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Fiddlesticks Build Guide by pokejoe

Support gold

Fiddlesticks Support | Are you afraid?

By pokejoe | Updated on August 9, 2019
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Runes: Go for:

Sorcery
Arcane Comet
Manaflow Band
Celerity
Scorch

Inspiration
Perfect Timing
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

Go for:
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Jungle Role
Ranked #23 in
Jungle Role
Win 53%
Get More Stats

Ability Order Go for:

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Fiddlesticks Support | Are you afraid?

By pokejoe
Why play Fiddlesticks support?
I chose to become a big brain stick main after discovering Fiddlesticks’ E:



Dark Wind

An ability that's:


✓ 750 range


✓ point and click


✓ solid in damage




✓ a silence


✓ able to bounce


✓ a cool *** crow



In combination with Spellthief's Edge, this is not only safe, unmissable poke, but also a sure fire way to complete an early quest every game.

After playing some more of the scarecrow, I discovered more entertaining elements to his kit (namely, his Q, Terrify and his R, Crowstorm) that make him my number 1 go-to support.

In this guide, I will show you what I’ve learnt about this unique champion and how you can make the most of the sticklord until Riot rework him into a (probably) jungle-exclusive champion in 2020 and crush our supporting dreams.

In the meantime, play Fiddlesticks support! It’s fun!

Pros and Cons Back to Top
PROS

+ Point and click fear from Terrify.
+ Everything about Reap: point and click, range, damage, CC and Spellthief’s Edge quest completion.
+ Great teamfight potential with Crowstorm.
+ Solid lane sustain by using Bountiful Harvest on
the enemy cannon minion.
+ Near impossible to kill in lane if you utilize his range.
CONS

- Squishy (like every ranged support but hey,
I have to write something here.)
- Not very "supportive" - outside of Terrify, you lack resources to assist your ADC other than damage.
- Probably won’t be a support a year from now due to the rework, so if you’re looking for a champion to main
for years to come, consider looking elsewhere.
Runes Back to Top
Arcane Comet Arcane Comet synergizes very well with Reap and becomes another source of less-reliable but effective nonetheless damage. It is very easy to proc on Fiddlesticks and playing around the keystone’s cooldown in lane actually helps to regulate your mana, rather than just spamming Reap and running out of mana instantly.

Manaflow Band Manaflow Band is very useful for increasing Fiddlesticks’ mana pool and the restoration effect is useful on any mana hungry spell caster. Reap can proc Manaflow Band with relative ease so you should start receiving the restoration bonus early on.

Celerity Celerity boosts the effectiveness of Fiddlesticks’ passive, A Harmless Scarecrow, allowing you to get in range for a Reap, to move quickly after Zhonya's Hourglass or, most importantly, to move around more freely after channeling Crowstorm. A Harmless Scarecrow and Crowstorm have innate synergy and Celerity enhances this. Additionally, the 1% movement speed gives you a minor advantage in lane when juking and generally moving around.

Scorch Scorch can be constantly activated by Fiddlesticks Reap and the damage adds up throughout the game, making this a solid rune choice. Scorch is particularly potent in laning phase, amplifying Fiddlesticks' harass.

Perfect Timing Perfect Timing is a must for Fiddlesticks no matter what keystone you run or where you play him. This contributes 600 gold towards his most core item, Zhonya's Hourglass. There is no question that you must take Perfect Timing. The other options aren’t worth talking about based on how necessary Zhonya's Hourglass is to Fiddlesticks.

Cosmic Insight Cosmic Insight is just strong in general and helps Fiddlesticks in many ways. The immediate 5% CDR comes to fruition in teamfights, where you will be constantly spamming your abilities and thus will be able to get more CC off. More importantly, the 5% item CDR means you can use Zhonya's Hourglass more often, which is great because that alone increases Fiddlesticks’ teamfight potential substantially.
Spells Back to Top
Flash Flash is the standard summoner spell on every champ that doesn’t have either huge movement speed steriods (e.g: Hecarim) or a Flash-equivalent ability (e.g: Shaco.)

