Wild Rift: FIZZ Build Guide (7.2A)

FIZZ Wild Rift
BUFFED
192
99 709
11 Jul 2026
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift FIZZ, role - Assassin / Mage. Use the guidelines to take your FIZZ Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position FIZZ is in the rating table, go to the - Tier List page.

attackdamage 58 (3.64)
heal 630 (140)
healthregeneration 8 (0.71)
attackspeed 0.8 (0.02)
mana 354 (49)
mpreg 18 (0.71)
movementspeed 345 (0)
armor 30 (5)
magicresistance 38 (2)
criticalstrike 175 (0)


SEASTONE TRIDENT
P

(PASSIVE) SEASTONE TRIDENT

Attacks deal an additional 24 magic damage (20 (+4 perlevel) + 45% abilitypower) over 3 seconds.

Deals 90% damage to monsters.

URCHIN STRIKE
Q

(Q) URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 60% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

RENDING WAVE
W

(W) RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

PLAYFUL / TRICKSTER
E

(E) PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

CHUM THE WATERS
R

(R) CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

FIZZ Meta Overview — Ranks & Performance Analytics

This meta overview presents FIZZ’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where FIZZ performs best and how her impact changes in the evolving Wild Rift meta.

Updated: 17 JUL 2026 UTC 00:00
Last 7 days analytics
Build Counters Counter Items Tips Con Game Plan Power Spikes

Mid FIZZ Build items and runes

The information below will help you get familiar with the game on the Mid Line FIZZ. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Amplifying Tome
Amplifying Tome

Amplifying Tome

+20 Ability Power

500

Core
Wild Rift Items: Lich Bane
Lich Bane

Lich Bane
Attacks deal bonus damage aster ability casts

+100 Ability Power
+10 Ability Haste
+5% Move Speed

Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 45% AP . (1.5s Cooldown) Damage is reduced vs structures.

2800

Lich Bane TIPS: This item is perfect for champions who weave abilities between their basic attacks. After casting a spell, your next attack is empowered with a powerful burst of bonus magic damage, greatly increasing your combo potential. The bonus movement speed also improves your mobility, making it easier to reposition and chase targets. An excellent choice for mobile mages, AP assassins, and hybrid champions who rely on short, high-damage ability rotations.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+110 Ability Power
+15 Magic Penetration

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3100

Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.

Boots
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Spellslinger's Shoes
Spellslinger's Shoes

Spellslinger's Shoes
Deal bonus damage to minions

+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.

2200

Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.

T3
TIPS: Finally, for your items, you should build Lich Bane Lich Bane (Attacks deal bonus damage aster ability casts) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Infinity Orb Infinity Orb (Abilities deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Spellslinger's Shoes Spellslinger's Shoes (Deal bonus damage to minions).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Lich Bane
Lich Bane

Lich Bane
Attacks deal bonus damage aster ability casts

+100 Ability Power
+10 Ability Haste
+5% Move Speed

Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 45% AP . (1.5s Cooldown) Damage is reduced vs structures.

2800

Lich Bane TIPS: This item is perfect for champions who weave abilities between their basic attacks. After casting a spell, your next attack is empowered with a powerful burst of bonus magic damage, greatly increasing your combo potential. The bonus movement speed also improves your mobility, making it easier to reposition and chase targets. An excellent choice for mobile mages, AP assassins, and hybrid champions who rely on short, high-damage ability rotations.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+110 Ability Power
+15 Magic Penetration

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3100

Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Stormsurge
Wild Rift Items: Cryptbloom
Wild Rift Items: Banshee's Veil
Wild Rift Items: Hextech Roketbelt
Wild Rift Items: Morellonomicon
Wild Rift Items: Oceanid's Trident
A powerful item for Scaling Mages
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Stormsurge
Stormsurge

Stormsurge
A powerful item for Scaling Mages

+90 Ability Power
+15 Magic Penetration
+6% Move Speed

Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.

