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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
4.3 Introduction (please read)



With a higher skill cap now, you could play Middlesticks at low ELO, and this is a buff to support Fiddle, in that the target can be assured to move away from the carry.
But, as for jungle Fiddle, it's over.




Pros
-
[-]Does the most damage at lvl 1 in the game (well, except for one unused ability on a rarely played champ)
[-]Mechanics and button sequencing are easy to learn and to do in practice
[-]Has a hard escape (which can turn into a free kill) if the situation is 1v1
[-]Loses very little life as jungler and therefore ganks against you are not the easiest in the game.
[-]His kit is designed nicely to take on bigger jungle creeps (Blue golem, double golems, and Wraith), while leaving 3 abilities at the ready to use as anti-ganking mechanics. In fact, taking on double golems is easy as pie.
[-]Well-timed ult into the right place almost always results in 1-3 kills for you
[-]Any poorly-played enemy duo lane quickly takes massive damage from a 5-bounce dark wind
Cons
-
[-]Doesn't have synergy with bad players, i.e. Fiddlesticks is the Ultimate team champ, but any deviation from expected results by others makes you have to change strategy often, and massively. Fiddle is a straight a>b>c champ; so, like most champs, you'll have to play fiddle over and over to know how to overcoe the stupidity of your bot lane.
[-]No hard escape when outnumbered; a Fiddlesticks player cannot make mistake in placement, or you are dead.
[-]If during/right before a 1v1, you are lower level than your opponent, your abilities are designed such that they require you to make risk vs reward decisions very quickly; these cannot be made without a lot of playtime, and an understanding of how likely you are to be allind, and to lose such a confrontation.
[-]While not the most mana-hungry of junglers, Blue Buff does helps a ton. Not having enough mana to Dark Wind, Drain, Drain, often slows you down to the point where you are having to wait til you regen enough to double Drain, which can be at least 5 seconds...
How to begin the game/get to lvl 4 and pressure
Ok, so now that we have chosen to play














