菲兹
The champions Fizz works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
All Out (R) rips the enemy carry out of their own team and leaves them alone with you: that is the condition your all-in demands, because if the combo does not kill you are left with no cooldowns and no shield. Footwork (E) then dashes to you and shares his.
You are paper-thin and the hard part is getting in: Unstoppable Force (R) knocks up the whole team at once, so Playful (E) takes you in for free and Chum the Waters (R) cannot be sidestepped. He is also the frontline you never provide.
When you jump their backline you are alone with no shield: Stand United (R) drops one on you from across the map and brings Shen with it, while Shadow Dash (E) taunts whoever is finishing you off. The dive becomes a two-man play.
Mega Adhesive (W) into Fling (E) removes one enemy from the fight by itself: on a pinned target every Urchin Strike (Q), Rending Wave (W) and auto lands, and you do not have to spend Playful (E) just to get there.
Worth it where terrain is close by: GNAR! (R) into a wall stuns the whole group, and a stun is the only thing that guarantees your full combo, since you bring no lockdown of your own. In open ground it is worth far less.
Cursed Touch (P) makes every point of magic damage they take carry true damage with it, and you are magic from the first Seastone Trident (P) tick to the last, so all of it gets amplified. Curse of the Sad Mummy (R) hands you 1.5 seconds of a frozen target.
Cease and Desist (R) is point-and-click and unstoppable: it delivers the enemy carry held still and away from her team. Her page says that ultimate only gets her killed without damage behind it, and that damage is you, arriving untargetable with Playful (E).
Your page wants you hovering at the edge of vision: Paranoia (R) blinds their entire team, so nobody sees the jump coming and nobody peels for the target you are opening. And you both hit the same body in the same second.
Your stated weak spot is instant crowd control, the kind Playful (E) cannot dodge: Frenzying Taunt (E) forces the carry to swing at him instead of casting it, and meanwhile he is the frontline you never bring.
A direct answer to your problem, the all-in that kills you when it does not kill them: inside Lamb's Respite (R) nobody dies for 3 seconds, so you can spend everything. It saves them too, so it only pays when you are the one diving too deep.
Chum the Waters (R) is slow to land and Playful (E) gives you no lockdown at all: Frost Shot (P) slows with every single hit, so the fish stops missing, and Enchanted Crystal Arrow (R) opens from off-screen on a target already frozen.
Deadly Flourish (W) roots anyone an ally has just damaged, and a single Urchin Strike (Q) pass or one Seastone Trident (P) tick is enough to arm it: from there the target does not walk out of your combo.
Arc of Judgment (W) leaves a near-total slow that lingers: inside it Chum the Waters (R) cannot be dodged and Rending Wave (W) always finds its hit. She does not cover you and you do not cover her, though: whoever gets reached first dies.
Chain of Corruption (R) roots the first target and spreads to whoever stands next to them: it leaves you a frozen group to jump into with Playful (E) without walking into the instant crowd control that kills you.
Worth it only if you actually rotate early: you are a lane bully and Chum the Waters (R) opens from range, so every trip bot turns into gold through League of Draven (P). But he dies the moment anyone reaches him, and you peel for nobody.
Your page says Playful (E) only dodges what has to target you: against the instant stun that kills you, Black Shield (E) is the answer. And Dark Binding (Q) roots for two full seconds, longer than your entire combo needs.
Rocket Grab (Q) drags a carry out of their own front line and hands them to you alone: that is the one situation where your all-in stops being a gamble. Power Fist (E) knocks them up and Static Field (R) silences their escape.
You jump into the middle of them and often cannot get back out: the Dark Passage (W) lantern is the way home once Playful (E) is spent. Death Sentence (Q) and Flay (E) meanwhile drag the carry out of their front line.
Grand Entrance (W) into The Quickness (R) is nearly two seconds of back-to-back crowd control on the same group: that is the window where your combo meets no answer. Battle Dance (E) then shields you the second you are left exposed.
Worth it if you play early and together: Bone Skewer (Q) into Phantom Undertow (E) is the chain your combo lacks, and Death From Below (R) closes out whoever Rending Wave (W) left under 250 health. Neither of you survives being touched, though.