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Fiddlesticks Build Guide by SlashStarEX

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League of Legends Build Guide Author SlashStarEX

WIN EVERY LANE S4 [Updated Dec. 31] Support & Carry!

SlashStarEX Last updated on December 31, 2013
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Support Styled (Peel)

[VS]

Carry Styled (Damage)

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Revamped Guide (In Construction)

Introduction


Hi I am SlashStarEX, a Platinum III Jungle / Support main.
This is how I build Fiddlesticks The terror of bot lane


// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.



Pros / Cons


Pros


+ 2nd highest single target cc Enchanted Crystal Arrow does 3.5 stun
+ Dark Wind has highest level one damage
+ Can be played aggressively / defensively
+ Drain helps tank objectives
+ Can be built into AP carry if game drags on
+ The absolute most fun ultimate

//
Cons


- Super Squishy
- Very reliant on position
- Late game tenacity hurts
- Supports that protect adc counter him heavily Such as Janna Soraka
- Small mana pool
- No actual support for carries except Terrify peel and Dark Wind silence

//



Masteries


Masteries
2/5
2/1
1/1
3/5
1/1
3/5
1/1
3/1
1/5
3/1
1/5
1/5
1/1
2/1
1/
3/
1/

SPACEBlocking 2 basic damage makes you slightly tankier
SPACEGetting % bonus armor and MR is great on squishies especially
SPACEBlocking 2 DAMAGE (Includes spells and DOT!) from champion damage makes you even tankier
SPACE36 HP at level one is great for all champs in general
SPACE%HP is always useful on any champs
SPACE1.5% MS can make or break a gank with Fiddlesticks
SPACEBeing able to cast your trinket slightly larger radius with Sweeping Lens only makes you stronger
SPACELess CD on Exhaust and Flash means more secure kills
SPACEMore heal duration on pots = longer lane sustain
SPACEMore gold = more assists = more gold
SPACEBiscuits are delicious
SPACE+1 gold per cs you dont last hit so more gold in general
SPACELet you start with a trinket and two wards
SPACELevels are essential to getting higher ranks of cc
SPACE+3 Gold everytime I hit an enemy? Good!
SPACE+5% CDR along with + 10% more actives = more Crowstorm + Zhonya's Hourglass
SPACEmore mobility = more successful Crowstorm ganks



Runes



Runes

Greater Mark of Armor
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Health
3




Summoner Spells



Exhaust: A single target attack speed and movement speed slow, effectively shuts down any champion when hit with this spell. Almost guarantees a kill when ganking

Flash: A targeted blink that when used can catch players of guard, such as Crowstorm + Flash to cover huge distances

Ignite: Apply grievous wounds along with true damage over time. I would not use this over Exhaust except when against Dr. Mundo or champs that are extremely hard to kill.



Ability Explanation



  • Dread: Free MR reducing aura, reduces a total of 50 MR = 1000g value
  • Terrify (Q): One of Fiddlesticks signature abilities. Hailed as the four hour long cc, it is one of the strongest CC skills in the game, second to Enchanted Crystal Arrow and tying with Puncturing Taunt.
  • Drain (W): A slow damage over time that is reliant on being tethered to an enemy. This allows Fiddlesticks to become a pseudo-tank, draining enough hp to recover while taking heavy damage. This can be canceled by any cc, so be wary when using it on an enemy, it also breaks upon movement.
  • Dark wind (E): A bouncing nuke that does a total of 325 magic damage at level one, and a possible total of 195 onto a target if it manges to strike them three times. This skill will net you much gold when used with Spellthief's Edge upgrades.
  • Crowstorm (R): An AOE spell that blinks you over walls and can cause havoc. This can be combined with Flash to propel you even further for even more surprising ganks. This will often be used to begin an initiation so be wary of it's CD.



Ability Sequence Order


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > =
AOE Damage > High CC > Single target damage for dueling = bouncing damage that silences



Items


Item Sequence

Boots of Mobility
900

Locket of the Iron Solari
2200

Talisman of Ascension
2400

Twin Shadows
2400

Ruby Sightstone
1600

Vision Ward
75

Removing wards leaves you to have much more presence in lane as well as allows your jungler to have more reliable ganks.

Wards, enough said right?

Taking less CC means you will have a greater chance of reaching your target.

It's broken enough said.

More ap = more damage = more drain heal = more tank = dead teams = win

More penetration = faster killings

+8 gold per spell damage / aa = a total of 16 gold if you throw Dark Wind and hit at least two champs



Teamfights


Your standard combo for trying to initiate is: Crowstorm + Flash + Terrify + Dark Wind + Exhaust + Zhonya's Hourglass. If they aren't dead yet your team sucks and report all of them.



Summary


TL;DR ban or pick Fiddlesticks

// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.

Change-log:
Dec. 31 2013 : Changed runes on both support and carry builds after testing


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Outdated guide below

I will slowly be updating / combining the guide above with information from my previous guide.

This will take some time, but for now this should do.


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Introduction

Hey there!

I'm SlashStarEX and welcome to my terrible terrible guide to being the annoyance of bot lane!

I LOVE Fiddlesticks, he was my first champ I EVER played, first champ I BOUGHT, and first champ I bought a SKIN for.


