Fiddlesticks Build Guide by SubjectKnight
Not Updated For Current Season
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.
For nearly twenty years, Fiddlesticks has stood alone in the easternmost summoning chamber of the Institute of War. Only the burning emerald light of his unearthly gaze pierces the musty darkness of his dust-covered home. It is here that the Harbinger of Doom keeps a silent vigil. His is a cautionary tale of power run amok, taught to all summoners within the League. Decades ago, there existed a powerful rune mage from Zaun - Istvaan. At the end of the fifth Rune War, he became one of the League's first summoners. Too much a prisoner to the old ways of magic, Istvaan stepped further and further outside the rules of conduct in the League. In what was ultimately his last match, his reach finally exceeded his grasp. Sealing himself inside the easternmost summoning chamber, he began incanting the most forbidden of rituals - an extra-planar summoning.
What exactly happened inside that chamber remains unknown. No champion came to represent Zaun that day in Summoner's Rift. Only silence echoed back from repeated knocks on the chamber door. The first apprentice who entered was cut down immediately by an unearthly scythe. What few who followed and survived were driven mad by fear, mere husks of men gibbering about crows and death. Afraid of the evil even Istvaan could not control, the League sealed all exits to the chamber, hoping they could contain what they could not destroy. Years went by, but the wooden figure within never moved save to slay any foolish enough to enter. Seeing no recourse to reclaim the chamber, the Council instead devised a use for Fiddlesticks: executioner. While he comes to life and seemingly abides by the rules of summoning in the Fields of Justice, what he awaits inside his chamber is unknown. His unmoving face yields no clues, and his scythe stands ready to strike down any who stand before him.
Those who say 'you have nothing to fear but fear itself' have not yet felt the crows.
Might take me a while to do the whole thing but I will try my best since this will be my first guide. Please vote /comment.
The guide is for Fiddle in the Middle(ha like how I did that?). I play fiddle with this build, and just found it easier to post a guide that will help out the other people that play him. Ever since the champion spotlight for him people use him more often and make him look bad since they suck hardcore with him. The champion spotlight its self was bad.
Fiddlesticks is the dark,the crow,and that chuckle you hear in the bushes that's Fiddlesticks.He is like a mosquito you cant swat away he will drain your life.Just because hes sticks and and hay doesn't mean he not better than you.
I will try to add more when ever I can. Feed back in the comments with your ideas would be nice.
Pros / Cons
Might as well put this next.
-Can really take a hit and stand for much late game
-Ultimate is one of the best "Caw Caw"
-Can stay in middle since he can Drain the minions
-Pops out of bushes like a ninja with the Ultimate
-Only long range move is the Dark Wind leaving him at a short range for other things
-Can get ganked easy in the beginning(poop on dem nubs)
-Fear can be mean and make them walk away from you(dumb random Fear but I <3 you)
-Can get hit hard at the start
Runes that are used in this build are needed (or at least the other tiers.)
Magic Pen and AP are the things that make Fiddle feel like a man. Some Mana Regen is just to keep him from going back when trying to hold a lane. Cooldowns for Fiddle will make it for you can almost tank with him. Since the Drain has a low cooldown.
If you can't afford the runes that is fine since you wont need them as much when your a low level and no one will have runes.
Offense is at 19 because it gives a lot of nice AP boosts.Metal Force,Blast,and Archmage.The extra cool downs from Sorcery help more early game with Drain since later your Drain is longer than your cooldown for it. Arcane Knowledge gives more magic pen as that is also needed for Fiddlesticks spells. Demolitionist helps because your in mid and what ever can get that tower down faster can help.Utility has 11 because it gives nice mana/mana regen and Fiddlesticks needs that because he Drain and Ult can hit hard on your mana early games. Who wants more Spell vamp? I DO! Spell vamp +3% will help your drain and really give you more hp for it. Really that's it for the masteries, you could change them up a bit. Maybe put more into the Utility tree if you want to get more gold than AP.
: Some more magic penetration doesn't hurt right? On top of the passive.
Will of the Ancients : Gives good AP for its price and also the 25% Spell Vamp aura helps a lot for others.
Spirit Visage : Magic res is important if you have a hard hitting opponent. The 10% cooldown and 15% healing helps a lot since you're already healing from your drain.
Rod of Ages : Gives nice 60 AP and every 1 min you get more HP,Mana,and AP.
Abyssal Scepter : Just to give another kick in the face, you send out more reduced magic resist.
:Since Flash was ruined I've been using Ghost doesn't do the job as well but it works.It really can annoy people as well, say you pop out your ult(has built in flash) just chase them like your on speed and they can hardly leave now since flash sucks.
Clarity : Makes it for you can stay in the middle longer than other or if you just a little to low to fear them and then drain them use it and bam there you go. Your Drain can use a lot of manna since your using more of the Dark Wind.
Surge:Might also help out to get a kill or when in a team battle since it will raise your AP and attack speed by a bit,it was like having the Ignite Mastery without wasting a summoner spell.
You've seen that I've picked Dark Wind it is your sugar. Since it's the best grinding move its for the good of man kind! When your in the middle you want to hit hard and push more. The Dark Wind hits and bounces off minions and champions and it can hit hard in the start also when they are running it can hit a fatal blow.
Drain is you spice it will make it for you don't have to recall as much. What I do with Drain is to drain the Siege Minions(tank minions) since they have good HP.
Terrify is your everything nice it make them look dumb but other than that you can drain them or even pop your ult and then use Terrify and look at that they are dead on the ground.
When using Crowstorm you can still use other spells like Drain and Terrify so don't be scared to do that.
In late game you can use your Drain and in mid drain Terrify them( your Drain should be cooled down) and then Drain them again. IF they don't die just pop your ult or throw your Dark Wind.
If you have a team that can speak English you might have a chance to get a few ganks in.Tell your team to let them push and you just sit in the bush top or bot and pop out with a ult and your team should come in there and help and you should get 1 to 2 kills if it goes well. If you really have to you can become a tank in away since your Drains cool down is low and can heal you like 150 or MORE.
Let your partner take mid and you hide in one of the two bushes in the mid and just pop out or sneak up on them and they cant run cause your Terrify.
-P.S. If you have any other gank experiences throw them down in the comments and I'll post them here.
Show Me The Love <3
This is my first guide so id like to see what your comments are so drop by and tell me. I don't mind negative things just give a reason!
Always looking for new friends on LoL send me a request name is SubjectKnight.
Also if you can tell me how to add picture! I really want to know how to add like skills or items in the text. Thanks
CAW CAW CAW U DEAD BRA