Introduction
Hey guys (and gals) this is my first guide; I thought it would be fun to write one after playing around with jungling mechanics in season 2. This set up is based on being very fast, and not needing a leash, so it's possible to trick your opponents into thinking your team doesn't have a jungler. In a recent match, my teammates actually convinced the opposing team that I was AFK; then I Crowstormed from nowhere leading off the match with 2 kills.
Pros and Cons
Pros
- Fast Jungler
- Not as Squishy due to Spell Vamp
- High Damge Output
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Cons
- Can be focused
- Taken down easily with hard CC
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Runes
So what I've done here is just given a set of runes which works well for most AP Casters in just about every circumstance. It should help you with the following:
Masteries
As for masteries, I went with some more flat AP, CDR, Magic Pen, and % Regen, maxing things like:
Summoner Spells
Alright, so let's go down the list of spells you can use with this build.
First off, ALWAYS get
Flash. It can help you escape, or you can use it in team fights as explained later. The following are all summoner spells that I recommend.
Smite
- Pros
- Allows you to steal buffs, or take kills like dragon.
- CAN be used to push the lane, killing siege minions, or promoted minions
- Makes Blue a bit faster at the very beginning
- Cons
- Requires that you have a leash
- Not many practical uses outside of jungling
- Opposing team AUTOMATICALLY knows you are jungling, making game start dangerous
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Surge
- Pros
- Quicker at getting blue
- Gives a bigger bonus as the game progresses
- Can be used in team fights effectively, especially with that spell vamp
- Cons
- Does not allow you to steal buffs or kills
- Not useful at pushing lanes
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Exhaust
- Pros
- Can be used to help escape a pursuer, especially if you are OOM.
- Can be used to keep an enemy from escaping, especially at low levels when
Terrify does not last very long.
- Can keep an ally from getting killed by a nearby carry or tanky dps
- Cons
- Is not very effective when attempting to escape multiple pursuers.
- Outside of team fights, there aren't really any practical uses, especially at higher levels when fear lasts 3.5 seconds.
MORE TO COME SOON!
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WHY ELIXIR? Jungling Path Explained
So, it's possible to get the same AP bonus from [Amplifying Tome], however, this does not allow you to get the needed potions without investing masteries in extra starting gold, and supplies no CDR. So anyway, start with
Elixir of Brilliance, 2
Health Potions, and a Mana [Potion. You won't need a leash, but it's always more than ok to take one. Note: you'll be using
Drain in a specific order; if you don't fight blue a certain way, you WILL be killed. Wait until Blue spawns, and pop your elixir before draining one of the small creeps nearby. As your waiting for drain to come off CD, go ahead and pop one of your HP Pots, and the Mana Pot, auto-attacking the golem. As soon as
Drain is available move to the second small creep. Again, wait for the cooldown, popping your other Pot, still auto-attacking the golem. Use
Surge and
Drain in quick succession, you should be able to pull off two drains while surge is active. Continue draining the golem, and grab
Dark Wind at second level. Move to wolves, draining the large one first. Target the large one with
Dark Wind, then move on to
Drain the smaller ones. Start heading over to wraiths; target the large one with dark wind and immediately begin draining it, you should be able to kill it. Then kill the smaller ones in a similar fashion to wolves. Move over to golems,
Dark Wind and immediately
Drain; then head up to lizard. What you want to do here, is
Drain one of the smaller ones, then
Dark Wind the other smaller one and finish it out with a few auto-attacks before going to [Drain] Lizard to death. At this point, you can either go back and start building
Hextech Revolver for
Will of the Ancients. Or, if the other team has no jungler, go steal their blue and wolves, then solo dragon, using
Surge makes this faster. Then head back and purchase
Needlessly Large Rod as your first item. Kill twin golems, and you should be level 6 now. Take
Crowstorm, and you're ready for ganks.
Items Explained
So, generally speaking,
Hextech Gunblade is not a good item for Fiddle usually, nor is a plain
Hextech Revolver. However, with the speed at which this build jungles, the spell vamp helps out a lot, and allows you to be more durable when crowstorming into a crowd. Alternatively, you could scratch one or both of the hextechs getting
Zhonya's Hourglass instead, possible with another item of choice, like Rylai's Crystal Sceptre or
Lich Bane,
Morello's Evil Tome is also a good choice for the AP and CDR. Just remember that using hourglass does not cancel
Crowstorm once your cast time is complete, so you have two seconds of free damage.
Basic Fiddle Use
Most of you are probably already familiar with this information, but I figured I'd include it for the new folks. Using an item stops any channeled ability, including health pots being used when drain is active. What you want to do is poke opponents with dark wind occasionally, when they have a few minions they are standing near, get just close enough to hit the farthest minion from them, so it bounces and hits them. When ganking, you don't want to go in completely by yourself, however, you are generally going to be outnumbered, so target either the squishiest first, or the person that has the hard cc which can stop your drain. To alleviate this problem a bit, dark wind as soon as
Crowstorm goes off. Then as always, the
Terrify-
Drain combo on a specific opponent works well, especially when they are trapped in
Crowstorm.
Using Fiddle as Part of the Team
So, the main thing I want to point out here is the fact that you have to have map awareness, especially when you are jungling Fiddle. Make sure you know who needs a gank, and set-up properly. Watch for wards, pay attention to enemy movement patterns as you move through certain spots. In addition, don't forget that
Dark Wind and
Terrify can help you and/or your allies escape a certain death, or prevent an enemy from escaping the same! This is why it is crucial to grab blue as much as possible, so you can keep those CDs low.
Tips and Tricks
Champions like
LeBlanc,
Wukong,
Shaco,
Twitch, and
Evelynn can be a real nuisance. Generally, they can stealth away from a team fight at just the right moment, and escape with marginal amounts of health. It's good practice to use
Dark Wind on minions near these guys, as casting before they are in stealth not only allows you to see them, but it will bounce to them and potentially kill them or a teammate they are near. When coming into a team fight, don't be afraid to jump right in, barring anything stupid, like a 2v5. Use the bushes and areas at the edge of the jungle, like the nook near Wraiths, to your advantage, using
Crowstorm over the wall, and possibly
Flash to get to the middle of a group. Usually, you want to
Dark Wind immediately in this case to prevent from being CC'd. Target the squishy carries first:
Ashe,
Teemo, etc., or the champions which may burst you down if their abilities are off CD:
LeBlanc,
Annie, etc. If a champion has hard cc's readily available,
Taric for example, target them first. It would be ill-advised to use this strategy in a group that has a representative from each group still alive, or not substantially weakened. In the case that they are pretty weak, you want to target the champion with hard cc first with dark wind, fearing the one most likely to die in your Crow Storm alone, and then draining anyone who sticks around. Please note, again, you shouldn't even be near them if your teammates are not nearby.