Counter angle
Fizzは、純粋なダメージではなく、彼のタイミングを妨害したり罰したりするツールによってカウンターされます。彼を苦しめるチャンピオンは、必ずしもレーンを支配する者とは限りませんが、彼のオールインを無効化したり、バックラインへのアクセスを拒否したりする者です。彼のカウンターを理解することは、彼のパターンを破るものを理解することです:ターゲット指定されたCC、即座の生存能力、または彼のE使用を罰することです。
Fizzは機動力とバーストダメージで優先ターゲットを仕留めるMidアサシンだ。 これにより certain profiles に対して特に弱くなる。 逆に、profiles unable to exploit their weaknesses に対しては優位に立つ。
Galio is a structural hard counter to Fizz because he targets your exact game plan: you want explosive all-ins onto fragile targets, he answers with tankiness, innate mitigation versus magic burst, and—most importantly—lockdown that pins you when you commit. Fizz wins by choosing a target, going in, and leaving before retaliation. Galio makes entry punishable and exit unreliable.
In lane it’s difficult to generate real kill threat: he absorbs your burst, punishes you when you step up to last-hit, and his shove forces you into awkward roam tempo (he can follow and flip fights). As the game goes on, he becomes a wall: even if you touch backline, Galio can cut your angle with taunt plus global presence.
Win through tempo, not dueling: avoid cold all-ins and use ultra-short trades to chip then reset. Positioning: don’t dash unless you’ve mapped his taunt and your E guarantees an exit. Timing: take windows after he spends a key defensive tool (taunt/major cooldown) or when he’s forced to clear a big wave under tower. Decision: if Galio locks you in 1v1, pivot to map impact (fast roams, river control) instead of trying to break him mid.
Annie is hard for Fizz because she removes your main edge: unpredictability. A prepped stun turns your engage into immediate risk since she doesn’t need to land a skillshot to punish you on arrival. Fizz loves mages who must aim and can miss under pressure; Annie waits for your commit and makes you pay a clean price.
In lane you must respect her stun counter: you can’t poke freely and you can’t threaten a kill while stun + burst are ready. She also controls wave rhythm well—if you expose to push, you open yourself to instant trades or ganks enabled by her CC. Midgame, she can neutralize flanks by stunning you on entry, cutting your backline conversion.
Treat her stun as the central resource: when it’s up, play low; when it’s down, accelerate. Positioning: keep spacing to avoid free stun on last-hits, and save E to dodge the burst moment (not for bonus damage). Timing: act when she just used stun on the wave or in a trade, and look for fast roams where Annie isn’t already positioned. Decision: if you must choose, kill a fragile side-laner rather than forcing Annie while she holds tools.
Veigar is hard because his cage directly answers your champion identity: you want fast linear entry, he places geometry that turns your dash into a potential stun. Fizz can dodge damage, but he can’t ignore cage geometry—enter wrong and you either get stunned or you’re forced to burn E defensively, losing all threat.
In lane, cage changes how you farm: you can’t step up in straight lines and you can’t afford to waste E, otherwise you become a target for heavy trades or ganks. Veigar can also play safe and scale—if you don’t gain early advantage, you face a mage that one-shots and controls teamfight space, shrinking your flank options.
Split your approach into two steps: first bait cage (or force it onto the wave), then look for all-in. Positioning: play lane sides so he can’t place a perfect centered cage. Timing: best window is right after cage is used—he’s most vulnerable and your entry becomes stable. Decision: if Veigar plays ultra-safe, punish elsewhere: roam bot/top, fight river, and let Veigar defend mid while you create advantage.
Lux is hard because she combines three things Fizz hates: range, steady poke, and CC that punishes entry. Your kit works when you reach melee with enough HP to survive retaliation; Lux aims for the opposite: chip you down, then root you as you step up, making all-ins non-viable.
In lane, she can hold you at range and force risky last-hits. If you lose too much HP to poke, kill windows disappear and Lux can shove and control vision. Midgame, she can also break flank angles—one good bind forces defensive E and cancels your timing.
Play patience and wave: accept farming under tower instead of eating free binds. Positioning: stay behind minions and avoid overly linear approaches. Timing: look for all-in after she misses bind or after she spends spells clearing wave (lower threat). Decision: if lane is sterile, pivot to roams—Lux hates following into fog, and that’s often where Fizz regains the game.
