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Fiddlesticks
Build Guide by Ray The Guy
Patch 4.5 Fiddlesticks - Party doesn't start 'till I Crowsto
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Choose Champion Build:
-
Middlesticks
-
Junglesticks
-
Supportsticks
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Introduction

Why would you play Fiddlesticks?
Well,





When to play Fiddlesticks?
But of course, it wouldn't be funny if it were THIS easy, would it? When certain conditions are met,

Basically, you can feel totally confident about playing

-
- The enemy Mid is squishy and has no built-in escape mechanism (if laning)
- The enemy team has low (only slows) to no CC
- The enemy team doesn't know how to use wards ("unly da supprot shud buy warsd xd")
- The enemy Mid/Jungler has no gap closer
- Your team needs a damage-dealing Mid/Jungler
- Your team has enough tanky champions
- Your team has champions with good initiations
Pros
|
Cons
|
As Middlesticks
For runes, I like to take offensives runes while also keeping a bit of defense, which is extremely useful early game.



[Greater Seal of Armor]] help Fiddles deal with AD champions mid, which are getting more and more common (





Finally,

I consider this the standard Runes set for any kind of player and mostly beginners.
Recommended Spells













Other viable Spells




Do NOT take:









This passive is a great asset early game. Thanks to Patch 4.5, this passive is no longer giving you away when you're not visible from the enemy, which is great for ganks.

This is one of the most annoying CC skill to suffer. When maxed, it makes the enemy unable to do anything for 3 seconds. The fear is also immediate, meaning it affects the enemy as soon as you click on them, and cannot be missed in any way. This can be used to lock an enemy champion into your










This skill is also quite useful! Taking a single point early game will allow us to last hit enemy minions as well as poke the enemy champion. For only 50 mana,







In what order to max your spells?
The skill order is, of course, dependent on your role in the team, but also situational: in some situations, maxing


However, in case you aren't sure, here is a generally reliable skill order for every role:
AS A MIDLANER:
First point goes into








AS A JUNGLER:
First point goes into








AS A SUPPORT:
First point goes into







Starting Items





I used to consider a Boots starter as mandatory, however this was back in season 2, before all the champions got a +25 movement speed bonus and Boots of Speed's own MS bonus got nerfed. Do NOT take it unless you're facing a high-skillshot champion (




This items gives you HP to compensate for your squishiness, as well as a good deal of early AP. With the reduced cost you can now also take a few pots or a ward with the Doran's Ring, so it's a rather good start, with only one negative point: it doesn't build into anything.




This start is getting more and more common, and proves to be useful against AD Assassins going mid





Take this if you feel like your lane is going to be easy, and/or you want to play more aggressively. It is actually better than a Doran's Ring start since Amp Tome builds into


This item is free and gives you a free 60 seconds ward every 2 minutes. It's a no-brainer, really. However, please also consider purchasing regular

Early/Mid Items

If you're having a hard time in your lane, grab one or two


The newly introduced item allows us to acquire early armor, which proves useful against the multiplication of AD Assassins going mid. It also builds into


If you are doing VERY well in lane and got some early kills, or a HUGE cs advantage, and you can afford this item... what are you waiting for?

This item has always been great for early/mid damage, and the fact that it builds into



A free upgrade to your

Core Items

I used to take the








Yes. Yes yes yes yes. This is a must have on Fiddles. 100 AP is quite a lot, and 50 armor does help, but the best part comes from its active, allowing you to gain 2 seconds of immortality. This works remarkably well with


This item is also helpful due to the 80 AP and 500 HP it gives. Its passive also makes sure that your







Even more AP, and a deadly decrease in the enemy magic resistance which works well with


This item is a must have on ANY mage. Because of the crazy damages. I MEAN COME ONNNNN.

Given Fiddles' slowness, I think this Enchantment is the best for him. It'll allow him to chase more easily, as well as run away or simply get in position quicker. However, don't focus on getting this item ASAP; you should buy it only if you still have spare money after buying a core item.

