Fiddlesticks General Guide by
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Surprise mother Pucker
Start( Finish hunter's machete after hourglass)
Core items ( Hp Or Ap ) Your choice
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Concerning ganks, feel free to gank anytime after level 3 (you NEED Terrify in order to do a successful gank) if the following conditions are met:
The enemy laner has pushed too much, making it easier for you to come behind him.
The enemy laner has put no wards, or you can easily bypass them and/or get to them before they notice you => Ask your laner if their enemy has any wards!
The enemy laner's behavior hasn't gone from defensive to offensive lately, hinting that his jungler is coming => in that case, just tell your laner to back off and hug his turret.
You can get to the lane you want to gank in less than 10 seconds (aka when playing in the Blue side, don't go and gank top if you're at the Small Golems, for you will be there far too late)
The enemy laner isn't able to escape, except by using Flash => take notice of abilities like Vi's Vault Breaker, Jax's Leap Strike, Ezreal's Arcane Shift etc.
When ganking pre-6, open up with Dark Wind to prevent them from Flashing immediately, then Terrify + Drain will allow you and your laner to do some damage and maybe even pick a kill. When ganking anytime your Crowstorm is available, simply wait in a bush, wait until the enemy comes into range, Crowstorm in, Terrify + Drain, complete with a Dark Wind if they are still alive somehow and trying to escape, and you've got a kill!
Try and go around wards to avoid being seen!(Important)[img=]
Consider the gank successful if:
The enemy laner has died.
The enemy laner has used their Summoner Spells ( Flash, Ghost...) to escape.
You have allowed your laner(s) to get some rest, allowing him to either push or recall to buy items
The gank is a failure if:
You and/or your teammate(s) die.
The enemy jungler comes and counterganks.
You and your teammates have wasted their offensive Summoner's Spells ( Ignite, Exhaust) on an enemy that managed to run away without using their escape Spells.
Basically, the enemy laner MUST NOT see you come, or else he will either retreat, focus his attention on you and likely kill you (do not forget how squishy you are) or have his jungle assist him. Hence why it is important for your team to use wards, and why it is important for you to know where the enemy wards are (if any).
lassic jungle route
1- Start at the Ancient Golem(blue) . Ask your team to cover and help you get the Blue buff. Use Smite when the Golem is under 490 HP
2- Clear the Wolf camp
3- Clear the Wraith camp
4- Clear the Golem camp
5- If you're on the Blue team, tell your AD Carry that you can help him get the red buff just as you get to the golems. If he can't get it for some reason, or you are on the Purple team, take the buff for yourself ( Smite should be available again).
From then, you can either keep jungling, gank or recall to buy items depending on your and your laners' situations.
....and I'm not even kidding. For both when you are laning or jungling, wards are very important to inform you of the enemy jungler's position, and thus save yourself from ganks or, if jungling, getting counterjungled and counter-counterjungled.