Ignite Ignite can often be the last bit of damage needed to secure a kill. Igniting a high priority target as Fiddlesticks ensures that they cannot receive effective healing and turns you into more of a threat as the unique ambush-mage support you are.
Abilities Back to Top
PASSIVE ABILITY
Dread

Standing still or channeling abilities for 1.5 seconds empowers Fiddlesticks with A Harmless Scarecrow. Immobilizing crowd control resets this timer.

A Harmless Scarecrow grants Movement Speed, but only lasts for 1.5s after Fiddlesticks starts moving.

NOTES: This passive works well offensively for getting in range with Reap and for moving towards high priority targets with Crowstorm. It synergizes with Celerity to become a useful movement speed buff.



Q
Terrify

Cost: 65 Mana
Range: 575

Strikes a target unit with fear, causing it to flee in terror for a duration.

Terrifies a target, causing it to flee from Fiddlesticks for 1.25/1.5/1.75/2/2.25 seconds.

NOTES: This ability is extremely reliable but lacks range - it works particularly well against assassins who try to dive your ADC. Focus on using this ability on high-priority targets to control the outcome of teamfights. It is extremely powerful as you rank it up.



W
Drain

Cost: 80/90/100/110/120 Mana
Range: 575

Fiddlesticks saps the life force of an enemy, dealing damage to a target over time and healing himself.

Fiddlesticks creates a tether to the target unit and channels Bountiful Harvest on it, granting True Sight and dealing 80/105/130/155/180 (+45% Ability Power) magic damage per second to the target. Fiddlesticks heals for 60/65/70/75/80% of the damage dealt. Bountiful Harvest lasts up to 5 seconds, dealing a total of 400/525/650/775/900 (+225% Ability Power) damage. Bountiful Harvest returns cooldown equal to its remaining duration if the target dies.

NOTES: The signature ability of Fiddlesticks jungle - except, we're not jungle, we're support. This ability won't see much use aside from when you are either using it on the enemy cannon minion to restore health, or if you are all-inning a enemy champion. In teamfights, you want to be either in Zhonya's Hourglass or out of range, not using Bountiful Harvest as you will likely wind up dead.



E
Dark Wind

Cost: 70/75/80/85/90 Mana
Range: 750

A wisp of wind strikes an enemy unit and then bounces to nearby enemy units, dealing damage and silencing the victims.

Unleashes a Crow at the targeted enemy, dealing 60/80/100/120/140 (+45% Ability Power) magic damage before bouncing to another target. Units struck are also silenced for 1.25 seconds the first time per cast. Reap can strike up to 6 times and will prioritize enemies being Drained or ones it has not yet hit. Deals 200% damage to monsters.

NOTES: The signature ability of Fiddlesticks support! I've already raved about this ability in the first section of this guide, but just in case you forgot, you should be maxing this ability and using it to proc Arcane Comet in lane, and spamming it in teamfights for consistent magic damage.



R
Crowstorm

Cost: 100 Mana
Range: 800

A murder of crows flock wildly around Fiddlesticks, dealing damage per second to all enemy units in the area.

Fiddlesticks channels for 1.5 seconds, then blinks to the target point unleashing a murder of crows that flock wildly around him, dealing 125 / 225 / 325 (+45% Ability Power) magic damage per second to all enemy units in the area. The effect lasts for 5 seconds, dealing up to 625 / 1125 / 1625 (+225% Ability Power) total magic damage.

NOTES: This ability turns Fiddlesticks into the teamfight monster that he is - successfully getting this ability onto multiple enemy champions can and likely will turn the tide of a teamfight in your favour. This ability synergizes well with Terrify to ensure the enemy is taking damage for as long as possible.

Items Back to Top

Core Items




-AND-

Why choose the Spellthief's line?
Fiddlesticks can easily earn Tribute gold with Reap, and the mana regen is imperative for him to apply pressure in the laning phase. The AP also augments his spell damage, making him more of a threat. For these reasons, the Spellthief's line is the optimal line of items to pursue.