For the mediocre cost of 475 gold, this item lets you place a 3 minutes ward every 2 minutes! It becomes cost-efficient after you place 7 wards with it.
Situational items

If the enemy team is building magic resist massively to counter you, you NEED to get this item over


This item gives Fiddles some nice mana regen, Cooldown Reduction as well as magic resistance, and the AP given is decent. This, however, requires to rush



This item is nuts. It gives lots of AP, mana regen AND CDR! However, it doesn't give any defensive stats, which is why I usually prefer items like





This item is really strong at the moment, and works well on Fiddlesticks: it does give some survivability with the HP and MR, but the passive and cdr make it work extremely well with your

Do NOT get:

With the Preseason 3 patch, this items has gotten some CDR back and give 100 AP, which is quite a lot. However, it has no defensive stats and its active isn't as strong as it used to be. It does make up for Fiddlesticks' lack of burst damage, but there are better items out there for him.

This costly item is rather useless on Fiddlesticks, since it delays your




Both this item's passive and the additional magic resist will then prove useful, but at the cost of AP. I wouldn't recommend it in most circumstances;


Despite the nerf, this item is still very good!... on tanks. The armor may help against AD champions, and the CDR seems to be worth it, but the last of offensive stats really hurts.


This item is, I feel, very gimmicky. Unlike





While I like the idea of a




DEFINITELY MANDATORY!

I'll discuss the placement of early

Early game pre-level 6
First of all, you need to help your jungler getting blue. Leashing no longer works, so you'll have to actually hit dat Golem a bit in order to help your jungler before getting back to your lane. If your team chooses to invade,



While it all depends on the laner you're facing, most of your early game can still be easily summed up: you have to farm by last-hitting minions as much as possible with both your auto-attacks and your



Early game post-level 6
Now that you have




Mid/Late Game
Mid/Late game is mostly composed of teamfights. Your role during teamfights can be summed up in two tasks:
- Melting the enemy team with your
Crowstorm +
Zhonya's Hourglass
- Killing weak enemy champions with
Terrify +
Bountiful Harvest (and
Reap if necessary
However, since you are still a squishy mage, I wouldn't recommend INITIATING teamfights on your own. You should wait until someone on your team can engage, or until someone in the enemy team engages.
I wouldn't recommend roaming around unless you can surprise an enemy champion all alone. If you DO manage to ambush him,





Depending on who you're dealing with, you may or may not have an easy laning phase. Keep in mind however that this is all from MY personal experiments; you may find it easier or harder to face some of them.
Difficulty: Low before level 6, Medium after level 6
Tips:
Difficulty: Easy
Tips:
Difficulty: Easy
Tips:
Difficulty: Medium before level 6, Hard after level 6
Tips:
Difficulty: Medium/Easy
Tips:
Difficulty: Hard
Tips:
Difficulty: Medium
Tips:
Difficulty: Medium
Tips:
Difficulty: Medium/Hard
Tips:
Difficulty: Medium
Tips:

Difficulty: Low before level 6, Medium after level 6
Tips:
- Hide behind minions to dodge her
Charm ; however, this does not work with
Orb of Deception
Ahri has to cast numerous times to get her bonus spell vamp: deny her this buff with
Reap
- Upon reaching level 6,
Ahri will be extremely mobile to the point where she may try towerdiving you. Using
Terrify on her will allow the tower to deal her some damage, and
Reap can then be used to slow her retreat.

Difficulty: Easy
Tips:
- She may try to poke you with
Mark of the Assassin, however it does not deal as much damage as your
Reap early.
- Your
Bountiful Harvest still works on her when she's in her
Twilight Shroud.
- Since she's a melee champion, she'll try to jump at you to burst you down.
Terrify+
Bountiful Harvest her when she does.

Difficulty: Easy
Tips:
Anivia is terrible at farming, slow and squishy early game. Play very aggressively.
- If you manage to get her in her egg form early game,
Bountiful Harvest and
Reap will completely destroy her due to the huge magic resistance decrease as well as your
A Harmless Scarecrow.
- Don't get caught in her
Flash Frost as she will most likely follow with Frosbite for early burst damage, or even lock you with
Glacial Storm and cut your retreat with
Crystallize. If this happens, use your
Flash to get away and laugh as she runs dry on Mana.

