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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Introduction




What this guide does is give a little insight as to how I go about playing the Harbinger of Doom.
To give a little bit more depth, I've provided the 3 builds that I use the most often. Now, with the exception of the Jungle guide, the metagames are the same, so the decisions that I make regarding the builds are personal preference and are dependent on what's going on in the game.
My first build is basically my Nuke Fiddlesticks Build. This is when my main goal for the game is to deal as much damage as possible.
My second build is a more Defensive/Sustain Fiddlesticks Build. This is used whenever I'm playing a more dangerous team and thus require a little bit more durability or if I want a little more cooldown reduction and mana regeneration. But the items in this build are designed to give me this durability without sacrificing any power.
My third build is a fairly typical Jungle Fiddlesticks Build. The basic gist is a Fiddle that starts off the early game in the jungle and migrates through the map picking up easy kills along the way.
Fiddlesticks is extremely powerful throughout the mid and late game as well as holding impeccable lane dominance during the early game. But he is relatively easy to shut down if the other team tries to purchase magic resistance. So, the first order of business is to cut through as much MR as I possibly can. This lets me deal as close to true damage as I can.
- My second objective is to get plenty of AP.
Fiddlesticks doesn't have any huge ratios (all of his abilities are .45), but it does add a lot to his damage if enough is stacked up.
- My third and final objective is to stay alive long enough to actually deal this damage. This is fulfilled in the first build with
Will of the Ancients and in the other 2 builds with
Zhonya's Hourglass.
1)percentage magic reduction
2)flat magic reduction
3)flat magic penetration
4)percentage magic penetration
So, according to the formula, the order of effects that affect magic resistance are applied in a certain order. This is important because while we do want to get through a lot of magic resistance, we don't want to be repetitive nor do we want to spend a lot of money on items that don't have a lot of impact.
So, in a game with the presented full build (first and second), the magic resistance effects from






Champions who lane well with Fiddle:






















Champions with interrupts that disrupt your


Champions who lane well against Fiddle:



























Just as there are champions who pwn


Champions who Fiddle lanes well against:


















Runes








The other thing that I am sure you have noticed is that all of my other runes give magic penetration. This is VERY important to my early game damage. Let me explain:
Almost every single carry, whether physical or magic, ranged or melee, starts the game with about 30 MR. What this rune setup does is it makes it so that you start the game off with about 19 magic penetration from the metagame. To most AP champions, this is not enough to be worth giving up some of the other benefits that can be gained; however









In the utility tree I take







In the first tier, I take







The rest are pretty self explanatory, mainly focusing on cooldown reduction or spell vamp. I take this whenever I see that my team has plenty of dueling potential, but not a lot of teamfight presence or when my team is mostly carries that require some time to get powerful.














In the overview, I said to start with









Most other guides focus around maxing one skill first, however this build doesn't. That is because








Well, I contend that they both have their uses and purposes in the lane.




So, in a game, I don't pick a skill until I have actually gotten out to the lane and have seen who I am laning against.
If you do decide to go





































Looking back at the goals of the guide, I want items that give lots of AP for power, keep me alive for doing this damage, and blow through as much magic resistance as I possibly can. Now, the thing is,

- It does give some health, but not enough to warrant a 3k gold purchase.
- It gives 80 AP after 10 minutes. Now compare this to an item like
Abyssal Mask that gives 70 AP, 57 magic resistance, and lowers the magic resistance of enemies around me, or
Will of the Ancients that also gives 80 AP, survivability through spell vamp, and benefits for the rest of your team, all for less gold, and the attractiveness to
Rod of Ages for its power is significantly lowered.
- Now, the only real thing it has to offer is mana. If that's what you're looking for,
Deathfire Grasp gives mana regeneration as well as 70 AP, and a killer active for less gold or even
Archangel's Staff that gives more mana, more regeneration, and more AP, again for less gold.
So overall,



Runes




Marks: This is pretty standard, magic penetration for getting through damage mitigation.
Seals: I take these to decrease the damage I"m taking from monsters in the jungle and improve the effectiveness of my

Glyphs: I take these for a boost to my attacks during the mid and late game. The great things about these in particular is that the turnover rate is level 6, meaning that they become just as effective as

Quintessences: This is all about early game power for speed while clearing out the jungle as well as giving me a leg-up in early game encounters with enemies.
This setup is focused around giving me a little bit of resilience during the early game while giving my early game a strong boost and having that boost carry through to the mid and late game.


ALWAYS TAKE THIS SPELL! You'll find that it's invaluable for taking the Blue Buff during the early game but it's even more effective for Dragon or even Baron Nashor. Because of



This is the ultimate 'GTFO!!' ability in that one minute you're in danger of dying and the next, you're gone. But it's also very important for


I elect to level




From there, I prioritize




This skill sequence is all about nuking potential, basically launching into the lane with
















Start at the Blue Golem.








Overall, the route will look like this:
Blue Buff
Wolves
Wraiths
Small Golems
Red Ruff
Wraiths
Wolves
Back
Small Golems
Wraiths
Wolves
Back
Blue Golem
Wolves
Red Buff
Gank
Ganks:
Under ideal circumstances, you want a strong team that can hold the enemy team that can hold them until you hit level 6 and have





If you're level 6, ping to let your lanemates know you're coming. Then, position yourself and start channeling










Use







Unless you are fighting 1v1 or are getting killed, DO NOT





- When getting ganked, even a rank 1
Terrify will give you enough time to make a break for your turret.
- Likewise, using it on an aggressive laning enemy can catch them off guard and lead to you and your lanemate dealing a lot of unanswered damage.
- Casting
Terrify under an enemy turret will not pull aggro, so when attacking the turret, you can give you and your lanemate a few more attacks by using
Terrify on the enemy that has tried to come to its aid.
- If you're low on health,
Bountiful Harvest a minion
- Channeling
Crowstorm from the bush will lead to the enemy not knowing when you're going to attack.
- Using the blink from
Crowstorm and then following with a
Flash lets you 'double jump'; effectively allowing you to hit a group of enemies with
Crowstorm from off of the screen.
Terrify into
Bountiful Harvest is a fairly basic combo that lets you get a few seconds of uninterrupted drain in. However, this only really works around rank 3 of
Terrify since the mana cost early game is normally too extravagant for the small time that you buy.
Reap has a longer range than
Terrify, so when chasing, it is sometimes beneficial to launch
Reap in order to make it impossible for the enemy to use
Flash or any other ability that would allow them to get away.
Terrify at rank 5 keeps an enemy in place for 3 seconds. It takes 1.5 seconds for
Crowstorm to channel; meaning that it is possible to use
Terrify on an enemy, and then use a point blank
Crowstorm into
Exhaust,
Reap, and
Bountiful Harvest to take on a more powerful enemy.
- Likewise, if you're being chased, running into a bush to break line of sight and then either starting the channel or
Crowstorm or waiting for them to get close enough to cast
Terrify can quickly turn the hunter into the hunted.

Basically, get good with him. Truly good fiddle players are an asset to the entire team with their huge damage potential, game changing ultimate, and vast array of CC.
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