2900

Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.

Stormsurge Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Restore health on champion kill
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Cryptbloom
Cryptbloom

Cryptbloom
Restore health on champion kill

+75 Ability Power
+30% Magic Penetration
+20 Ability Haste

Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%Health to allies. (60s Cooldown)

3000

Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.

Cryptbloom Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Blocks an enemy ability
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Banshee's Veil Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Small dash
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Hextech Roketbelt
Hextech Roketbelt

Hextech Roketbelt
Small dash

+250 Max Health
+70 Ability Power
+20 Ability Haste

Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10% magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.

2700

Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.

Hextech Roketbelt Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Magic damage reduces enemy healing
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+300 Max Health
+75 Ability Power
+15 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2650

Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.

Morellonomicon Morellonomicon — This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Anti-Shielding
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Oceanid's Trident Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Summoner Spells

If you want to use this FIZZ Mid build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Runes BUILD

For runes, you should pick Fleet Footwork Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by Sudden Impact Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.), Chain Assault Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and Eyeball Collection Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as Bone Plating Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Fleet Footwork

Fleet Footwork
Mobility, Heal

Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.

Bonus Attack Speed: 40%
Health Restore: 15-110 () + 15% bonus + 10%.
Bonus Movement Speed: 20% for 1s.

When attacking a champion, restore 8% missing mana or 8% missing energy.

When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.

Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.
Wild Rift Domination Runes: Sudden Impact

Sudden Impact
Triggers when in stealth or dashing

Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.

The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Cooldown: 10s

Sudden Impact
Triggers when in stealth or dashing
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Wild Rift Domination Runes: Chain Assault

Chain Assault
Triggers on attack after hitting a target with an ability

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 () + 3% bonus + 1.5%).

Cooldown: 15s

Chain Assault
Triggers on attack after hitting a target with an ability
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Wild Rift Domination Runes: Eyeball Collection

Eyeball Collection
Kills increase Attack Damage/Ability Power

Gains 1.5 or 3 after scoring a champion or epic monster takedown, stacking up to 8 times.

Eyeball Collection
Kills increase Attack Damage/Ability Power
Gain Adaptive Force after scoring champion or epic monster takedowns.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.

Situational Runes

Сhange
Electrocute
Transcendence
Cut Down
Burst Damage
Fleet Footwork
Fleet Footwork

Fleet Footwork
Mobility, Heal

Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.

Bonus Attack Speed: 40%
Health Restore: 15-110 () + 15% bonus + 10%.
Bonus Movement Speed: 20% for 1s.

When attacking a champion, restore 8% missing mana or 8% missing energy.

When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.

Electrocute
Electrocute

Electrocute
Burst Damage

Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.

Damage value: 40-210 () + 10% extra + 5%

Cooldown: 20-13s ()

Electrocute Electrocute — The rune is perfect for champions who actively use basic attacks and abilities to control enemies. It is especially effective on high-mobility champions like Zed or Tristana, as it allows dealing additional damage with frequent attacks. The rune is actively used in the early game for quickly eliminating enemy champions who can't adapt to the aggression. Keep in mind that it is important to hit the target within a short interval for maximum effect.
Reduces ability cooldowns
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Transcendence Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
Deal more damage to high Health enemies
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Cut Down
Cut Down

Cut Down
Deal more damage to high Health enemies

Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.

Cut Down Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.

Skills Order

For the skill order, you want to stick with (E) (W) (Q). You can learn more about abilities order at all levels by studying the diagram below.
URCHIN STRIKE

(Q) URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 60% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

(Q) URCHIN STRIKE
















RENDING WAVE

(W) RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

(W) RENDING WAVE
















PLAYFUL / TRICKSTER

(E) PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

(E) PLAYFUL / TRICKSTER
















CHUM THE WATERS

(R) CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

(R) CHUM THE WATERS
















Mid FIZZ Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Mid FIZZ. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

FIZZ Wild Rift

Threats

Extreme
[5]
Major
[5]
Even
[18]
Minor
[5]

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Synergies

Ideal
[8]
Strong
[13]
Ok
[9]
Low
[4]

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Mid FIZZ Counter Items

We have prepared a list of items and spells that will help counter Mid FIZZ in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against FIZZ combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Increases Magic resist

+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed

1200

Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance
+5% Move Speed

Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Kaenic Rookern
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Wild Rift Items: Abyssal Mask
Abyssal Mask

Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours

+400 Max Health
+55 Magic Resistance
+10 Ability Haste

Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.