Difficulty: Medium before level 6, Hard after level 6
Tips:
- Watch out for
Annie's
Pyromania; when she has 3 charges, she will most likely bait you, then activate
Molten Shield and get her stun, hereby dealing you plenty of damage.
Reap her and play defensively
- When she hits level 6, she will try to get her stun on you and
Summon: Tibbers immediately after (or even AT THE SAME TIME). Tibbers will take tower aggro for her and will most probably chase you around too.

Difficulty: Medium/Easy
Tips:
Brand's spells are only effective if they hit you numerous times as they proc his passive
Blaze. However, you can hide behind minions to protect yourself from
Sear and
Pillar of Flame has a short casting time that allows you to dodge it if you're quick enough.
- Do not stand too close to ablaze minions, because if
Brand casts
Conflagration on an ablaze minion, enemies near it will be hit as well.
Pyroclasm bounces and prioritize enemy champions;
Brand may cast it on a minion, expecting it to bounce at you next. This is another reason why you should stay more behind minions.

Difficulty: Hard
Tips:
- All of
Cassiopeia's spells have low cooldown, larger range than yours and inflict either poison or stun. Stay very close to your turret, hope that she overextends and call your jungler for a gank.
Cassiopeia relies on her skill combo to kill you, which you can disrupt with
Reap. Furthermore, you can mitigate the poison's damage by using
Bountiful Harvest on a nearby minion.

Difficulty: Medium
Tips:
Cho'Gath will grow and become a tank, but early game he's rather squishy. Try to take advantage of this by harassing him with
Reap. However, do not expect to defeat him alone.
Cho'Gath has a great sustain with
Carnivore. Combined with
Vorpal Spikes, this will allow him to push very easily, which is when your jungler can best attack him.
Rupture has a casting time, allowing you to dodge it if you react soon enough. If you don't, you'll be knocked up and slowed, and
Cho'Gath will more likely use
Feral Scream and
Feast on you for massive damage. Either dodge
Rupture or
Flash away.
- You're an easy prey for
Cho'Gath when casting
Crowstorm, as he will most likely use the above combo to cancel the channel and destroy you. Always cast
Crowstorm from a safe place.

Difficulty: Medium
Tips:
- Drop a
Vision Ward in the middle of your lane to prevent
Evelynn from using her
Shadow Walk.
- Keep your distance from her
Hate Spike and harass her with
Reap.
- Don't forget to call MIA, since her passive allows her to gank and surprise your teammates very easily.

Difficulty: Medium/Hard
Tips:
- You've read this guide, while the enemy
Fiddlesticks may have not. This gives you an edge over him.
- Tell your whole team to ward every bush with Sight Wards and to call MIA to prevent
Fiddlesticks from ganking another lane with
Crowstorm.
- Keep in mind that he will most likely act the same as you, trying to harass you with
Reap and also inciting his team to use wards. Only the most skilled
Fiddlesticks will survive.

Difficulty: Medium
Tips:
Fizz can dodge your
Reap and has two gap closers. If he does so, punish him with
Terrify +
Bountiful Harvest before he can attack you.
- If he manages to land a few basic attacks on you, the passive on
Seastone Trident will reduce the healing you receive from
Bountiful Harvest and also inflicts Damage over Time, so try to keep your distance.
Chum the Waters will stay on area if it doesn't hit any champion, so try to not get caught by it. However, if you fail to escape, don't use
Flash as
Chum the Waters stays attached to you.

Difficulty: Medium/Hard
Tips:
Galio gains AP as he builds magic resistance thanks to
Runic Skin so your spells will just leave scratches early. However, his spells have a long range, which means that he can easily harass you. Stay near your tower and call your jungler for a gank as
Galio is quite slow without
Righteous Gust.
- You can interrupt
Idol of Durand with
Reap /
Terrify... if you don't get caught in it, that is.

Difficulty: Hard
Tips:
- Thanks to his passive
Happy Hour and
Drunken Rage,
Gragas has an excellent sustain in lane. Do not hope to defeat him.
- Dodging his spells is key, as all of them are linear skillshots or ground targeted AoE.