Orianna is unfavorable because she reads and controls you from range: her ball creates space you don’t want to enter, and her shield can break your burst thresholds. Fizz likes targets that panic; Orianna keeps distance, plays waves, and turns your engages into calculated trades where you take risk for limited reward.
In lane, she pokes and forces a choice: lose CS or lose HP. She can maintain stable tempo, making your roams expensive if you drop the wave. In teamfights, if Orianna controls objective space, flanks become harder—you may get chunked before you ever reach backline.
Create windows through wave: when Orianna spends spells to clear, she’s more exposed and ball threat is reduced. Positioning: don’t enter ball zones without an exit plan, and remember she can shield your intended target. Timing: impact comes when her cooldowns are down or when she must step up to last-hit. Decision: if she locks space control, speed the game elsewhere (roams, river vision) instead of insisting on losing trades.
Zoe is unfavorable because she can win without letting you touch her: long-range chunks plus sleep threat turn one step forward into potential death. Fizz can dodge, but E is extremely costly—if you spend it just to survive poke, you lose your right to engage afterward.
In lane you can end up playing “dodge bubbles” instead of building kill plans. Once you’re chipped, Zoe doesn’t need risk: she can control you into recalls, breaking tempo. Midgame, she loves river skirmishes—one sleep lands and your flank is cancelled before it starts.
Positioning: reduce skillshot angles by staying behind wave and avoiding long corridors where Zoe has clean lines. Timing: act after she misses sleep—this is the button that stops you from playing. Decision: don’t turn lane into endless evasion: if Zoe zones too hard, roam and punish a side lane, because Zoe is far less comfortable responding to fast fog plays.
Jayce is unfavorable because he pressures you constantly and has a natural answer to commits: ranged burst followed by knockback to break contact. Fizz wants short surprise windows; Jayce sees you coming, chips you down, and pushes you away on arrival. You end up spending too much for an engage that never sticks.
In lane, he can suffocate you: poke on last-hits, loss of priority, and low HP on key timings. If you engage while already chipped, you often get flipped. Midgame, he also pokes objectives before fights, further reducing your ability to enter cleanly.
Manage wave to reduce free poke: staying too long in open mid is handing him the matchup. Positioning: avoid exposed trades and force angles where he has less vision/less room to kite. Timing: act after he uses knockback or when he’s in ranged form without immediate safety. Decision: if Jayce blocks you, play tempo—reset early, roam, and take value in tighter fights rather than open lane where he thrives.
Ziggs is unfavorable because he refuses contact: fast waveclear, long-range poke, and gradual lowering of your all-in threshold. Fizz wants a live lane where enemies must step up; Ziggs wants a clean lane where you never reach him without walking through poke.
In lane, you may chase waves that instantly disappear: he shoves, you farm under tower, and roams become costly due to lost plates/CS. Keeping you at 60–70% HP also makes your engages vulnerable to counter-ganks. Midgame, Ziggs plays siege, forcing longer and riskier flanks.
Don’t play siege frontally—it hands him the matchup. Positioning: farm safe, preserve HP, and use bushes/side angles to reduce readability. Timing: engage after he spends spells on wave or when he overextends post-shove. Decision: if Ziggs is untouchable mid, hit the map: punish a side lane, force an objective, then return mid with tempo advantage.
Zed is a skill matchup because you both play execution timing and dodges. Your E is a unique tool to break an all-in, but if you use it too early Zed can wait and finish later. If you hold E too long, you risk getting marked and bursted before the correct moment.
In lane it’s all cooldown and wave: Zed wants to catch you when you must step up; you want to punish when his shadow is mispositioned. Midgame is similar: if he forces defensive E on poke, he then gains a real kill window on the next exchange.
Positioning: avoid being low HP around level 5—this is where he converts best. Timing: save E for the real burst sequence (not minor trades), and look to engage when shadow is down or used for waveclear. Decision: if you can’t take the duel cleanly, play tempo—fast shove, roam, come back with advantage (vision/jungle) rather than being trapped in pure mechanics.
Yasuo is skill because wave state decides everything: with minions he has dash chains and can force extended trades; with a thin wave he’s far more manageable. On your side, E can dodge parts of his threat, but you must choose between using it for burst or survival—Yasuo thrives on that dilemma.
