Fiddlesticks Build Guide by Chief Tiger

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League of Legends Build Guide Author Chief Tiger

Fiddlesticks - Where'd all my health go?

Chief Tiger Last updated on October 16, 2012
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by mikmak980 » January 24, 2012 2:14pm | Report

18/6 on first trying fiddle, thx a lot ;P

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by Fam0usUnkn0wn » January 25, 2012 1:01pm | Report

Just went 8-2-20 First time Playing Fiddlesticks with this guide. Very well done.

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by albarozz » January 25, 2012 1:18pm | Report

Love this build, have given me great stats every single game and my whole team loves me beacause of my ult, hahaha :D
Though what I would want you to add is situational items, and maybe throw in Zhonya's Hourglass as it's a legen - wait for it.. DARY item togheter with Fiddles ult, though I really don't know what item to take away and add this and thats we're you come in! Hahah :D
Anyway great guide!! (anyone know how to get the VOTED +1 over the comment? xD)

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by Infact » January 26, 2012 11:52am | Report

Nice Guide, thats the way i see the most fiddles, but for you some informations that could may help you.

1. Use ap runes and buy dorans ring at the beginning, to have enough ap to be especially in top lane unbeatable in 1 on 1.

2. Use Offense masteries, because you need the dmg for fiddle. Utility doesnt really help you

3. You need more life with fiddle, otherwise you will be CC'ed very fast.
Instead of Morellos evil tome buy rylais cristal staff (dont exactly know the english name :S) and instead of will of the ancients (because you dont really need it) buy, if you're pro and uplaned (midlaned), mejais soulstealer, or buy another rod of ages (epic item ^^) With this combo

4. Skill Fear as fast as possible. I never skill dark wind before im lvl 8 because this fear will save you from being cced. And you can fear the enemy most of the times and use drain on him, so that you dont have to waste your drain skill on minions anymore.

5. back on will of ancients ... Its very nice to have spell vamp in combination with fiddle's ulti but as i think there are other items more usefull. You can make tower ganks easily without this item too.
But it's a nice item, for your team and for you, so it's never a fault to buy it.

6. Fiddles biggest problems are, as i experienced, Riven, Brand, Malzahar and some pro Annie. Udyr can be a problem sometimes, but if you kill him in early game 2 - 3 times, he should be easily to kill.

Guide owner, I have played almost the same fiddle you have posted here. It was nice, and i got the most times more kills than deaths. But since i changed some items, i can go out with 15 - 20 / 0 easily. Having 650 ap (with mejais 830 :D) and 3.5 k hp, fiddle is a carry monster.

And i don't talk any ****, Fiddle is my main and I played with him about 500 Games, I tested much things and this item build made me almost op ^^
It's a chance to improve your guide, maybe you will test it out and find something usefull :D

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by Daxter101 » January 28, 2012 2:44pm | Report

I would like to say what every one says about my first game with FIDDLESTICKS with your build, (not just first time your build)..."WOW 6-1-7 on my 1st game your guide rocks!!", but I won't say such stuff...(whoops I just said it :P). But I want to say, that just from the amount of raging I got from the enemy team, and the fact that we had 2 enemy ragequits, right after triple I got from THEM ganking ME, I really think that your build ruins my games :P.


When Life gives you lemons... Eat the rabbit. Because cars have two tails. And yellow.

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by Daxter101 » January 28, 2012 3:56pm | Report

Now, after the joking comment, here comes the serious one.
I believe you REALLY need to put a "How to use Each ability" section on the guide, because fiddle has an amazing amount of utility on his spells.
Let me make a small part of it as a suggestion. Still, note that I have played only ONCE, so maybe not everything is accurate.

Q---- Terrify
One thing that I noticed on his Q, is that IT DOESN'T PULL TOWER AGGRO!!!. ALWAYS remember that. I used this many times in that game, while enemy Ashe was coming at me, while I was bashing enemy turret, I q'ed her, she got fear, and I was able to send 2 more shots, before leaving unharmed by the turret.

W---- Drain
E, now, even though it has small cast range, the range until the bond break is around 175% of the cast range. Also, you will 90% of the time notice that when you Drain a champ, they start running, ever if the odds are against YOU. It has a weird psychological effect on enemies.

