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| Health | 2780 |
| Health Regen | 15.4 |
| Mana | 1838 |
| Mana Regen | 18.6 |
| Armor | 74 |
| Magic Resist | 87 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 310 |
| Gold Bonus | 0 |
| Attack Damage | 93.2 |
| Attack Speed | 0.849 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 536.27 |
| Life Steal | 0% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
INTRODUCTION!!!
Fiddle... What can I say about him? Let's just start of by saying that the enemy will be OMGWTF'ing at you, hating you and just pure RAAAAAAAGE will be directed at you if you play him right. Fid is an excellent ganker and a superb damage dealer. With just a
Terrify and
Drain, the opponents HP will be reduced by at least 60% in a few seconds.
Let's start off with some Pro's and Cons of Fiddle:
Pro's
* Excellent CC (I can't count the times where the enemy Master Yi with 50HP left raged at me for using my
* PRONZ amount of damage regeneration, and crowd control (
* Great damage in team fights (Let your team walk in and distract the enemy... 2 seconds later, a
* INSANELY FAST AND EFFICIENT JUNGLE!
Cons (Because we all know a killing spree will end sometime later...)
* Prone to CC (Crowd Control) (If you don't get your
* Fairly Squishy
* Not good goin' Solo against a pair of enemies unless your ulti is up. In other words, unless you are PRONZ, DO NOT solo top. Please.
One last thing, I've been playing Fid for a long time. This is how I think you should play him. Don't go hating me if you play him differently/think this build needs some changes PLOX. Just leave a helpful comment and I'll see if I should change something or not.
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.
SUMMARY: Guy did some magic skeelz, magic skeels did guy,
Fiddlesticks has magic skeels,
Fiddlesticks pwns.
SKILLS AND HOW TO USE THEM (Because I liek Skeels too)
: (Passive): Nearby enemies have their magic resistance reduced by 10. (1000 range).
A fairly useful passive. It helps from Early game all the way to late game. Works great in synergy with Sorcerers shoes and
Void Staff.
: (Active) 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). Cost: 80/90/100/110/120 Mana Range:575 Cooldown: 15 / 14 / 13 / 12 / 11 seconds
This is one Fid's most useful spells. The 3 seconds of fear is more useful than it sounds. You have 3 free seconds of DRAIN or 3 free seconds to escape. This is my second skill when initiating my combo. I max out this skill second.
: (Active) Fiddlesticks saps the life force of an enemy, dealing damage to a target over time and healing himself. Deals 60/90/120/150/180 (+0.5) magic damage each second to target unit and heals Fiddlesticks for ////% of the damage dealt.
Lasts up to 5 seconds. Cost: 80/90/100/110/120 Mana Range: 475 Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Yes, they nerfed this skill quite a bit. Yes, Fid will still PWN. This skill gives you insane sustainability as well as insane damage (when coupled with a few items) and a free
Heal too. Be aware than
Drain can be stopped by a stun. This is the third skill of my initiating combo. I max out this skill first.
(Active) 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 65/90/115/140/165 (+0.45) magic damage and silences for 1.2 seconds for each strike. Can bounce up to 5/5/5/5/5 times and may strike the same target multiple times. Cost: 50/70/90/110/130 Mana Range: 750 Cooldown: 15 / 14 / 13 / 12 / 11 seconds
An often underestimated skill, this skill has earned me many kills when that
Master Yi was escaping with 100 health towards an ally of his that is in my range. Hit the allie, 2 bounces later, WIN. I, however max this out last because:
A) You get the full silence effect at it's first level.
B)
Terrify and
Drain are a much more viable combo.
Dark Wind is more of the "Stop that
Veigar from nuking me for just long enough for me to reach him,
Terrify him and
Drain him." The result? "X has slain an enemy"
: (Active)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. Cost: 150/200/250 Mana Range: 800 Cooldown: 150 / 140 / 130 seconds
"A murder of crows"... Gotta love that collective noun, don't you? Because, it indeed is correct. You will murder with this skill. I've gotten 2 QUADRAKEELS and 1 PENTAKEEL with the aid of this trusty skill. HOWEVER. Some things you should keep in mind when using it:
1) This ulti CAN and WILL get canceled if some
Amumu sees you channeling it. Use it only when you're in a bush or you are not seen by anyone and
Flash into the target/fight.
