

Locke vs Fizz Counter Pick
Matchup Summary
What the Data Means
Playful / Trickster is the whole problem. Fizz hops onto his spear and becomes untargetable, and Locke’s kit runs on commitment: Ashen Pursuit teleports him to a location and then dashes into his next target, Purgatory throws a binding artifact that has to connect. Both can be spent into a champion who is briefly not there. Across 185 jungle games on patch 16.13.1 Locke wins 35.1%, a figure that describes a timing mismatch rather than a stat gap.
The stats are close. Locke opens with 655 health, 32 armor and 32 magic resist against 640, 26 and 32, and finishes marginally ahead at 2,508 to 2,442. Fizz reaches 175 units to his 125 and moves at 335 against 340. What separates them is Nimble Fighter, a flat reduction applied to every source of damage, which hurts an on-hit profile most of all. Silver Stake also scales with the enemy’s missing health, so it wants a target already low, and low health is exactly when the untargetability window is worth using. Soul Ignition costing Locke health to buy attack speed compounds the issue, since Fizz deals mixed damage and no single resistance covers the counterattack. Fizz is rated 6 for difficulty, Locke 5. Both pay Mana, and Urchin Strike is the costliest part of a Fizz clear, so routes that force him to spend it on camps are one of the few pressure points available before level six.
FAQ
No — current data marks this as a counter matchup: Fizz has the statistical edge. Locke wins 35.1% of the recorded games.
35.1% from Locke's perspective, measured on patch 16.13.1.
185 ranked games at Emerald rank and above, across all regions.
The current Locke build — items, runes and skill order from the same data set — is on the Locke build page.