Fiddlesticks Build Guide by madhyena1
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
Not Updated For Current Season
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.
Fiddlesticks is without question one of the best all around champions in the game. His crowd control, utility, and the high dps of his ultimate are simply unparalleled. If you have the opportunity to play him, by all means do it. He’s a valuable asset to any team combo. Triple, quadra, and penta kills are all within reach for Fiddlesticks.Timing is key though. One second too late and your quarry escapes. One second too early and you’ll end up eating humble crow pudding. At first glance, Fiddlesticks seems like a pretty straightforward hero to play. However, many players end up feeding as Fiddle primarily because they lack the patience to play him to his full potential. If I had to name the most important thing to doing well with Fiddlesticks, it would be patience. Contrary to popular belief, Fiddlesticks is one of the LEAST item dependent mages. However, don’t use this fact as an excuse to play recklessly and feed.
Damage 45.95 (+2.625 / per level)
Health 390 (+80 / per level)
Mana 251 (+59 / per level)
Move Speed 310
Armor 11 (+3.5 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.6 (+0.6 / per level)
Mana Regen 6.9 (+0.65 / per level)
Pros & cons
+ excellent CC and harass
+ innate MR reduction
+ long range on abilities
+ decent damage even without items
+ can solo dragon pretty well
+ farming is pretty easy, mostly last hit with auto attack or Dark Wind
+ if you have low Health, you can use Drain instead to go back to the Shop
- channeled ultimate so it can be interrupted by enemy CC
- the early game mana pool can be low sometimes because the abilities
- if you fail your ultimate, you can easily loose a fight
- it's easy to accidentally push your lane if you spam abilities
- somewhat high mana costs require a degree of conservative play
- cooldowns can be an issue
- people know you're nearby because of your passive
Dread - Nearby enemies have their Magic Resist reduced by 10. (range=1000)
Terrify - 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).(range=575)
Cost: 65 / 75 / 85 / 95 / 105 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds
Drain - Fiddlesticks saps the life force of an enemy, dealing damage to a target over time and healing himself. (Cast Range=475 Leash Range=750)
Deals 60/90/120/150/180 (+0.45) magic damage each second to target unit and heals Fiddlesticks for 60/65/70/75/80% of the damage dealt.
Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage per Second: 60 / 90 / 120 / 150 / 180 (+0.45 per ability power)
Total Magic Damage: 300 / 450 / 600 / 750 / 900 (+2.25 per ability power)
Heal From Damage Ratio: 60 / 65 / 70 / 75 / 80 %
Dark Wind - 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 65/85/105/125/145 (+0.45) magic damage and silences for 1.2 seconds for each strike.
Can bounce up to 5 times and may strike the same target multiple times. Damage to minions is increased by 50%. (Range=750 Bounce Range=450)
Cost: 50 / 70 / 90 / 110 / 130 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage per Bounce: 65 / 85 / 105 / 125 / 145 (+0.45 per ability power)
Total Magic Damage: 325 / 425 / 525 / 625 / 725 (+2.25 per ability power)
Magic Damage per Bounce to Minions: 97.5 / 127.5 / 157.5 / 187.5 / 217.5 (+0.675 per ability power)
Total Magic Damage to Minions: 487.5 / 637.5 / 787.5 / 937.5 / 1087.5 (+3.375 per ability power)
Crowstorm - 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 125/225/325 (+0.45) magic damage each second to all enemy units in the area. This has a 1.5 second channel duration and teleports Fiddlesticks to target location.(Teleport Range=800 Radius of AoE=600)
Cost: 150 / 200 / 250 mana
Cooldown: 150 / 140 / 130 seconds
Magic Damage per Second: 125 / 225 / 325 (+0.45 per ability power)
Total Magic Damage: 625 / 1125 / 1625 (+2.25 per ability power)
Dread is the passive of Fiddlesticks. It reduces the enemy MR by 10. Your spells will be more effective against the enemy champions!
Tips and Tricks:
Especially useful early game where the enemy MR is not that high!
Keep in mind that the enemy can notice it when you are near him. He gets an Dread icon above his skills, so watch out when you are ganking someone because he know you are in the area somewhere. KEEP ENOUGH DISTANCE!
Terrify(Q) makes the enemy Fear: he/she will run randomly for 1/1.5/2/2.5/3 seconds. Very useful skill to start a gank with and give the nearby teammate some time to reach you and the enemy to start a fight!
Tips and Tricks:
As said before, use it (especially when you are not level 6 yet!) to start a gank!
It doesn't work against jungle monsters, the Dragon and Baron Nashor so keep that in mind.
It can be used as a escape mechanism: use Terrify to obtain some space between you and your enemy when you run away.errify to obtain some space between you and your enemy when you run away.
