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Spells:
Exhaust
Flash
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Introduction
Enough with the dumb chatter, I'm going to be teaching you how to play what is perhaps one of the greatest champions in the League if played right.
Note: this guide will not make you win every ranked game. However, it will improve your chances of winning (likely, anyways)
If played right, this build and guide in general should help improve your Fiddlesticks gameplay so everyone will soon fear Fiddles in the Middles.
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.
Another idea would be to go for the early game advantage and build full AP runes. However, this runs into the downside of a lack of Magic Penetration late game. If the opposing team is fairly tanky, this could be problematic. Also it isn't nearly as uber as a Karthus with 50 AP during pre-spawn gank on Twisted ^_^
Late game, you can jump into their entire team and not die. It's a great way to initiate for your team if for some reason you haven't won (or lost).
Your lane sustainability is ridiculously nice. When you're low on health, you can simply drain your way back to a reasonable amount of health. I'll discuss this later.
It doesn't take a ton of skill to play Fiddlesticks well.
The fear (Q) is slightly OP
Your E is decently useful for ravaging groups of minions
You can solo dragon at level 7 (earlier in some cases. Level 7 is essentially a guarantee)
Cons:
CC absolutely destroys you. It interrupts your drain and ult channeling. Also knockbacks/stuns can screw up your chasing while your ultimate is on
Really really squishy. A late game Tryndamere, for example, would take a few crits to end you.
If focused without a Zhonya's, Fiddlesticks dies really fast
Mediocre AP ratios
You get raped up the butt, no vasoline, when ignited
A really lame dance
Also, good Fiddle players know when to adjust their builds. For example, if they are RIDICULOUSLY tanky and you are forced to get a Void Staff, depending on how much Magic Resist they are stacking, you may or may not need the Sorcerer's boots immediately for immediate effect. Also be smart about things. Like, if you're against this guy building full tank:
Note the fact he won't do you any damage if you have just a little bit of magic resist, so don't build magic penetration specifically to counter him. Just ignore him and kill him last if you have to.
The above item build order is supposed to provide a general guideline to what you need to do. Try to adhere to this at least (or if you find another superior build order, you should tell me too :D ). Don't do something stupid like rush Rabadon's first. You don't have any survivability while saving for the Overly Large Rod (1600g) or the Recipe (1140g)
The stated build order gives a good priority to what you need at what stage of the game, and gives a pretty good estimate to where you'll be at what point.
That being said, there are cases where you may need to consider other methods to domination.
If you're an experienced League player, you can read these for the lulz or you can just skip over this section:
If they have no magic resist (everyone less than 80):
5x+ 1xThis is the maximum amount of AP you can build in the game (excluding Veigar, with unlimited potential)
Go out and face roll everybody because they weren't smart enough to get MR. Not even a full build Tryndamere or Akali can kill you now (well maybe Akali. But I have yet to see it).
If they're all fairly tanky, just do the regular build but switch Abyssal Scepter for a Void Staff (I'll talk about this more)
If they're all pretty DPS and physical carries, try getting a Hextech Revolver. You'll have 95% spell vamp, which is pretty insane. If you still want this item by the end of the game, swap it with Deathfire Grasp (imo, TOTALLY NOT WORTH IT. But it can work if they're all hella DPS/AD carry)
Now for situational items:
This is useful if you're finding yourself getting absolutely pwned. It's not one of the best items, but it's moderately useful if you need a quick boost to get your team back on the right track
I remember that before some patch, people used to stack these for the mega spell vamp. It could work epically. Now the spell vamp is passive. However, it's still a good item if you need more life drain. If they have a lot of DPS characters, consider getting this item. If you have lots of casters on your team, consider getting this and building it into a Will of the Ancients
If you're in low ELO, and they all suck, this gives quick victories. A fully stacked Mejai's wreaks so much havoc that they might as well surrender when they get it. Unless they all pile onto you, you'll likely never die ^_^
However, in high ELO that's very unlikely to happen. Your opponents are likely to actually have some skill, so you'll never get a ridiculous number of Mejai's stacks.
I'm kidding. Don't build AD/crit chance Fiddle.
If their CC is absolutely ridiculous, get this along with the next item
If their CC is absolutely ridiculous, get this along with the previous item
If you and your team are raping face early game, substitute out Abyssal Scepter for this nice shiny item. If you need the magic penetration later, swap out the Deathfire Grasp unless your team has no way of dealing with tanks
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