3000

Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
LoL Wild Rift Seeker's Armguard
Seeker's Armguard

Seeker's Armguard
Turn invulnerable

+20 Armor
+35 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1200

Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3000

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Gain a Shield

Gives you a shield that increases your chances of survival against FIZZ.
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Locket of the Iron Solari
Locket of the Iron Solari

Locket of the Iron Solari
Team shield

+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)

This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.

2600

Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.

Wild Rift Items: Gargoyle Stoneplate
Gargoyle Stoneplate

Gargoyle Stoneplate
Shield

+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste

Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonusand gain size, decayng over 2.5s. (60s Cooldown)

2900

Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Mid FIZZ Tips

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Mid FIZZ Strengths and Weaknesses

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Mid FIZZ Strategy and Tactics

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Mid FIZZ Power Spikes

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Build Counters Counter Items Tips Con Game Plan Power Spikes Jungle Path

Jungle FIZZ Build items and runes

The information below will help you get familiar with the game on the Jungle Line FIZZ. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Amplifying Tome
Amplifying Tome

Amplifying Tome

+20 Ability Power

500

Core
Wild Rift Items: Dusk and Dawn
Dusk and Dawn

Dusk and Dawn
Applies on-hit effects

+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste

Spellblade: After using an ability, your next attack deals (75% base+ 10%) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.

3100

Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Nashor's Tooth
Nashor's Tooth

Nashor's Tooth
Attacks deal bonus damage

+45% Attack Speed
+20 Ability Haste

Magic Fang: Obtain 25 Attack Damage or 50 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus+ 30% bonus) on hit.

2800

Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.

Boots
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Spellslinger's Shoes
Spellslinger's Shoes

Spellslinger's Shoes
Deal bonus damage to minions

+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.

2200

Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.

T3
TIPS: Finally, for your items, you should build Dusk and Dawn Dusk and Dawn (Applies on-hit effects) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Nashor's Tooth Nashor's Tooth (Attacks deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Spellslinger's Shoes Spellslinger's Shoes (Deal bonus damage to minions).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Dusk and Dawn
Dusk and Dawn

Dusk and Dawn
Applies on-hit effects

+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste

Spellblade: After using an ability, your next attack deals (75% base+ 10%) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.

3100

Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Nashor's Tooth
Nashor's Tooth

Nashor's Tooth
Attacks deal bonus damage

+45% Attack Speed
+20 Ability Haste

Magic Fang: Obtain 25 Attack Damage or 50 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus+ 30% bonus) on hit.

2800

Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Infinity Orb
Wild Rift Items: Cryptbloom
Wild Rift Items: Riftmaker
Wild Rift Items: Stormsurge
Wild Rift Items: Liandry's Torment
Wild Rift Items: Bloodletter's Curse
Wild Rift Items: Banshee's Veil
Wild Rift Items: Oceanid's Trident
Abilities deal bonus damage
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+110 Ability Power
+15 Magic Penetration

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3100

Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.

Infinity Orb Infinity Orb — This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Restore health on champion kill
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Cryptbloom
Cryptbloom

Cryptbloom
Restore health on champion kill

+75 Ability Power
+30% Magic Penetration
+20 Ability Haste

Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%Health to allies. (60s Cooldown)

3000

Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.

