VRC.LOL

Mid · Ranked Solo/DuoMatchup guidePatch 16.20.1

Fizz vs Brand

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

FizzVSBrand

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

Ranked Solo/Duo · 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.

Ranked Solo/Duo
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 Brand 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.
Ability reminders

Against Brand

  • Brand must land an ability before his combo is able to get started. Dodging his Sear or Pillar of Flame will disrupt his rhythm.
  • Try to move away from allies when you see Pyroclasm being cast. The initial missile speed is slow, which should give your team time to react.
  • Brand's passive allows him to excel against teams that cluster together. Be sure to split up against him.

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 (s) / Cost / Listed range (units) Data Dragon 16.20.1

Fizz

  1. P
    Nimble Fighter

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

  2. Q
    Urchin Strike

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

    Cooldown (s) 8/7.5/7/6.5/6 · Cost 50 · Listed range (units) 550
  3. W
    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.

    Cooldown (s) 7/6/5/4/3 · Cost 30/40/50/60/70 · Listed range (units) 600
  4. E
    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.

    Cooldown (s) 16/14/12/10/8 · Cost 75/80/85/90/95 · Listed range (units) 400
  5. R
    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.

    Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 1300

Brand

  1. P
    Blaze

    Brand's spells light his targets ablaze, dealing damage over 4 seconds, stacking up to 3 times. If Brand kills an enemy while it is ablaze he regains mana. When Blaze reaches max stacks on a Champion or large monster, it becomes unstable. It detonates in 2 seconds, applying spell effects and dealing massive damage in an area around the victim.

  2. Q
    Sear

    Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, Sear will stun the target.

    Cooldown (s) 8/7.5/7/6.5/6 · Cost 70 · Listed range (units) 1050
  3. W
    Pillar of Flame

    After a short delay, Brand creates a Pillar of Flame at a target area, dealing magic damage to enemy units within the area. Units that are ablaze take an additional 25% damage.

    Cooldown (s) 10/9.5/9/8.5/8 · Cost 60/70/80/90/100 · Listed range (units) 900
  4. E
    Conflagration

    Brand conjures a powerful blast at his target that spreads to nearby enemies, dealing magic damage. If the target is ablaze, Conflagration's spread is doubled.

    Cooldown (s) 13/12/11/10/9 · Cost 90 · Listed range (units) 625
  5. R
    Pyroclasm

    Brand unleashes a devastating torrent of fire that bounces up to 5 times off of Brand and nearby enemies, dealing magic damage to enemies each time bounce. Bounces prioritize stacking Blaze to max on Champions. If a target is ablaze, Pyroclasm will briefly slow them.

    Cooldown (s) 100/90/80 · Cost 100 · Listed range (units) 750

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