Fiddlesticks Build Guide by GlavTech
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Not Updated For Current Season
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Fiddlesticks isn't Anivia, you don't build Warmogs on squishy AP's...right?
Fiddlesticks is widely regarded as one of the squishiest mages in the league. He has some of the lowest base armor and magic resistance, and his health is also very low. In the current meta, that's not a good combo for someone that's going to be ulting right in the middle of five people; who are going to attack the first thing that appears.
I chose Jungle as the role to use this build, because it's quite logical. Fiddle is known for having trouble CSing, unless you max Dark Wind (big no-no). The Jungle gives him a stable stream of cs that can't be harassed away from him, as well as the stream of assists from ganks.
I got the idea of Bruisersticks from Froggen of CLG.EU. If you didn't know, Froggen is the man famous for creating Frognivia (building Warmogs on Anivia). I saw his build for Anivia (his way of solving Anivia's squishiness), and decided to emloy it on Fiddlesticks. I fell in love with the build, and now it's my main.
Trust me, it's not a simple troll build; it's my viable decision for Fiddle Jungle.
In case you don't know who Fiddlesticks is...
Dread: Nearby enemy units have their magic resistance reduced by 10.
This is one of my favorite passives in the game, but also potentially one of the most annoying ones to use. The reason being is that it can potentially reveal you in the brush, because of the debuff it gives. Although, it's obviously still great, so yeah. Dread is Good.
Terrify: Strikes a target unit with fear, preventing it from taking any actions, and causing it to run around aimlessly in fear, while being slowed, for the duration of the spell.
This is the reason plenty of people hate Fiddlesticks. This ability is what lets you duel, and is some of the best single target cc in the game. You max it second, because you need the longer duration on the fear in order to use it correctly.
Drain: Fiddlesticks channels and leashes to a target for 5 seconds, dealing magic damage each second and healing himself for a percentage of the damage done. If the target leaves the range of Fiddlesticks' leash, he will stop channeling.
This is Fiddle's main source of Damage and Survivability that makes him good. Plenty of people underestimate how much damage this does to them, and you will often kill people on the last tick of the drain because of this. You max it first, as it's how you do a lot of jungle damage, and it's how you fight.
Dark Wind: Fiddlesticks throws a crow that strikes an enemy target then continues to bounce from that enemy unit to another nearby enemy unit 5 times dealing magic damage (50% increased damage to minions and monsters) and silencing for 1.2 seconds each strike. Dark Wind may strike the same target multiple times.
It's a long ranged and bouncing silence. What's not to like? Late game, when this is maxed and you have items, it can net hilarious kills because of multiple bounces on two targets. You max this last, because it's not that helpful to your ganks (the silence duration doesn't increase.)
Crowstorm: After channeling for 1.5 seconds, Fiddlesticks teleports to nearby target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to all enemy units in the area each second.
CAWCAWCAWCAWCAWCAWCAWCAWCAWCAW...Crowstorm is the reason that Fiddlesticks can team fight. Ult in the middle of the fray, proceed to Pentakill. Brilliant.
Yes, you do need to invest in runes...*sigh*
For Marks, I use Magic Pen. These aren't crucial to the build, but I reccomend them.No other marks really help, but I suppose Armor Marks or something wouldn't be terrible.
Greater Seal of Vitality For Seals, Health Per Level is what I like. Seals are, like Marks, not really that important.
Armor is another choice. I personally don't believe it's necessary, as you have sustain in the jungle, but it's a bit of defense against counter junglers, so okay. I'm testing it on the second build at the moment.
For Glyphs, Ability Power per Level is staple. Because we don't go Rabadons in this build for Fiddlesticks, the extra AP is always helpful.
For Quints, Flat Ability Power is staple. For the same reason as Glyphs, the extra AP helps quite a bit when you don't go for Rabadons.
Masteries; I don't have much to say about them.
Honestly, I don't see why you would use any other set of masteries than the ones that I suggested on build 1. The 21 in Offense is all helpful, and the Utility tree helps more than the Defense tree.
But, build two is a bit more arguable. The fact that I have 7 in defense and 9 in utility is the main difference. This gives me the resist bonuses from defense, as well as the move speed + extended blue buff from utility. The 14 in offense are pretty much just the remaining points, and I don't know why you would put them anywhere else.