In lane, bad wave state is costly: he can dash in, stick, and force you to retreat while losing CS. Midgame, windwall can also split fights and deny conversion if your plan relies too much on blockable abilities.
Use wave as a tool: thin low HP minions to limit his paths and avoid fighting inside big waves. Timing: hit when his passive shield is down or after windwall is used—your burst is more valuable then. Decision: if Yasuo wants a long duel, refuse it: take a short trade, reset, then look for more structured fights where your ult creates clear advantage.
Akali is skill because shroud can break your execution timing: you want fast readable burst, she removes the target, stretches the duel, then re-engages on her terms. Meanwhile you have E to dodge parts of her entry, creating a patience duel where whoever wastes their defensive button first often loses.
In lane you can’t just force: engage into shroud and you lose target clarity, risking a flip. Midgame, your flank patterns are similar—the difference is that if you miss an angle you’re exposed, while Akali can often reset the fight with her tools.
Positioning: avoid fighting where shroud covers your entire exit—always keep a reset route. Timing: act after she uses shroud (or while it’s on cooldown), when the target becomes stable again. Decision: if Akali wants long duels, don’t tunnel—take short trades and convert mobility into roams, because Fizz often wins more through tempo than pure 1v1 versus disciplined Akali.
Twisted Fate is skill because it’s micro vs macro. You can kill him if he mispositions, but gold card is a simple button that breaks your all-in if you engage unprepared. Most importantly, TF pressures the map: if you play mid too slowly, he wins through roams without even fighting you.
In lane, TF can play safe, shove reasonably, and hold gold card to discourage entry. If you force into a bad wave, you can get stunned and punished by ganks. Midgame, his ult creates a race: either you make a play first, or you must anticipate/follow.
Create the window before engaging: force TF to spend gold card on wave or a minor trade, then commit when his stop button is down. Positioning: control the wave so he can’t roam for free. Timing: punish right after he uses ult or when he must step up to last-hit. Decision: when TF moves, don’t chase blindly—ping, get vision info, and choose either controlled follow or immediate cross-map, never the in-between.
Aurelion Sol is often favorable for Fizz because he has a clear assassin weakness: limited mobility and exposure windows when he must step up to waveclear. Fizz loves mages who need to sit in zones to deal damage—you burst, reset, and break their comfort.
In lane, once you have real kill threat, Aurelion Sol must play farther back, reducing his ability to control wave as he wants. If he steps up to clear, you can punish, especially with neutral wave and limited vision. Midgame, forcing a kill or recall lets you move and speed the game up before he scales.
Positioning: play lane sides to threaten angles and force him to choose between wave and safety. Timing: all-in right after he uses waveclear tools or when he’s forced close to the wave. Decision: with a lead, don’t let him breathe—shove, take river vision, and convert every window into a roam, because he hates answering fast plays.
Katarina is generally favorable because your E can break her execution windows: she wants to force you onto daggers and chain burst, you can dodge the critical moment and take back control. You can also choose all-in timings before she has resets, reducing her comeback potential.
In lane, if you play clean, you control the dynamic: you deny extended dagger trades and punish her when she steps up to last-hit. Midgame, she’s dangerous in chaotic fights, but Fizz can create favorable chaos—burst a target, then reset out of her cleanup range.
Positioning: don’t sit in dagger zones—force her to risk or lose wave. Timing: engage when daggers are poorly placed or after she uses a reposition tool. Decision: if Katarina wants to wait for objective chaos, anticipate—take vision and be first to pick, because she’s much weaker arriving late to a fight already started.
Diana can be favorable for Fizz because her engage is often readable: she wants to reach a target and anchor into the fight. You can dodge her key moment with E and choose angles where you burst before she turns it into a sustained brawl. The matchup becomes good if you refuse to give her a long center fight.
In lane, Diana tries to take space and push you back, but if you preserve HP and wait for the correct timing, you can punish her steps up. Midgame, she’s strong when she engages into grouped teams; you can either delete a fragile target to break tempo, or let her commit first and clean up afterward.
