Build Guide by PaleNinja69x
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Couldn't think of a name...Things I changed from my previous build.
1.no headache lines.
2.drain + Terrify are maxed before 1 level of dark wind
Let me talk about the spells. I choose Flash because any good Fiddle knows that Flash is good to extend the jumping range of your Crowstorm. It's also useful for catching up to, or fleeing from your enemies.
I choose Exhaust because when you Drain and Terrify you don't have the right amount of time to drain at low levels. So Fear + Drain + Exhaust right after fear could possibly give you a kill. It's also good for aiding your team and making it so people can't hit you or your friendly.
I go 9/0/21 for Fiddle. AP per lvl + CD reduc + spell Penetration help Fiddle a bucket load. For the Utility Tree, I get mana regain quite a lot due to the fact your a caster, and casters true power comes from spells. I add EXP gain to Fiddle just so I'm not under leveled and I have a chance to over level my opponents, grabbing me the upper hand. I also grab Speed boost just because Fiddles pretty slow. And a point in Flash for CD reduction. And the rest are Summoner spell CD's and Skill CD's.
First I'll share my opinion on Fiddles skills.
Terrify - Great skill, helps a lot for you and your team
Drain - This skill keeps you alive and makes enemies hate you, grab it.
Dark Wind - I don't find this very useful. Most people grab it early, I don't. It's just 2 bounces at level 1 and using that on your enemies wont do you any good cause it's mostly going to bounce to them ONCE.
Crowstorm - One of the best ultimate's in game. It does massive Damage and your bound to at least always get 1 kill with this. Or more ;)
Now I'll explain why I chose these in the Order they are in.
I chose Drain first for survival chances and if your opponent gets within range, it'll hurt them. Terrify for Drain, it'll improve your chances of killing and it'll save you early game/late game. I don't grab Dark Wind until level 13 because it wont do much damage without AP. But once you get it to 5 it'll help your team late game and might even score you a kill.
AP per lvl, why not? It'll improve your killing chances later in the game and with your drain, survival chances.
Magic Pen, Basically useful for all but Fear.
Amplifying Tome - buy this early game for some extra AP, as it'll help your survival chances.
Mana Potion - in case your really low on mana early game
Haunting Guise - Who doesn't want some HP and magic pen? Get it
Sorcerer's Shoes - Fast movement and Magic Pen, I'd buy it.
Amplifying Tome - For Mejais
Mejai's Soulstealer - If you play your game right, you'll get a lot of AP
Blasting Wand - to get Abyssal Scepter
Abyssal Scepter - AP + Magic resist + Lower enemy Magic resist. Winner item.
Needlessly Large Rod - For Zring
Blasting Wand - For Zring
Zhonya's Ring - Lots of AP + you are un targetable and MIGHT have a chance to escape at low hp
Blasting Wand - For Archs staff
Archangel's Staff - Will give you quite a bit of ap. Get it for the final Item.
Play pretty safe, Fiddle has limits and low defense. Not too easy to get a first blood unless your lane partner is pretty good. Last hit as much as you can. It's hard to do with Fiddle. You DO NOT need to go B at anytime with Fiddle, unless your low hp and low mana. Otherwise your Drain will keep you in lane for a LONG time.
By now your jumping people with Crowstorm and quite unkillable unless your being double teamed. If your in a solo, your drain WILL win and the enemy WILL know whose boss. Last hitting creeps is a bit easier now but be a little more Agro and try to get fast money.
People will fear your Crowstorm. So use it when your team is going in. If your the last alive and the enemies are destroying a turret, depending on how much AP/stacks you have you can win and survive. Pop a crowstorm from the brush, throw dark wind and drain the nearest enemy.