E---- Dark Wind
Now, this might have quite a talk go for it. Dark wind, is generally a great poking spell, but if used in the right way, it can inflict SERIOUS damage. In case 2 enemy champions are running away without minions nearby, you can toss it at them, for it to bounce between the rapidly, and smack their ***es like sh*t! Actually I got a kill from this! Remember, that from the 5 casts, the one you cast it on will eat 3 of them, while the other will eat 2. One more thing, this is AMAZING when poking turret-huggers. It has a long range, and the projectile moves pretty slowly, while it can bounce again on the same person. What does that mean? It means that you can send it from the edge of tower range, leave tower range BEFORE it hits (so no tower aggro :D), and if enemy minions are nearby, the poor turret hugger will be struck at least twice :D YAY. And, of course, wait for cd and repeat!

R---- Crowstorm
Crowstorm, is a DoT AoE spell, with Ridiculous damage. Remember, it is Damage over time, and not Damage per second... What does that mean? The damage done, will be equally spread among small periods of time, smaller than a second. Therefore, you don't need to stay one full second to deal damage, but instead damage is done over time. But this, unfortunately, makes it far less effective against high Magic res targets. Also, try to utilise the blink, as much as possible. If cast at max range, it moves you about as much as if walking with single boots (without any CC of course). So, if you haven't bought boots yet or are getting slowed like hell, you might consider ulting to the direction you want, which, as a tecnique has the following pros and cons...
Pros : Might even make you move faster due to slows being stacked when walking. Temporarily removes you from harms way right after the channel, cause of distance. Can be used to juke opponents, cause the place you blink to, isn't revealed (so you can juke them by starting channel right next of a thin wall, but actually ulting in a brush in front). Extra damage, and maybe spell vamp to those who catch up.Could even turn the fight.
Cons : Allows enemies 1.5 seconds of free smacking your channeling face. Might get hard-cc'ed, and stop your channeling ( knockups, stuns, silences ).Might die during channel.
Also, the blink is to be utilised in the obvious way. Sticking your squishy, spell vamping *** in the middle of the enemy team, raping their Hp bars, and tanking a ****load of damage for your team.
If paired right and timed right with flash, you can suddenly pop up a mile away from your channeling spot, and leave them wondering which way you came in, and when their screen turned gray.

I really hope that this section is inserted in your guide. It will make a great addition.
Also, everyone, don't be shy! Press that +Rep button for me and my hard work of watching and understanding each ability, as well as taking the time to right this text wall! Thank you very much.


When Life gives you lemons... Eat the rabbit. Because cars have two tails. And yellow.

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by Alex_Oblivion » January 31, 2012 12:06am | Report

Good build although I tend to level terrify before dark wind as it keeps enemies inside my drain for longer. What I use dark wind for is the silence rather than the damage so I have found that leveling it early isn't really that advantageous. The purchase order however is great.

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by Moonrock Monster » January 31, 2012 9:48pm | Report

This is the build I used before I saw it lol just went 9/0/16 with it

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by ModoTheGreat » January 31, 2012 11:52pm | Report

I agree with Alex in that Terrify >>> Dark Wind. Dark Wind gains 20 flat damage per level (up to 60 damage on a single target in ideal circumstances) at the price of costing an additional 20 mana per level. Fiddlesticks has some mana issues as it is, so leveling it early actually makes harassing harder.
A 3 second fear is BEAST, keeping your foe inside Drain (and Crowstorm) range forever whilst denying them any chance to attack or CC you. Dark Wind will always provide a 1.2s silence regardless of its level.
As a side note, I always get Dark Wind in level 1 so that I can harass early and often whilst staying out of the enemy's poking range thanks to the large reach and bounce.

As for items, you should seriously consider investing in a Zhonya's Hourglass. Fiddles remains a caster, and although he could theoretically be casting non-stop with his drain, odds are he'll get piled/exhausted/CC'd at the start of a team fight. Zhonya's buys you time to get your spells back up if this happens, whilst messing with the enemy team (your ult keeps destroying them even as they can't touch you). Also, you're prone to being bursted down no matter how much spell vamp you have, so a bit of armor can go a long way. And it's still the 2nd best flat amount of AP any item offers.


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by Zircon » February 1, 2012 8:37am | Report

You might want to take note that in the next patch, Will of the Ancients spell vamp is going to get nerfed to 20% spell vamp.

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