Cryptbloom Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Ramping Damage
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Riftmaker
Riftmaker

Riftmaker
Ramping Damage

+350 Max Health
+70 Ability Power
+15 Ability Haste

Void Corruption: Every 1 second(s) in combat with enemy champions, deal 2% bonus damage, up to 8%.
At maximum strength, gainOmni Vamp. (10% for melee champions / 6% for ranged champions).
Void Infusion: Gain 2% of your bonus Health as Ability Power.

3100

Riftmaker TIPS: This item is built for extended fights, gradually increasing your damage the longer you remain in combat. Once fully ramped up, it grants Omni Vamp for improved sustain, while your bonus Health is partially converted into Ability Power, further increasing your overall damage. An excellent choice for AP bruisers and battlemages who excel in prolonged teamfights and thrive by scaling throughout combat.

Riftmaker Riftmaker — This item is built for extended fights, gradually increasing your damage the longer you remain in combat. Once fully ramped up, it grants Omni Vamp for improved sustain, while your bonus Health is partially converted into Ability Power, further increasing your overall damage. An excellent choice for AP bruisers and battlemages who excel in prolonged teamfights and thrive by scaling throughout combat.
A powerful item for Scaling Mages
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Stormsurge
Stormsurge

Stormsurge
A powerful item for Scaling Mages

+90 Ability Power
+15 Magic Penetration
+6% Move Speed

Stormraider: When damaging a champion, dealing damage equal to 25% of their max Health within 2.5 second(s) applies Squall to them and grants you 25% bonus Movement Speed for 2.5s. (25s Cooldown)
Squall: After 2 second(s), strike the target, dealing magic damage equal to 125 plus 10%. If the target is killed before the strike, it detonates immediately in a large area and grants 25 gold.

2900

Stormsurge TIPS: This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.

Stormsurge Stormsurge — This item is perfect for mages capable of delivering heavy burst damage. After landing a strong combo, it marks the target, grants you a burst of movement speed, and follows up with an additional magic strike. If the target dies before the effect triggers, it immediately explodes in an area and rewards you with bonus gold. An excellent choice for scaling mages and AP assassins looking to secure kills and snowball their advantage.
Abilities deal bonus damage
Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Liandry's Torment
Liandry's Torment

Liandry's Torment
Abilities deal bonus damage

+300 Max Health
+70 Ability Power

Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.

3000

Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.

Liandry's Torment Liandry's Torment — This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Reduces enemy's Magic Resist
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Bloodletter's Curse
Bloodletter's Curse

Bloodletter's Curse
Reduces enemy's Magic Resist

+350 Maximum Health
+65 Ability Power
+15 Ability Haste

Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds (max 30%).

2900

Bloodletter's Curse TIPS: This item greatly enhances your magic damage by gradually reducing the target's magic resistance whenever your abilities or passive effects deal damage. It excels in extended fights, allowing both you and your AP teammates to deal increasingly higher damage to the same target. An excellent choice for AP bruisers, damage-over-time mages, and champions who can consistently keep the debuff active on multiple enemies.

Bloodletter's Curse Bloodletter's Curse — This item greatly enhances your magic damage by gradually reducing the target's magic resistance whenever your abilities or passive effects deal damage. It excels in extended fights, allowing both you and your AP teammates to deal increasingly higher damage to the same target. An excellent choice for AP bruisers, damage-over-time mages, and champions who can consistently keep the debuff active on multiple enemies.
Blocks an enemy ability
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Banshee's Veil Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Anti-Shielding
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Oceanid's Trident Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Summoner Spells

If you want to use this FIZZ Jungle build, you should take Flash Flash (Teleport a short distance) and Smite Smite as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Smite Wild Rift
Smite

Smite

Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%). Smite upgrades to Chilling Smite after 3 uses.


Jungle Expertise:

Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.

Deal 15% more attack damage and 30% more ability damage against monsters.

Restore 40 Health over 5 seconds after dealing damage to monsters.

Restore 4 Mana every second while in the jungle or river.

From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite Wild Rift
Сhilling Smite

Сhilling Smite

Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).