If TR is top-side, run to the top of the top-lane and harass the









So, to stress, prioritize using DW on champs; if you are wave clearing, use it on the caster minions (they should die from one pass of the bouncies but if one is still alive, kill it first), then AA the front line guys
Once you have both buffs, and have denied enemy jungler a lot of XP, take middle turret -- a jungler's job is to make a laner's job easier. Middle lane will prety much be the most advantageous lane to push. The best champs in the game right now are Mid-lane capable (Ziggs, Gragas, Yasuo, Ahri, Kassadin, LeBlanc, Orianna, Swain, Kayle, Brand). Therefore, take the middle turret as fast as possible while denying enemy jungler his creeps, all the while keeping or allowing Teammates to have your buffs. Never let the enemy jungler catch back up.
I personally do not play
against
,
,
,
,
,
,
,
, and
. There is too much that can go wrong vs these champs, and your kit doesn't do much vs them, because they essentially stop all your abilities, or at least render then moot.
and
are easy enough to deal with in teamfights, but 1v1 you can't dent them enough, and
will blow you up when you stop pressing buttons, which
cannot do all game...
has
Counter Strike, a hyper-annoying ability that stuns you, and deals a bit of AD and then some more if he's been dodging somebody (won't be you tho, since Fiddle doesn't auto anybody more than once, and that's to begin a fight).
players will not put a second pt in it til lvl 10, so from lvl 1-9, it will be on an 18-second cooldown. You must bait
Counter Strike out of
before you
Bountiful Harvest, or your drain will last approximately .3 seconds. If you figure out he ain't gonna take the bait, you'll just take too much irreplaceable damage, so the best thing to do is just
Terrify and run away.
has sigil of silence which silences you, making your entire kit useless while she pwns you then casts
Mimic, which guess what, silences you again... (technically she can
Mimic any of her spells, but she'll use it on you to chain silence you.) Avoid playing against LeBlanc if she'll be in your Jungle.
has
Blazing Stampede, which stuns you. Any decent
will wait til to use it til you start to
Bountiful Harvest or after he is no longer feared. Therefore you should only engage him in team fights, and make sure he activates
Blazing Stampede on someone, it has a 6-second cd.
has empowered
Steel Tempest. It takes a few seconds to wind up if he hasn't already begun combat, but once he gets it usable, he'll knock you airborne. So, if he sees you coming, and has has two stacks of
Steel Tempest, you will not win the fight. You only win this one if he is low from a previous fight, or he himself has been stunned so he can't cast his Q 3x in 10 seconds. Proceed with caution, this is a tough late-game matchup for Fiddle.
is yet another cheap trick champ with an anti-Fiddle kit.
Pulverize knocks up, then stuns,
Headbutt displaces you, ending your
Bountiful Harvest prematurely, and finally
Unbreakable Will removes your
Terrify, and buffs him.
will most likely try to FF your carry. And since Fiddle is a massive snowballing carry, expect to be focused by him whenever his nostrils catch your scent. This is a tough match-up, you'll most likely need help or be higher lvl to make it so win most of the time.
has
Rocket Grab, displacing and stunning you, and most likely shortening your lifespan.
Power Fist knocks up, and Fiddle doesn't do well with what comes next...
Static Field silences you, making it impossible to
Flash or
Terrify (you could, however,
Ghost). If you encounter a
, stay behind minions, and make sure he uses
Rocket Grab before you
Terrify+
Bountiful Harvest, or you'll be scrambling a lot.
has 4 CC (the amount of CC is too damn high). His passive (on a 12-second per person CD, so he could use it on an entire team in under 3 seconds)
Staggering Blow immobilizes you on a successful AA, so, if you thought you were gonna do something, whoops, nope, not now, you ain't. His Q,
Dredge Line brings you and Naut just that much closer, ending your
Bountiful Harvest, and making it so he can passive you. His ulty
Depth Charge will knock up and stun the intended target, while also knocking up anyone in a line between them and
, so although you can win this match-up, it isn't a guaranteed kill. Any good
will have you lined up so he can quash your
Crowstorm with his Q. Beware.
has
Alpha Strike, which tears Fiddle up. You can't do anything to him, and there is now way to not take lethal dmg if he's fed. You only win this if he is caught unawares, or he messes up in a team fight. You'll have to hold back on all your abilities if there is a teamfight til after he
Alpha Strikes, or you can't deal any damage, at all.
has his ulty,
Infinite Duress, which makes you sit there taking beaucoup damage from everybody, while dealing none yourself.
will be focusing you, so you have to outscale him hard, or he'll just run away if somebody on your team is low on life due to his
Blood Scent.
Anyone not on this list can be outplayed easily as Fiddle. If you do not die, play properly, and continue to snowball and itemize as listed, no other champion gives you fits. After a few months, you'll see how awesome Fiddle is, currently ranked number one in winrate in North America, and for good reason; almost nobody truly stops Fiddle from dominating.

































































