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Mid · Ranked Solo/DuoMatchup chartPatch 16.20.1

Fizz vs Heimerdinger

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

FizzVSHeimerdinger

Matchup chart

Pick th' matchup

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

VS
Role
Picked courseMidships

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, ranked · Mid · Ranked Solo/Duo, matey

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.

Ranked Solo/Duo, 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 Heimerdinger 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 Heimerdinger

  • It's better to destroy all o' Heimerdinger's turrets at once wit' th' lend a hand o' creeps than to fight them one at a time.
  • Be wary o' Heimerdinger's Upgrade!!!, as he can use it to seek an captain's answer to most trouble he gets into. Once his ultimate be down, go in fer th' kill!

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

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Fizz

  1. P
    Nimble FighterEnglish

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

  2. Q
    Urchin StrikeEnglish

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

    Wait fer reload (s) 8/7.5/7/6.5/6 · Cost 50 · Charted reach (units) 550
  3. W
    Seastone TridentEnglish

    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.

    Wait fer reload (s) 7/6/5/4/3 · Cost 30/40/50/60/70 · Charted reach (units) 600
  4. E
    Playful / TricksterEnglish

    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.

    Wait fer reload (s) 16/14/12/10/8 · Cost 75/80/85/90/95 · Charted reach (units) 400
  5. R
    Chum the WatersEnglish

    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.

    Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 1300

Heimerdinger

  1. P
    Hextech AffinityEnglish

    Gain Move Speed while near allied towers and turrets deployed by Heimerdinger.

  2. Q
    H-28 G Evolution TurretEnglish

    Heimerdinger lays down a rapid-fire cannon turret equipped with a secondary pass-through beam attack (turrets deal half damage to towers).

    Cost 20 · Charted reach (units) 350
  3. W
    Hextech Micro-RocketsEnglish

    Heimerdinger fires long-range rockets that converge on his cursor.

    Wait fer reload (s) 11/10/9/8/7 · Cost 50/60/70/80/90 · Charted reach (units) 1325
  4. E
    CH-2 Electron Storm GrenadeEnglish

    Heimerdinger lobs a grenade at a location, dealing damage to enemy units, as well as stunning anyone directly hit and slowing surrounding units.

    Wait fer reload (s) 11 · Cost 85 · Charted reach (units) 970
  5. R
    UPGRADE!!!English

    Heimerdinger invents an upgrade, causing his next spell to have increased effects.

    Wait fer reload (s) 100/85/70 · Cost 100

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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