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Fiddlesticks Build Guide by PedroPtPt7

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 PedroPtPt7

How to jungle with sticks

PedroPtPt7 Last updated on February 15, 2014
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Ability Sequence

4
8
12
14
17
Ability Key Q
1
3
5
7
9
Ability Key W
2
10
13
15
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


Guide Top

Introduction

Hello, my name is Stone (PedroPtPt7 on EUW). I'm a somewhat new LoL player, started playing May 2013 and i've been in love with Fiddlesticks ever since i started.
I'm not the greatest player, around 1k ELO (Bronze 2 ATM). But, if there is one of a couple things i know, it is Fiddlesticks.
In Season 4, i've been using my new build in Rankeds, Normals and Smurfs, and my Ranked Win Ratio with him this season is 80%(not that i have played many ranked games, but hey, its still 80% ^^)(Also 7/5/10 KDA).
Now that i'm done with all that useless blabering, let's get on to Fiddlesticks.

Fiddlesticks is a very fun to play AP Carry Jungler with a somewhat different playstyle, relying on his Drain to deal damage and remain alive and winning teamfights with your Crowstorm + Zhonya's Hourglass combo.


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Scaling Ability Power
3
Pretty basic AP runes, MPen for early damage, Armor for jungle monsters and AD enemies, MR Per Level because you won't be in a lane and AP Quints for damage. Simple.


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Masteries

Masteries
4/1
1/1
1/1
3/5
1/5
3/5
3/1
3/
1/
1/
1/5
2/5
2/1
3/1
1/1

Sorcery Gives you CDR, awesome on Fiddlesticks, helps you have Drain up constantly, aswell as having Crowstorm up more often.

Butcher Gives you faster clear speed, aswell as helping you do more damage to monsters when your Drain isn't up.

Expose Weakness This is one of the best masteries for Fiddlesticks in my opinion, because it helps dealing more damage in ganks, and in teamfights, this mastery in conjunction with Crowstorm gives 1% more damage to every enemy champion you hit. This mastery itself can, in some cases, win you a game.

Mental Force , Arcane Mastery and Archmage Give you AP, all your damaging skills scale with AP, and more damage is allways nice.

Executioner Gives you 5% more damage to champions below 50% HP. Imagine you are against, in example, a Lee Sin. Both you and him are below 50% HP and you use your Drain. Since Drain gives % damage back as health, you will deal more damage to Lee Sin, therefore you will heal more, allowing you to win the fight. Also great with your ultimate to clean up after a messy teamfight.

Devastating Strikes Gives you % Armor and Magic Penetration, helps you scale your damage into late game.

Arcane Blade Gives you auto-attack damage from AP, great for dealing damage when out of mana and taking down towers.

Havoc 3% Increased Damage. Once again, lets you heal more from your Drain by dealing more damage, a stronge Crowstorm, very nice mastery in general.

Phasewalker Lets you recall faster, meaning if you are getting backdoored by 5 after a Baron, you can get there 1 second earlier and unleash a game-saving Crowstorm. Also good for saving time and juking.

Fleet of Foot Gives 1% Movespeed, great for ganking, positioning and moving between camps.

Meditation 2 mana regen per 5. Great on Fiddlesticks, allows you to stay in the jungle longer and can save your life by giving you that 1 mana to cast Drain to heal you.

Summoner's Insight 10% CDR on your summoner spells. Along with Enchantment: Distortion, reduces your Flash's cooldown by 35%.

Runic Affinity Lets you have buffs for longer, stay in the jungle longer, gank longer, have baron for longer. Great mastery.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Max Priority Crowstorm > Drain > Dark Wind and Terrify

Max Drain first for maximum damage, sustain and cooldown. Get Crowstorm at levels 6,11 and 16. Due to the nerfs to the late-game Terrify max it at the same time as Dark Wind.


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Items

Starting Items: Amplifying Tome and 1 Mana Potion
Start with Amplyfing Tome instead of Hunter's Machete because it also increases your damage to enemy champions and also allowing you to get Fiendish Codex earlier.