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Fiddlesticks Build Guide by Hanjaro

Support challenger

[10.2] Hanjaro's Fiddlesticks Supporting your way to Challen

By Hanjaro | Updated on January 23, 2020
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Runes:

Resolve
Aftershock
Demolish
Bone Plating
Unflinching

Inspiration
Perfect Timing
Biscuit Delivery
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Support Role
Ranked #19 in
Support Role
Win 51%
Get More Stats

Ability Order

Dread

Fiddlesticks Passive Ability

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies






Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!


Why Fiddlesticks?

Fiddlesticks is a decent support pick if you want high CC, high poke, and enjoy playing as a scarecrow.
He scales well into late game, with huge aoe teamfight damage, a long CC and the potential to turn teamfights around, by pouncing from the darkness unexpectedly.

If you enjoy playing, or want to learn more about Fiddlesticks, you can read and discuss more over at
/r/FiddlecticksMains.

Summoner Spells Back to Top



Flash and Ignite are the staple go to for nearly all support champions.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. Fiddlesticks focuses on poke damage, and all-in damage at level 6. Ignite can help you finish off a kill easily.

Flash as your primary escape summoner, and can be used as an engage in for your Crowstorm.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The slow also can help set up a Terrify, or the damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Runes Back to Top
Resolve + Inspiration





Fiddlesticks's biggest weakness is being a squishy champion, Aftershock negates that weakness, by increasing his armor and magic resist for 2.5 after using Terrify. As Fiddlesticks, your main goal is to do heavy aoe damage quickly, and CC enemies. Aftershock allows him to survive his all-in, as he wants to be going directly into the middle of teamfights. The added chunk of aoedamage after your resistances wear off is a nice added bonus to your already potent aoe damage.

Demolish is one of the best runes in this column due to the meta being so fast. You want to take as many tower plates as you can after kills, or when the enemy recall s, and Demolish helps with this.
Font of Life is a niche pick, but can be procced easily with Terrify and helps sustain your ADC a bit more in lane.

Bone Plating generally speaks for itself, in poke matchups such as Morgana, Brand and Xerath, the damage reduction on the extra abilities that target yourself is invaluable for surviving, as well as all the aoe damage in teamfights. One ability having reduced damage could be the difference between life or death. Fiddlesticks wants to stay alive, and being in the middle of the teamfight, this rune is the best to take.

Unflinching is the best rune for Fiddlesticks to take here, it enables you to escape easier after your engage, as it increases your tenacity and slow resistance after using a summoner spell. You generally engage with Crowstorm and Flash, and having the extra slow resist is invaluable for escaping.

Zhonya's Hourglass is a core item on Fiddlesticks, so having a stopwatch already in your inventory at 10 minutes, saves you 600g, and can be used once before building Zhonya's Hourglass, enabling you to make a Flash Crowstorm engage safely.

As the main reason for taking Biscuit Delivery is sustain, it's no different for Fiddlesticks. He pokes a lot in laning phase, and Biscuit Delivery helps you with any mana problems, permanently increasing your mana cap by 50 when you consume or sell a Total Biscuit of Everlasting Will.
Cosmic Insight is also a viable option, increasing your max CDR, CDR of items, summoner spells and max CDR.


Itemization Back to Top


-OR-



-OR

Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Fiddlesticks has the option to roam a lot, and catch people out, so having the bonus movement speed is invaluable.

Sorcerer's Shoes > DAMAGE
If you're going to be relied on to do a lot of damage in game, and/or the enemy team is taking a lot of AP resist, you might want to take Sorcerer's Shoes for the extra 18% magic penetration, helping burst down tanks.

Ionian Boots of Lucidity > CDR
If you're wanting to have a little bit more CDR, you can take these boots, helps with getting your abilities out quicker, and reducing the CD on your summoner spells by 10%. Good synergy if you take Cosmic Insight.


Rylai's Crystal Scepter > DAMAGE/UTILITY
The main reason for picking Fiddlesticks is damage and utility. Rylai's Crystal Scepter gives you both of these, with an extra 90 AP, and an extra 1s slow on your abilities, it makes your engage combo all the more deadly.


Twin Shadows > DAMAGE/UTILITY
If you get an early game lead and want to snowball your lane, or other lanes, Twin Shadows can be very effective. You can activate it, slowing the enemy for 40% up to 5 seconds, allowing you to pop your engage combo off easier.


Banshee's Veil > DAMAGE/SURVIVABILITY
Banshee's Veil offers protection from long range engage, such as Malphite or Blitzcrank, that Zhonya's Hourglass cannot - if you're cc chained, you can't proc it! You gain 60 magic resist, so a good pick up vs heavy AP teams.


Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, good against AP heavy teams. Fiddlesticks generally focuses on damage rather than utility items, so you have to make a trade off for this.


Liandry's Torment > DAMAGE
If the enemy team is building a lot of extra health, this is your best pick-up, as the burn does a significant amount of damage, equal to 1.5% of their maximum health. Synergizes with all of your abilities, adds a lot more burst and a DoT (damage over time). Good vs tanks like Dr. Mundo.


