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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ahri
Ahri has no counter in the game, she is always a threat and should be dealt with without mercy. If you are ahead, stay there.
Ideal
Strong
Ok
Low
None
Introduction
This is the question many summoners ask when deciding who to jungle with.
Nautilus is known for being an impressive jungle champion due to his incredible size and unmatched obnoxious crowd control mechanics.
Malphite has a passive that gives him a shield based on his overall health making him another ideal choice as well as his size helping in scaring away oncoming foes. So, why the fragile little
Fiddlesticks? The answer:
HIS ULT IS TOO SPOOKY!
It has a slight charge up, but once you target an area for the
Crowstorm , it is too late. You just erupt from your cover dealing massive magic DOT (damage over time) and can still spam other abilities while the ultimate dissipates. Sure, you are not resembling a Big Daddy from Bioshock or a Rock Biter from The Neverending Story,but while playing
Fiddlesticks, you quickly become the most feared champion on the Fields of Justice.



HIS ULT IS TOO SPOOKY!
It has a slight charge up, but once you target an area for the


I am honoring a special request dropped in my comments back around the 4th page to include a section about what to do with Fiddlesticks during stages of the game other than early on in the game. That being said, here it goes.
Early Game
Fiddlesticks is rather squishy throughout the entire game, but his early game is by far his most vulnerable point during the game. It is very important to have some members of your team watching out for you during the earlier stages of the game. (See Counter Jungling Section) This is the stage where you will be landing your earliest ganks which is important as well as deciding whether or not to take on the dragon solo. (See Soloing Dragon Section) It is vital that you stay alive at any cost during these stages so that your time can be optimized through careful planning and the dunking of your enemies.
Mid Game
This portion of the game actually begins once the part of the game known as the Laning Phase is completed. This phase is over once the first towers are taken during a game, whether it is your towers or the enemy towers it still ends the laning phase. The post-laning phase time period is known as mid game, also called roaming phase. This is when both teams are worried less about towers and more worried about gaining some advantage over the other team. Around this time is when you really start to shine as Fiddlesticks because this is around the time where you should be level 6. This is where playing gets a little tricky my friends. The idea is that you are the unsung hero of your team. You are to hide quietly in the bushes and evade any passerby enemies so that when the 4v5 team fight starts around 800 units from your position in your safe bush, you
Crowstorm directly onto the team fight and annihilate the health bars of the enemies therein. This is how the team fights should go every time. Enemies will begin to expect it after the first few encounters so it is important to get creative with your positioning every fight.
Late Game
This really is not as complicated as the mid game. By this point of the game, your team is either bludgeoning the enemy team with their own legs, or your team is cowering in terror because some ****py champion got fed and is somehow now OP. You should continue to assist your team in team fights in the same manner as before. The idea is the element of surprise. Being very utilitarian in your build structure, you should have everything you need to make your main source of area of effect damage, i.e.
Crowstorm, deal more damage than any other ability in the game. By Late game you should be packing the base 6 items from my build and therefore lowering enemy magic resist by 30 whole points simply from being near them. (See Fiddlesticks' Item Procession) You have the tools you need, but there is one thing that you are not going to be very good at in the least. You are going to have difficulty split pushing alone. Fiddlesticks has one of the worst basic attacks in the game. Pushing a lane is not his strong point, coupled with a strong damaging team mate like say
Caitlyn and you can take over lanes like crazy. Using your
Terrify you can make pushing a lane easy by shutting out anyone who stands in your way. Remember though, your strength is in your surprise. Always be looking to catch them with their guard down.
I hope this was helpful and that you understand a little more about your role as Fiddlesticks in all stages of the game.
Early Game
Fiddlesticks is rather squishy throughout the entire game, but his early game is by far his most vulnerable point during the game. It is very important to have some members of your team watching out for you during the earlier stages of the game. (See Counter Jungling Section) This is the stage where you will be landing your earliest ganks which is important as well as deciding whether or not to take on the dragon solo. (See Soloing Dragon Section) It is vital that you stay alive at any cost during these stages so that your time can be optimized through careful planning and the dunking of your enemies.
Mid Game
This portion of the game actually begins once the part of the game known as the Laning Phase is completed. This phase is over once the first towers are taken during a game, whether it is your towers or the enemy towers it still ends the laning phase. The post-laning phase time period is known as mid game, also called roaming phase. This is when both teams are worried less about towers and more worried about gaining some advantage over the other team. Around this time is when you really start to shine as Fiddlesticks because this is around the time where you should be level 6. This is where playing gets a little tricky my friends. The idea is that you are the unsung hero of your team. You are to hide quietly in the bushes and evade any passerby enemies so that when the 4v5 team fight starts around 800 units from your position in your safe bush, you

Late Game
This really is not as complicated as the mid game. By this point of the game, your team is either bludgeoning the enemy team with their own legs, or your team is cowering in terror because some ****py champion got fed and is somehow now OP. You should continue to assist your team in team fights in the same manner as before. The idea is the element of surprise. Being very utilitarian in your build structure, you should have everything you need to make your main source of area of effect damage, i.e.



