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Build Guide by Zahand

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League of Legends Build Guide Author Zahand

Fiddlesticks... "How did he do that?"

Zahand Last updated on April 24, 2011
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Ability Sequence

2
4
7
9
12
Ability Key Q
1
5
8
10
13
Ability Key W
3
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
Awareness
4/
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2/
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction

Hey as you can see, this is my build for Fiddlesticks. So lets get moving :)


Guide Top

Why MP?

NOTE: This is from Khurzon's guide)

I'm not a math person, but all of that has been done for me in many guides and threads. It's a fairly simple argument to win, actually. Just look at how small the AP ratio is on his 3 damaging spells (.35 and .48) and how much damage he does without any AP at all. The only way for opponents to protect themselves is to stack magic resistance(MR), which means the more MP you have the more damage you are going to be doing. Fiddle's passive should also be taken into account here. It reduces opponent's MR by 10 - even taking it negative! So at level 1 with your runes and masteries you should have 29 MP, which cuts through any MR they might start with. And then his passive reduces their MR to -10, which (if my math is correct) is +11% damage. At level 1 that is an extra 11 damage (per hit) for Dark Wind and an extra 6 damage (per second) for Drain. It would take 12 points of AP to get around the same results with Drain, and 32 AP for Dark Wind. And this is only at level 1. It is much more noticeable at level 18. If you took a Void staff as your 5th item, you would have 89 MP and reduce MR by 30, which will bring most opponents' MR to -30. You will then be doing (again, if my math is correct) +43% damage! Your bonus damage with Drain is 77.5 (per second), and with Dark Wind is 43 (per hit). This is equivalent to an extra 161 points of AP for Drain, and 123 AP for Dark Wind. And while we're talking about level 18 damage, his Ult does an extra 150.5 damage (per second)! But we're certainly not neglecting AP in this build, and will have 320 AP on top of all that for an additional 153.5 (Drain [per second]), and 112 (Dark Wind [per hit] and Ult [per second]) damage. And I believe that each of those numbers are increase by 43% by the reduction in MR as well. So even without Rabadon's Deathcap we can do very significant damage. (e.g. a best case scenario would be two champions running down a lane together with no minions around. You pop on them and they don't run [silly people like this do exist - they cause Fiddle great joy] Dark Wind bounces between them for the maximum of 10 times - hitting each 5 times, and you Drain the champion with the most health. The first one takes 4,817.5 damage, and the second one takes 7,202.5 damage!) His Ult alone does 2,802.5 damage, which is why Fiddle is also the Penta-kill King.

The bottom line is simple, no amount of AP boost in your runes is going to be more helpful than MP


Guide Top

Runes & Masteries

I mainly go for Magic Penetration instead of Ability Power runes. The reason is that some people never even think about build MR, so by choosing MP ruins and you get enough MP at the start of the game to take them to the negatives....

9 x Greater Mark of Insight
9 x Greater Glyph of Insight
9 x Greater Seal of Potency
3 x Greater Quintessence of Insight.

All of this will give you about 20 MP. With the 15 form the masteries you'll have 35 and with the 10 form Fiddle's passive you'll have about 45% MP!!!( If my math is correct)

The Masteies I've chosen is 9/0/21. With enough points in Attack so I can get the MP, and the other points in Utility wich give me som CDR, Mana Regeneration and the Increase of total Health and Mana.


Guide Top

Items

At the beginning I'll go with Dorian's Ring, just to give me some health and AP, I'll sell it later anyways. After that go with Boots of Speed, and Sorcerer's Shoes as soon as possible. They give you both Movement Speed and some MP.

Now I either go for the Sapphire or Ruby Chrystal. Which I then upgrade to Catalyst the Protector. Go for the Abyssal Scepter as soon as possible and upgrade it all to Rod of Ages, which gives you: Health, Mana and AP(Roughly Said). Oh BTW you can sell your Dorian's Ring now...

As my third item I usually go for Void Staff, it gives you +70 AP and +40% MP. I absolutely love this item...

