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Spells:
Flash
Ignite
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Introduction
Your (not so) favourite guy that-finnaly-is-lvl-20 is back with some action to
BLOW YOUR MIND!

now let's talk about some serius business. this guide is about my new main character

As always constructive criticism is enjoyed. Just because you think something is wrong, it might not be true. I have made put loads of effort at this guide so I hope you enjoy it
Credits tojhoijhoi's Making A Guide for its awesomness and inspiration.
spaaaaaaaaaaaace |
Pros
+ Can keep long time in lane thanks to ![]() + Relativity low cooldowns + Great 1 on 1 character all game long + Fear can save your or other champion's life. |
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Cons
- Hard to farm. Only good skill to farm is ![]() - If you get low mana you can't do virtually nothing. Try to get blue buff as often as possible. - ![]() |
Runes





Greater Seal of Replenishment For some extra mana regen that will help you stay in lane longer.


Good summoner spells

Flash is an awesome spell for every champion. It allows you to go trough walls , it can be used to chase, to escape, to move faster (don't waste your cooldown like this. Really) To move in for the kill... It's just awesome. It's a good All-round spell.

sometimes enemies escape you with a super low hp. just trow this on them for a kill.

You can take this instead of your

PS: If you take this, take a Mastery point on Criple instead of Deadlyness. I only have that point there to advance further down the tree.

If your are going to Jungle take smite. ALWAYS!
Note: This guide does not cover the use of jungle

average summoner spells

This has its utility at early game, but loses its efectiveness as you go further in the game.

Has its utility. you can return to quickly to lane after recalling, or teleport to a tower that is being destroyed to lend a helping


I consider this spell as average because you already have a mobility spell:



Bad summoner spells

Let a tank take this.

you are not a support character. no need to take this.

please... don't make me hit you.


Makes enemies around you have less 10 Magic Resistance
Join this


Fears one oponent for 1/1.5/2/2.5/3 seconds
Each point in this skill decreases cooldown by 1 sec. you can use this to save someone or to help place a more damaging



Steals the life force of an enemy healing himself by 60/65/70/75/80% of the damage done this skill was nerfed and reduced healing to 80% of the damage.


Trows a crow that gives magic damage and silences the units it hits. Bounces up to 5 times.
I chose to start with this skill because the range of


A possible game changing ultimate that teleports fidlesticks to the target area after a brief channel dealing tons of damage in a wide area
If you know how to use this ultimate it can be game changing. It has a long CD so you want to use it when it is extremely necessary. If you have people with cc nearby try to coordinate them so they keep your enemies in range of



How to use fidle's ult
How to not use fidle's ult
There are certain items that I consider not replaceble in this guide. They are:

Take this at begining of the game. the extra AP health and mana regen will help you stay in lane a litle longer.

combine this with your passive and you will have loads of MPen rather early in the game.

This item rocks in fidle. 80 AP (the passive also afects you) and spellvamp to make your




If the other team is stacking MPen get this otherwise the


pure raw AP

I don't like this item very much but if you want it...

Mana regen and AP + CDR... just don't get deathfire and this together you will cap CDR

Mana, health MRes and a buble. That equals AWESOME

you should think this item ould be on offensive but I consider it a defensive one. the Mres is awesome since


100 Ap but 50 amor and awesome passive deserves defensive position.

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using



Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.


see the videos at the abilities section to see an example of a good use of fidle's ult and a bad use of fidle's ult.
Once again I have to give a really special thanks to jhoijhoi's Making A Guide as it allowed this guide to be born without being a damn wall of text. Also credit Apotheosis Tryndamere's guide
for the ward part. I looked at other guides to get inspiration for my warding zone but his was defenetely the best warding guide I found. Thanks dude =)
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