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Fiddlesticks Build Guide by Kinesis

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League of Legends Build Guide Author Kinesis

Fiddlesticks Support - Your Bidding, Master

Kinesis Last updated on August 14, 2013
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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: 0

Honor Guard

Defense: 13


Utility: 17

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Hi there! My name's Kinesis and I'm a support player on EUW. Fiddlesticks is an increasingly popular champion being sent to the bot lane as he comes packed with utility to help zone and CC your enemy, and does a fair amount of damage even with small amounts of AP.

Fiddlesticks support was once considered a troll before popularised by professional play. Last season I left a disclaimer that at lower ELO you may be reported for taking Fiddle as a support champion. Right now, I really don't think that's an issue. He's a powerful support.

Nevertheless with Fiddlesticks being far outshadowed in the mid lane and as his jungle dominance wanes, he will see increased play bot lane. I hope you enjoy my support guide and hope that you find it useful. I hope to hear about some awe-inspiring Crowstorms and fear shutdowns.

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Pros / Cons


[+] Longest fear in the game when maxed, completely shuts down assassins and casters
[+] Annoying spammable silence
[+] Synergises well with burst carries (e.g. Graves)
[+] Good harass and brush control early game
[+] Level 6 kill lane and teamfight presence with Crowstorm
[+] Good self-sustain with Drain
[+] Passive Dread lowers enemy MR and negates Consecration
[+] Can tank Dragon for an early take with Drain


[-] Incredibly squishy, easily bursted
[-] Vulnerable to poke or bindings, see Lulu, Zyra
[-] You'll be focused a lot in teamfights
[-] No sustain for the AD carry excluding Heal
[-] Vulnerable to CC and interruption when channeling
[-] Slow base movement speed
[-] Metasheep still accuse you of trollpicking

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Masteries Explanation

Supports of course have to invest heavily into Utility and it depends on the type of support you play whether you invest mostly into Offense or Defense.


0-13-17 is, in my opinion, the optional set up for Fiddle. You don't need to invest too deeply into the Offense tree, because unlike Zyra or Lux, your strength lies in your disabling CC and not your overwhelming burst potential. Any offensive capability you do invest in will be through your items, and you really need early game survivability. Otherwise champions like Leona or Thresh are going to have a ball game murdering you over and over again.

[.] Durability is needed to overcome Fiddle's low base HP and keep you alive in teamfights.
[.] Hardiness will give you extra armor to help against poke and dogfights with the enemy AD.
[.] Resistance will provide you with a tiny amount of MR. This one point alone can negate underrated damage from caster minions.
[.] Unyielding and Block will provide extra protection against incoming damage.
[.] Veteran's Scars is an additional 30HP. You never know when you might need it.
[.] Safeguard is pretty much an insurance policy against taking an early tower hit.

As you can see there is much invested into Defense. This is to reinforce his strong early game.

[.] Summoner's Insight reduces the cooldown of Flash. Also affects Clairvoyance and Clarity should you take them for some reason.
[.] Meditation gives you some additional mana regen. Fiddle rarely runs into mana problems unless you keep spamming Drain.
[.] Enhanced Recall is something I find fairly useful considering how slow Fiddlesticks is. Not mandatory.
[.] Mastermind reduces summoner cooldowns. The more, the better.
[.] Greed and Wealth provide you with additional gold. The starting gold is important to get good starting items, and the small trickle of passive gold is important, especially if you are not taking gold runes.
[.] Biscuiteer and Explorer are excellent and severely underrated. Don't neglect this for points elsewhere. They're important. Free ward for invade defense and an extra pot? Yes please.
[.] Pickpocket is good for AA harass. I like to use plenty of autoattacks where I can to keep the pressure on. Make it worthwhile.

Utility is a tree that should deeply be invested into as a support. Don't neglect it for points in Offense. You are not an AP carry.


The common 0-9-21 mastery tree is more than acceptable with Fiddlesticks, providing him with further utility than defense. Also acceptable is 9-0-21, but make sure you take defensive runes.

It might also be considered useful to master Summoner's Resolve to gain the 10% Heal increase. As is Summoner's Wrath when taking Ignite or Exhaust.

Author's note: There's always going to be other alternatives that I haven't mentioned. Let me know if you have any good suggestions.

