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Spells:
Ghost
Teleport
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Intro














Applied to a single target. The

The backbone of Fiddlesticks' survivability.


Base Damage: 900 (Before Magic Res)
AP Damage: 272.025 (Before Runes, Masteries, etc)
Total Damage: 2260.125 (Before Magic Res)
A good CC, depending on how many units are in your way.

Base Damage: 145 (x1) (Before Magic Res)
AP Damage: 272.025 (x1) (Before Runes, Masteries, etc)
Total Damage: 417.025 (x1) (Before Magic Res)
Summons wild crows for a short time, dealing intense magic damage to surrounding enemies. Because of the initial teleport, its a good initiator for solo or team ganks, as long as it it timed right.
Base Damage: 325 to 1625 (Before Magic Res)
AP Damage: 272.025 (Before Runes, Masteries, etc)
Total Damage: 597.025 to 2985.125 (Before Magic Res)
Jungle: Fiddlesticks can patrol the bushes of the area to watch for counter-ganking, low-HP stragglers, and to keep tabs on Blue Buffs, the Dragon, and Baron.
Support: Dark Wind is a good CC in a team fight, provided there are no nearby minions to take some of the hits. He can also use Terrify on targets that are escaping or preparing to turn the tide of battle (


Assassin: Fiddlesticks can pop in on a lone target at anytime, use a Terrify/Drain combo, then escape into the night. Depending on HP and AP, you can tank Turret shots with this combo mid and late game to finish off Champions.
Tank: Fiddlesticks can only tank damage by repeated use of Drain, and if there is strategic CC nearby, this puts a stop to long life for some time.
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