User blog comment:Craftyfirestorm77/Summoner Spells on Fizz/@comment-6906412-20130715215344

Teleport is a decent spell on most midlaners, although I personally prefer Ignite for higher kill potential.

Exhaust is good in a long, drawn out fight, but that should only happen early game when you have no damage. Late game, it is only good in teamfights if you use it on someone you ARENT focusing since Fizz should be able to instakill people anyway, and if you Exhaust then instakill them you just wasted a summoner spell.

I think Barrier is superior to heal in most cases because the likeliness of the enemy having ignite is far greater than none, and although Heal gives your team a little bit of extra HP, in a 1v1 situation where your opponent ignites you your heal is worth a whole lot less than Barrier. Most people make the mistake of using barrier too early or too late rather than when the damage comes, but the most common mistake is to use barrier in combination with your escape move. Why use barrier if you are going to use Playful Trickster right after? Of course you won't use the full barrier. With proper timing and usage, Barrier is far stronger than Heal.

I don't play much Fizz but I usually run Flash/Ignite or Barrier/Ignite. Although Fizz applies passive DoT and Grievous Wound, Ignite is still strong since you can leave opponents with three, four, five hundred HP in mid/late game and they will die to the combined burn from Ignite and Seastone Trident (I've seen people with 700 HP left die to Fizz by pure DoT in late game). Flash is strong because why not have two escapes? Use one as a gapcloser/engage and one as an escape. Flash opens up the option of using Playful Trickster as extra damage rathar than just mobility.