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League of Legends Build Guide Author FatManOnWheels

The Devil Plays a Mean Fiddle (Lane/Jungle)

FatManOnWheels Last updated on March 28, 2011
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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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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Fiddle is a really fun and game-changing champion. With good team communication and map control Fiddle becomes practically unstoppable. Although he doesn't have as good AP ratios as other casters, but he can rip a team to shreds with his ult and great crowd control.

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Dread (Passive) - Lowers enemy magic resist. Very good passive for Fiddle because he needs to be near his opponents as he kills them. One problem is it will give you away if you are in a bush waiting for a gank.

Terrify (Q) - One of the best crowd control abilites in the game. Single target 3 second fear. In team fights this ability practically takes an enemy out of the fight. Early game can be used to prevent enemies from getting out of your drain or crowstorm.

Drain (W) - Fiddle channels draining a target's health. If the tether is broken, the channel will stop. This ability makes Fiddle almost impossible to 1v1 without a stun, silence, or knock up. Fiddles main ability while jungling as it helps kill the creeps while staying at max health.

Dark Wind (E) - Fiddle throws a crow which bounces between enemy targets dealing damage and silencing them. Great for farming and pushing. Good for interrupting channels and can deal pretty good damage if fed.

CrowStorm (R) - After channeling Fiddle teleports to target location dealing massive AoE damage overtime to targets around Fiddle. Best used when a fight has started so enemies do not get out.

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Summoner Spells

I take Flash and Ghost because Fiddle's main role is to Crowstorm and stay with the enemies and both of these spells help with that and help for escapes if you are in trouble.

Smite can be an option if you want to jungle faster.

Other good spells are Teleport, Exhaust, Cleanse, and Ignite.

Teleport allows you to go back to your lane after ganking and allows for better late game map control.

Exhaust helps keep enemies in your Crowstorm.

Cleanse defends you against CC to help you survive.

Ignite helps to ensure kills. (Not very recommended but can still be effective.)

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Masteries & Runes

I go 9/0/21 for magic penetration and cooldown reduction in Offense and the great utilities in the Utility tree like improved summoner spells, cooldown reduction, longer neutral monster buffs (with this build Fiddle will need blue buff).

Magic penetration marks for better damage output
I prefer mana regen seals but AP or defensive seals could work well too
Cooldown glyphs for more Crowstorms (Either CD per lvl or flat CD)
Flat health quints for early game but can be replaced with AP or magic pen

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Item Build

With Fiddle I either go mid or jungle if someone on my team needs mid more than I do like ranged auto-attackers.


When going mid start with a Doran's Ring but if you jungle get an Amp Tome and Health Pot.


Start by rushing Sorcs for the magic pen benefits then Mejai's because as Fiddle you will need kills to be able to do anything. If you do not like Mejai's or if you are not doing very well or as well as you would like, buy a Haunting Guise for some extra magic pen and health.

Rylai's is a crutial item for Fiddle because it keeps your enemies inside your Crowstorm and destroys them while giving you some much needed health for survivability.

Abyssal Scepter and Zhonya's are replaceable in order but both are needed. Abyssal synergizes with Fiddle's passive to devastate your enemies' magic resist. Zhonya's is good for staying alive while you ult if your opponents are stationary in the fight and not running away from you.

or or

Last item depends on how the game is going. Deathcap is good for maximizing AP if you are doing very well. Void Staff is good when players build magic resist to counter you. And Banshee's Veil is good if you are getting focused and find yourself dying more than you would hope.

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I like to play passively with Fiddle. Try to bounce dark wind off minions to harass your opponent in mid. If they try to attack you a fear/drain combo will keep them off of you. If facing champions like Twisted Fate who have a stun, try to bait it before you start drain.

Once you hit lvl 6, try for a gank at top or bot. Using on the enemy in mid can be good but going top or bot could score you a double kill.

Getting blue is another alternative if there are no available ganks and you don't have a jungler.

In teamfights try to stay out in a safe unseen area until an opportune moment occurs where you can Crowstorm in and kill the enemies. Keeping the jungles warded helps a lot with finding safe places to hide.

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Jungle Path

Start at Blue Golem and go the regular: Golem, Wolves, Wraiths, Lizard, Golems.

Jungling with Fiddle is pretty basic. Auto-attack, Drain, repeat. Once you get Dark Wind, mix that in between Drains. Hes not the fastest jungler but you will always have full health without too many mana issues.

Against the Golem, do not use your health pot while draining and use it after the second drain, so it is not wasted.

The Dragon can be soloed at level 5 or 6