Fiddlesticks Build Guide by Craazhy
Not Updated For Current Season
Not Updated For Current Season
Fiddlesticks is a great champion to find a groove in if you're new to the game. He's not difficult and his primary spell can heal him full in almost a single cast from a minion. The only downfall is that if you become used to this ability, it will be harder to learn how to play different champions if you want to try your hand in a different role. It is a drastic change going from a champion who constantly heals himself while simultaneously dealing damage to any other champion.
A lot of players may advise you to purchase health potions at the opening of the game. Do me a favor and introduce these people to a game called League of Legends, within which is a "Champion" named "Fiddlesticks" who has a spell called "Drain" which heals him for 60% of the damage dealt.
All you should need is Doran's Ring as this provides a perfect blend of all the stats you need for a productive Middlesticks.
After that, remain in the lane and concentrate on survival until you've reached 1100G, at which point you will purchase the Sorcerer's Shoes. If it feels like a long stretch, it's worth it in the end. With Fiddlestick's poor range, its vital for him to be able to move faster than his opponent as quickly as possible. If you aren't confident in your Fiddle skills, then go ahead and buy the +1 boot first.
Fiddle is a squishy ***********er. When he's not Draining, he's a sitting duck. He also dumps through mana pretty quickly in mid. Therefore, I've found that Glacial Shroud is the perfect stepping stone to bigger and better things. Before he can get his legendary on, he needs to live long enough to do so. Survivability is the key.
Since we have that already, I have a great time stacking Archangel Staffs for the 3% of Max Mana being converted to Ability Power. If you have a few of these and Rabadon's Deathcap, you can start approaching 1000 AP.
Other times, I've found stacking Rylai's Crystal Scepter a perfectly applicable strategy as well. With an overpowered self-heal, having as much life as a tank with the AP to go with it can be an impermeable combination.
Drain is without question what makes Fiddlesticks a viable, never mind great, mid. Being able to heal yourself on a whim can hold your lane long enough to give the sides the time they need to break through. If you as good as me, you'll land a few kills and gain the opportunity to go Crowstorm the **** out of some unlucky laners.
It is imperative that you get Drain to stage five as quickly as possible. Fiddle's biggest weakness is his vulnerability when Drain is not channeling. If someone interrupts you or survives longer than your Drain channels, you're wide open. When Drain is at stage five, it has an extremely rapid cooldown, enabling you to reenter your practically un-killable state before someone cuts you in half like you're some sort of man made out of sticks or something.
Putting points into Dark Wind will depend on either your playstyle and/or mid opponent. When going up against a volatile ranged caster such as Lux or Ezreal, AND ESPECIALLY GOING AGAINST ANOTHER FIDDLE, having a long range silence can be very handy. But, if you're up against an attack based mid such as Kog'maw or Ashe, it's not as important to me.
Being able to fear and Drain is a deadly combination that shouldn't be underestimated. Getting those as high as possible will be the best way for you to rock the score sheet.
Being able to Crowstorm properly is going to make or break your team. Having the ability to catch people off guard or calculate the perfect moment to join a team fight yelling "SURPRISE" are akin to the skills you pick up playing poker. If you play it, start applying some of the things you've learned from it.
You must be able to read what your opponent wants to do. Read whether they are cool and logical or jittery and impatient. If you can sum up your mid opponent quickly, you're going to know whether they're going to follow the pack of minions to your turret unsuspectingly, or if they will sit back and wait while the minions take the risk for them.
As a last resort, I have also used it many times as a getaway spell, though most of the time Flash should suffice. I realize it may feel like a great waste of a ult, but having that one extra team member that survives to fight another battle may turn the tide of the match. I've seen it happen over and over.
This rune selection is up in the air. I don't insist upon this build, but it's how I roll, and when I roll I knock 'em down. (so stupid)