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Pros / Cons

Pros / Cons

spaaaaaaace
Pros


+ 2nd highest single target cc Enchanted Crystal Arrow does 3.5 stun
+ Dark Wind has highest level one damage
+ Can be played aggresively / defensively
+ Drain helps tank objectives
+ Can be build into AP carry if game drags on
+ The absolute most fun ultimate
space
space
Cons


- Super Squishy
- Very reliant on position
- Late game tenacity hurts
- Supports that protect adc counter him heavily Such as Janna Soraka
- Small mana pool
- No actual support for carries except Terrify peel and Dark Wind silence


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Runes

Runes

Greater Mark of Armor
9

Greater Seal of Gold
9

Greater Glyph of Scaling Health
9

Greater Quintessence of Gold
3

A typical rune page for supports
Flat Armor marks because you are using seals for gold and to defend from physical based harass from the enemy adc
Gold seals to help supplement the poor wages of support
Scaling magic resist because you should not need to fear any magical based damage until very much later
Gold quints to help pay for wards and other various items


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Masteries

Masteries
4/1
3/1
1/5
1/1
1/5
3/1
1/1
1/1
3/5
4/1
1/5
2/1
1/
3/
1/
A strong page that primarily focuses on utility and having enough defense to survive in lane.

Why no Pickpocket you may ask?
Pickpocket does not generate enough gold to compare to the gold value of Intelligence


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Item Builds

1st build emphasizes the role of "SUPPORT" by building into those aura items that many supports carry.
Since this build is almost BARE of AP items,because of this you should coordinate with your adc to secure kills by chaining your cc (if your carry has any)





2nd build emphasizes the role of "AP CARRY" while still having "SUPPORT" items
The two problems with this build is that it is so EXPENSIVE that it is hard to even finish it and spending gold on items pulls away from actual wards.


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Reasoning behind items

Aggressive items



Boots of Mobility to roam
Ionian Boots of Lucidity for cheap CDR
Sorcerer's Shoes if you really want to
Ohmwrecker for diving under towers
Twin Shadows to help slow down enemys / free sight
Will of the Ancients if you have another AP champ like Morde that wants the spellvamp
Banner of Command for Aura / Split pushing / AP / Minor Armor /
Zhonya's Hourglass for Armor / AP / Unique Stasis active
Shurelya's Reverie to Engage / Disengage
Abyssal Scepterif you need Magic Resist / Ability Power / MR Debuff Aura
Zeke's Herald for ADC based Aura / CDR



Defensive Items



Ninja Tabi if you are getting too much AD harass
Mercury's Treads for tenacity / MR
Locket of the Iron Solari for all around stats, active, and aura
Frozen Heart for Armor, CDR, Aura
Zhonya's Hourglass for Armor / AP / Unique Stasis active
Mikael's Crucible if you want sustain and to help your ADC from hard cc
Spirit Visage for MR, CDR and minor passive
Shard Of True Ice for active and GP5, also decent aura
Randuin's Omen for flat HP and Armor, Active is very strong when ulting into a fight


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Skill Sequence

1st build emphasizes q and e for that great harass
You have very good poke early and transition into a great cc bot in the mid game

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

2nd build emphasizes q and w for that HEAVY damage you can dish out when building AP
But the gold you receive as a support does not give you much luxury to buy too many items
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Summoner Spells

Summoner Spells

Viable Support-Based Summoners

Exhaust: Cripple your target and secure a kill. Very strong when playing Fiddlesticks as a disabler

Flash: Instant reposition, helps close distance in a Flash (Ha!) for a Terrify

Clairvoyance: Not the strongest summoner's out there, but this can be very strong. If you can accurately follow the jungler with this spell, you should never get ganked.

Ignite: The greediest kill securing summoner spell out there. If your carry does not take this and you feel the kill potential is high in lane, by all means take this spell. REMEMBER! A support getting a kill is better than having no kill, but having an adc with a kill is better than a support with a kill.

Ghost: This spell CAN cover a longer distance, but the surprise potential that Flash gives is non-existent with this spell. Not recommended, but it can be used if you don't meet the requirements for Flash


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Summary

Fiddlesticks is an Aggresive Early - Mid game support who's damage potential comes from a bouncing silence that can (if used correctly) deal 195 damage and silence for 3 seconds at level one

Scaling in to the mid game, his poke damage falls down while his single target cc, Terrify scales to a maximum of 3 seconds fear

His damage spike and presence in lane hits it's max as you hit

Conversely, you can play Fiddlesticks as a safe peel / cc bot for your adc carry

By maximizing fear early, you disable the enemy champions for much longer than skilling 3 points into dark wind, however you lose the poke damage for the entirety of the game.


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Bot Lane Synergy

Champions that can dish out hard burst damage have a great synergy in and out of lane when using the PEEL skill order

These include Draven, Twitch, Graves, Corki

Champions that have a strong lane harass game can shut down a lane but does not necessarily transition well into the mid game as those with high burst when using the POKE skill order

These include Caitlyn, Sivir, Ashe, Urgot


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Overall Synergy

Typically champs that have AOE based skills function well with Fiddlesticks

These include Jarvan IV, Vladmir, Kennen, Anivia, Amumu

Hard Burst / Assassin based champs can really abuse Fiddlesticks's Terrify by picking them out and killing them leading to a 4v5

These include Veigar, Zed, Kha'Zix, Annie

Among others, any champion that can chain cc naturally helps Fiddlesticks by extending the lock down on a target and thus increasing the odds of securing a kill.


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VERY SPECIAL THANKS TO

JhoiJhoi

Crs EdWard for using Fiddlesticks as a support a long *** time ago when he was in M5

LeSmith for mentioning how someone on M5 (Now Gambit Gaming) had played Fiddlesticks as a support which got me thinking about it

and

TinhGuin for helping me play through some games with him as carry so I could test it out.


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Update Notes

08/05/13: Bulwark removed, locket builds from aegis, build adjusted to fix this.

08/26/13: Provided alternative skill order, fixed a few issues with items.

08/29/13: Clarified skill order