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Runes Explanation


Greater Seal of Armor

Greater Mark of Precision

Greater Glyph of Magic Resist

Greater Quintessence of Health

Greater Mark of Hybrid Penetration provides valuablemagic and armor penetration. Early game against both enemy AD carries and supports this can cause your poke to hurt more than just base AP alone, especially if they have magic resistance masteries and runes. Which is especially common on supports such as Taric and to reiterate, is important going against Soraka's passive Consecration. You get only slightly less mpen than going with full magic penetration, and means your autoattacks sting a lot more.

Alternatively you can go with straight Greater Mark of Magic Penetration or Greater Mark of Armour.

Greater Seal of Armor provides Fiddlesticks with a lot of armour. This is necessary. No exceptions. He is extremely squishy and taking any other alternative seal will likely result in you getting exploded. Alternatives include Greater Seal of Gold and Greater Seal of Mana Regeneration, but I must reiterate that I severely recommend against them.

Although armour runes will by no means prevent such things from happening, they can help negate a lot of damage from both the carry and somewhat from towers, helping Fiddlesticks to peel and escape.

Greater Glyph of Magic Resist for early game magic resistance. More undervalued than you think. You can go with scaling too if you so choose but this will weaken your early game. Greater Glyph of Cooldown Reduction are also good. More cooldown on that 3 second fear? Yes please.

Finally I go for Greater Quintessence of Health to stop myself from being bursted. HP quints are becoming increasingly popular amongst supports and for good reason. If you don't have them, by all means go with Greater Quintessence of Gold, as the additional gp10 is definitely good.

You can also go with Greater Quintessence of Ability Power for more AP, but I really recommend against it.

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Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The ability sequence is relatively simple. For support Fiddlesticks you're going to want to get Dark Wind at lv1. This is actually a big deal as it grants the following:
[+] Allows you to pull blue or red for your jungler if necessary
[+] Gives you a strong silence to shut up both an AD carry and support camping in the side brush
[+] Good initial harass without significantly hurting creeps
[+] Helps repel jungle invades by silencing and hurting their team (since they often huddle together)

Aside from this, Terrify should be maxed out first in order to maximise the potential of your fear, which is the biggest weapon Fiddlesticks has to help his AD carry slay the enemy carry or support - and later on shut down enemy assassins or casters. One level in Drain is of course recommended to help sustain yourself and to do damage to your victim once they've been feared and silenced and your AD carry is occupied with punishing them severely.

You'll max out Dark Wind second simply for its damage output and of course leveling Crowstorm wherever possible. (As with all ultimates)

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Summoner Spells

Recommended Spells

[+] Flash is a helpful escape card. Helps you not only get away from danger but can also help you get into range to drop a Terrify on a fleeing enemy for your carry/team to mop up.

[+] Exhaust is good by weakening the enemy AD carry, helping to score a kill during a gank or a 2v2 dogfight. It's also good late game in slowing down fleeing enemies before fearing/silencing them for teammates to kill. It also has some use in slowing down enemies caught in Crowstorm.

[+] Heal is a great summoner spell to take considering you don't provide any sustain for you carry. Some might argue there's better options but it is especially strong late game.

[+] Ignite is a strong weapon that is taken when you're confident to win your lane. Don't take it if they have an all-in support like Leona, or a carry that needs to be handicapped. I'm looking at you Vayne. Don't take it if you carry is taking it, but if he has any brain he won't.

Average Spells

[*] Clarity provides additional utility, as you cannot provide any mana to your AD carry. It's still a useless spell late game, go buy a Mana Manipulator or tell your AD to stop being a dumba** and conserve his mana.

[*] Clairvoyance used to be a must have, but it's just not as useful anymore now with the introduction of Sightstone and the Oracle's Elixir nerf.

[*] Ghost provides good movement speed which Fiddlesticks lacks, but is overshadowed by Flash and you'll be buying a Shurelya's Reverie later anyway.

Pointless spells

[=] Teleport is a spell with many uses. Just not for supports.

[-] Smite is for junglers. You're not jungling.

[-] Cleanse could be seen as useful when you're going to be focused a lot, and you're vulnerable to heavy CC, but you're the support and really shouldn't take this.

[-] Barrier You might be squishy but you're not a carry.

[-] Revive just don't. The idea is that you don't die. You'll be reported for taking this.

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In the early game it's important to ward your lane appropriately to prevent early ganks, especially from champions who gank very early, such as Lee Sin and Trundle.

