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Fiddlesticks Build Guide by Nerdsinc

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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 Nerdsinc

LETS PWN With Fid

Nerdsinc Last updated on November 21, 2011
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Team 1

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
1/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Guide Top

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 Terrify on him).
* PRONZ amount of damage regeneration, and crowd control ( Dark Wind, Terrify and Drain will silence your enemies, fear them and suck all the life out of them (quite literally).)
* Great damage in team fights (Let your team walk in and distract the enemy... 2 seconds later, a Crowstorm, a Flash, a Dark Wind, a Terrify, a Drain and... $$$PROFIT$$$)
* 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 Terrify up fast enough for the Master Yi and the Annie, you're dead)
* 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.


Guide Top

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.


Guide Top

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 Dark Wind
Second step: Use Dark wind while moving closer
Third step: Use Terrify
Fourth step: Use Drain
Fifth step: WIN.

IF YOU DON'T KILL THE CHAMP AFTER THIS, RINSE AND REPEAT.


Guide Top

ITEMS:

FIDDLESTICKS ITEMS AND ALTERNATIVES:



THE USUAL:
OR

THE LIFESTEAL:
OR

THE "NO SNOWBALL"
OR

THE DEFENSIVE:


THE TROLL:


Sorcerer's Shoes: Works in synergy with your Dread and provides movement speed...
Mejai's Soulstealer: I get this only if I know I can do damage without dying.
Rod of Ages: In my opinion, this item is crucial to Fiddlesticks. It gives you health, mana and ability power all in one.
Rabadon's Deathcap: Because it gives you INSANE AP which means INSANE DAMMAGE. I usually get this item for all AP casters I use.
Void Staff OR Abyssal Scepter: If the enemy has less than 80 Magic resist, then go for the Abyssal Scepter. If the enemy has more than 80 Magic resist, then go for then Void Staff.
Rylai's Crystal Scepter OR Will of the Ancients: If you are confident that you can kill or almost kill every enemy champion in one skill rotation, then get the Will of the Ancients. The spell vamp is insane. If you're looking for just a little bit more survivability and a good slow, then go for the Rylai's Crystal Scepter. If you're not getting a Mejai's Soulstealer Then get both items.
Zhonya's Ring: If you have HAX, Go for it...
Zhonya's Hourglass: That 2 second immune thing can save your life just long enough for your skills to go off cool-down/teammate to arrive. Also gives good AP and Armor too.
Banshee's Veil: Useful for blocking that stun that may come if you accidentally use your Crowstorm in front of that Amumu. Oh, and gives good Magic Resist too.
Morelo's evil tome: If you don't like the Mejai's Soulstealer, then go for this. Gives good cool-down reduction, AP and mana regen.
Moonflair Spellblade: The tenacity is useful against champions with a lot of crowd control (slows, stuns, taunts...)If you're getting heavily CC'ed, then GET THIS ITEM.
Ionian Boots of Lucidity: If you want moar cool-down reduction, this item is for you. Swap it with the Sorcerer's Shoes of course.


Guide Top

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.


Guide Top

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.


Guide Top

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.


Guide Top

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.


Guide Top

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


Guide Top

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 Smite on the blue buff and drain them to death. Unless you are SUPER PRO, you will not be able to finish Blue buff without a leash. If you're not comfortable with your jungle, get your tank to help you with it (Make sure that tank doesn't steal EXP). After blue, move to Wolves. Then, move to Wraiths. Smite the large wraith and Dark Wind and Drain The rest. After that, if you feel confident that you can tackle red without Smite then go ahead. If you're new to Junglesticks, then it might be wise to get the golems first, then move to red. After you get red and golems, you can either:
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 Smite. Then move back to the wolf that you didn't kill and finish it off. Then, move to the Wraiths. When you are just in range of your Dark Wind, use it and move in and Drain the big wraiths. Finnish of the other three and move to red. After you kill red, move to golems and finish them off.


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 Flash with Heal as your "leash") until you get the art of jungling right.


Guide Top

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.
*


Guide Top

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


Guide Top

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#