Drain(W) drains life from the enemy target for 5 seconds, dealing 60/90/120/150/180 + 45% of your AP damage and heals you for 60/65/70/75/80% of the damage you did to an enemy target.
Tips and Tricks:
Use Drain a lot to keep your HP high and to survive longer in your lane! This will prevent you from recalling so you won't lose precious XP and money.
Drain makes Fiddlesticks a sustained jungler, because you can always recover HP by using it on a jungle creep.
Drain has a very big range when you are channeling it. If the enemy is running away, don't break the channel, because you will still do some damage!
Watch out for enemy CC, because it will break your channel.
Dark WindWith Dark Wind (E) Fiddlesticks throws a crow from his hand to an enemy target, and it bounces 5 times to other targets in the nearby area. It will deal 65/85/105/125/145 + 45% of your AP damage per bounce and it will silence all the targets that are hit, for 1.2 seconds.
Tips and Tricks:
Dark Wind can bounce multiple times to a target. Keep that in mind when you want to last hit creeps!
Dark Wind is very useful, when you use it if there are no enemy creeps in the lane, and only the 2 enemy laners are there. Cast Dark Wind and watch it bounce between the two enemies and deal a lot of damage to them or potentially kill them (especially early game!)
Use Dark Wind often to claim some last hits from creeps and gain some gold! You must treat Dark Wind as your farm skill, because you can't farm only with your basic attacks!
Keep in mind, that it also silences your enemies. If you are being chased by an AP enemy, throw a Terrify and Dark Wind to give you some time run away, because your enemy can't use spells at that very moment!
Crowstorm Crowstorm (R) channels for 1.5 seconds and then Fiddlesticks will flash to the target location. A flock of crows will fly around him dealing 125/225/325 + 45% of your AP damage to all the enemies in your area.
Tips and Tricks:
Keep in mind that the channel of Crowstorm takes some time and it can be easily interrupted by CC! So use it somewhere safe (like in the brush or behind a wall).
Don't use Crowstorm against a group of enemies with very much HP left. They will all focus you and you end up with 0 kills and an extra death.
When you have reached level 6, this will be the starting move when ganking! Stay in the brush or behind a wall, let your teammate know that you have your ultimate up and tell him to let the enemy push a little. Initiate the fight with your Crowstorm, use Terrify to Fear your enemy and then start your Drain. This will guarantee you a very nice harass or some kills.
You can also use Crowstorm to defend a turret. If 1 or more enemies are pushing a tower, channel your Crowstorm from behind a turret to make them flee and save your turret from destruction!
Only use Crowstorm on enemies or to defend a turret. It has a very high cooldown, so use it wisely and don't waste it on minion waves!
IgniteIgnite is a targeted summoner spell. It deals a good amount of true damage over 5 seconds, and reduces healing and regeneration effects by 50%.
HealHeal is a 'non-targeted' Summoner spell. This spell instantly restores a portion of health for your champion and half for all nearby allied units.
Early game/Skill sequence
Try to get mid solo. If that’s not possible, take the lane adjacent to the golem. The spammability of Dark Wind makes Fiddlesticks a great solo. Terrify and Drain also allow you to harass enemies very well – especially early. If you’re laning against less experienced players, they may, albeit foolishly, attempt to rush you.
Always start with Dark Wind at LVL. 1
The reason for this is mainly for the silence it got and it jumps up to 5 enemies.
You can easily kill a champion with the only use of Dark wind at early game.
Dark Wind is the Skill with the longest range so its possible to harass with it, as long get Creep Score with it.
At LVL. 2 learn the skill Drain, if the enemy champion comes closer, then use drain, then he will have 2 options. 1: get away so that the skill ends. 2: attack you but also loose health since You're a Life Drainer.
The main skill for Fiddlesticks is Drain. Thats why you should max it first, then the Dark Wind and lastly the Fear.
Crowstorm: Fiddlesticks's ultimate, with a lot of AP and Mag Pen, you do A LOT of Magic Damage. In a teamfight, you should use Hourglass since everybody are gonna focusing you when you just pop up your ulti on them. In their frustation in teamfight, they will not see that your hourglass is on.
If someone tries to 1v1 you at mid, first reposition yourself behind a minion wave. If they continue to chase you, let them get in close so you can fear them near the minions. While they’re feared, immediately begin to Drain them. At this point, the wave of minions should be attacking them as well. If they’re not dead already, the fear will have worn off and the enemy will likely be making a run for it. As they flee, Dark Wind them. If they’re still not dead, look at the CD left on your spells. If the CD is up on Terrify or Drain, you can try using Flash to reengage and nuke them once more. If you’re laning with an ally, you can apply this same process while coordinating with them. Early on, it isn’t imperative that you get kills as long as you can harass the enemy and hinder their farming.
