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Spells:
Clarity
Exhaust
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Intro
Fiddle really shines when he gets his ultimate and when all the team fights begin.
Playing Fiddle
When playing fiddle I highly suggest you take a side lane with someone who can push the lane up and deal heavy damage early game. When playing fiddle make sure to harass with dark wind and last hit minions, heal with drain when needed.
The important part of the laning phase is to make sure you dominate the brush as fiddle, in doing so you could really predict the outcome of the game. If you dominate the brush till level 6 you could easily get a kill, you could gank mid, top or just kill the enemies in your lane. When dominating the brush most people will think your still down in the lane , which you may but you really could be in another lane ganking.
As you can pretty much tell, this guide is centered a lot around Dark Wind, because frankly I LOVE this skill. It's great for farming, it has a silence, and it is the reason for many of my kills. I prioritize it over drain and terrify. I remember one time when 2 champions with relatively low health were running away from me, and I flashed and managed to pop dark wind on one of them. Since they were running away together, it kept bouncing off both of them and I got a really easy double kill. R > E > Q > W
The key to fiddle's ult is timing. I can't count how many times I barely missed an opportunity because I was slightly late. You also have to be smart, you can't assume someone's in a bush, you'd better KNOW they're in the bush.
If your whole team is pushing a lane (you should have hextech by this time), then when you reach the turret and have minions on the way, even if all of the other team is on the turret, ult in on them. If you team is good, they will follow you in, because you'll be tanking the turret hits if the other team stays, and because of your spell vamp, you should be regaining health fairly quickly. If your team is a bunch of chickens and stay back, well, may god have mercy on your soul.
Terrify
The really important thing to being a successful fiddlesticks is knowing your team and knowing your enemy. A lot of fiddlesticks's moves can be interrupted if your not careful. Make sure to allow your team to use their stuns before you fear an enemy because their stun will render your fear mute. Also watch out for heroes on their team that have stuns or crowd control and make sure to fear them first, buying your team those precious extra seconds it needs to triumph in a team fight.
Drain
Consider drain your life line, but never enter into a team fight with low health hoping to heal yourself up on another champion. They always take notice when you suck the life out of them and are almost never happy about it. The only exception to this is during a 1 on 1 fight, and you have Terrify on cooldown. Be ready to run however because when team mates see a fight go down they tend to run straight at you, and fiddlesticks and take awhile to bring heroes down.
Dark Wind
Great early game trails off a little late game. Always make sure to use this spell as soon as possible and as often as possible. The second stun that this spell offers is great right in the middle of team fights. Alot of hero's depend on their abilities to survive and to kill.
Crowstorm
This is your main initiation and best team fighting spell in your arsenal. Always enter into a team fight with this move if you can and try to aim for the squishy hero's hiding in the back. This spell in combination with flash is an excellent way to close the distance to any position on the map. After getting to the position you want quickly cast Dark Wind, Terrify the main damage source and then Drain someone with a goodly amount of health to fully utilize the 5 seconds of Drain. A lot of times people make the mistake of being greedy and cast Drain on low health champions for the quick kill. These champions will melt away and die inside your Crowstorm so using drain on them are a waste of time and will often get you killed. Drain someone with lots of health to make sure you still have lots of health after the initial scare and initial focus your bound to attract.
If your whole team is pushing a lane (you should have hextech by this time), then when you reach the turret and have minions on the way, even if all of the other team is on the turret, ult in on them. If you team is good, they will follow you in, because you'll be tanking the turret hits if the other team stays, and because of your spell vamp, you should be regaining health fairly quickly. If your team is a bunch of chickens and stay back, well, may god have mercy on your soul.
Terrify
The really important thing to being a successful fiddlesticks is knowing your team and knowing your enemy. A lot of fiddlesticks's moves can be interrupted if your not careful. Make sure to allow your team to use their stuns before you fear an enemy because their stun will render your fear mute. Also watch out for heroes on their team that have stuns or crowd control and make sure to fear them first, buying your team those precious extra seconds it needs to triumph in a team fight.
Drain
Consider drain your life line, but never enter into a team fight with low health hoping to heal yourself up on another champion. They always take notice when you suck the life out of them and are almost never happy about it. The only exception to this is during a 1 on 1 fight, and you have Terrify on cooldown. Be ready to run however because when team mates see a fight go down they tend to run straight at you, and fiddlesticks and take awhile to bring heroes down.
Dark Wind
Great early game trails off a little late game. Always make sure to use this spell as soon as possible and as often as possible. The second stun that this spell offers is great right in the middle of team fights. Alot of hero's depend on their abilities to survive and to kill.
Crowstorm
This is your main initiation and best team fighting spell in your arsenal. Always enter into a team fight with this move if you can and try to aim for the squishy hero's hiding in the back. This spell in combination with flash is an excellent way to close the distance to any position on the map. After getting to the position you want quickly cast Dark Wind, Terrify the main damage source and then Drain someone with a goodly amount of health to fully utilize the 5 seconds of Drain. A lot of times people make the mistake of being greedy and cast Drain on low health champions for the quick kill. These champions will melt away and die inside your Crowstorm so using drain on them are a waste of time and will often get you killed. Drain someone with lots of health to make sure you still have lots of health after the initial scare and initial focus your bound to attract.
I don't really want to go into masteries that much, but what this build does is give one of the better mastery setups for any caster, which is 15% reduced ability recharge time and 15% magic penetration. The masteries are also setup so that the two summoner spells (which we will talk more about later) will have less cooldown/cast time.
Pros:
- Excellent soloist (if they have no CC)
- Great early game tank (because of lifesteal; watch out for ignite!)
- Can stay in a lane fairly long because of lifesteal
- Great team player, especially in team fights (spell vamp + ult = \o/)
Cons:
- Squishy if he gets ganked with CC
- Not good at killing minions/pushing a lane
- Can get UP if enemy starts stacking MR early game
- Not good against champions with farther range than his abilities (or Mordekaiser *shakes fist*)
- Excellent soloist (if they have no CC)
- Great early game tank (because of lifesteal; watch out for ignite!)
- Can stay in a lane fairly long because of lifesteal
- Great team player, especially in team fights (spell vamp + ult = \o/)
Cons:
- Squishy if he gets ganked with CC
- Not good at killing minions/pushing a lane
- Can get UP if enemy starts stacking MR early game
- Not good against champions with farther range than his abilities (or Mordekaiser *shakes fist*)
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