2) Even if you have 40% cooldown reduction, you still have a 52 second cooldown on this ability. This means: DO NOT use it on a single person. If your
Terrify,
Dark Wind, and
Drain cannot kill the opponent, don't worry. Leave him/her alive. Better that than you not having your ulti up when your team needs it most (I.E. A team fight)
3) You are not Superman. Do not act like one. Only use the ulti when you are SURE you can kill the opponent/s or it's a teamfight.
FIGHTING WITH FID:
Your first step: Get JUST into range to use your
Second step: Use Dark wind while moving closer
Third step: Use
Fourth step: Use
Fifth step: WIN.
IF YOU DON'T KILL THE CHAMP AFTER THIS, RINSE AND REPEAT.
ITEMS:
FIDDLESTICKS ITEMS AND ALTERNATIVES:
THE USUAL:
OR
THE LIFESTEAL:
OR
THE "NO SNOWBALL"
OR
THE DEFENSIVE:
THE TROLL:
Morelo's evil tome: If you don't like the
RUNES
I don't brush much on runes because:
A) Not much people have 10,000+ IP
B) 10,000+IP could be spent on another champion.
But if you're that dedicated about runes, then:
You might be questioning my motive for getting a full flat AP set:
MY REASONING ON THE PROS OF GETTING A FLAT AP SET:
* Helps with jungle
* Helps with early game
You could also go for:
A) Cool-down reduction runes
B) AP per level runes
C) Mana and Mana regen runes
D) Magic Penetration runes
Overall, it's up to you and what you think you need.
MASTERIES FAQ
Q. WAI YOU NO GET IMPROVED SMITE?
A. Firstly, FU RIOT FOR PUTTING IMPROVED SMITE IN DEFENSE TREE... Now, to answer your question: Because putting points into other masteries is more beneficial. Yes, Improved smite does give you 10 gold every use, which is quite a bit (10 Smites=100 bonus gold). Problem is, you would have to sacrifice either
Mastermind or
Arcane Knowledge.
Mastermind is essential to your jungle, as the CD on your Smite is quite long. and
Arcane Knowledge is very useful late game.
Q. Is
Scout really needed?
A.
Scout has saved my life quite a few times. The extra vision helps quite a bit.
Q.
Sage? Seriously?
A. The faster you level, the better. Also, as Fid, you're expected to snag a few kills or assists often.
Q. Are the spells
Greed and
Wealth worth it?
A. No.
SUMMONER SPELLS
LANEFID:
Go with
Flash and
Exhaust. The reason you should get these two is because
Flash helps you with your ult and escaping,
Exhaust can be used for killing, and for escaping.
JUNGLEFID:
Go with the CRUCIAL
Smite and
Flash. Flash, as said before, helps with positioning, and
Smite is crucial to your jungle.
You could also consider:
Heal: It heals you for health?
Teleport: I don't really use this a lot. Some people may find it easy for ganks though.
Ignite: Honestly, Exhaust works better as it can be used in an offensive and a defensive way, but Ignite can be useful for killing enemies that are SUPRAH lucky and get away with 10 health.
Cleanse: This spell saves lives. However, if you can get the enemy with a silence before they get you, you don't need this.
Ghost: Could replace Flash.
DO NOT GET:
Fortify: You aren't a tank. Nuff said
Clarity: Unless you waste your MP on creeps, and try to get a champion kill every 2 seconds, then I don't see how you can run out of mana often enough to get this spell.
Rally: If you have insane haxorz, then go for this item.
Revive: 8 min CD? I don't think so.
Clairvoyance: Let the support take care of that.
Wai 3 builds?
Simply put:
BUILD 1: LANESTICKS
BUILD 2: JUNGLESTICKSSSS
BUILD 3: Trollsticks
I've played every one of them. All are viable. (Even Trollsticks. Silence+Fear+Auto-Attack=Win)
So without further ado, let me present them to you and show you how I play them.
