Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.
ARAM · Howling AbyssMatchup guidePatch 16.20.1
Fizz vs Annie
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
ARAM context
One shared lane, one champion-specific plan
The page uses ARAM starting, shopping and teamfight rules. Its internal build source is not shown as a Rift assignment.
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.

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.
A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.
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.

Guardian's Blade
950 goldAn ARAM attack-damage starter to compare with the current Recommended shop.

Ionian Boots of Lucidity
900 goldAdds haste and movement for repeated ability windows.

Youmuu's Ghostblade
2,800 goldAdds movement and lethality for physical-damage picks.

Edge of Night
3,000 goldAdds health and a spell shield before a risky engage.

Serylda's Grudge
3,000 goldAdds armour penetration against defended targets.

Death's Dance
3,300 goldAdds physical-damage durability after the damage core is established.

Axiom Arc
2,750 goldCompletes 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.
Haste BootsIonian Boots of Lucidity
Pick powerYoumuu's Ghostblade
Chempunk Chainsword
Against armourSerylda's Grudge
Final safetyDeath's Dance
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.
Haste BootsIonian Boots of Lucidity
Pick powerYoumuu's Ghostblade
Spell protectionEdge of Night
Kaenic Rookern
Final safetyDeath's Dance
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.
Resolve
Precision
Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.
Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.
Matchup notes
What changes when Annie is opposite you?
Compare reliable reach and repeatable value
Track which champion can apply damage, control or protection without crossing the enemy team's safe space. ARAM does not turn this kit comparison into a lane-counter claim.
Team context firstRerolls, allied range, engage and protection can matter more than either champion in isolation.
Use the route you prepared
Use the champion-specific ARAM build as a starting reference, then check the current Recommended shop, your five-player composition and the next available death shop.
Fizz reminders
- Since Fizz can move through units, find opportunities in lane to walk through minions and apply Seastone Trident's passive - following it up with the ability's active attack after a few seconds.
- Fizz's ultimate ability, Chum the Waters, can be aimed at an enemy or towards the area where you think they'll be going.
- Fizz's spells scale off Ability Power - consider getting items like Zhonya's Hourglass or Banshee's Veil against teams that have high burst threat - and items like Lich Bane or Rabadon's Deathcap if you think you can survive without the Health.
Against Annie
- Annie's summoned bear, Tibbers, burns opposing units around himself. Try to keep your distance from him after he's been summoned.
- Summoner Smite can be used to help take down Tibbers.
- Keep an eye out for a white, swirling power around Annie. It means she's ready to unleash her stun.
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.

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

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

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.Ability reference
Compare both kits
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Fizz
- PNimble Fighter
Nimble Fighter is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.
- QUrchin Strike
Urchin Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 8/7.5/7/6.5/6 · Cost 50 · Listed range 550 - WSeastone Trident
Seastone 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.
Cooldown 7/6/5/4/3 · Cost 30/40/50/60/70 · Listed range 600 - EPlayful / Trickster
Playful / 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.
Cooldown 16/14/12/10/8 · Cost 75/80/85/90/95 · Listed range 400 - RChum the Waters
Chum 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.
Cooldown 120/100/80 · Cost 100 · Listed range 1300
Annie
- PPyromania
Pyromania is an automatic part of the kit involving hard crowd control. Track when its condition is active instead of treating every fight the same way.
- QDisintegrate
Disintegrate contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 4 · Cost 60/65/70/75/80 · Listed range 625 - WIncinerate
Incinerate contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 7 · Cost 70/75/80/85/90 · Listed range 600 - EMolten Shield
Molten Shield contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 60/65/70/75/80 · Listed range 800 - RSummon: Tibbers
Summon: Tibbers contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 130/115/100 · Cost 100 · Listed range 600
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.
Protect the lead while the lane stays shared
Clear together and keep enough health to use the next structure window.
Use brushes and the available healing safely; there are no side lanes to abandon.
Keep useful allies in reach and avoid giving away shutdowns through an isolated chase.
Trade around health, range and the next wave
Let the team clear without spending every important cooldown at once.
Track the shared lane, brush control and available relics rather than looking for a Rift rotation.
Use the champion's reliable range, protection or control before forcing a low-percentage engage.
Use structure space and coordinated clears
Clear from safety and avoid dying before the next minion wave reaches the structure.
Wait for teammates to respawn instead of walking into the shared lane alone.
Punish overextension and preserve the cooldown that can stop the first enemy commitment.
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.
Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.
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.
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 with Howling Abyss information
Open the complete ARAM build or compare another champion. Rift role counters are intentionally kept out of this page.