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Fiddlesticks Build Guide by Iffrin

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author Iffrin

Fiddlesticks=surrender at 20

Iffrin Last updated on December 19, 2011
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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: 22

Honor Guard

Defense: 0

Strength of Spirit

Utility: 8

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If you are anything like me then you are looking up this guide as your game is loading, so I will get right to the point. Playing this build you will rarely get to a full setup before they surrender. simple as that.

One correction to the stats above: ability power is actually just shy of 500 instead of the listed 340.

FIRST: this is primarily a lane fiddle build, however is very well rounded and can be applied to other things as well: You can easily solo dragon around level 6 with a blue buff or by using clarity.
NOTE: if you are going to mid, this build also works very well, but you must start with dorans ring for the added health and mana, also if playing mid expect to be ganking by level 4.
Any time you are playing fid, expect to get focused by any competent team. play smart and use your ult to jump over walls and initiate team fights.

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Mastery Tree

The tree's are fairly simple here, full offensive build, with movement speed instead of mana regen FOR THIS REASON: Fiddlesticks is slow. Plus, you wont need the extra mana unless you harass a lot and waste clarity and don't capitalize on opportunities. You are playing fiddlesticks. Put the team on your back.

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After working with fiddles for a while, it becomes obvious that cooldowns are more important than mana regen, especially late game. Fid is a carry after all. With that in mind, this rune setup maximizes Fiddlesticks' potential, and again, for those first 2 or 3 levels use clarity when you need an added mana boost. After that its almost not needed.

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After playing around with countless Item builds, I have come to settle on the build shown. This is because it not only sets up Fiddlesticks as a tank destroyer, but also as a near guaranteed winner in any solo fights, and a huge force in team fights. Not to mention the ability to solo kill Baron. Out heal turrets and the meanest life steal any Yi can come up with.

To start, follow any standard fid build and get boots and deathcap right away.
Then, get spirit visage for the added cooldown reduction and healing benefits.
Next, Deathfire grasp will help you destroy any tank player on the enemy team.
Finish with will of the ancients and archangels staff to maximise ability power and create an unstoppable fiddlesticks.

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Team Work/Skills


The really important thing to being a successful fiddlesticks is knowing your team and knowing your enemy. A lot of fiddlesticks's moves can be interrupted if your not careful. Make sure to allow your team to use their stuns before you fear an enemy because their stun will render your fear mute. Also watch out for heroes on their team that have stuns or crowd control and make sure to fear them first, buying your team those precious extra seconds it needs to triumph in a team fight.


Consider drain your life line, but never enter into a team fight with low health hoping to heal yourself up on another champion. They always take notice when you suck the life out of them and are almost never happy about it. The only exception to this is during a 1 on 1 fight, and you have Terrify on cooldown. Be ready to run however because when team mates see a fight go down they tend to run straight at you, and fiddlesticks and take awhile to bring heroes down.

Dark Wind

Great early game trails off a little late game. Always make sure to use this spell as soon as possible and as often as possible. The second stun that this spell offers is great right in the middle of team fights. Alot of hero's depend on their abilities to survive and to kill.


This is your main initiation and best team fighting spell in your arsenal. Always enter into a team fight with this move if you can and try to aim for the squishy hero's hiding in the back. This spell in combination with flash is an excellent way to close the distance to any position on the map. After getting to the position you want quickly cast Dark Wind, Terrify the main damage source and then Drain someone with a goodly amount of health to fully utilize the 5 seconds of Drain. A lot of times people make the mistake of being greedy and cast Drain on low health champions for the quick kill. These champions will melt away and die inside your Crowstorm so using drain on them are a waste of time and will often get you killed. Drain someone with lots of health to make sure you still have lots of health after the initial scare and initial focus your bound to attract.

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Summoner Spells

A good spell because you want to have your mana up all the time. And not only this, it will also give the rest of the team(if they are within 600range) some mana. If you have mana problems alot and you don't know how to use you abilities, then get this

Works well in most situations, adds even more damage, plus the cooldown buff placed in the Mastery Trees helps to improve ability power.