Very useful tactic versus melee, and one-two targets is leveling Drain with Terrify. Drain in early game can outdps, any melee damage dealer, and much to that you will steal regen health! Combo drain + fear is most powerfull weapon on close combat with Fiddle. With Ranged DD is worse scenario becuase they can go out of range pretty fast. Crowstorm is old story, get out from bushes, exhaust on B, put Fear on target A, and start draining from target B [closer to you], in that way you can get double kill easly.
You never want to initiate team battles with Fiddlesticks. I never initiate against more than 2 enemies. The risk/reward is just not worth it. In team battles, you want to have your tanks/carries go in first and draw the enemies’ fire. During this time, you want to find a patch of grass to hide in, if possible. If you’re not near any, hide just outside the fog of war. Once the enemies begin focusing on your tanks, you can Crowstorm in, Dark Wind, and fear/drain their highest dps threat. If you time it just right, you can walk away with a pentakill/ace.
Fiddlesticks jungling ability is higher than any other mage in the game. With Drain, Fiddle can heal himself while damaging the neutrals at the same time. This allows you to jungle earlier and longer than most champs. It also allows you to take out the golem sooner and more frequently. In addition to Drain, Dark Wind also provides a great boost to your jungling. The neutral camps all have 2-3 minions for which you can bounce Dark Wind.
-With the Drain skill you can easily kill single enemies, especially the meele ones.
-Use Dark Wind to rack up many minion kills, and try to use Drain on minions to get the maximum health drain.
-Use Terrify on enemies before starting up Crowstorm or Drain to ensure maximum damage.
-Fiddlesticks is very fragile if you build AP items. Try to strike a balance between offense and defense with runes, masteries, and items.
"Your bidding, master!"
"To our end."
"The end is near!"
"Yes, my master."
"Are you afraid?"
"I feel your fear..."
"I think I'll let you suffer for a while..."
"I haven't got a brain, and soon... neither will you!"
Fiddlesticks's patch changelog
Dark Wind: now deals 50% increased damage to minions.
Autoattack missile speed increased to 1750 from 1500.
Base damage reduced to 65/85/105/125/145 from 65/90/115/140/165.
Fixed a bug where it would sometimes disappear when Fiddlesticks died.
Fixed a bug where it was sometimes bouncing 4 times instead of 5.
Drain: ability power ratio reduced to 0.45 from 0.5.
Terrify: cooldown increased to 15/14/13/12/11 from 14/13/12/11/10.
Fixed a bug where Dark Wind could instant-kill people under some circumstances.
Range increased to 475 from 450.
Heal is no longer reduced if the damage done to the target is shielded.
Dark Wind: base damage increased to 65/90/115/140/165 from 65/85/105/125/145
Ability power ratio per second increased to 0.45 from 0.4.
Channel duration reduced to 1.5 seconds from 2.
Base armor increased to 14.5 from 8.25.
Armor per level increased to 3.5 from 3.
Movement speed increased to 310 from 300.
Mana cost reduced to 65/75/85/95/105 from 65/80/95/110/125.
Range increased to 575 from 525.
Ability power ratio increased to 0.5 from 0.48.
Damage to heal ratio reduced to 60/65/70/75/80% from 100%.
Leash range decreased to 650 from 700.
Base damage adjusted to 65/85/105/125/145 from 100.
Ability power ratio increased to 0.45 from 0.35.
It now bounces 5 times at all ranks from 2/4/6/8/10.
Cooldown adjusted to 15/14/13/12/11 from 14 at all ranks.
Projectile speed decreased to 1100 from 1200.
Base damage per second reduced to 125/225/325 from 150/250/350.
Ability power ratio increased to 0.4 from 0.35.
Cooldown reduced to 150/140/130 from 150 at all ranks.
Base magic resistance reduced to 30 from 35.
Cooldown changed to 14/13/12/11/10 from 12.
Mana cost reduced to 65/80/95/110/125 from 65/85/105/125/145.
Drain mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140.
Crowstorm mana cost reduced to 150/200/250 from 200/300/400.
Crowstorm now immediately applies Dread to the surrounding area after using it.
Dark Wind: Cooldown reduced to 13 seconds from 14 seconds.
Increased the damage to 60/90/120/150/180 from 50/75/100/130/160.
Reduced the cooldown to 10/9/8/7/6 from 10.
Ability power ratio increased to 0.48 per second from 0.4.
Duration reduced to 5 seconds from 6.
Cooldown reduced to 10 from 12.
Mana cost reduced to 80/95/110/125/140 from 80/100/120/140/160.
Dark Wind cooldown reduced to 14 from 15.
Terrify will now grant assists.
Silence duration reduced to 1.2 from 1.5.
Reduced the number of bounces to 2/4/6/8/10 from 3/5/7/9/11.
Missile speed increased to 1200 from 800.
