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prime

Fiddlesticks Build Guide by pasarhs

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.


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League of Legends Build Guide Author pasarhs

Fiddle me Timbers

pasarhs Last updated on January 10, 2013
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Ability Sequence

3
8
10
12
13
Ability Key Q
2
4
5
7
9
Ability Key W
1
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
3/
Intelligence
 
 
 
 
 
 
 
1/
Nimble
 
 

Utility: 21


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Introduction




This guide will be showing you how I play Fiddlesticks on almost every game. Whether it be a 5v5 or a 3v3, this build will get you a win as long as you're smart. Let it be known now, the item build is not set in stone. There will be many times where you will need to mix the build up a bit in case you have some guys packing MR. This guide is really effective against squishy characters just because of the amount of damage dealt and health acquired early game. As long as you don't feed the enemies, you'll carry the team most of the time.


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Pros / Cons

Pros:
- Excellent soloist (if they have no CC)
- Great early game tank (because of spell vamp; watch out for ignite!)
- Can stay in a lane fairly long because of spell vamp
- Great team player, especially in team fights (spell vamp + ult = \o/)

Cons:
- Squishy if he gets ganked with CC
- Not good at killing minions/pushing a lane
- Can get UP if enemy starts stacking MR early game
- Not good against champions with farther range than his abilities (or Mordekaiser *shakes fist*)


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Runes

Runes are completely arbitrary, so I'm just giving you what I use. I like having ability power more so than magic penetration because Fiddlesticks's passive automatically reduces nearby enemies' MR by 10. However, that doesn't mean I go completely AP. I get some MP with the marks, and then some mana regeneration with the seals. I then use glyhps and quints for AP.

If you don't want to use this rune setup then I urge you to get AP or MP more so than anything else. They will allow you to rape early game especially if you are facing squishies.


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Masteries

I don't really want to go into masteries that much,but i prefer a balance between offense and utility , which is not full AP offensive tree as well as the summoner's insight, movement speed, and runic affinity for the utility tree. Summoners insight is good for the CD reduction on flash (which basically doubles the range of your Crowstorm) and the reduced cast time on teleport (for those oh-so-hilarious teleport ganks/escapes). Having the movement speed helps for dodging skill shots as well as having a slight extra chase advantage. The runic affinity is always good on a caster so that you can hold blue buff for a longer period of time.


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Skill Sequence

After playing with Fiddlesticks for a while now, I've noticed that your beginning skills (up to level 5) are entirely arbitrary to your situation.

I actually take Dark Wind first when I lane with Fiddlesticks nowadays. I used to take Drain because I made this guide back in season 1 where my friend and I would go Xin Zhao + Fiddlesticks bot lane and he'd get them to jump on him while I just sat there and drained them to death at level 1.

It is good to take Dark Wind at level 1 rather than [Drain, EXCEPT for those special circumstances where you go against a champion that you think you can bait into attacking you that has no interrupt CC at level 1. That would be the only time I ever go Drain first on Fiddlesticks.

After level 6 follow the skill sequence of the guide because Drain is still what you want most powerful late/mid game because you will have massive spell vampirism. Terrify is not as important to have high leveled until after you max Drain, because at level 1 it allows for 1 second of CC, which is more than enough to secure a kill or escape an enemy.

When you reach level 6, if you are not mid, immediately hide in the bushes. Most of the time, the enemy will not realize you've reached level 6, and so you can run in the bush, wait until they're close enough, Crowstorm on their faces while your teammate comes in to dish out extra damage, and score at least 1 kill using Terrify and Drain. The trick with Crowstorm, when it's still a laning game, is to aim for one person, rather than try to kill both people in the lane. If you can, great! If not, don't risk popping your ult for nothing.


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Summoner Spells

These should be pretty self explanatory.

Flash can be used to get away from people ganking you, as well as positioning yourself on top of the enemy if you are slightly too far away when you pop your Crowstorm. Flash can also be used for more advanced Fiddlesticks tactics (see Tactics).

Teleport is great because early game it allows you to recall, get items, and Teleport back so that you lose little to no experience from having recalled, giving you a great advantage over the enemies in your lane, because the sooner you get your Crowstorm, the better. It also allows you to have a global presence on the map, which is huge. If you're 6 and bot lane is getting ganked and they happen to run past the minion wave to secure kills you can just Teleport in, immediately charge your Crowstorm on them, and (most of the time) pick up some easy kills.


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Team Work

The key to Fiddlesticks's Crowstorm is timing. I can't count how many times I barely missed an opportunity because I was slightly late. You also have to be smart, you can't assume someone's in a bush, you'd better KNOW they're in the bush.

If your whole team is pushing a lane (you should have Rabadon's Deathcap by this time), then when you reach the turret and have minions on the way, even if all of the other team is on the turret, Crowstorm in on them. If your team is good, they will follow you in, because you'll be tanking the turret hits if the other team stays, and, because of your spell vamp, you should be regaining health fairly quickly. If your team is a bunch of chickens and stay back, well, may god have mercy on your soul.


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Tactics

Soloing:

I do not recommend ANYONE to solo a champion that has a spammable CC ability that can interrupt your Drain (unless you have backup on the way and you know you can hold out long enough for them to get there). Without Fiddlesticks's Drain, he pretty much becomes a walking punching bag. If you are going to solo a character, make sure that you can out DPS their damage with your Drain, and also make sure you will have enough time or the right circumstances to escape the possibility of their teammates coming in to assist.

Chasing an Enemy:

If you are attempting to chase an enemy that is either the same speed as you or faster, don't bother. You're just going to end up walking into a set up rendezvous point for the enemy team to annihilate you. If you can manage to catch up with them, the first thing to do is to cast Terrify, then walk towards them slightly (due to Terrify's unpredictable champion movement, this will at least assure you get a little bit of damage). After that, begin to Drain them and bring up the selection circle for your Dark Wind. As soon as fear wears off and they are about to exit the selection circle, do one of two things.

1. If they have low enough HP or they are not in a position where minions are oncoming for your Dark Wind to ricochet off, just cast it and either continue chasing if you feel you can secure the kill or give up.

2. If there are oncoming minions or champions then walk towards the victim and wait until they are close enough to the minions/champion for your Dark Wind to ricochet off of them and cast it. This will give you the highest chance of dealing the most damage possible (I can't count how many times I've pulled off Dark Wind ricochet kills because the enemy champion's teammate got a liiiittle to close).

Being Chased:

One of my favorite things to do as Fiddlesticks is get multi-kills, especially if the enemy has been chasing me. One of the best crowd pleasers is being far enough away from the enemy team that you can enter a bush, immediately begin casting Crowstorm to land on the bush, and watch and laugh as the enemy team enters the bush right as your Crowstorm finishes channeling. Another fun thing to do if the enemy is too close for the previous tactic is to flash into the bush and repeat the above.

For a more advanced maneuver and tight situation where bushes are not available, I recommend flashing over a wall, then Crowstorming back over the wall onto the unsuspecting champion/team.

Of course, these tactics are not worth anything if you are not already fed by them or if your team isn't right there to back you up. Make sure you are strong enough to take the blows the enemy champion/team could possibly do to you, because if you can't scare them and perish at their hands then that's one Crowstorm wasted which could lead to a lost game.


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Champion Guide