I hope this was helpful and that you understand a little more about your role as Fiddlesticks in all stages of the game.
In my Mastery Tree, I decided that an unusual tree for this unusual champion may be what is necessary. I went with a 21-9-0 build. I started in Offense, and kinda ran with it. Fiddlesticks is a burst heavy champion with abilities that depress and demoralize the enemy team even if they are not killed, you leave a 3 second fear in your wake and a silence that will not stop bouncing around.
Offense
Working through the jungle and still trying to manage taking out every possible enemy champion can be a hassle and sometimes your team does not really make it easy on you. This is an obstacle you will have to overcome and just work through and make sure that you are the best you can be for your team. Be a part of the solution and you will never be a part of the problem. The original version of this guide was back when taking dragon was everything. The gold advantage was just so amazing that it was difficult to come back from it without getting a dragon or two yourself. I do not intend to change the guide. Taking dragon at early levels can still be paramount in your team winning or losing. However, in the event that your team needs stronger ganks rather than gold increase, I would highly recommend maxing terror first to provide for some strong cc rather than more damage.










In this section I will discuss in slight detail each major item on the build as well as suggest other items for specific situations i.e. a heavy Attack Damage team.








Enchantment:Distortion This enchantment is essential in this build. It reduces the cooldown of the summoner spell,

Additional items to consider:




I am a huge fan of using team chat or Skype to communicate with your team to assist with your own personal map awareness. Using your teams knowledge of the enemy champions abilities, ganking and overall gameplay can be improved the most based on opposing team composition. Communicating during your first run through the jungle letting them know how far along in the jungle route you are can save your life as well because if they decide to anti-jungle, the right people know where you are and can come save you from almost certain demise. Also, do your part to ward your way around the map. This will make you a team favorite because you will be making it very difficult for the opponents to gank you or your fellow team members. It also provides extra eyes in the sky to protect you from nasty anti-junglers.
Due to the nature of this champion, you have multiple options depending on your personal play style.
Gromp is where I usually like to start followed immediately by blue buff. Once you have obtained these two camps, you have a decision to make. Look at the map and your teammates and see how people are performing in their respective lanes. If someone is going to need a gank rather quickly, Head straight for red buff and lock it down so that you can assist as needed.
If everyone is doing well and you only need to continue to level, stay in the jungle and use your
Smite to your advantage. Remember! Your
Smite now has special attributes depending on which camp you use it on. I will not be going over what all of them are but the important one is
Gromp as well as the blue buff. Make sure you keep an eye on your cooldown for
Smite, lest you be caught without it.

If everyone is doing well and you only need to continue to level, stay in the jungle and use your




UPON REACHING LEVEL 5, you should have 1 point in
Terrify, 3 points in
Bountiful Harvest, and 1 point in
Reap. Assuming this is the case, your drain will be at 60% max damage at base damage. Also, due to the fact that despite his size, the
Dragon is indeed a minion, your
Hunter's Machete you bought at the start of the game will allow your abilities to deal an additional 10% more damage to minions and neutral camps.
These glyphs give you somewhere in the neighborhood of 7.5% cooldown reduction towards your maximum of 40%. Also, in your masteries, you should have built the predominately attack page which at the start of the ability power side provides you with 4% more cooldown reduction for a total of 12% cooldown reduction. Having things set up in this exact manner will provide you with the tools to take down
Dragon.
As far as how to take down the dragon...ALL YOU HAVE TO DO IS DRAIN! Over and over again click your
Bountiful Harvest on the dragon and the rest will take care of itself. It is that simple. Make sure your team is aware of your intention to take the
Dragon upon reaching level 5 so everyone on your team can be ready to keep you posted on the position of your opponents. Map awareness is going to be key in taking down the mighty beast, it is not the
Dragon you are worried about, it is the enemy team showing up to stop you.





These glyphs give you somewhere in the neighborhood of 7.5% cooldown reduction towards your maximum of 40%. Also, in your masteries, you should have built the predominately attack page which at the start of the ability power side provides you with 4% more cooldown reduction for a total of 12% cooldown reduction. Having things set up in this exact manner will provide you with the tools to take down

As far as how to take down the dragon...ALL YOU HAVE TO DO IS DRAIN! Over and over again click your



I would caution you when using fiddle as your jungler. A fellow summoner brought up what about counter-junglers. I have been counter jungled a few times while playing
Fiddlesticks and you can still take necessary steps to prevent such a travesty. Knowing how squishy you are, take a friend such as the champ playing solo top to blue buff. Fiddle does not need the leash, but a friend close by to save your behind is great to have. Then if trouble strikes, call on mid and at least you have 2 people to start the team fight instead of just you as the squishy little scarecrow. After that initial stand-off, most teams back off if they do not secure the kill. If they do not back off, this can make for a very uncomfortable jungling route during the first crucial minutes in the game. Be careful and be aware of where your enemies are located at all times if possible. Build smart and carry hard when playing this champion and you will be feared by all you face.

This guide is geared towards those who have faith in their ability to trek through the jungle with ease. It is not an easy task to accomplish properly no matter how easy
Fiddlesticks makes it. Remember that he is still a squishy, brainless scarecrow, despite his subtitle; The Harbinger of Doom. Thanks for reading, please rate, comment, and +rep but be constructive with anything you say. I would also like to go ahead and place a dedication on this guide. I dedicate this guide to a very special woman whom i never met. My good friend Steven inspired me to start writing in some form and it spawned me writing this guide in the first place. Without that wonderful woman, who is Steven's mother, I would not have the wonderful friend that inspired me in the first place. So, thank you. I could not have done this without one of the greatest friends I have ever been blessed to have known. Thanks a lot and keep gaming.

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