Fiddlesticks Build Guide by Scieth
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.
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.
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
Hi this is my first build. I'm not going to go that in depth on how to play fiddles since there are already a lot of good guides out there that explain how too.(Here
I just want to show you how OP Spell Vamp Fiddle can be. You will also see how fun it is to stick to an enemy champ and watch as your hp goes up and their's goes down.
Try before you rate and leave comments
Since I know this is what everyone cares about the most I'm just going to post this at the beginning. If anyone else wants their results posted here just leave a link in comments and I'll add it to this section.
Right now if you go over to the forums I guarantee you can find a thread on Vlad. A few months ago the only thread you could really find on him was about how he needed some better skins. Now look at him. Every other thread is about him. Why? Simple Spell Vamp. The fact that it goes with his moves to heal him for an insane amount has caught on. Now what does this have to do with Fiddle. Drain . This move is great with spell vamp. At rank 5 it heals you for 80% but with spell vamp it can go up to 100%. On a move that can do 800 damage. So lets see they lose 800 hp you gain 800 hp thats a 1600 hp difference in one move. It is a lot of fun when your at half health and an enemy comes to you thinking your an easy kill when the fight starts you just use drain. Then he starts to realise that you health hasn't changed or has gone up and his is just going down.
p.s. on a less important side note SV works with your ult ;P
Terrify - 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 65/75/85/95/105 Mana Range 575
Drain - Fiddlesticks saps the life force of an enemy, dealing damage while healing himself.
Drains 60/90/120/150/180 (+0.5) health as magic damage each second from target unit and gives ////% of it to Fiddlesticks.
Lasts up to 5 seconds.
Cost 80/90/100/110/120 Mana Range 450
Dark Wind - 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 65/85/105/125/145 (+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
Crowstorm - 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 (+0.4) magic damage each second to all enemy units in the area. This has a 2 second channel duration and teleports Fiddlesticks to target location.
Cost 150/200/250 Mana Range 800
Dread - Nearby enemies have their Magic Resist reduced by 10.
Lane with Fiddle
Now first I want everyone to know I lane with fiddle. I don't jungle with him even though he is really good at it. I find that his silence, fear, and drain are just to good in lane. If your up against a melee fear and drain him everytime he tries to bring up his CS. If the mage hiding in the back is the problem SILENCE them. Then see how annoying they are after that. I don't carfe who you are laning against you shouldn't have a problem with them.
Let's talk about which lane you should be in. I personally prefer Top or Bot. Most guides will tell you that you should just take mid snd carry hard but I find that Mid doesn't take full advantage if Fid. When you are Top or Bot you have some nice bushes to hide in and jump out of to land your ult. When your Mid you can't real do that and the chanel time on Crowstorm is just to long to just pull off in the middle of the lane. Let another carry have Mid you'll have your time to shine later on.
Fun enemies to lane against
This part of the guide is going to tell you who you should try to lane against. If you see these enemies on the other team try to get in the same lane as them because you will make their laning phase complete torcher. Then they will have a weaker mid and late game all thsnks to you. The enemies I am about to list here lack a CC or stun to stop your drain.
- Now to most champs jax is a pain but he's not that bad for Fiddles. When he jumps on you it will hurt at first but as soon as he lands use then . By the time he runs out of range you should have been able to get your health back and he should have gotten the message that he should leave you alone. Also everytime he goes to bring up his CS do the same thing and keep his pockets gold free.
- Now she has high burst damage and can limit your but she has no CC and you can stop here. With you in the lane she shouldn't be able to get Fed.
- Now onto the monk. A melee with no real CC or stun. The only thing he can really do is ult you or safegaurd out. If you just harass him evertime he goes for a creep kill you'll make him wish he was in the jungle.
- Ok he gets close you him. Simple. No real Stun and pre- ult he can't do much.
- Yes I know he's tanky and es #1 but no stun or CC. If you can him before he gets his shield up you can make him cry.
- I love laning against him. Short range on his attacks and everytime he tries to . Harass him. You can make him so under fed it's not even funny.
-If he jumps into a minion wave make sure he doesn't have a chance to jump out.
-Harass with and if she gets to close you know what to do.
-Pre ult fun. QWQWQW thats all.
-Shouldn't be in lane but....
-same as above.