Morellonomicon > DAMAGE/UTILITY/SURVIVABILITY
If the enemy team has a lot of healing such as a Soraka or Yuumi, you may want to rush Morellonomicon for the grievous wounds passive it applies. You gain 70 AP to add onto your burst window, magic penetration which can help burst through tank threats with AP resist, and 300 HP for extra survivability.


Shurelya's Reverie > UTILITY/DAMAGE/SUSTAIN
If you need to engage on enemies quickly and efficiently with your team, you can take Shurelya's Reverie for a quick aoe burst of speed. You gain 40 AP, 200 HP and mana regen, so it's a useful, albeit niche, pickup - as you're wanting to take Twin Shadows more often.
Abilities Back to Top



Dread

Dread (Passive)
INNATE: Standing still or channeling abilities for 1.5 seconds grants Fiddlesticks 25 / 30 / 35 / 40% (based on level) bonus movement speed, that lasts for 1.5 seconds once he starts moving. Being immobilized will not trigger Dread, and will reset the timer.

After 5 seconds of not moving, Fiddlesticks will stand completely still and become a scarecrow.




Terrify


Terrify (Q)

RANGE: 575
COST: 65 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
ACTIVE: Fiddlesticks causes the target enemy to flee in terror, as well as slowing them by 90%, up to 2.25s at max rank.



Drain


Drain (W)

RANGE: 575
TETHER RADIUS: 650
COST: 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 4 / 3.75 / 3.5 / 3.25 / 3
ACTIVE: Fiddlesticks tethers himself to the target enemy and channels for up to 5 seconds. While channeling, Fiddlesticks deals magic damage each second, and heals himself for a percentage of the damage done.

If the target breaks the tether by moving out of range, Drain ends immediately. If the target dies before the channel completes, the cooldown is reduced by its remaining duration.
  • Drain deals damage every 0.25 seconds.
  • Drain's channel will be interrupted if Fiddlesticks performs any other action, uses item actives, or is disabled - This does not include summoner spells.
  • Drain will continue channeling through untargetable abilities ( Playful / Trickster, Sanguine Pool) so long as the target remains in tether range.


Dark Wind


Dark Wind (E)

RANGE: 750
EFFECT RADIUS 450
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 10
ACTIVE: Fiddlesticks sends a crow to the target enemy that bounces to nearby enemies up to 5 times, prioritizing targets not yet hit or targets affected by Drain, dealing magic damage with each bounce and silencing them for 1.25 seconds once.
  • Dark Wind will bounce to minions, so be careful of pushing the wave.


Crowstorm


Crowstorm (R)

RANGE: 800
EFFECT RADIUS: 600
COST: 100 mana
COOLDOWN: 140 / 110 / 80
ACTIVE: After channeling for 1.5 seconds, Fiddlesticks blinks to the target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to nearby enemies each second.
  • Crowstorm deals damage every 0.5 seconds.
  • If Fiddlesticks is grounded while channeling Crowstorm, he will be interrupted and the ability will then go on full cooldown.
  • Fiddlesticks can use summoner spells while channeling so long as he doesn't have to move to do so.
  • Start casting Crowstorm in fog of war, so the enemy can't react until it's too late.

Gameplay Back to Top

Early Game



At level 1, you have a choice between levelling your Dark Wind or Terrify -
Dark Wind mostly takes priority as it's your main source of poke damage.
You should wait until the last moment to decide, and using hotkeys to level your chosen ability quickly. If your team is invading, or being invaded, and you spot an enemy, taking Terrify can easily set up a first blood, or help you escape from an invade.
Take Terrify for poke and zoning in lane if you do not invade.

You want to try and harass the enemies away from taking CS, from a safe distance, your Dark Wind is your main poking tool. It pushes the wave, so be careful of accidentally taking CS from your ADC, or putting yourself in a dangerous spot. You can use the minions to your advantage, as Dark Wind takes priority on enemy champions, so you can use this ability from very long range.

At level 6, you can go for an easy all-in from fog of war with your Crowstorm, Flash if necessary to catch the enemies. If you're in danger, you can use your stopwatch to survive. You can roam all over the map, getting lanes ahead by doing this.



Mid - Late Game


Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.


During teamfights, you will be wanting to be casting Crowstorm into the middle of the teamfight, using Terrify on the main damage threat, giving your team an opportunity to burst them down, and popping Zhonya's Hourglass to keep yourself safe.
You can use Terrify after your ult has finished to CC any remaining enemies, helping your team take them down. You can use your Terrify and Dark Wind to peel for your main damage threats, and interrupting enemy channels and abilities.
You're all about CC, Utility and killing the enemies! Silence them, fear them, slow them, kill them!

Make sure to try and hit as many enemies with your Crowstorm, it's why we cast it from fog of war so the enemy has less time to react, absolutely brilliant casting it into baron nashor 's pit, killing the enemies and stealing the buff!

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.

Conclusion Back to Top
I hope you enjoyed, and learned enough from my Fiddlesticks guide, to play him as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as tanks, or enchanters ( Nautilus, Lulu etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log Back to Top
  • 06/14/2019 - Published Guide.
  • 11/23/2019 - Updated for 9.23.
League of Legends Build Guide Author Hanjaro
Hanjaro Fiddlesticks Guide
[10.2] Hanjaro's Fiddlesticks Supporting your way to Challen