Anyone not on this list can be outplayed easily as Fiddle. If you do not die, play properly, and continue to snowball and itemize as listed, no other champion gives you fits. After a few months, you'll see how awesome Fiddle is, currently ranked number one in winrate in North America, and for good reason; almost nobody truly stops Fiddle from dominating.
Fiddlestick's ultimate (
Crowstorm) and it's attendant sound effects are cool as hell. If you've ever played against a Surprise Party Fidds, you know what I mean. The damage it does is awesome, too.
's ultimate (
Crowstorm) allows you, and as a matter of good game play in fact requires, you to teleport a short distance away and suddenly appear right next to the enemy ADC. This is where your mechanics come into play.
's
Terrify and
Bountiful Harvest do not have the same range; you'll find when you first start playing him, you'll try your QW combo only to see
running after a champ doing nothing and you're all like, wtf is going on. This is why, except when you 100% know you can land a
Terrify and use the auto-targetting function to allow to
to run after someone and not die (since, similar to Blitz's E, he can queue it up and wait for a champ to come into range) then use it on them when the gap is closed. This is risky. Be patient, young crow-hurler, and you'll be able to land QW with no lag in between more often than not. Getting to the point where you instinctively know not to Q if W won't land is how
carries you. His
Bountiful Harvest leash-length now is shorter, so make sure you can get the full effect over time that makes this ability teh broke. Practicing, kinda like
's coming-out-of-Q-into-W/AA+ult positioning, makes it so much easier to escape (
s' number one goal) and do enough to take out the ADC (everybody else's no. one goal)
When you ult, you have to land a Q right away on the ADC- using it on a champ who won't die to your
Crowstorm +
Bountiful Harvest +
Liandry's Torment is futile. They will scatter like roaches when the lights come on, so be prepared to triangulate yourself so as to get maximum
Crowstormage on as many champs as possible, so long as you can kill the ADC for sure.
I personally 95% of time will not
Crowstorm if
Zhonya's Hourglass is on CD; it simply isn't worth it. OFC play experience and guaranteed kills override that point.
One final word, do not die, and especially do not die during your
Crowstorm, or as a result of a failed
Crowstorm. Err on the side of not dying, and not wasting a
Crowstorm. I have found that massive item-based CD reduction simply doesn't do as much in team fights as pure Magic Pen/AP. You got one shot to surprise them but good- use it wisely.













When you ult, you have to land a Q right away on the ADC- using it on a champ who won't die to your




I personally 95% of time will not


One final word, do not die, and especially do not die during your



Working as a team is
's massive, massive forte. Once you have two pts in
Bountiful Harvest, you can remove the ADC from the equation which makes the enemy team rethink tactics, or they are forced to flee.
Remember, though, most team fights in solo queue will require you to tank, kite, carry, and lead the march out of the fray, but no matter what do not die. Fiddle should be within range to
Reap the enemy, but also be a in position to run from a bad situation. As
, I try my best to hug walls and bushes, and use them to duck into and make the enemy re-do what they were intending. As you chase or are being chased, you should NOT be on top of anyone, but rather be thinking ahead and be in a place to kite a straggler, or better yet, plink him off should he face-check your bush.
has one hard rule, do not die, even if your team is bat-**** crazy and toxic as hell. Use the ignore feature, and do not die. The longer you stay alive and regen mana and get closer to your next
Terrify or
Crowstorm the better chance you have to carry what would be a bad game.


Remember, though, most team fights in solo queue will require you to tank, kite, carry, and lead the march out of the fray, but no matter what do not die. Fiddle should be within range to





Fiddles runes are not as straight forward as you would think. Fiddle does a lot of minion damage with a single pt in
Reap, and because this build focuses on early-game ganks (and golly, the whole game is centered around this strat, and so all junglers should be ganking as early as possible), your runes will maximize lvl 2-6 damage output. Btw, Fiddle is a great champ all the way up til about 16 when you get 3rd ulty point, he then levels off, and other champs catch up to him, so get to 16 ASAP.
http://www.mobafire.com/league-of-legends/rune-page-planner#&rune=337:3-303:5-283:4-351:9-262:9
We take the Magic Penetration choices when we can, that would be our Quints and Marks because your passive
A Harmless Scarecrow, and 6+ or so MPen shreds the enemy magic resistance. The difference (after lvl 3) between not having any MPen and having 16ish is noticeable. All your damage vs pesky bot-lane champs is therefore significantly augmented.
The Glyphs are all utility; I've found that all the cooldown you'll need early on can be achieved by having a few glyphs of CD Reduction and a few points in masteries (see below). Not all 9, mind you, but 5 is enough, that leaves us a bit of Magic Resist we can add. I'm not a fan of being without some resists, so this is the way we go about getting some. If the game progresses poorly, then you can grab an early
Spirit Visage.
Then the flat armor yellows are obligatory, nothing much to say here except you'll take too much minion damage without them.

