巨鲨强袭

How to play Fizz — Wild Rift guide, combos & tips

Fizz, the Tidal Sea Spirit, is a magic-damage assassin in Wild Rift built to dive backline carries, dodge their answer, and walk away with the kill. His identity comes from stacking on-hit magic damage - his passive, Seastone Trident, and his W both turn ordinary autoattacks into real burst - on top of the untargetable hop of Playful/Trickster (E), which lets him leap straight through skillshots and targeted abilities that would otherwise delete him. He wins fights by choosing exactly when to be unkillable, not by outlasting anyone in a straight fight.

Strengths

  • Playful/Trickster (E) makes him briefly untargetable - it dodges skillshots, executes, and any hard engage that needs to target him directly.
  • Strong lane bully in extended trades - Urchin Strike (Q) applies on-hit effects and his passive DoT on top of its own damage, so short trades add up fast even without a full combo.
  • Rending Wave (W) resets on a kill - dropping its cooldown to just 1 second lets him chain empowered autoattacks across multiple low-health targets in a single skirmish.
  • Chum the Waters (R) threatens from long range with scaling damage and a heavy slow - a real teamfight-starter, not just a dueling tool.

Weaknesses

  • Very low durability - once his dodge window closes, almost any full combo from the enemy team kills him outright.
  • E only avoids abilities that need to target him - instant, non-targeted CC or anything already cast still hits him on the way in or out.
  • His all-in is commitment-heavy and brings little for teammates beyond his own damage - if the combo doesn't kill and W's reset doesn't trigger, he's left with long cooldowns, no shield, and no peel to fall back on.
  • Struggles into instant hard CC and shield-heavy duelists (Annie's stun, Diana's shield-and-all-in) that either lock him down before he jumps or simply outlast his burst.

Combos

  • Playful/Trickster (E) into Urchin Strike (Q) into Rending Wave (W) into autoattack - leap onto the target while untargetable, dash through for the on-hit proc and a cleaner angle, then empower your next auto for the real burst.
  • Chum the Waters (R) into Playful/Trickster (E) into Urchin Strike (Q) into Rending Wave (W) - tag the target from range with the fish, time your jump to land right as the shark connects, then dash through and empower to finish someone who's already slowed and softened up.
  • Rending Wave (W) into autoattack (kill) into Urchin Strike (Q) into Rending Wave (W) again - once an empowered auto secures a kill, W's cooldown collapses to 1 second, so you can immediately dash to the next lowest-health target and empower again to keep the chain rolling.
  • Playful/Trickster (E), recast early - if the jump reads wrong mid-air, click E again immediately to drop early in a safer direction; you give up the AoE slow, but you clear the kill box a full second sooner.

Skill order: E > Q > W (max E first for the untargetable window's lower cooldown and stronger slow, then Q for dueling and wave clear; level R at 5/9/13)

Early game

Poke with Urchin Strike (Q) whenever you have priority - the dash-through applies on-hit effects and your passive DoT on top of its own damage, and it doubles as a way to reposition around a minion for a safer angle. Once E and W are online around level 3, start looking for real all-in windows: bait out a cooldown or a skillshot, jump in with Playful (E) for the damage and slow, weave in Q, and pop Rending Wave (W) to convert the trade into a kill. Respect anyone with instant, point-blank CC - your jump only beats abilities that still need to target you, so if their stun or root is already up, wait a beat instead of leaping into a guaranteed lockdown. Keep an eye on wave state too, since Fizz falls behind fast once he's zoned off CS.

Mid & late game — teamfighting

By the mid-late game you're a flanker, not a frontline diver - hover at the edge of vision, let the enemy commit their engage or peel formation, then jump the priority target with E, usually the squishiest carry you can reach without dying on the way in. Chum the Waters (R) is strongest either thrown from max range to start the fight on an isolated target as your team arrives, since a longer flight means a bigger shark and more damage, or held back as emergency peel when the enemy dives your own backline. Chain Q and empowered autoattacks onto whoever's lowest to trigger W's kill-reset, so a clean engage turns into two kills instead of one. Always keep the E recast in your back pocket once your damage is spent - it's a full second of extra distance the moment a fight turns against you.

Pro tips

  • Weave Urchin Strike (Q) between autos even in 'safe' trades - the on-hit effects and passive DoT add up faster than most opponents expect, and a spellblade item like Lich Bane makes the pattern hit even harder.
  • Treat the E recast as a reflex, not a last resort - if the read is wrong the instant you jump, click it again early toward a wall or brush rather than committing to the full arc.
  • Track hard CC cooldowns before you engage, not just damage - E only wins against abilities that need to target you, so a champion who already has their stun up beats you every time.