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Fiddlesticks Build Guide by HavokDeathwalker

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League of Legends Build Guide Author HavokDeathwalker

Fiddlesticks, the Harbinger of Doom (an In-Depth Guide)

HavokDeathwalker Last updated on October 4, 2012
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Team 1

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: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Fiddlesticks is a medium ranged mage; adept at crowd control, area of effect damage, and jungling.

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Ability Details and Skill Sequence

Fiddlesticks' passive is Dread. Nearby enemies and monsters have their magic resist reduced by 10.

Fiddlesticks' first ability is Terrify. Fiddlesticks inflicts his target with Fear, slowing them and causing them to roam around randomly for one second. The duration of the Fear increases as the ability levels, with a cap of three seconds. Primary a utility spell it allows for longer Drains. I take a point in Terrify at levels 3 and 5, maxing it second.

Fiddlesticks' second ability is Drain. Fiddlesticks channels to his target, dealing magic damage and healing himself for a portion of the damage dealt. The duration of Drain increases as the skill levels. Keep in mind that this skill is on a tether and if the tether is broken Fiddlesticks will automatically chase his target. Although it's his primary source of damage, it is also the ability with the least amount of range and doesn't allow Fiddlesticks to harass effectively. I take a point in Drain at level 2 and 4, maxing it by level 9.

Fiddlesticks' third ability is Dark Wind. Fiddlesticks sends out a bouncing nuke that damages and silences each time it hits an enemy. Because it has better range then Drain and Terrify, I take a point at level 1 but max it last.

Fiddlesticks' ultimate is Crowstorm. After a brief channel, Fiddlesticks blinks to target location, dealing massive area of effect damage over the next few seconds.

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My runes are Magic Penetration Marks, Ability Power per Level Seals and Glyphs, and Flat Ability Power Quintessences.

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My Masteries are 21/0/9. Taking all of the Magic Damage buffs and improved Summoner Spells in offense, and Respawn Reduction, Mana, Mana Regen, Movement Speed, and increased Neutral Buff Duration in Utility.

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I recommend building Fiddlesticks with a mix of Sustainability and Damage Output. Open with Boots of Speed and three Heatlh Potions. Grab a Kage's Lucky Pick, Hextech Revolver, and (if you can get it before the 15 minute mark) Abyssal Mask for Magic Resist. When laning against a Physical Damage Carry, pick up two Doran's Ring or a Chain Vest. Then, upgrade to Sorcerer's Shoes.

Once you hit the 15 minute mark, or the Laning Phase ends, pick up a Zhonya's Hourglass as your main strategy is going to be to kill as many enemies as possible with Crowstorm and the active from Zhonya's is essential for Fiddlesticks' survivability, and finish a Deathfire Grasp for added burst damage.

You'll want to finish your build with a Rabadon's Deathcap for added damage, and a Will of the Ancients for increased survivability for both you and your team.

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Summoner Spells

For Summoner Spells i recommend Ignite in classic, Ghost in Dominion, and Flash in both game types.

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Team Work

In Team Fights, you'll want to surprise your enemies from the fog of war. Constantly think about casting over walls, even when simply walking around the map. Pay special attention to your health, when you start to take damage activate Zhonya's Hourglass.

Crowstorm is also easy to land when your opponents are playing defense. Casting over the wall will force them to run and allow your team to take the turret.

To ensure you can surprise your opponents, carry an Oracle's Elixir, or Vision Ward, if you feel safe. This way you can clear enemy wards in order to start your ganks undetected.

You'll also want to exercise patience in Team Fights, if you can't hit more than one enemy with Crowstorm, looping around and casting over walls may allow you to hit more enemies and pick up additional kills.

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Creeping / Jungling (Page 2)

When jungling, your goal is to get level 6 as soon as possible, to gank with Crowstorm.

Adjust your Masteries for Improved Flash/Smite (Player's Choice) and Improved Recall.

Take Drain at level 1, maxing right away, Dark Wind at level 2, maxing last, and Terrify at level 3, maxing second.

Swap Sorcerer's Shoes, Abyssal Mask, and Will of the Ancients for Ionian Boots of Lucidity, Void Staff, and Rylai's Crystal Scepter

Start at the Blue Golem and have a teammate pull the Golem for some free damage. Failing that, simply move around the camp in-between Drain cool-downs, taking it down with Smite.

Fiddlesticks is an exceptional Dragon threat. Upon reaching level 6 or higher buy a Vision Ward and a Sight Ward. Place the Vision Ward near Dragon to check for enemy wards, and place the Sight Ward at the blue team's Jungle-River entrance above Dragon's cave to watch for enemy ganks. Then call your teammates over and tank the Dragon with your Drain. Make sure you check how much damage your Smite will do, to ensure you get the killing blow. At higher levels of Drain and with some Ability power, Fiddlesticks can solo the Dragon, even without Blue buff. To do this, it's typically safer to Drain the Dragon from the back of his cave. If you see your enemies coming to gank, just flash backwards over the wall.

Fiddlesticks is also exceptional at tanking Baron Nashor . For this, you'll typically want to take the Blue buff and walk into melee range as you'll be able to heal all of his damage, and ignore his debuffs.

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Dominion (Page 3)

Since you start at level 3 with 3 skill points available in Domnion, i take two points in Drain and one point in Dark Wind, taking a point in Terrify at level 4.

My masteries for Dominion are pretty much the same as Laning in Classic. Just adjust your Utility masteries for max Respawn reduction and take 3 points in Movement Speed.

My runes also don't change much. Again, because you start at level 3 and passively gain experience, you'll want to take three Ability Power per Level Quintessesences over the three Flat Abiltiy Power Quintessesences in Classic.

I go for a Cool-Down Reduction centric build here, giving me as frequent use of my abilities as possible. Open with an Amplifying Tome, Meki Pendant, and Boots of Speed. Upgrade immediately to Ionian Boots of Lucidity and pick up a Morello's Evil Tome for max Cool-Down Reduction. I then complete my build with Rabadon's Deathcap, Zhonya's Hourglass, Will of the Ancients, and Abyssal Mask.

Fiddlesticks is extremely dominant in Early-Game Dominion. Whenever you see an opponent, just cast Dark Wind, Terrify, and Drain in Sequence. This will allow you to push your opponent away and run into the minion wave to pick up some free farm.

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Counters to Fiddlesticks

Even with the element of surprise, some champions are amazing counters to Fiddlesticks. Assassins in general tend to out-range most of Fiddlesticks' abilities. However, Akali, LeBlanc, Diana, and Fizz are the most potent threats in this class, as they can disrupt him with either status effects or extremely high burst damage.

The best way to counter these champions is too block there Line Of Sight. Hide in a bush if possible and only reveal your self long enough to briefly harass them until you can pick up the kill. This makes Fiddlesticks extremely hard to beat if he's the Solo Top on Twisted Treeline as there are two bushes in the lane and he can hide in Dragon's cave, effectively blocking Line Of Sight for the enemy and maintaining his Sight on them thanks to the Minion Wave.

Also, be wary of champions that can "move" opposing champions around. Moving Fiddlesticks after he's started his Drain will break the channel, so champions like Alistar, Darius, and Lee Sin can put a real strain on his gameplay.