Difficulty: Depends
Tips:
Heimerdinger is a really hard champion to play, so chances are your opponent isn't as good with him as you are with
Fiddlesticks.
- Take care of his
H-28G Evolution Turrets: they are
Heimerdinger's main damage source and can take you down with ease if you aren't careful.
- Hide behind minions to dodge
Hextech Micro-Rockets.
- Try to not get directly it by CH-1 Concussion Grenade as it will stun you.

Difficulty: Very Easy
Tips:
Karthus has to farm a lot to be efficient. Harassing him with
Reap will be very effective.
- If you get close,
Karthus will most likely defend himself with
Defile. However, since you can heal back with
Bountiful Harvest, you can easily use this to your avantage to melt his mana.
Lay Waste deals less damage if it hits numerous targets, so always stay close to minions.
- You can dodge
Karthus's
Requiem thanks to your
Zhonya's Hourglass. A
Banshee's Veil can also be used for the same effect.

Difficulty: Medium before level 6, Hard after level 6
Tips:
- Before hitting level 6,
Kassadin is slow, has to get close to your minions to damage them and will most likely try to harass you with
Null Sphere. However, your
Terrify and
Reap will annoy him greatly.
- Once
Kassadin gets
Riftwalk, you must absolutely play safe. If he tries to towerdive you with it, use
Zhonya's Hourglass to save yourself from the
Null Sphere /
Force Pulse. Then,
Terrify him under your turret and
Reap him so that he can't
Riftwalk away as fast as he wishes.
Riftwalk also grants
Kassadin a lot of mobility, allowing him to gank other lanes with ease. Make sure to call ss whenever he gets out of sight.
Null Sphere can interrupt your
Crowstorm, so beware when casting it.

Difficulty: Kind of Easy
Tips:
Katarina has a terrible laning phase. She will only be able to harass you with
Bouncing Blades at first; however, beware when she gets her
Shunpo, as it will make it easier for her to get close to you and use Sinister Steel. If she does so, punish her with
Terrify +
Bountiful Harvest.
- You can interrupt her
Death Lotus with
Terrify /
Reap.
Katarina is only truly dangerous if she gets fed. She may try to roam if she can't take kills on you, so make sure to call ss whenever she is out of lane.

Difficulty: Medium
Tips:
- It is an absolute priority that you don't get hit by
Thundering Shuriken or else
Kennen will melt you easily.
- You cannot counter
Slicing Maelstrom with your CC; however, you can
Terrify him during both this and his
Lightning Rush to escape.

Difficulty: Medium
Tips:
Kha'Zix is yet another strong melee AD assassin that is more often sent mid to destroy squishy carries. Keep your distances to avoid getting hit by
Void Spike.
Kha'Zix can be really unforgiving to positioning errors thanks to his
Leap. Play carefully and all should go well. Keep in mind that his
Leap will also make him quite slippery when your jungler is coming to gank.
- Since the nerf on hiw
Void Spike, his damage comes mainly from
Taste Their Fear, meaning he'll have to get into melee range to trade with you. Since he has no crowd control skills, you can easily lock him down with
Terrify+
Bountiful Harvest if he tries to fight you.
- As with all AD champions, starting with a
Cloth Armor will greatly improve your durability.

Difficulty: /surrender
Tips:
LeBlanc, even more than
Kassadin, was created for the sole purpose of shutting down mages early game. Her abilities deal a lot of damage, she has a gap closer that she can also use to escape, and even when you DO manage to dominate her, her passive
Mirror Image will save her.
- There are several ways to identify the true
LeBlanc when her
Mirror Image is used: the decoy has no buffs/debuffs and deals no damage. Also, if you've used
Bountiful Harvest on her before her
Mirror Image activated, the original
LeBlanc will still take damage from your
Bountiful Harvest if she didn't get out of range.
LeBlanc falls off terribly late game, and she is squishy at any phase, so she won't pose much of a threat mid/late game if she isn't fed.

Difficulty: Medium
Tips:
Lissandra possesses some harass potential via
Ice Shard, so keep your distance.
Glacial Path is a great escape tool, but also has a high cooldown, and you can stop
Lissandra from teleporting to the claw's location with your
Terrify or
Reap.
Lissandra can also stop you and your teammates from chasing her with
Ring of Frost or her ultimate
Frozen Tomb, which can either stun you or one of your teammate, or protect her similarly to
Zhonya's Hourglass. In both cases, it will deal damage in the nearby area and slow enemies.
Lissandra's passive,
Iceborn, can make it easier for her to spam spells; beware of her sustain.

