Fiddlesticks Build Guide by Turdblaster

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Turdblaster

Fiddlesticks, your way to victory!

Turdblaster Last updated on October 19, 2011
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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

Mystical Vision
Presence of the Master

Utility: 21

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Background Story

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."

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Introduction - how i play fiddle

Hey everyone, this is my first build/guide hope you like it. :) Fiddlesticks is the champ I love to play most, he can jungle well, solo well and can turn a team fight in a massacre. I hope this build/guide will help you get a good score and more importantly bring victory to your team. I play Fiddle in mid lane and so far I haven't had too much problem against other champs in the same lane.

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Pros and Cons

- Does well solo
- Great lane sustainability with his
- Great for team fights with his ulti
- Good escape with his
- Good against other casters (ap) with his silence
- Doesn't need much items early game to do a lot of damage

- Not a great pusher earlier on has to focus on last hitting
- Pretty useless if silenced
- Not great against MR even with passive

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I use this set of runes for all my ap champs because I find that it suits the majority of them.

Greater Mark of Insight - Magic penetration, must I say more? Good for all magic champs.
Greater Seal of ReplenishmentGreater Seal of Replenishment - Mana regenaration, again something all casters need, what's the point of having mana if its always empty?
Greater Glyph of Force - Ability power per level, giving you bonus damage for your spells at every level.
Greater Quintessence of Potency - Giving you that extra ability power especially usefull in the early game for harassing.

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Going for the typical 9-0-21, I don't think I have to go in much depth, putting points in what helps fiddle most, such as cooldown reduction, mana regen.

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I start with one point in 'e' because its great for harassment early on in the game but I max it last because when fighting another target it won't damage it enough. The main ability for fiddle is Drain, not only does it do a lot of damage with your passive but it also gives back hp. That said Drain is a channeling ability meaning you can't move and drain at the same time, thats where fear gets usefull and why I chose it as a second ability to max. In order to maximise the effect of drain you need to be able to fear the person long enough to do a lot of damage and get a lot of life if needed before they can run away. Trust me when someone is feared for 2-3 seconds while being drained they will try to get out of range rather then stay and fight and whats good is that drain has a good range when people try to go away and if you feel like their going to escape prepare your 'e' for the last hit. When in mid I usually harass enough in mid to finish them with fear and drain however if they have full life you can go to a bush, use your ulti 'r' - fear 'q' - drain 'w' and dark wind 'e' to finish them off if needed. This is crucial when using your ulti always do it in a bush, if you do it while your opponent sees you they will just run away and you'll have used an ulti for nothing.

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Summoner spells

I've tried many different summoner spells with fiddle and I find that and are the most suited for him. Flash incase your fear isnt enough to get away, remember to use it well by flashing over walls. As a second spell I've tried exhaust to slow targets enough to wait for cooldown on your abilities but I found that it wasn't worth it. I then tried Ignite a couple of times but wasn't worth it either. TP is great when your mid or even in lane because it helps you be in you lane or mid nearly at all times, you dont let your opponent enough time to push. Plus if your in lane and have your lvl 6 you can do a neat trick by putting a ward in a bush TP straight to it and use your ulti. Another thing with Flash is that when you use your ulti (FROM A BUSH) and you feel you wont land close enough to fear them, flash to get to them. The other summoner spell that I find usefull was cleanse , people put ignite on you because of your so cleanse takes it off, however cleanse will disrupt your drain.

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Doran's ring to start off, the extra life and ability power as well as the mana regen is really nice to have for lane sustainability early on.
I always, always get Rod of ages after ofc, fiddle is really good even without much items but Rod of Ages is great for that extra health, mana and ability power and drastically increases your chance of survival.
After that the items I get are situational, if there is a lot of ap ill go for the first, if ad causes problems then I either go for or (which is also great for cooldown reduction). If I'm owning and don't need much defence then I'll either go for or a .

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is a really great and fun champion, I hope you have as much fun as me playing him and if you this guide you should own and get a good score. It also comes down to how you play, positioning stuff like that but I'll put my trust in you guys. Something else I'd like to add is that when I play mid, even if we have a jungler I go gank a lot top and bot, your ulti was made for this! :) That said hope this helped you and comments are highly appreciated and since this is my first guide if I'm missing anything major don't forget to mention it! See you in mid with fiddlesticks!