LANESTICKS
First thing is first, when you are in champion select, Be sure to say "ME AND [Insert champ with some good CC here] BOT/TOP". Fiddlesticks functions very, VERY well with a champion with some sort of CC. For example:
: Morgana's
Dark Binding Works great to keep the enemy there longer for your
Drain and her
Soul Shackles works great with your
Crowstorm
: Teemo's
Blinding Dart is useful for shutting down AD champs like
Master Yi That are running for you. He also does tons of damage too.
As for mid lane, No. Fiddlesticks doesn't have enough range or finesse (agility/speed) to be considered viable in mid in my opinion. If you want an AP guy mid, Pick
Kassadin or
Malzahar.
MOVING ON, here are a few tips for lane Fid:
* Never use your skills to kill minions unless you're low on HP and you need to drain a minion for HEALTH and HEALTH ONLY. You don't have much mana without your
Rod of Ages and Blue Buff isn't always there for you.
* Always work with your lane partner. Use chat to talk to him and plan ganks/kills together. Remember guys, LoL is a game where you win with TEAMWORK.
* Yes, you should buy some Dorans rings. They help you with Regen, AP and some extra health too.
* Until level your RoA, play defensively. Don't risk a kill if one of your team mates might die. You can attack, but don't just rush in every time a champ gets into your lane.
* WARD YOUR LANE. Make sure you don't get ganked.
*GANK! Seriously. Fiddlesticks can gank very well with his
Crowstorm
JUNGLESTICKS:
At the start, I grab an
Amplifying Tome and a
Health Potion. If you are not comfortable with jungling/going no snowball, then get a
Ruby Crystal.
JUNGLE PATH 1
Start off at Blue. Use
1. Counter Jungle, stealing the enemy Blue and wolves.
2. Go for a gank.
3. Kill Wolves and Wraiths when they respawn, then go back and buy your Mejas and stuff.
At level 9, you should get blue buff then solo the dragon. Place a ward in nearby bushes, stand in the corner, and DRAIN DRAIN DRAIN. (You could use smite too)
JUNGLE PATH 2:
(Runes needed)Start off at wraiths. Smite the big wraith, then drain two of the smaller wraiths and auto attack the rest down. After the wraiths, go to the wolves. ONLY KILL THE BIG WOLF. Take your health potion and head to blue buff. Kill the blue buff, then go and finish off the smaller wolves. Kill the golems, then wraiths again, then get red buff. Then Gank, counter jungle, or do whatever you think is the most useful. REMEMBER TO STEAL DRAGON AT LEVEL 9 AND BUY WARDS.
JUNGLE PATH 3:
(Full rune set needed) (Must start with Amp tone+HP pots)Start off at wolves. Kill a big one and a small one. DO NOT ATTACK THE OTHER SMALL WOLF! Move to blue buff, and kill blue with a
Tips for jungling:
* Watch out for your lanes. If someone needs to go back, take over their lane and Defend+Farm.
* Every time your ult comes up, GANK.
* Wards are essential to your jungle. Ward Blue Buff and Red Buff as much as you can.
* Be careful for counter junglers!
* Practice your jungle in Custom mode (replacing
TROLLSTICKS:
Not a lot to say on this one. Just use
Terrify + Auto Attack as much as you can. It works, trust me. :P
TIPS FOR TROLLING:
* Unless you want to get your team raging at you/reporting you, do it with a group of friends.
*
I like Fid.
Well, that concludes my guide. More sections will come up later when you suggest it or when I think of it.
I hoped you liked it.
Oh, and PLEASE TRY OUT THE BUILD before you rate it. If there are any mistakes/errors/Ifailatlols. then please leave a comment showing what I did wrong and I'll do my best to correct it.
THANKS FOR READING!
Nerdsinc
MODIFICATIONS MADE:
Er... I forgot: Build released
17/11/2011: Modified the items page, added a Masteries page and patched up the build a little.
18/11/2011: Modified items page again.http://www.mobafire.com/league-of-legends/edit-build?edit=110580#
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