Against champions: Deal 40 true damage to enemy Champions and steals 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Runes BUILD

For runes, you should pick Fleet Footwork Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by Sudden Impact Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.), Chain Assault Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and Eyeball Collection Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as Transcendence Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Fleet Footwork

Fleet Footwork
Mobility, Heal

Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.

Bonus Attack Speed: 40%
Health Restore: 15-110 () + 15% bonus + 10%.
Bonus Movement Speed: 20% for 1s.

When attacking a champion, restore 8% missing mana or 8% missing energy.

When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.

Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.
Wild Rift Domination Runes: Sudden Impact

Sudden Impact
Triggers when in stealth or dashing

Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.

The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Cooldown: 10s

Sudden Impact
Triggers when in stealth or dashing
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Wild Rift Domination Runes: Chain Assault

Chain Assault
Triggers on attack after hitting a target with an ability

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (12-38 () + 3% bonus + 1.5%).

Cooldown: 15s

Chain Assault
Triggers on attack after hitting a target with an ability
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Wild Rift Domination Runes: Eyeball Collection

Eyeball Collection
Kills increase Attack Damage/Ability Power

Gains 1.5 or 3 after scoring a champion or epic monster takedown, stacking up to 8 times.

Eyeball Collection
Kills increase Attack Damage/Ability Power
Gain Adaptive Force after scoring champion or epic monster takedowns.
Wild Rift Inspiration Runes: Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Transcendence
Reduces ability cooldowns
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.

Situational Runes

Сhange
Cut Down
Bone Plating
Deal more damage to high Health enemies
Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Cut Down
Cut Down

Cut Down
Deal more damage to high Health enemies

Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.

Cut Down Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Anti-Burst Damage
Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Bone Plating Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.

Skills Order

For the skill order, you want to stick with (W) (E) (Q). You can learn more about abilities order at all levels by studying the diagram below.
URCHIN STRIKE

(Q) URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 60% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

(Q) URCHIN STRIKE
















RENDING WAVE

(W) RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

(W) RENDING WAVE
















PLAYFUL / TRICKSTER

(E) PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

(E) PLAYFUL / TRICKSTER
















CHUM THE WATERS

(R) CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

(R) CHUM THE WATERS
















Jungle FIZZ Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle FIZZ. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

FIZZ Wild Rift

Threats

Extreme
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Major
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Even
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Minor
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There are no champions in this section that threaten {title}.

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Synergies

Ideal
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Strong
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Ok
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Low
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There are no champions in this section that synergies with {title}.

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There are no champions in this section that synergies with {title}.

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There are no champions in this section that synergies with {title}.

Jungle FIZZ Counter Items

We have prepared a list of items and spells that will help counter Jungle FIZZ in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against FIZZ combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Increases Magic resist

+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed

1200

Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance
+5% Move Speed

Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Kaenic Rookern
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Wild Rift Items: Abyssal Mask
Abyssal Mask

Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours

+400 Max Health
+55 Magic Resistance
+10 Ability Haste

Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.

3000

Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
LoL Wild Rift Seeker's Armguard
Seeker's Armguard

Seeker's Armguard
Turn invulnerable

+20 Armor
+35 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1200

Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3000

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Gain a Shield

Gives you a shield that increases your chances of survival against FIZZ.
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Locket of the Iron Solari
Locket of the Iron Solari

Locket of the Iron Solari
Team shield

+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)

This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.

2600

Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.

Wild Rift Items: Gargoyle Stoneplate
Gargoyle Stoneplate

Gargoyle Stoneplate
Shield

+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste

Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonusand gain size, decayng over 2.5s. (60s Cooldown)

2900

Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Jungle FIZZ Tips

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Jungle FIZZ Strengths and Weaknesses

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Jungle FIZZ Strategy and Tactics

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Jungle FIZZ Power Spikes

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FIZZ Jungle Pathing

Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.

Full Clear with a Blue Buff Start

Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).

REWARDS
Earn XP and gold upon defeating them.

