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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Fizz ARAM · Howling Abyss

A champion-specific Howling Abyss plan with ARAM starting, shopping and teamfight rules. Summoner's Rift roles are not used here.

One shared laneOne-lane Howling Abyss preparation
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Howling Abyss rules

Prepare for one shared lane

ARAM removes the normal Rift role map. Build around the champion, the five-player team and the next fight instead.

01
Start together

Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.

02
Shop while dead

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.

03
Share health relics

A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.

04
Fight with the wave

Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.

ARAM · Howling Abyss

ARAM assassin reference

Compare the opening with Riot's ARAM Recommended shop before leaving base. After that, purchases happen only while dead; the six usable inventory slots do not increase.

Death-only shopping
S
ARAM opening · separate from item 1

Guardian's Blade

950 gold

An ARAM attack-damage starter to compare with the current Recommended shop.

1
Haste Boots

Ionian Boots of Lucidity

900 gold

Adds haste and movement for repeated ability windows.

2
Pick power

Youmuu's Ghostblade

2,800 gold

Adds movement and lethality for physical-damage picks.

3
Spell protection

Edge of Night

3,000 gold

Adds health and a spell shield before a risky engage.

4
Against armour

Serylda's Grudge

3,000 gold

Adds armour penetration against defended targets.

5
Final safety

Death's Dance

3,300 gold

Adds physical-damage durability after the damage core is established.

6
Final option

Axiom Arc

2,750 gold

Completes the permanent inventory with lethality and more frequent ultimate windows.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. Haste BootsIonian Boots of Lucidity
  2. Pick powerYoumuu's Ghostblade
  3. Chempunk Chainsword
  4. Against armourSerylda's Grudge
  5. Final safetyDeath's Dance
  6. Final optionAxiom Arc

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. Haste BootsIonian Boots of Lucidity
  2. Pick powerYoumuu's Ghostblade
  3. Spell protectionEdge of Night
  4. Kaenic Rookern
  5. Final safetyDeath's Dance
  6. Final optionAxiom Arc

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. Haste BootsIonian Boots of Lucidity
  2. Pick powerYoumuu's Ghostblade
  3. Chempunk Chainsword
  4. Against armourSerylda's Grudge
  5. Final safetyDeath's Dance
  6. Final optionAxiom Arc

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. Haste BootsIonian Boots of Lucidity
  2. Pick powerYoumuu's Ghostblade
  3. Spell protectionEdge of Night
  4. Kaenic Rookern
  5. Final safetyDeath's Dance
  6. Final optionAxiom Arc

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsFizzHowling Abyss

ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.

ARAM
Primary tree

Resolve

Grasp of the UndyingFont of LifeConditioningOvergrowth
Secondary tree

Precision

TriumphLegend: Haste
Summoner spells
FlashMark
Howling Abyss only

Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.

Protect the next fight

Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Only when enemy healing is deciding fights

Oblivion Orb

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.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Fizz abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Nimble Fighter

What it doesFizz can move through units and takes a flat amount of reduced damage from all sources

Practical readNimble Fighter is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Urchin Strike

What it doesFizz dashes through his target, dealing magic damage and applying on hit effects.

Practical readUrchin Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7.5/7/6.5/6 secCost50Listed range550 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

Seastone Trident

What it doesFizz'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.

Practical readSeastone Trident changes a following cast rather than acting as an isolated button. Choose the version needed before committing, then check the current tooltip for each upgraded effect.

Cooldown7/6/5/4/3 secCost30/40/50/60/70Listed range600 units
E
E ability

Playful / Trickster

What it doesFizz 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.

Practical readPlayful / Trickster is part of Fizz's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown16/14/12/10/8 secCost75/80/85/90/95Listed range400 units
R
Ultimate

Chum the Waters

What it doesFizz 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.

Practical readChum the Waters contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/100/80 secCost100Listed range1300 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around health, range and the next wave

1
Wave

Let the team clear without spending every important cooldown at once.

2
Map play

Track the shared lane, brush control and available relics rather than looking for a Rift rotation.

3
Fights

Use the champion's reliable range, protection or control before forcing a low-percentage engage.

Shared-lane plan

Fizz on Howling Abyss

Read health, range, wave position and respawn timing together. ARAM has no side-lane rotation, neutral-objective setup or normal ward-control loop.

ARAM only
1
Before the fight

Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.

2
During the fight

Use the nearest safe target and the team's reachable follow-up. Do not cross the whole enemy formation for a single low-health champion.

3
After the fight

Push with surviving minions, take the safe structure damage available and reset only through a real death rather than donating one alone.

Keep preparing

Stay inside the ARAM ruleset

Compare another champion, review all Howling Abyss builds, or return to the champion overview. Rift lanes and counter-pick claims stay out of this mode.

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