VRC.LOL

Mid · Normal DraftMatchup guidePatch 16.20.1

Fizz vs Aurelion Sol

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

FizzVSAurelion Sol

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneMid

Choose two champions from the list.

Role fit

MidFizz

Fizz has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.

Primary role
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Mid

Evidence-supported Fizz Mid

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Doran's Ring

400 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

Lich Bane

2,900 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Sorcerer's Shoes

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Zhonya's Hourglass

3,250 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Shadowflame

3,200 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Rabadon's Deathcap

3,500 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Against armour

Serylda's Grudge

3,000 gold

Completes the six-item inventory with armour penetration and ability-based slowing against armoured targets.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemLich Bane
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Against armourSerylda's Grudge
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemLich Bane
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Against armourSerylda's Grudge
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemLich Bane
  2. BootsSorcerer's Shoes
  3. CoreZhonya's Hourglass
  4. Kaenic Rookern
  5. FlexibleRabadon's Deathcap
  6. Against armourSerylda's Grudge

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemLich Bane
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Against armourSerylda's Grudge
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemLich Bane
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Against armourSerylda's Grudge
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemLich Bane
  2. BootsSorcerer's Shoes
  3. CoreZhonya's Hourglass
  4. Kaenic Rookern
  5. FlexibleRabadon's Deathcap
  6. Against armourSerylda's Grudge

Runes and summoner spells

Runes and summoner spellsFizzMid

Create one clean burst window after managing the Mid wave instead of forcing every cooldown into the lane.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosUltimate Hunter
Secondary tree

Sorcery

TranscendenceScorch
Summoner spells
FlashIgnite
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Matchup notes

What changes when Aurelion Sol is opposite you?

Pre-game kit comparison
Strategic interaction

Threaten the back line

Untargetability and burst create pressure against a mage relying on predictable skill windows.

Mid game

The clearest window is around first completed items, roams and isolated targets before every fight becomes fully grouped.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Fizz reminders

  • Since Fizz can move through units, find opportunities in lane to walk through minions and apply Seastone Trident's passive - following it up with the ability's active attack after a few seconds.
  • Fizz's ultimate ability, Chum the Waters, can be aimed at an enemy or towards the area where you think they'll be going.
  • Fizz's spells scale off Ability Power - consider getting items like Zhonya's Hourglass or Banshee's Veil against teams that have high burst threat - and items like Lich Bane or Rabadon's Deathcap if you think you can survive without the Health.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Fizz

  1. P
    Nimble Fighter

    Nimble Fighter is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Urchin Strike

    Urchin Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 8/7.5/7/6.5/6 · Cost 50 · Listed range 550
  3. W
    Seastone Trident

    Seastone Trident changes a following cast rather than acting as an isolated button. Choose the version needed before committing, then check the current tooltip for each upgraded effect.

    Cooldown 7/6/5/4/3 · Cost 30/40/50/60/70 · Listed range 600
  4. E
    Playful / Trickster

    Playful / Trickster is part of Fizz's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 16/14/12/10/8 · Cost 75/80/85/90/95 · Listed range 400
  5. R
    Chum the Waters

    Chum the Waters contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 120/100/80 · Cost 100 · Listed range 1300

Aurelion Sol

  1. P
    Cosmic Creator

    Cosmic Creator is the always-on rule shaping Aurelion Sol's normal trading and fight pattern. Watch its in-game state before committing.

  2. Q
    Breath of Light

    Breath of Light contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 3 · Cost 30/35/40/45/50 · Listed range 750
  3. W
    Astral Flight

    Astral Flight contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 22/20/18/16/14 · Cost 50/55/60/65/70 · Listed range 1500
  4. E
    Singularity

    Singularity contributes a slowing effect. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 12 · Cost 90 · Listed range 750
  5. R
    Falling Star / The Skies Descend

    Falling Star / The Skies Descend contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 120/110/100 · Cost 100 · Listed range 1250

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Fizz Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

Open full buildCompare counter options