Now comes Rabadon's Deathcap, sometimes it takes a little time to get the Needlessly Large Rod, but it's totally worth it. After you get this, you can literary drain the life from them. And all they can do is run around for three seconds since they're terrified... ( See what I did there...)

Usually your good to go, but I recommend that you get Ryalai's Crystal Scepter. It gives you +500 health, some AP and slows the target down. ( Fiddle is REALLY slow, so this helps a lot)

As your 6'th item buy whatever you want. I've been messing around lately and tried to buy Warmog's Armor. But I've never been able to get it, the match always end right before. But I've had Giants Belt, and with 4000 health, 625 AP and 80 % MP. I was unbeatable.


There comes times when the opponent stacks opp with MR, then wait with buying Rabadon's Deathcap, and go for another Void Staff instead.


Guide Top

Spells

Fiddle's Spells are amaizing:

His Passive:
Dread - Nearby enemy champions have their magic resistance reduced by 10.

Q-Spell:
Terrify - Strikes a target unit with fear, causing it to flee in terror for 1/1.5/2/2.5/3 second(s).
Cost
65/80/95/110/125 Mana

W-Spell:
Drain - Fiddlesticks saps the life force of an enemy, dealing damage while healing himself.
Drains 60/90/120/150/180 (+0.48) health as magic damage each second from target unit and gives it to Fiddlesticks.
Lasts up to 5 seconds.
Cost
80/90/100/110/120 Mana

E-Spell:
Dark Wind - A wisp of wind strikes an enemy unit and then bounces to a nearby enemy unit. Deals 100 (+0.35) magic damage and silences for 1.2 sec for each strike.

Can bounce up to 2/4/6/8/10 times and may strike the same target multiple times.
Cost
50/70/90/110/130 Mana

And his Ulti which has to be one of the best AoE spells in the game.

Crowstorm - A murder of crows flock wildly around Fiddlesticks for 5 seconds, dealing 150/250/350 (+0.35) magic damage each second to all enemy units in the area. This has a 2 second channel duration and teleports Fiddlesticks to target location.
Cost
150/200/250 Mana.



Now to the Skill Sequence, I'll always start with Drain. I'll tell you why:
At the start of the game is all about getting as many minion-kills as you can and harass/kill the enemy player. Drain works really well, becasue I scare the enemy player away. He deosn't dare to come near me, because he knows I'll drain him right away. So I kill as may minions as I can and Level up terrify ASAP. So when he actually comes to me, I'll Fear him, and start the Drain. And as soon as he comes back from the fear he usually runs away, and by that time I'll already have drained about 1/3 of his life, maybe even 1/2 if he's dumb enough to just stand there.

At Level 3 upgrade Dark wings, It actually really good to get those last kills on minions, and if 2 Enemy Champions stand together, a successful Dark Wing will take about 1k HP from each (If maxed, and after getting most of the equipment).

From now on focus on Terrify and Drain, because these are the two spells which will give you all those kills. ( Hopefully). ALWAYS have Terrify at the same level of Drain. You don't want your Drain at Level 5 but only be ably to fear him for 1 second...

(Follow the Skill Sequence above an you'll be fine)


Now what you want to do when you meet an opponent is to cast Dark Wings, then quickly follow up with Terrify, And Drain. ( E-Q-W)
This way you'll have 3 seconds of your Drain guarantied to hit, after that it depends if the opponent runs away to heal, or is stupid enough to think that he can still take you on...

When you want to use your Ulti, try to be in the brush. This is because his ulti takes 2 secinds to cats, and if an enemy sees you, they should be running in the opposite way. So if they can't see you, they wont run. ( Duh ).
I use Flash because sometimes you miss, or the target changes his position, right after you've cast your ulti. So using Flash will mostly be enough for me to get right besides him, and start terrifying and draining him.
(R-Q-W). If you get the chance to throw in a little dark wing then do it. :) But you have to be really fast..


Guide Top

The End

This is the end of my build, and this was my first one, so please try it out, and leave feedback... And please dont troll. :P Have a good game..

ANd sorry if this was ard to understand, I wrote this 2 AM

EDIT: I've added why I use MP, and why I not use Abyssal Scepter. ANd thanks for telling me that I used Heal, I didn't realize it.