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Mid · Normal DraftMatchup chartPatch 16.20.1

Fizz vs Cassiopeia

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

FizzVSCassiopeia

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseMid

Pick two champions from th' list.

Arrr, role fit

MidFizz

Fizz has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.

Arrr, primary role
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Mid

Arrr, evidence-supported Fizz Mid

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Doran's Ring

400 doubloons

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

1
First aboard gear

Lich Bane

2,900 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Sorcerer's Shoes

1,100 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Zhonya's Hourglass

3,250 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Shadowflame

3,200 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Rabadon's Deathcap

3,500 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Arrr, against armour

Serylda's Grudge

3,000 doubloons

Completes th' six-gear inventory wit' armour penetration and trick-based slowing agin' armoured targets.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearLich Bane
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Arrr, against armourSerylda's Grudge
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearLich Bane
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Arrr, against armourSerylda's Grudge
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearLich Bane
  2. BootsSorcerer's Shoes
  3. CoreZhonya's Hourglass
  4. Kaenic Rookern
  5. FlexibleRabadon's Deathcap
  6. Arrr, against armourSerylda's Grudge

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearLich Bane
  2. BootsSorcerer's Shoes
  3. Chempunk Chainsword
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Arrr, against armourSerylda's Grudge
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearLich Bane
  2. BootsSorcerer's Shoes
  3. Death's Dance
  4. LateShadowflame
  5. FlexibleRabadon's Deathcap
  6. Arrr, against armourSerylda's Grudge
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearLich Bane
  2. BootsSorcerer's Shoes
  3. CoreZhonya's Hourglass
  4. Kaenic Rookern
  5. FlexibleRabadon's Deathcap
  6. Arrr, against armourSerylda's Grudge

Arrr, runes and summoner spells

Arrr, runes and summoner spellsFizzMid

Create one clean burst window after managing th' Mid wave instead o' forcing every cooldown into th' course.

Normal Draft, matey
Arrr, primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosUltimate Hunter
Arrr, secondary tree

Sorcery

TranscendenceScorch
Arrr, summoner spells
FlashIgnite
Pick pressure or recovery

Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.

Protect th' wave course

A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.

Arrr, matchup notes

What changes when Cassiopeia is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Threaten th' back aboard line

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

Mid battle

Th' clearest window be 'round first aboard completed gear, roams and isolated targets afore every fight becomes fully grouped.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Fizz reminders

  • Since Fizz can move through units, seek opportunities in course to walk through minions and apply Seastone Trident's passive - following it up wit' th' trick's active attack after a few seconds.
  • Fizz's ultimate trick, Chum the Waters, can be aimed at an foe or towards th' area where ye think they'll be going.
  • Fizz's spells scale off Trick Power - consider getting gear like Zhonya's Hourglass or Banshee's Veil agin' teams that have high burst threat - and gear like Lich Bane or Rabadon's Deathcap if ye think ye can survive without th' Hull.
Trick reminders

Against Cassiopeia

  • Be wary o' Cassiopeia's damage potential wit' Twin Fang when she has ye poisoned.
  • Turn astern from Cassiopeia when she be casting Petrifying Gaze to get slowed instead o' stunned.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

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

Arrr, physical burst

Death's Dance

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

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, 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.

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

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Fizz

  1. P
    Nimble Fighter

    Nimble Fighter be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Urchin Strike

    Urchin Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

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

    Seastone Trident changes a following cast rather than acting as an isolated control. Pick th' version needed afore committing, then inspect th' present tooltip fer each upgraded effect.

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

    Playful / Trickster be part o' Fizz's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

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

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

    Cooldown 120/100/80 · Cost 100 · Arrr, listed range 1300

Cassiopeia

  1. P
    Serpentine Grace

    Serpentine Grace be th' always-on rule shaping Cassiopeia's normal trading and fight pattern. Watch its in-battle state afore committing.

  2. Q
    Noxious Blast

    Noxious Blast be part o' Cassiopeia's Q pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

    Cooldown 3.5 · Cost 50/55/60/65/70 · Arrr, listed range 850
  3. W
    Miasma

    Miasma contributes a slowing effect. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 24/22/20/18/16 · Cost 70/75/80/85/90 · Arrr, listed range 700
  4. E
    Twin Fang

    Twin Fang contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 0.75 · Cost 45 · Arrr, listed range 700
  5. R
    Petrifying Gaze

    Petrifying Gaze contributes a slowing effect. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 120/100/80 · Cost 100 · Arrr, listed range 825

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Manage th' wave and keep both sides o' th' sea chart visible

1
Course

Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.

2
Sea chart play

Move on a completed wave and return afore several waves be lost to th' tower.

3
Fights

Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.

Pings, movement and prizes

Fizz Mid sea chart course

Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.

Ahead

Use priority to arrive first aboard, nay recklessly

Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even

Turn one managed wave into sea chart pressure

Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind

Clear th' deck safely and warn both side lanes

Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

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