2

Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.

REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.

Get 15 Ability Haste.

When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.

1

Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.

REWARDS
Earn XP and gold upon defeating them.

3

Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.

REWARDS
Earn XP and gold upon defeating them.

4

Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.

REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.

For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.

5

Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.

REWARDS
Earn XP and gold upon defeating them.

6

Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).

REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:

Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.

Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).

7
GANK
GANK

The Pro Fizz Jungle Path primarily starts on the Blue Buff, as it provides mana sustain and smoother early tempo. At level one unlock (W) RENDING WAVE and apply (PASSIVE) SEASTONE TRIDENT through empowered autos for efficient single-target damage.

At level two unlock (E) PLAYFUL / TRICKSTER and move to the Gromp, using (E) to reduce incoming damage while maintaining clear speed. Then clear the Murk Wolves, reaching level three.

At level three unlock (Q) URCHIN STRIKE, giving you mobility for early skirmishes. Rotate toward the Raptors, spreading damage with (W) across multiple targets.

Secure the Red Buff and then clear the Krugs. These camps grant level four, where you upgrade (E) PLAYFUL / TRICKSTER. From here, move into river to contest the Rift Scuttler or look for an early gank with full combo available.

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Build Counters Counter Items Tips Con Game Plan Power Spikes

Solo Baron FIZZ Build items and runes

The information below will help you get familiar with the game on the Solo Baron Line FIZZ. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

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Solo Baron FIZZ Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron FIZZ. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

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Solo Baron FIZZ Counter Items

We have prepared a list of items and spells that will help counter Solo Baron FIZZ in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

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Solo Baron FIZZ Tips

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Solo Baron FIZZ Strengths and Weaknesses

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Solo Baron FIZZ Strategy and Tactics

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Solo Baron FIZZ Power Spikes

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Wild Rift FIZZ Ability and Tips

SEASTONE TRIDENTSEASTONE TRIDENT
P
URCHIN STRIKEURCHIN STRIKE
Q
RENDING WAVERENDING WAVE
W
PLAYFUL / TRICKSTERPLAYFUL / TRICKSTER
E
CHUM THE WATERSCHUM THE WATERS
R

(PASSIVE) SEASTONE TRIDENT

SEASTONE TRIDENT

Attacks deal an additional 24 magic damage (20 (+4 perlevel) + 45% abilitypower) over 3 seconds.

Deals 90% damage to monsters.

Ability Tips

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Video

(Q) URCHIN STRIKE

URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 60% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

Ability Tips

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Video

(W) RENDING WAVE

RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

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Video

(E) PLAYFUL / TRICKSTER

PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

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Video

(R) CHUM THE WATERS

CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

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Video

Wild Rift FIZZ Skills Combo

🥇HARD 🥈MEDIUM 🥉EASY

Fizz Surprise Assassination

Execution

Q
R
E1
E2
AA
W
eAA

Use this combo to unexpectedly All-In an enemy in lane.

Use (Q) URCHIN STRIKE on a minion to gap close. Cast your (R) CHUM THE WATERS while dashing to hide its animation. Instantly follow up using (E1) PLAYFUL and (E2) TRICKSTER onto the enemy. Finish with AA, (W) RENDING WAVE and eAA upon landing.

Combo Video

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

FIZZ Change history

BUFFED 16 APR 2026 (PATCH 7.1B)

(Q) URCHIN STRIKE
Ability Power Ratio: 50% → 60%.
 ADJUSTED 28 JAN 2026 (PATCH 7.0A)

(Q) URCHIN STRIKE
Optimized the targeting logic, allowing Fizz to better recognize enemies along his path and reducing cases of missed damage.
BUFFED 09 JAN 2025 (PATCH 6.0)

(PASSIVE) SEASTONE TRIDENT
Bonus damage: 20+champion level*2+40% Ability Power → 20+champion level*4+45%Ability Power.

