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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.
Warning: This is a fairly long, in depth guide, but it is full of information. I've made an effort to keep any superfluous comments out to keep it as short as possible, so please bear with me while reading it. Thanks!

Also,

I have tried to build up a lot of AP before, however this leaves him very vulnerable during the early and mid game and really leaves him susceptible to snubbing if he does not get fed very early.
What this philosophy does, is it allows me to have a lot of power throughout the game; early, middle, and late and it lets me have the ability to produce that game changing

In summary, a




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, the magic resistance effects from








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






















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.









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










































Tank Killer:














Defensive:













Matchsticks:











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.
- 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 an extra .5 seconds is very rarely worth the extra mana cost early game.
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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