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Fiddlesticks - Fearful Drainer

Last updated on July 10, 2010
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

Pros / Cons
Pros of Drain Build:

This build allows for survivability and heavy damage if the opponent is close. It is most effecient 1v1 or when you have a partner helping you. Even though it is not as dependant as a Dark Wind build, it helps to have teamates around to finish the kill due to the fact they can run out of the Drain and return to attack.

Cons of Drain Build:

Your Drain is affected by healing reducing effects. Be aware of champions with a healing reducing spell, Ignite, or Executioner's Calling. Your main ability is a channel, which means you will need to be aware of which champions have an interrupt.

Your goal is to have your enemy to have as little magic resistance as possible with you having as much ability power as possible without sacraficing survivability.

(passive)Nearby enemy champions have their magic resistancereduced by 10.

This ability makes you able to hit 9% harder right off the bat.

[Q]Strikes a target unit with fear, causing it to flee in terror for a duration. Strikes a target enemy unit with fear, causing it to flee in terror for 1/1.5/2/2.5/3 second(s).

(This ability allows you to have a good say in the result of the game. It is
essential in team fights and allows you to drain for a whole 3 seconds
without interruption. The downside of the spell is that it has a short range,
so stay in bushes when encountering a ranged champion.)

Cooldown: 13 seconds
Mana Cost: 65/85/105/125/145
Range: 525

[W]Fiddlesticks saps the life force of an enemy, dealing damage while healing himself. Drains 50/75/100/130/160 (+0.4) health each second from target unit and gives it to Fiddlesticks.Lasts up to 6 seconds.

(This is the ability that this build revovles around. The amazing damage and life gain makes fiddle almost unkillable 1v1. This ability will be almost spammable due to the masteries I have included and the golem buff at which you should always have. This ability has a short range, but you must run far to get out of it. It even has the power to keep draining after your opponent has gone invisible. The only downside is it is a channel and can be interrupted easily.)

Cooldown: 12 seconds
Mana Cost: 80/100/120/140/160
Range: 450

Dark Wind
[E]A wisp of wind strikes an enemy unit and then bounces to nearby enemy units, dealing damage and silencing the victims. Strikes an enemy target and then bounces to a nearby enemy unit. Deals 100 (+0.35) magic damage and silences for 1.5 sec for each strike.Can bounce up to 3/5/7/9/11 times and may strike the same target multiple

(This ability is not much used in my build. In fact, it isn't even acquired until level 13. The only use in using this is to farm creeps or to do an emergency silence when your terrify is on cooldown. It is also helpful to use on enemy champions who have purchased banshee's veil because it will remove it, allowing you to terrify.)

Cooldown: 15 seconds
Mana Cost: 50/70/90/110/130
Range: 600

[R]A murder of crows flock wildly around Fiddlesticks, dealing damage each second to all enemy units in the area. A murder of crows flock wildly around Fiddlesticks for 5 seconds, dealing 150/250/350 (+0.4) magic damage each second to all enemy units in the area. This has a 2 second channel duration and teleports Fiddlesticks
to target location.

(You should always get a kill when this ability is up. This in combination with terrify, drain, flash, and exhaust can get you a sure kill or more if correctly executed on the correct people. You should, although, save this for team fights late game.)

Cooldown: 150 seconds
Mana Cost: 200/300/400
Range: 800

Combos are combination of abilities in certain orders. Combos make champions good and lucky for us this build allows for many combos.

Terrify/ Drain: You cast Terrify then Drain right after to have 3 seconds of uninterrupted draining. (This is your most common combo, mainly because it has a short cooldown and can be used often. You want to do this everytime you cast Drain. You can use Flash to get to someone surprisingly, but only use Flash when you are level 1-5 and the enemy has low health.)

Terrify/ Drain/ Exhaust: With this you do the same as the Terrify/Drain combo but with a twist at the end. You cast Terrify and then Drain right after, then watch carefully to see when the Terrify is up and cast Exhaust when the Terrify is gone, allowing for even further amount of draining.(You want to do this only at levels 1-5 to save your Exhaust for Crowstorm to get a multi-kill. Same goes for Flash, only use Flash to get there when your 1-5.)

Crowstorm/ Terrify/ Drain/ Exhaust: This takes some practice but is deadly when executed correctly. You want to start out in a brush or behind a wall so they do not see you charging your Crowstorm. Crowstorm on top of the enemy champion or where you anticipate them to go after your charge is complete. If you miss, use your Flash immediately to correct yourself then immediately use your Terrify and your Drain thereafter. If there is another champion that you feel you can kill with your Crowstorm alone. use Exhaust on him while you Drain the more challenging champion.

Full ability power per level runes. Only other alternatetive for a caster champion would consider is magic penetration runes (there are exceptions), but this is covered in the build and their is no reason to have any more spell penetration due to the fact that it does not go negetive. Only your passive and Abysal Scepter contribute to the oppenent's negetive magical resistance.

Early Game
Try to get as many creep kills as possible. Try to work with your teamate to get an early kill. Use your combo's with your summoner spells to execute an enemy that gets in range. If your health gets low, Drain a cannon minion. If your health is too low to stay, Drain a neutral minion. Never return to base unless your health and mana both are low. Be sure to tell your teamate you are returning to town. Call mia's and don't die.

Mid Game
Ganking time. Blue pill back to town and get your items, then look for easy targets. Easy targets are groups of 2 or more that are bunched together and do not consist of alistar or tristana because they can push you away from the group. Once you find your targets, cruise threw the jungle secretly until you reach a wall in between you and your targets. Then use your Crowstorm combos. Make sure to communicate with your teamates so they know you are going in for a kill and they may be able to help you. Do this everytime your ult is up. Start getting golem buff so it is up more often.

End Game
Your team should start grouping up if they haven't already. Now it is all about team fights. Silence you enemy with Dark Wind, use your Terrify to interrupt important channels, and save your Crowstorm for big team fights. Get the golem buff any chance you get. Play smart and don't wonder off.