Crowstorm ability power ratio reduced to 1.75 from 2.
Dread’s tooltip has been fixed to now show the correct magic resistance reduction value.
Dark Wind silence duration reduced to 1.5 from 2.
Dark Wind was bugged resulting in longer silence durations than intended. It now silences for 2 seconds per bounce which is a lower disable duration than the previous version.
Movement speed increased to 300 from 290.
Drain no longer begins channeling if the target is shielded.
Crowstorm total damage changed to 150/250/350 from 170/250/330.
Duration reduced to 1/1.5/2/2.5/3 from 1.5/2/2.5/3/3.5.
Cooldown reduced to 12.5 from 15.
Maximum duration reduced to 6 from 8.
Cooldown reduced to 12 from 15.
Damage reduced to 100 from 115.
Silence reduced to 0.75 + 0.75 from 1 + 1 seconds per stack.
Cooldown reduced to 15 from 18.
Crowstorm now targets a location to teleport to when channeling completes, it works like a built-in mini flash.
REMAKE Dread is now a magic resistance AoE debuff.
Base damage increased to 47 from 45.
Base health reduced to 470 from 480.
Drain: damage increased to 50/75/100/130/160 from 40/70/100/130/160.
Damage reduced to 115 from 135.
Ability power ratio increased to 0.35 from 0.3.
Number of bounces increased to 3/5/7/9/11 from 2/4/6/8/10.
Silence modified to 2 seconds +1 per bounce beyond the first.
June 12, 2009 Patch
No longer ignores magic resist.
Damage increased to 40/70/100/130/160 from 30/55/80/105/130.
June 6, 2009 Patch
Terrify: cast range reduced to 525 from 600.
Fixed an edge case bug that allowed it to continue after dying.
Damage reduced to 30/55/80/105/130 from 40/70/100/130/160 (still penetrates immunity). (This is a temporary fix, we intend to remove the immunity penetration and increase the damage soon).
Paranoia: miss chance modified to 10% at all levels from 5/10/15%.
May 29, 2009 Patch
Terrify: cooldown increased to 15 from 12 sec.
May 23, 2009 Patch
Terrify: Fear duration modified to 1.5/2/2.5/3/3.5 from 1/1.75/2.5/3.25/4 sec.
Received a new particle to better express its use.
Made this spell not penetrate Magic Resistance.
Damage increased to 40/70/100/130/160 from 30/60/90/120/150 (overall damage increase vs. minions, overall damage decrease vs. champions).
May 15, 2009 Patch:
Made new recommended items for Fiddlesticks.
May 1, 2009 Patch
Drain: damage type updated, it should now be back to its power level of a week ago.
April 25, 2009 Patch
Updated recommended items.
Dark Wind: damage to minions increased to 135 from 120 per bounce.
Drain: damage type changed to make it work like other abilities of its type.
Terrify: duration modified to 1/1.75/2.5/3.25/4 from 2/2.5/3/3.5/4.
April 18, 2009 Patch
Dark Wind: Damage dealt to champions Increased to 135 from 120 per bounce (it still deals 120 to minions).
Terrify: cooldown increased to 14 from 12.
Range decreased to 450 from 500.
Break range decreased to 700 from 800.
April 11, 2009 Patch
Added a 50% slow to Terrify.
Damage increased to 120 from 100.
Ability power ratio increased to 0.4 from 0.25.
Alpha Week 6:
Attack range reduced to 400 from 480.
Base health increased to 500 from 480.
Dark Wind damage increased to 100 from 85.
Crowstorm damage increased to 170/250/330 from 150/230/330.
Drain tooltip now shows the proper ability power bonus.
Alpha Week 5:
Health gain per level increased to 57 from 52.
Base health increased to 480 from 455.
Damage increased to 150/225/325 from 120/200/280.
Ability power ratio increased to 0.8 from 0.4.
Alpha Week 4:
Mana cost increased to 100/120/140/160/180 from 90/105/120/135/150.
Drain amount changed to 20/50/75/100/125 from 30/50/70/90/110 per second.
Ability power ratio increased to 0.25 from 0.2.
Damage dealt to each target decreased to 80 from 100.
Crowstorm damage per second increased to 120/200/280 from 120/180/240.
Fixed a bug with the particle effect for Terrify.
Alpha Week 3:
Fixed a bug that occured when Fiddlesticks died while channeling Drain.
Alpha Week 2:
Fixed tooltip typos for Dark Wind, Crowstorm and Terrify.
Well, i can fairly say that Fiddlesticks is one of the most powerful and OP (over powered) champs in the game. I can recommend it to everyone who is searching a good mage.
I hope this build helps you alot, i was playing much with Fiddle so the most of the written words, are words of wisdom!
If i missed something, i wrote it wrong or you just want to say a "thank you", comment it!