Difficulty: Easy
Tips:
- Just dodge her spells (most of them being skillshots) and you'll be fine.
- She can shield herself with
Prismatic Barrier, so she may try to lure you into easy kills before shielding herself and CC'ing you with her spells.
Final Spark has a .5 second of channeling. While this is terribly hard to do, if you manage to shut if down with
Reap or
Terrify, your entire team will love you forever.

Difficulty: Easy/Medium
Tips:
Call of the Void is very easy to dodge if the enemy Malz isn't predicting your movements well enough.
- Don't underestimate Malz's damage, for all of his abilities inflict DAMAGE OVER TIME, so don't hang around if you're low on HP.
- You can cancel his
Nether Grasp with
Reap /
Terrify. However, you can't do it if he uses it on yourself as he will suppress you.
- Beware of the Voidlings: early on he'll use them to farm and harass you in combination with
Malefic Visions. However, they can also be used at your advantage: since the Voidlings will always follow Malz, you can use your
Reap on it to then have it bounce on Malz.

Difficulty: Medium
Tips:
Mordekaiser can become one of your worst nightmares. His spells are very strong and give him a respectable shield, and his farming power is unequaled. However, you CAN dominate him early game because his shield will be quite weak, he is rather low because all your spells have greater range than his.
- Harassing him with
Reap will also annoy him greatly since he needs his spells to charge his shield. If he trues to trade against you early game,
Reap him then
Terrify +
Bountiful Harvest to melt his health, and
Ignite him before retreating. This will help you set dominance over the lane, and maybe grab some kills.
- Beware of
Mordekaiser as soon as he gets
Children of the Grave and spell vamp items such as
Hextech Revolver, as they will make him much more sustainable in 1v1. In general, keep your distance with him so that he can't damage you with ant of his spells.

Difficulty: Medium/Hard
Tips:
Morgana has a built-in Spell vamp with
Soul Siphon, which works with
Ignite too, so beware of her.
- If you get caught in her
Dark Binding, use
Reap /
Terrify to save yourself from her next spells.
Black Shield absorbs magic damage and makes her immune to CC, so don't waste your spells on her when she has it.

Difficulty: Medium
Tips:
- AP
Nidalee's main damage source is her
Javelin Toss, which hurts a lot and has a high range but can be dodged (it is the slowest projectile in game) or blocked by minions.
Nidalee has free wards that deal damage AND reveal you with her
Bushwhack, so take care when going into a bush that is probably warded.
- Thanks to her cougar form's
Pounce and her passive
Prowl,
Nidalee is fairly hard to catch. Don't waste your time chasing her.

Difficulty: Medium
Tips:
Nunu & Willump doesn't usually go mid, but if he does, you will have trouble holding your lane. Both
Visionary and
Consume allow him to stay in lane for very long, and he try to harass you with
Ice Blast. However,
Ice Blast has a rather short range, so play from afar and harass him with
Reap to prevent him from dominating the lane.
- Interrupting
Absolute Zero with
Terrify /
Reap is the best thing you can do to save you and your team during a teamfight.

Difficulty: Medium
Tips:
Pantheon can and will harass you with
Spear Shot, rushing
The Brutalizer to reduce its already low cooldown. Since it has higher range than most of your spells except
Reap, keep your distance.
- He will also towerdive you thanks to
Aegis Protection and
Aegis of Zeonia (and later
Grand Skyfall); however, since his shield doesn't block MAGIC damage, you can
Terrify +
Bountiful Harvest him under your turret to make him regret his decision.
- Pantheon falls off greatly late game unless he's really fed, so play carefully.

Difficulty: Medium
Tips:
- Ever since the new patch,
Rumble's damage is only truly strong when he is in his "Danger Zone".
- His
Electro-Harpoon has a large range, so stay behind your minions and poke him with
Reap.
- His
Scrap Shield makes him extremely hard to kill so when your jungler is ganking mid lane, don't hesitate to use all your CC on
Rumble.
The Equalizer can be used to cut your retreat short, so try to flash over it as to avoid the huge slow and Damage over Time.
Rumble is most vulnerable when silenced as he's "overheating", due to his passive, which is probably the best opportunity you have to get aggressive on him.

