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Fiddlesticks Build Guide by Mr Boo

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.


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League of Legends Build Guide Author Mr Boo

How to Fiddle Jungle

Mr Boo Last updated on June 11, 2015
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Fiddlesticks with this build

Threat
Low
High
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Threat Champion Notes
2
Amumu An Amumu is looking to engage on your team, similar to you, except he's looking to engage on them straight on, while your looking to engage from an angle / out of sight. Therefore, he shouldn't be able to disrupt your ultimate, meaning you can get it off normally. Amumu also has no real early game pressure so he won't invade, and your ganks are a lot better < 6 too.
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Pros / Cons

Pros:

- Amazing sustain in the jungle, can clear all 6 camps without a leash and be full health
- Perhaps the most fight changing ultimate in the game
- A lot of utility, with AoE silence and a targeted fear for 2.25 seconds
- Strong ganker and high damage
- Can solo dragon at any point in the game, and can duo baron easily at 20 minutes


Cons:

- Squishy as a caster minion
- Can be easily counter jungled
- Vision counters him
- Disrupts counters him in a 1v1
- Ult cool down is quite long
- Blue dependant


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Creeping / Jungling

Always start Gromp. Smite it, and if you don't get a leash it will take 2 drains. If you do get a leash, just auto attack the last few hits on Gromp to ensure you can do blue quicker.

Do you blue buff starting with E then Draining the large buff. Auto attack the big monster while drain is on cooldown, not the small minions. The reason why is because you can normally get a second E off on blue buff, so if you kill the small minions you can't bounce the E on the large monster, so you only get 1 tick instead of 2.

After blue, do a full clear (i.e. Wolves -> Raptors -> Red -> Krugs).

When doing Krugs, use your E on the small krug and drain the large krug. Once drain ends, auto attack the small krug. This leads to a faster clear.

When doing Raptors, let your E start on the furtherest raptor from the large one. This will lead to two bounces on a small raptor, normally killing it, leading to a faster clear.

Doing the river crab on Fiddle isn't recommended. It takes WAY too long, and you normally can't get a full Drain off without it getting out of range.

Only do the crab if you have two smites up, and it hasn't been killed at all so you can kill it with 3 seconds of drain and smite.

With Fiddle / maxing drain, you can solo dragon whenever, however only do it with a blue buff and flash up.

Also, you can duo baron at 20m with Fiddle and most adc's assuming you max drain and have blue buff. Just make sure your team stays on the map not to draw attention to baron, and you pink it.


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Fiddle's Ult

Masteries this skill is essential to playing Fiddlesticks.

Firstly, NEVER smart cast it. The range is a lot smaller than you expect, and if you cast it outside of the cast range you will walk so you can cast it. This might put you into vision / screw you up. Therefore, only normal cast it. Trust me.

They should change it soon, but at the moment it's not worth smart casting.

Fiddle's ult is a flash. Therefore, casting it behind walls / in a bush is highly recommended.

Make sure you have a raptor buff or have swept the bush your in before ulting, as if you waste it you have to wait around 90 seconds for it to be back up again.

After ulting, the combo should be:

If you ult ontop of them: Smite -> Fear -> Silence -> Drain. You are layering cc here, which isn't good, but your ult + drain + the other persons damage will easily be enough to 100 - 0 them before fear runs out.

If you're not ontop of them, flash then fear / smite etc.

If you ult to start a team fight (so onto 5 targets, not just 1) it can be better not to drain at all, rather keep walking and rely on your Q / E / Smite to keep people in range so your team can engage. Then, if you're in trouble, just zhonyas so your team has an extra couple of seconds to do something then you can drain a target while they're all low.

Just pointing it out that draining straight away isn't always the "best" option.

Finally, your ult is like a flash, so you don't need to ult entirely over a wall to go over, just over 50% of it.