Oracle Lens Once the Frostfang quest has been completed, there are 3 Warding Totems every time you recall at your disposal. As a result, swapping out your Warding Totems for some other form of vision is logical. Fiddlesticks just so happens to benefit greatly from Oracle Lens as it allows him to setup ambush Crowstorms to take out his enemies in skirmishes and teamfights alike.

Sorcerer's Shoes The magic penetration provided by Sorcerer's Shoes is more valuable for Fiddlesticks than any of the other bonuses provided by the other boots and you should always go for these boots.

Zhonya's Hourglass This is a core item on Fiddlesticks due to its synergy with his kit. Use the active stasis in combination with Crowstorm when you are in a position of vulnerability to deal damage whilst taking none.

Rylai's Crystal Scepter The slow provided by Rylai's Crystal Scepter makes it much harder for enemies to escape Crowstorm and adds another form of utility to Reap allowing for long range CC which can be capitalized on by both you and your team.

Liandry's Torment Liandry's Torment synergizes with Rylai's Crystal Scepter, and it also adds alot of extra damage to Crowstorm as you remain in combat for up to 5 seconds, proccing the Torment passive repeatedly.

Choose one of:


Void Staff If the enemy team are tanky, opt for Void Staff to penetrate their defences.

Morellon-
omicon
If the enemy team have sustain, opt for Morellonomicon to reduce their healing with Grievous Wounds.

Rabadon's Deathcap If none of the above apply to you, opt for Rabadon's Deathcap to deal huge amounts of damage.
Combos Back to Top
Fiddlesticks doesn't really have specific ability combos, but moreso 'rules' you should follow whenever using his spells.

Here are the four rules I follow:
1 - Avoid using Bountiful Harvest in teamfights as you make yourself an easy target - reserve Bountiful Harvest purely for single enemy fights, skirmishes, cannons or objectives.
3 - If you Crowstorm into a single enemy or a skirmish, don't be afraid to hold onto your Zhonya's Hourglass as you may not need to use it against a low amount of enemies.
2 - If Reap is not on cooldown in a teamfight, use it. The silence is particularly useful for reducing enemy damage. 4 - If you Crowstorm into a teamfight, try to Terrify a target (preferably a high-priority target) before using Zhonya's Hourglass.
Early Game (Levels 1-5) Back to Top
Your role as Fiddlesticks in the early game is to play as safely as possible, using your E for ranged harass whilst prioritizing your ADC’s farming needs. If the enemy minions are low, hold onto your E. You want to take as little CS as possible whilst your ADC is present. Use autos for Tribute generation if the enemies lack kill pressure. Terrify the main damage source if you are engaged upon and retreat. One of Fiddlesticks’ main strengths is his range in lane - using it properly minimizes your chances of death and thus reduces the chance of you losing the game.
Mid Game (Levels 6-13) Back to Top
In the mid game, Fiddlesticks should shift to a more aggressive playstyle due to the unlock of Crowstorm. Gain vision and vision control wherever possible and attempt to ambush your enemies - but not without another member of your team present as you do not have the damage to safely 100-0 enemies in the mid game. Remember, you are still a support. Terrify targets off your ADC and allow them to deal damage due to your crowd control and assisting with your own damage output. Do not wander around alone unless you are confident you know the whereabouts of the enemy team. You should only be wondering to roam or to place wards. Roaming is important on Fiddlesticks and you can roam mid if the opportunity arises. Roam if your ADC is capable of fending for themself for a period of time, or if your ADC has recalled and you are sufficient in health and mana.
Late Game (Levels 13-18) Back to Top
In the late game, Fiddlesticks does have the damage to 100-0 his enemies, but the same applies vice-versa. At this point, engaging without Zhonya's Hourglass available is risky due to the possible burst. Just like the other stages in the game, you should be sticking with your ADC - however, if your ADC is losing / has fallen off and there is another more successful carry on your team, stay with them to try and create plays and support whoever can use your peel best. As always, aim to control vision across the map, particularly at objectives such as Baron Nashor and Elder Dragon which will be heavily contested in any good match. Play smart, and create plays where the fights will be advantageous.
League of Legends Build Guide Author pokejoe
pokejoe Fiddlesticks Guide
Fiddlesticks Support | Are you afraid?
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