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Mid · SwiftplayMatchup guidePatch 16.20.1

Fizz vs Zyra

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

FizzVSZyra

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 Zyra 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 Zyra

  • Zyra's seeds can be destroyed by stepping on them. If she tries to grow them as you do, dodge back at the last moment.
  • Moving closer to Zyra can be a smart move if she places plants too far away from herself.
  • Plants take fixed damage from attacks and effects, similar to wards. They also expire quickly on their own.

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 (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

Zyra

  1. P
    Garden of Thorns

    Seeds spawn around Zyra periodically, becoming faster with level. Zyra can cast Deadly Spines or Grasping Roots near seeds to grow plants, who fight for Zyra.

  2. Q
    Deadly Spines

    Thick vines spread through the ground and explode into spines, dealing magic damage to enemies within the area. If cast near a seed, Deadly Spines grows a Thorn Spitter plant, which fires at enemies from afar.

    Cooldown (s) 7/6.5/6/5.5/5 · Cost 55 · Listed range (units) 800
  3. W
    Rampant Growth

    Zyra plants a seed, lasting up to 60 seconds. Deadly Spines and Grasping Roots cast near seeds will turn them into plants who fight for Zyra. Zyra can store multiple seeds at once, and killing enemies reduces Rampant Growth's recharge time.

    Listed range (units) 850
  4. E
    Grasping Roots

    Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast near a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Move Speed.

    Cooldown (s) 11 · Cost 70/75/80/85/90 · Listed range (units) 1100
  5. R
    Stranglethorns

    Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants within the thicket are enraged.

    Cooldown (s) 110/100/90 · Cost 100 · Listed range (units) 700

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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