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Mid · SwiftplayMatchup guidePatch 16.20.1

Fizz vs Teemo

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

FizzVSTeemo

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
Review patch unknownRecommendation review pending

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

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

Swiftplay · Mid

AP assassin baseline

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

Primary role
S
Swiftplay opening · separate from item 1

Guardian's Orb

950 gold

Adds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.

1
Gap-close core

Hextech Rocketbelt

2,650 gold

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

2
Boots

Sorcerer's Shoes

1,100 gold

Adds flat magic penetration against targets without meaningful magic resistance.

3
Burst follow-up

Lich Bane

2,900 gold

Adds a strong Spellblade hit after casting for ability-power champions who can safely weave a basic attack.

4
Commit safety

Zhonya's Hourglass

3,250 gold

Adds armour and stasis when committing a spell rotation would otherwise leave no safe way through retaliation.

5
Late power

Rabadon's Deathcap

3,500 gold

Multiplies ability power after the functional spell core is complete; move defence or penetration ahead when those problems matter first.

6
Repeated spell rotations

Cosmic Drive

3,000 gold

Adds movement speed and ability haste for repeated late-game spell rotations after the core is established.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. Gap-close coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Commit safetyZhonya's Hourglass
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. Gap-close coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Burst follow-upLich Bane
  4. Banshee's Veil
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. Gap-close coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Burst follow-upLich Bane
  4. Void Staff
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. Gap-close coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Commit safetyZhonya's Hourglass
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. Gap-close coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Burst follow-upLich Bane
  4. Banshee's Veil
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. Gap-close coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Burst follow-upLich Bane
  4. Void Staff
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Buy this only after selling the Guardian starter when all six permanent slots are needed.

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.

Swiftplay
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 Teemo 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 Teemo

  • Teemo's Toxic Shot punishes players who get hit and back out, so stay at a safe range until you're ready to commit.
  • It can be valuable to use Oracle's Lens(Trinket) to destroy mushrooms around key locations.

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.

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.
One spell stops me

Banshee's Veil

Banshee's spell shield can protect the first important cast against you.

They stack magic resist

Void Staff

Void Staff becomes valuable when the target has bought meaningful magic resistance.

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

Teemo

  1. P
    Guerrilla Warfare

    Guerrilla Warfare is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Blinding Dart

    Blinding Dart contributes vision information and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 7 · Cost 70/75/80/85/90 · Listed range 680
  3. W
    Move Quick

    Move Quick creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

    Cooldown 14 · Cost 40 · Listed range 20
  4. E
    Toxic Shot

    Toxic Shot contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Listed range 680
  5. R
    Noxious Trap

    Noxious Trap creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

    Cost 75/55/35 · Listed range 600/750/900

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.

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