(W) RENDING WAVE
Empowered damage of following Basic Attacks: 10/15/20/25+35% Ability Power → 10/15/20/25+40% Ability Power.
 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 610 → 630.
Health per level: 125 → 140.
Armor per level: 4.3 → 5.
Magic Resist per level: 1.6 → 2.
NERFED 01 FEB 12.2024 (PATCH 5.0A)

(Q) URCHIN STRIKE
Damage: 20/40/60/80 + 55% Ability Power + 100% Attack Damage → 20/40/60/80 + 50% Ability Power + 100% Attack Damage.

(W) RENDING WAVE
Empowered basic attack: 50/75/100/125 + 50% Ability Power → 50/75/100/125 + 45% Ability Power.
NERFED 06 DEC 2023 (PATCH 4.4C)

(PASSIVE) SEASTONE TRIDENT
Damage to monsters: 105% → 90%.
 ADJUSTED 28 JUN 2023 (PATCH 4.2B)

(PASSIVE) SEASTONE TRIDENT
Damage ratio to monsters: 120% → 105%.

(E) PLAYFUL / TRICKSTER
Ability Power bonus: 70% → 80%.
 ADJUSTED 25 MAY 2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
BUFFED 30 NOV 2022 (PATCH 3.5A)

(E) PLAYFUL / TRICKSTER
Base damage: 75/140/205/270 → 80/150/220/290.
BUFFED 29 JUN 2022 (PATCH 3.2C)

(Q) URCHIN STRIKE
Base damage: 10/30/50/70 → 20/40/60/80.
NERFED 03 MAR 2022 (PATCH 3.0B)

(E) PLAYFUL / TRICKSTER
Damage: 85/150/215/280 → 75/140/205/270.

(R) CHUM THE WATERS
Maximum base damage: 350/450/550 → 300/400/500.
NERFED 15 DEC 2021 (PATCH 2.6a)

(R) CHUM THE WATERS
Cooldown: 80/65/50s → 90/75/60s.
 ADJUSTED 14 OCT 2021 (PATCH 2.5)

(R) CHUM THE WATERS
Hitbox adjusted to better match visual.
NERFED 18 AUG 2021 (PATCH 2.4a)

(PASSIVE) SEASTONE TRIDENT
Damage to monsters ratio: 150% → 120%.

(E) PLAYFUL / TRICKSTER
Cooldown: 15,5/13,5/11,5/9,5s → 16/14/12/10s.

(R) CHUM THE WATERS
Cooldown: 65/55/45s → 80/65/50s.
 ADJUSTED 07 JUL 2021 (PATCH 2.4)

(W) RENDING WAVE
[NEW] Now applies its initial bonus magic damage from the first attack in a 175 radius splash area around the target hit and applies Seastone Trident (P) to targets hit by this splash.

(E) PLAYFUL / TRICKSTER
[NEW] Protobelt now buffers during Playful instead of cancelling it.
[NEW] Protobelt no longer cancels Trickster’s fall down splash if Fizz did not re-cast Trickster.
NERFED 30 JUN 2021 (PATCH 2.3B)

(PASSIVE) SEASTONE TRIDENT
Bonus damage to monsters: 200% → 150%.
 ADJUSTED 02 JUN 2021 (PATCH 2.3)

(PASSIVE) SEASTONE TRIDENT
Passive Damage Over Time now deals 200% damage to neutral monsters.

(E) PLAYFUL / TRICKSTER
Mana: 95/100/105/110 → 85/90/95/100.
Cooldown: 16/14/12/10s → 15,5/13,5/11,5/9,5s.
Base damage: 70/140/210/280 → 85/150/215/280.
BUFFED 12 MAY 2021 (PATCH 2.2C)

BASE STATS
Base Mana Regen: 15 → 18.
NERFED 06 DEC 2020 (PATCH 1.1)

BASE STATS
Mana regen: 18 → 15
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10+12=
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    +3
    Fish Poro 28 Jan 2024
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