Choosing where to ward on the river is important. Some choose to ward the river bush and others choose to ward up towards blue entrance / Dragon . It's entirely up to you.

It is worth warding the lane bush closest to the enemy's tower for increased brush control, especially against dangerous, unpredictable supports such as Blitzcrank and Thresh.

Remember to ward your Tribush on the left, preventing the enemy jungler from approaching you that way. This is especially important against junglers such as Alistar.

When you recall, ward Dragon using a Vision Ward. Place it strategically to detect the enemy's wards and to destroy them. Buy Oracle's Elixir when you can afford it without putting yourself back. It's important, so get one before 10/15 minutes and keep buying them.

For warding, follow the same procedure as other support champions. This map will help you.

Encourage your team to help ward! Don't be the only person warding.
  • Your jungler should take wards with him to ward important strategic objectives when you cannot, such as Baron Nashor or an enemy's red or blue buff.
  • Your mid AP carry should usually ward their river bushes to prevent potential ganks.
  • Your solotop should always ward his river bush and often tribush to also prevent ganks and improve map awareness

For as long as possible, keep on warding. They're especially important for controlling gank points and around the time the Baron Nashor spawns.

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Sight Ward

My favoured start, going with ultimate sustain in lane, allowing ultimate bush control and ward coverage.
Sight Ward

This start is what you're going to need if you want the mana regen, and want to get an early Philosopher's Stone.

It is absolutely crucial to start with the Vision Ward when playing against Shaco, Evelynn or Twitch.

Also note that when playing against Rengar or Kha'Zix you have adequate stealth detection by the time they reach level 6. Clairvoyance can help you track their location if they are jungling. Ganks utilising Thrill of the Hunt / Void Assault are common and can easily take you off-guard.

IMPORTANT: Remember to always have space for Sight Wards before you get your Sightstone or when it is out of charges. I've said this before in the guide, but as its your responsibility to ensure bottom lane is warded adequately in the early stages of the game; failure to do so and you will get the blame if you get ganked or if Dragon gets stealthily taken. Ward your lane properly and crucial spots later. Place a Vision Ward at Dragon , buy your Sightstone as soon as possible and take an Oracle's Elixir when you know it won't put your core items behind. Then try to get one as frequently as possible to remove enemy wards.
Philosopher's Stone Kage's Lucky Pick

Your Faerie Charm / Rejuvenation Bead is always built into a Philosopher's Stone to provide you with gold per 10 and mana regen. It's not always necessary to get one, but it can prove quite cost effective.

Once you have your Philosopher's Stone rush your Ruby Sightstone for tons of health and your wards. If you started all wards and pots, or Crystalline Flask, it's probably best to buy your Ruby Sightstone before your Philosopher's Stone. Boots aren't as important in this season, so get your Boots of Speed after you finished the two above items.

Kage's Lucky Pick is great for the additional gold and AP, and builds into an item you'll eventually get.

If you're taking Heal, Clarity or Clairvoyance, grab this item early from your Philosopher's Stone and then build another Philosopher's Stone. The benefit is very good as the item will soon vanish from your inventory and become a permanent buff. It'll set your other items back slightly though.

My favourite boots on Fiddlesticks are Sorcerer's Shoes due to the added mpen. Mercury's Treads and Ninja Tabi provide additional defensive stats if they have a lot of CC or a hard hitting AD comp respectively. Boots of Mobility are great for getting into position too.

Ionian Boots of Lucidity can be considered for early game CDR but make sure you replace them if you get 40% CDR from your other items.

I would also only really recommend Boots of Swiftness if they have Nasus. Because Wither is scary.

From here you can pick and choose items depending on your enemy's team composition. Allow me to explain.

Ruby Sightstone Although it only gives you a fair amount of health, keep it until the very end to ensure you have enough wards. You should still be buying individual wards also. This item is vital.

Locket of the Iron Solari is a very strong item in Season 3. It does provide decent amounts of health and armour, and most importantly cooldown reduction. On top of this its active can turn the tide of teamfights by providing allies with a damage absorbing shield. It also is the new replacement to Runic Bulwark.