Positioning: avoid fighting in her comfort zone (center wave, long fight) and prefer diagonal entries. Timing: engage after she spends dash/entry tool, or punish when she has no exit options. Decision: if Diana forces grouped fights, your best answer is often flank/pick—kill quickly and reset rather than front-to-back into her AoE.
Ahri can be favorable if you play around one simple point: charm is her control button. If you dodge it (or she misses), she loses the ability to keep you at arm’s length and becomes far more fragile versus your burst. Fizz doesn’t need to win poke—he needs one moment where Ahri has no answer.
In lane, Ahri can poke and keep you honest, but she must expose to truly catch you. If you save E for charm and avoid free chip, you can create kill windows, especially when she steps up to shove. Midgame, if she uses dashes offensively, you can often punish the overcommit.
Positioning: stay behind wave to reduce charm lines and avoid overly frontal approaches. Timing: all-in after a missed charm or when she spends dashes to clear/roam. Decision: if Ahri holds everything defensively, pivot to picking another lane—forcing Ahri to choose between following or losing waves is already a win for Fizz.
Buy these items to reduce this champion's effectiveness in your games.
Fizzは、純粋なダメージではなく、彼のタイミングを妨害したり罰したりするツールによってカウンターされます。彼を苦しめるチャンピオンは、必ずしもレーンを支配する者とは限りませんが、彼のオールインを無効化したり、バックラインへのアクセスを拒否したりする者です。彼のカウンターを理解することは、彼のパターンを破るものを理解することです:ターゲット指定されたCC、即座の生存能力、または彼のE使用を罰することです。
このパッチでは、Fizzのカウンターは、彼の最初のバーストを生き残ることに集約されます。もし彼のアルティメットがキルに繋がらなければ、彼はかなりのプレッシャーを失います。ピール、ターゲット指定されたCC、または即座の生存能力を持つ構成は、彼のインパクトを劇的に低下させます。重要なのはスタッツではなく、ファイトの構造です:Fizzは、速いアクセスと即座の実行が必要です。
FizzはEによるエンゲージとリポジショニングに依存しています。即座のターゲット指定されたCCは、彼の脱出を拒否したり、侵入を罰したりすることで、このパターンを破ります。スキルショットとは異なり、これらはリアクティブに回避できません。これにより、Fizzははるかにパッシブなプレイスタイルを強いられ、エンゲージの機会が劇的に減少します。
How the champion adapts. キーとなるクールダウンを待ち、確認されたウィンドウでのみエンゲージする。
これらのチャンピオンはFizzの最初のバーストを吸収または無効化し、彼の主な勝利条件を取り除きます。彼のコンボが使用されると、Fizzは脆弱になり、即座のプレッシャーを失います。これはファイトのテンポを完全に反転させ、罰することを可能にします。
How the champion adapts. 他の敵をターゲットにするか、ポジショニングのミスを待つ。
これらのチャンピオンは、Fizzが快適な序盤をプレイするのを妨げます。彼らは継続的なプレッシャーをかけ、防御的なEの使用を強制し、彼のロームウィンドウを制限します。アドバンテージなしでは、Fizzはmidゲームではるかに脅威でなくなります。
How the champion adapts. 序盤は安全にプレイし、スパイクを待つ。
Lissandraは、ファイトにおいてFizzをほぼ完全に無力化します。彼女のターゲット指定されたCCと自己無敵化は、彼のオールインを無効にします。Fizzは彼女に直接エンゲージすることを避け、他のターゲットを探す必要があります。
レベル5とライチベインのスパイクをリスペクトしよう。常に彼のオールインに対する防御オプションを用意しておこう。彼のEを強制的に使わせることが、ダメージを与えることよりも重要になることが多い。Eがなくなれば、積極的にプレイできる。
彼のEは無敵とユニークな位置取り能力を与える。Eが利用可能である限り、彼は多くの危険な状況を回避できる。彼をpunishするには、コミットする前にEを強制的に使わせる必要がある。
必ずしもそうではないが、彼は状況に大きく依存する。側面やピックオフでは優れているが、強力なピールがある構造化された戦闘では苦戦する。彼の価値は、重要なターゲットに到達できるかにかかっている。
クールダウンへの依存度。EやRがないと、彼はほとんど脅威を失う。これらのタイミングを理解しているプレイヤーは、彼を効果的に無力化できる。