I have two different item sets that I will begin with as Fiddlesticks.
+ Sight Ward
I personally believe the Doran's Ring is a stronger start, as the early damage helps to clear faster, etc. Boots of Speed and a Sight Ward are still viable options, though. The movement speed helps.
My build; the part you're all questioning.
Sorcerer's Shoes are debatable, to be honest. If you're getting stopped by a lot of CC, Mercury's Treads could be just as helpful, or even more helpful. Because of Dread and Abyssal Scepter, you don't necessarily need the extra Magic Penetration, but it always helps.
Will of the Ancients is the item that I get the most grief for. 'Oh, fiddlesticks doesn't have abilities that get full spell vamp, that's a useless stat to him!' Yeah, no, stop talking. The thing about WotA? I get it for more reasons than spell vamp.
Yeah, obviously it's the primary reason, but it's also because WotA is a cheap source of AP that I can afford without kills, which combined with my lack of Rabadons, makes it worthwhile. Plus, the Mid on my team likes to play Kennen a lot. Double WotA anyone?
If you don't know why Zhonya's Hourglass is good on Fiddlesticks, than you've either never played him... or you're just an idiot. Ult in, hit your Zhonya's key, get health back from WotA spellvamp. This is Fiddlesticks.
Warmog's Armor is the reason that I wrote this guide. Warmog's is simply one of the most ideal items for Fiddlesticks, right after Zhonya's. The colossal health buffer that this gives you brings you up to about 3200-ish Health. People argue that it's too expensive for a Jungler's budget... and they are getting Rabadons when Jungling fiddle.
Abyssal Scepter, when combined with Dread, already have AoE removal of 30 Magic Resistance. Screw Void Staff, my name is Fiddlesticks, and I don't give a damn about your Force of Nature.
Rylai's Crystal Scepter is one of the last items that I get on Bruisersticks. The slow that it applies makes running from Crowstorm a lot harder. It also makes it harder to get away from the drain, and turns Dark Wind into a bouncing slow-ey bird. You choose Rylai's in the average game, when you're neither dying a lot, nor getting boatloads of kills.
Guardian Angel is another option as your last item. This is what you want to get if you're getting focused down and murdered. This will make focussing you a harder decision on the enemy team's part. You become nearly immortal with this item.
Rabadon's Deathcap is an item I have built a total of three times on Bruisersticks. The only time that you ever want this is if you are extremely fed. Like, really fed. You won't even need it to win the game if you're as fed as you need to be to afford it this late, you just get it because you can.
Differences with the Second Build.
If you look immediately at the second build, you might just think that it's the same thing with Spirit Visage instead of Warmog's Armor.
Well...yeah, basically. Warmog's Armor is a rather expensive item, running Visage still gives me the health survivability in the form of pure health, and the 15% increased healing. The difference is that it also gives me Magic Resist, Cooldown Reduction, and it's significantly cheaper.
However, there are a few more changes, in the form of your last item.
I list Rylai's Crystal Scepter as the item to end with because it's the most logical choice if you aren't dying too much, and just need a last item. However, there are more options.
Sunfire Cape is a lovely item that grants Armor and Health, two stats that will make Fiddle tankier, and is still priced at a reasonable amount.
For the same reason as in the previous build, Guardian Angel is a lovely item.
There's a reason I don't build Rabadon's.
Rabadon's Deathcap is the item that I get questioned often about why I don't use it. The reason is that it's just too damn expensive to be a viable choice. Your choice is to either build Warmog's Armor or Rabadon's Deathcap on Fiddle, simply because of how the Jungle doesn't provide adequate CS. I'd much rather have the extra tankiness on Fiddle, than the extra AP that I don't need to kill things.
Even on the second build, which is cheaper, I don't build Rabadon's.
A few notes on ganking with your Ult.
Crowstorm can be potentially a very very strong method of ganking. However, that doesn't make it an easy method. The issue with it is that you have a casttime, and it's range isn't huge. Because of this, you either need to start from the bushes, or know they won't be able to run away.
Only ever try to Ult-Gank under these situations.
1. When the enemy is very hurt.
2. When the enemy is very pushed.
One of Fiddlestick's main features is his ability to solo dragon. Once you have Wota and Blue buff, go ahead and solo that ****.