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Fiddlesticks Build Guide by EtuVen

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League of Legends Build Guide Author EtuVen

Jungle Fiddles (Cuz' hes quick at taking buffs)

EtuVen Last updated on March 23, 2012
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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: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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For nearly twenty years, Fiddlesticks has stood alone in the easternmost summoning chamber of the Institute of War. Only the burning emerald light of his unearthly gaze pierces the musty darkness of his dust-covered home. It is here that the Harbinger of Doom keeps a silent vigil. His is a cautionary tale of power run amok, taught to all summoners within the League. Decades ago, there existed a powerful rune mage from Zaun - Istvaan. At the end of the fifth Rune War, he became one of the League's first summoners. Too much a prisoner to the old ways of magic, Istvaan stepped further and further outside the rules of conduct in the League. In what was ultimately his last match, his reach finally exceeded his grasp. Sealing himself inside the easternmost summoning chamber, he began incanting the most forbidden of rituals - an extra-planar summoning.

What exactly happened inside that chamber remains unknown. No champion came to represent Zaun that day in Summoner's Rift. Only silence echoed back from repeated knocks on the chamber door. The first apprentice who entered was cut down immediately by an unearthly scythe. What few who followed and survived were driven mad by fear, mere husks of men gibbering about crows and death. Afraid of the evil even Istvaan could not control, the League sealed all exits to the chamber, hoping they could contain what they could not destroy. Years went by, but the wooden figure within never moved save to slay any foolish enough to enter. Seeing no recourse to reclaim the chamber, the Council instead devised a use for Fiddlesticks: executioner. While he comes to life and seemingly abides by the rules of summoning in the Fields of Justice, what he awaits inside his chamber is unknown. His unmoving face yields no clues, and his scythe stands ready to strike down any who stand before him.

Those who say 'you have nothing to fear but fear itself' have not yet felt the crows.

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Hello everyone, my name is EtuVen and in this guide, I am going to show you how I play Fiddlesticks. I put in my best effort into this guide, so I hope you could reconsider downvotes on my guide till you had tried it. Fiddlesticks is an awesome champion as he can turn around fights, and take down major creeps like Dragon or Baron Nashor.

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Pros / Cons


+Good in 1v1 fights
+Can stay in lane for quite long
+Awesome ulti ^^
+Constant Damage
+Ranged Champion
+Fast speed in clearing buffs
+Able to tank baron nashor or dragon

-Vulnerable to CC
-Cannot push lane
-Not good in farming
-Item dependent
-Hard to play against enemies with greater range
-No escape mechanics except flash

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Mastery Explanations

Offense Tree - 9 points

Mental Force x4 - Extra AP. Why not?

Sorcery x4 - Crowstorm has a relatively high cd. CDR is welcomed.

Arcane Knowledge x1 - 10% magic penetration. Good for early, mid, and late game.

Utility Tree - 21 points

Summoner's Insight x1 - Reduces Flash cd. Take note that Flash is Fiddlesticks
one and only escape mechanic. It also synergies well with Crowstorm

Expanded Mind x3 - Extra mana is useful to Fiddlesticks

Swiftness x4 - Speed is required for Crowstorm.

Meditation x3 - Some mana regen to last longer in lane.

Transmutation x3 - Increased spell vamp. It's really useful. Trust me.

Runic Affinity x1 - I'm a jungler so it's important if my buffs last longer.

Greed x2 - Just to move on to better masteries. There are extra gold earned anyways.

Intelligence x3 - Moar CDR!

Mastermind x1 - Decrease the summoner spells cd. Very useful for my Flash :)

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Greater Quintessence of Ability Power AP for more damage.

Greater Glyph of Ability Power Flat AP runes to be stronger early game.

Greater Seal of Scaling Mana Regeneration More mana regen to sustain longer in lane.

Greater Mark of Magic Penetration Fiddlesticks is an AP caster so magic penetration is welcomed.

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Summoner Spells

Viable Summoner Spells

Flash - Escape Mechanic and chase with Crowstorm

Smite - Taking of buffs and major creeps.

Teleport - Quickly get to level 6 for my ultimate. Teleport to wards in bushes to gank.

Less Viable Summoner Spells

Exhaust - Stop an enemy from dealing too much damage

Ignite - Get kills early game. Stop Dr. Mundo, Swain and champs that can regen alot.

Ghost - Chase after an enemy.

Cleanse - Quite useful since Fiddlesticks is vulnerable to CC

Summoner Spells That Must Not Be Taken For Fiddlesticks

Garrison - My guide is not meant for dominion

Heal - Nice combo with Drain but seriously Heal? Try taking 2 or 3 hits from their AD carry -.-

Revive - Useless. I'm not a tanker. I'm not Shen. I'm Fiddlesticks

Surge - I don't remember Fiddlesticks being a hybrid champion.

Clarity - Useless. Waste of summoner spell slot.

Promote - Yay! Super Tanky Minion! But useless for Fiddlesticks

Clairvoyance - Tell your support to get it

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Ability Explanation

Dread This reduces enemy champions' MR, at 1000 range of Fiddlesticks, by 10. This is half of the unique aura Abyssal Mask gives.

Terrify Enemy champions move about aimlessly and can't do anything. When maxed, it lasts 3 secs.

Drain Fiddlesticks damages the enemy per second, and heals 80% of the damage dealt, when it is maxed.

Crowstorm Channels for 1.5 seconds and blink to target location, dealing "tons of damage" (quoted from Phreak) to enemies in the area.

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Skill Sequence

I maxed Drain first, as this is Fiddlesticks main spell. It also helps me to regain tons of hp and be able to sustain in jungles and lanes.

I max Dark Wind second as it can deals a fair amount of damage and silences the enemy. Take note that Dark Wind can bounces and hits the same target multiple times. So you can use it on minions and pray hard that it hits the enemy champion as well :)

The last skill I max is Terrify. This skill gives us the opportunity to Drain the enemy when he/she is feared. It also can be used as a combo with Crowstorm

As for Crowstorm, I max it like all other abilities, taking it at level 6, 11, and 16.

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Core Items

: I can't stop repeating myself on how useful CDR is. Crowstorm is much needed, so we want it to be available A.S.A.P.
: This items gives all the health and mana Fiddlesticks needs.
: Use it when you start taking slightly too much damage in teamfights.
: The unique aura stacks with Dread and it gives extra MR.
: Item with most AP in game. Also has a unique passive that increase AP by 30%
: The spell vamp is very useful for both Drain and Crowstorm. This gives a fair amount of survivability and AP.

The first item get is Doran's Ring as it gives health and ability power with a fair amount of mana regen early game. The next item I get is Boots of Speed for the mobility needed to gank. After that, I would usually go for either Blasting Wand or catalyst the protector. It depends on whether I need more survivability or more damage. Then, I would go on for Rod of Ages.

Afterwards, I would take a Hextech Revolver for the spell vamp. I would then rush for Zhonya's Hourglass as it is the item I need in teamfights. One click and I'm golden :) An Abyssal Mask would helps me deal damage, and the magic resist helps me take lesser damage from AP skills. For the last two items, I would get a Rabadon's Deathcap first for super AP. And then, a Will of the Ancients to complete my Hextech Revolver