http://www.mobafire.com/league-of-legends/rune-page-planner#&rune=337:3-303:5-283:4-351:9-262:9
We take the Magic Penetration choices when we can, that would be our Quints and Marks because your passive

The Glyphs are all utility; I've found that all the cooldown you'll need early on can be achieved by having a few glyphs of CD Reduction and a few points in masteries (see below). Not all 9, mind you, but 5 is enough, that leaves us a bit of Magic Resist we can add. I'm not a fan of being without some resists, so this is the way we go about getting some. If the game progresses poorly, then you can grab an early

Then the flat armor yellows are obligatory, nothing much to say here except you'll take too much minion damage without them.
Our masteries are to help with Fiddles's early ganks and late game ulting.
Double-Edged Sword is meh, but it's best of the bad choices left after we put 4pts in...
Sorcery, which is quite good.
Mental Force helps Fiddle overcome some health that champs have late-game.
Arcane Mastery therefore helps early game, it does enough to make it useful.
Executioner is another late-game choice. You'll be getting guys to 50%, no sweat, might as well be even more pwnering.
Dangerous Game
I wish did more; it's supposed to be here to get you that health back that you lost chasing down a guy to get in the kill. But it actually doesn't do anything. It's best in my opinion just to not get caught out.
Recovery is a good starting point in this tree, and helps all junglers quite a bit.
Tough Skin We're jungling, so this helps with a bit of damage mitigation. Useful, and should not be skipped over.
Bladed Armor Helps us do our job faster, and that is never a bad thing. A must-have since we took Tough Skin.
Veteran's Scars Beginning health is an issue many, if not most chanps deal with. We put 3 points here to make it easier to survive all(in) that LoL has to offer.
Juggernaut makes it so if we have to buy a +health item early, we get a lot of bonus health. A defensive item in the first few levels never hurts, and this mastery is awesome for that.
Fleet of Foot We didn't take Movement Speed Quints, so we make up for it somewhat with these points.
Meditation Fiddle is a mana-based champ. Regening mana as you search for ganks is awesome. It actually lets you roam a bit and poke while you build up enough to take a buff mob or a creep wave by the time you get there.
Strength of Spirit makes the bonus mana regen that much more useful. You probably won't be getting a +mana item for a while into the game, so you should take this. Doran's ring, while nice, simply doesn't get Fiddle lvl 4-7 ganks as easily as Tome does.
Summoner's Insight This point is useful. It makes it so your Drains and Dark Winds come at them faster. Always a good thing. But only a single point, we're taxed...
Runic Affinity Having a buff for as long as possible is Fiddles goal. If you steal a buff, you can wait just that few seconds more before you go and take it on your own. A must-have for any jungler.
OFFENSE






... ...
DEFENSE





... ...
UTILITY





A quick note here on items
Fiddle does not use
Hunter's Machete. Spectral Wraith is good on Fiddle, and if you are having issues adjusting to Fiddles playstyle, the thing about having to click on jungle creeps a lot, and not having the mechanics to
Reap then
Bountiful Harvest in consecutive fashion, then sure, go ahead and build into it. I would not take it lvl 1 tho, since
Amplifying Tome is clearly superior in helping you to gank at lvl 2-4.
If you really are having issues learning to use Fiddle and his mechanics, then start off w
Doran's Ring, red+blue pot, back to lvl 1 boots, 2nd back to Mobility boots, then progress to
Hunter's Machete. This is a super noob build, I wouldn't build
Doran's Ring to start after your first 3-4 Fiddle games. Once you can build
Seeker's Armguard by 320 seconds in, you'll see the jungle clear and dmg difference.
Fiddle does not use




If you really are having issues learning to use Fiddle and his mechanics, then start off w




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