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Fiddlesticks Build Guide by Ruthless1337

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League of Legends Build Guide Author Ruthless1337

Fiddlesticks, jungle build & Route

Ruthless1337 Last updated on December 19, 2011
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Support Role
Ranked #8 in
Support Role
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 18

Honor Guard

Defense: 0

Strength of Spirit

Utility: 12

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Hello, and welcome to a simple guide for jungling as Fiddlesticks

What this guide will give you:
A jungle route to start you off, getting in ganks and killing dragon at level five/six.
An item build, a mastery page, summoner spells,the sequence in which to level your abilities, a rune page and some small, yet important tips.

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Fiddlesticks' Abilities

Dread - Fiddlesticks' passive, decreases enemies within a range of 1000 of fiddlesticks' magic resistance by 10, this is obviously more useful early game, but still makes a slight difference late game.

Terrify - Fiddlesticks' 'Q' skill fears the target for 1/1.5/2/2.5/3 seconds, it costs 65/75/85/95/105 mana, a 15/14/13/12/11 second cooldown and a range of 575.

Drain - Fiddlesticks' 'W' skill deals 60/90/120/150/180 +45% of ability power magic damage every second for 5 seconds and restores 60/65/70/75/80% of the damage dealt as health to fiddlesticks, it costs 80/90/100/110/120 mana, has a cooldown of 10/9/8/7/6 seconds, has a cast range of 475 but a leash range of 750.

Dark wind - Fiddlesticks' 'E' skill deals 65/85/105/125/145 + 45% of ability power magic damage and silences the target for 1.2 seconds per bounce - bounces up to 5 times, costs 50/70/90/110/130 mana and has a cooldown of 15/14/13/12/11 seconds with a cast range of 750 and a bounce range of 450.

Crowstorm - Fiddlesticks' 'R'/ultimate skill teleports fiddlesticks to a target location and then deals 125/225/325 + 45% of ability power magic damage per second to enemies surrounding fiddlesticks for 5 seconds, costs 150/200/250 mana and has a cooldown of 150/140/130 seconds, the range of the teleport is 800 and the radius of the AoE around fiddlesticks is 600.

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Jungle Route

The jungle route is now less strict since the volibear patch...

basically you just have to start a blue and get it whenever you can, then just move from camp to camp until you can gank, do dragon etc.

Make sure to wait untill level 5 to solo dragon :D

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Greater Mark of Magic Penetration - Lots of magic penetration is great for all mages, at early game and late game! pretty essential really.

Greater Seal of Armor - The extra bit of armour gives you nice defence from creeps/melee champions, a very good glyph to use.

Greater Glyph of Scaling Magic Resist - The extra magic resistance late game helps you survive vs other mages in a large fight, as fiddle does not have much magic resist other than his Banshee's Veil.

Greater Quintessence of Ability Power - The extra ability power just plainly makes your abilities stronger, which is very useful for the first gank (which will hopefully be first blood).

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I take an 18/0/12 build, pretty self explanatory - grabbing the spell vamp plus the extra jungle buff duration in utility, and then trying to fit in as much damage on our abilities as possible in the offense tree.

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First I try to rush Hextech Revolver in order to solo dragon at level 5 really effectively so I take an Amplifying Tome + a Health Potion (to help on blue buff, this is optional if you have a good leash and you know you can do it, but I like to stay safe). Next of course we get the Hextech Revolver and then move on to getting my 'Tier 2' boots (scroll down to the boots section for more info) for the extra movement speed (and the extra bonus if you did not get Boots of Swiftness), we then move on to finishing our Will of the Ancients for the extra team support and ability power. Now we get our Rabadon's Deathcap - a much needed item for basically any mage due to its vast ability power and then go on to get our Zhonya's Hourglass due to it's ability power, defence from AD champions and the stasis of immunity which is really useful. Next we finish off our build with some magic defence from Banshee's Veil and some more damage on our abilities from a Void Staff.

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What boots should you buy?

These are the viable options for which boots you should get:

Okay, so which ones should you get? well, it all comes down to decision.

You can get these boots if you feel like you really need the extra movement speed, because Fiddlesticks is quite slow compared to many other champions + because Drain immobilises you during the channel, it is a good idea to be fast as you'll have to chase your opponent down a bit.

You can get these if you want to be a bit more bursty ( Ionian Boots of Lucidity would make you be able to cast spell after spell whereas these make your spells hit harder), - the 20 magic penetration makes more of a difference than you think.

You can get these boots if you want to have a bit more sustained damage ( Sorcerer's Shoes would make you spells hit harder whereas these cause you to be able to cast spell after spell), The 15% cooldown reduction can be extremely useful.

You can get these boots if the opposing team has lots of hard CC, Fiddlesicks is quite squishy when he is not able to cast drain and therefore the tenacity and magic resist will make it alot less painful.

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Summoner spells

The summoner spells of which I find viable are:

Smite is needed - without it you will struggle taking down golem at the start unless you have a really good leash, also it just lets you jungle faster, meaning you have more time to gank & steal the enemies jungle + You get experience and gold faster which just means that if you don't get it, you might be slightly under-leveled/geared at a vital part of the game.

Flash is awesome too, if the teleportation portion of Crowstorm places you in the wrong place (the enemy team moves away) then you can flash right into the middle of them all and create havoc... it is especially useful to newer players of Fiddlesticks as they may miss with Crowstorm a bit more, also you can obviously use it to escape if you find yourself in a sticky situation.

Ignite is a pretty useful spell too if you hardly ever miss Crowstorm, throw it on at the same time as Drain - straight after Terrify - and you'll deal a tonne of damage over the next 5 seconds.

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Remember, unless you have a support who is happy to be a warder, you, the jungler, are most likely to be the one to ward - you're in the jungle anyways so its conveniant.
However, i'm not an expert when it comes to warding, so heres a guide that was made by panglot:

Warding helper - More than your eyes can see - by Panglot

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General tips

Use Dark Wind then Drain to clear out creep camps.
Try to get a leash on blue buff at the start.
Always Keep track of When Dragon/Baron respawn.
Use Crowstorm on the enemy team whilst you are out of their sight, it makes for a great surprise.
if your Crowstorm is greatly out of place after you have used it, you can use Flash to quickly get into the middle of their team.
After using Crowstorm to get into a teamfight, you should wait until you start taking great damage (probably a matter of seconds) and then use Zhonya's Hourglass
Terrify and Drain have great synergy together, use Terrify first and then use Drain - this gives you a great chance of draining for the full duration of 5 seconds.

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I hope you liked my guide for Fiddlesticks, Do not rate before testing this build/guide out, thank you for reading and have fun!

P.S I'll get some footage of me using this build sometime and embed it somewhere within this guide.