Shurelya's Reverie Shurelya's Reverie is one of the most important support items in the game. It provides you with great amounts of health and health/mana regen, but most importantly its active ability allows for speedy engagements and disengagements. You build it relatively late to maximise upon the gold earned by your Philosopher's Stone. Shurelya's Reverie

Mikael's Crucible is a very strong item that provides you with good stats and a strong heal and cleanse. Consider it if they have a lot of CC and you need to protect your carry further.
Morellonomicon is a common sight on support AP carries and even mid laners themselves. It provides good mana regen, AP and CDR as well as its unique Grievious Wound passive. It's very cost efficient if you're looking to max your CDR and do extra damage. Amazing against Volibear and Dr. Mundo.
Shard of True Ice The blizzard active on Shard of True Ice is great if you have a tank initiator or just want to include extra CC. It also provides you with a mana regen aura, great for mana hungry team compositions. Shard of True Ice
Twin Shadows is a really good item on Fiddlesticks as it provides you with AP, MR and movement speed. Its active is great for revealing enemies and when using Crowstorm. Heavily recommended.
Will of the Ancients synergises extremely well with Fiddlesticks' Drain and his other abilities. This item is just a fantastic pick up, especially in duo/trio AP comps. It gives them additional AP and gives them spellvamp without having to itemise for it. Champions like Akali will love you for it. Even benefits champions with AP scaling that aren't itemising for it. Ezreal, Tristana and so on.
Enchantment: Alacrity is a great upgrade to your boots, giving you the additional movement speed to hunt down and fear enemies. Enchantment: Distortion reduces your Flash cooldown and can be considered also.
Naturally if you are at endgame with your full build, make sure you have your Oracle's Elixir (Don't leave it until now obviously, always buy one much earlier) and drink an Elixir of Fortitude and an Elixir of Brilliance for added health and burst damage.

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Niche Items

The following items have excellent utility but are very situational and unusual to see on a support Fiddlesticks.

[*] Banner of Command grants you a health regen aura and decent stats. It also gives you a Promote active. Great for splitpushing. Not so great for soloq.

[*] Zeke's Herald gives you health and CDR, but more importantly provides your AD teammates with an aura providing them with attack speed and life steal. Doesn't really benefit you but you're support after all. Get it if you have a lot of AD on your team.

[*] Ohmwrecker was slightly reworked but it is still quite weak. It has its place though. It's good for teamdiving compositions and is a lot more appealing to AP supports.

[*] Randuin's Omen is an extremely strong tank item. It gives you an absolute ton of armour and health and shuts down AD carries and bruisers. It's very expensive though. It might be worth still picking up if you're getting shredded by Renekton.

[*] Zhonya's Hourglass is an amazing item for Fiddlesticks. It's just expensive though. You should consider getting it if you somehow scumbag all the kills.

[*] Frozen Heart is another expensive tank item that shuts down AD carries and bruisers. You could get it if nobody has it and you need to put further dampening on their frontline. It also gives you CDR, mana and armour.

[*] Abyssal Mask makes you hurt really bad when you're up close and personal by providing you with AP and MR, and shredding their resistance. Great on duo/trio AP comps when your team is lacking one.

[*] Liandry's Torment is a strong item that gives you HP, magic penetration and AP, as well as the burning passive. It's expensive but strong if you snowball. Think carefully whether you need it.

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Support Fiddlesticks is a great alternative to many common support picks especially in non-sustain lanes, if you've followed the guide then you should be okay! Let's all hope for when Fiddlesticks becomes more and more viable in the mid lane and jungle again. Damn power creep.

I hope you've enjoyed this guide! I genuinely enjoyed writing it, and although its different, please don't downvote it on the grounds of you disliking the concept of a support Fiddlesticks. Please at least appreciate it for being, what is in my eyes, decently written and not in any way rushed.

If you have any constructive criticism, I'd love to hear from you in the comments below! I hope to write more guides on other support champions, both common and unorthodox in the future!

Keep on supporting!

Notes: Thanks to Flatline-lol for the ward map!

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Author's note: I'm only listing major changes in this log. I won't bother to add small typos, grammatical or formatting errors that I come across, I correct those silently.

  • 14-08-2013 - Update
  • 16-05-2013 - Complete Rework
  • 05-09-2012 - Moved Exhaust to recommended Summoner Spells after much discussion, replacing Heal as the main recommended spell. I also forgot about Cleanse so I added some info on that.
  • 06-09-2012 - Added elixirs to items.
  • 19-09-2012 - Added some more examples to the In Context section. I can't believe I forgot Leona and Lulu!
  • 26-10-2012 - Added a section on AP support as requested
  • 23-11-2012 - "Rabadon's Hourglass" fix