Arrr, VRC.LOL

Mid · SwiftplayMatchup chartPatch 16.20.1

Fizz vs Viktor

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

FizzVSViktor

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
Review patch be unknownRecommendations 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
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, Swiftplay · Mid

Arrr, aP assassin baseline

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

Arrr, primary role
S
Swiftplay opening · separate from gear 1

Guardian's Orb

950 doubloons

Adds trick power, hull and mana regeneration fer repeated spell use in Swiftplay; manaless champions receive hull regeneration instead.

1
Gap-belay core

Hextech Rocketbelt

2,650 doubloons

Completes th' six-gear inventory wit' movement speed and trick haste fer repeated late-battle spell rotations.

2
Boots

Sorcerer's Shoes

1,100 doubloons

Adds flat magic penetration agin' targets without meaningful magic resistance.

3
Arrr, burst follow-up

Lich Bane

2,900 doubloons

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

4
Commit safe harbour

Zhonya's Hourglass

3,250 doubloons

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

5
Arrr, late power

Rabadon's Deathcap

3,500 doubloons

Multiplies trick power after th' functional spell core be shipshape; move defence or penetration ahead when those problems matter first aboard.

6
Arrr, repeated spell rotations

Cosmic Drive

3,000 doubloons

Adds movement speed and trick haste fer repeated late-battle spell rotations after th' core be established.

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. Gap-belay coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Commit safe harbourZhonya's Hourglass
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. Gap-belay coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Arrr, burst follow-upLich Bane
  4. Banshee's Veil
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. Gap-belay coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Arrr, burst follow-upLich Bane
  4. Void Staff
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. Gap-belay coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. Commit safe harbourZhonya's Hourglass
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. Gap-belay coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Arrr, burst follow-upLich Bane
  4. Banshee's Veil
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. Gap-belay coreHextech Rocketbelt
  2. BootsSorcerer's Shoes
  3. Arrr, burst follow-upLich Bane
  4. Void Staff
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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.

Arrr, Swiftplay
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 Viktor 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 Viktor

  • Be careful about how belay ye let Viktor get to ye. Viktor's control o' th' battlefield increases wit' his proximity to his foe.
  • Be aware o' how many augments Viktor has upgraded by looking at th' color o' th' light on his staff (purple, yellow, blue, red).

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, 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.
Arrr, one spell stops me

Banshee's Veil

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Arrr, they stack magic resist

Void Staff

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

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

Viktor

  1. P
    Glorious EvolutionEnglish

    Viktor gains Hex Fragments whenever he kills an enemy. With every 100 Hex Fragments he obtains, Viktor permanently augments an active ability. After upgrading all of his basic abilities, he can gather 100 Hex Fragments to augment his ultimate ability.

  2. Q
    Siphon PowerEnglish

    Viktor blasts an enemy unit with magic damage, which grants him a shield and empowers his next basic attack. Augment: Siphon Power's shield is increased by 60% and Viktor gains bonus move speed after casting the Ability.

    Wait fer reload (s) 9/8/7/6/5 · Cost 45/50/55/60/65 · Charted reach (units) 600
  3. W
    Gravity FieldEnglish

    Viktor conjures a heavy gravitational field that slows enemies caught within its radius. Enemies who stay in the field for too long become stunned. Augment: Viktor's spells apply a slow to enemies.

    Wait fer reload (s) 17/16/15/14/13 · Cost 65 · Charted reach (units) 800
  4. E
    Hextech RayEnglish

    Viktor uses his biomechanical arm to fire a Hextech Ray that cuts across the field in a line, dealing damage to all enemies in its path. Augment: An explosion follows in the Hextech Ray's wake, dealing magic damage.

    Wait fer reload (s) 12/11/10/9/8 · Cost 60/70/80/90/100 · Charted reach (units) 525
  5. R
    Arcane StormEnglish

    Viktor conjures an Arcane Storm on the field, dealing magic damage and interrupting enemy channels. The storm periodically does magic damage to all nearby enemies and can be redirected by Viktor. Augment: The Arcane Storm moves 25% faster, and whenever champions die after taking damage from it, the storm grows and increases in its duration.

    Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 700

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.

Unfurl full loadoutArrr, compare counter options