Difficulty: Easy/Medium
Tips:
Ryze is all about CDR and spamming spells around. Chances are he'll get starving on mana pretty early. He will be helpless whenever it happens. However, since his abilities scale on mana, he will most likely build lots of mana and rely on his blue buff.
Desperate Power gives him spell vamp, bonus movement speed and has no cost, making him very slippery and sustainable post level 6.
Ryze's short ranges mean you can easily harass him and force him to play very defensively, at least for most of the early-mid game.
Ryze's strength lategame will thus be largely reduced due to not having a huge amount of farm and kills/assists.

Difficulty: Easy/Medium
Tips:
- AP
Sion's early game is rather strong due to the burst damage and stun from
Cryptic Gaze and his shielding with
Death's Caress. Keep your distance and harass him with
Reap.
- If he manages to stun you with
Cryptic Gaze, he will most likely follow by trying to blow
Death's Caress next to you. You can stop this assault with
Terrify.
Cryptic Gaze will take lots of
Sion's low mana pool early game, and he'll have to run back to back very often.

Difficulty: Hard
Tips:
Swain has a great sustain in lane thanks to
Carrion Renewal. He can easily root you with
Nevermove, then use his
Torment and
Decrepify to melt your HP.
- His ultimate
Ravenous Flock will great him even more sustain but will drain his mana if he isn't careful. Apply
Terrify to him to make him waste his mana; you WILL take damage from him in order to get close enough to use
Terrify.
Swain with the blue buff can keep
Ravenous Flock active for a very long time. If you and your jungler can steal his team's blue buff, it will greatly cripple
Swain.

Difficulty: Medium/Hard
Tips:
- He will easily harass with with Cutthroat followed with
Noxian Diplomacy, or
Rake from a distance, and both Cutthroat and
Rake outrange your abilities, so just hug your turret and, if he dares dive you,
Terrify him AS SOON AS the silence wears off. This requires godlike reflexes.
- Since he'll be playing very aggressive because it's an easy lane for him, your jungler can easily gank him.
- As with all AD champions, starting with a
Cloth Armor will greatly improve your durability.

Difficulty: Easy, but annoying
Tips:
- AP
Teemo will try to damage you through the poison from
Toxic Shot and his
Noxious Traps, which are not that strong early game. This is where you must take advantage.
- Do NOT chase
Teemo. Ever. He will outrun you with
Move Quick and most likely lead you to his
Noxious Traps, which will help him finish you off.
- An
Oracle's Elixir will help you greatly to destroy the
Noxious Traps as well as detecting
Teemo if he chooses to sit still. However, given your squishiness, you will most likely get focused a lot, meaning that the
Oracle's Elixir will have to be repurchased after every death, thus making
Vision Wards more cost-efficient.

Difficulty: Hard
Tips:
Twisted Fate is definitely annoying to face.
Wild Cards have a very long range and the effect on his
Pick A Card will help him push greatly. Just as with harder champions, hope that he overextends and call for a gank.
- Tell your team whenever
Twisted Fate hits level 6. His
Destiny will offer him great mobility and allow him to gank other lanes, but you can interrupt it -if possible- with
Terrify or
Reap.

Difficulty: Medium/Hard
Tips:
Urgot can counter any AP carry, and you're no exception. If you get hit by his
Noxian Corrosive Charge, he will be able to harass you easily with
Acid Hunter due to its great range.
Urgot is very mana-dependant early due to him constantly spamming
Acid Hunter. Your aim is therefore to survive the laning phase thanks to
Bountiful Harvest until he has to
Recall.
Urgot will often misuse his Hyper-Kinetic Position Reverse, putting him at disadvantage. However, it will grant him additional magic resistance and armor. If you see him casting him on one of your allies, stop the channeling with
Terrify or
Reap.
- As with all AD champions, starting with a
Cloth Armor will greatly improve your durability.

Difficulty: Easy before level 6, Medium after
Tips:
Veigar will have to farm with
Baleful Strike, which has a high cooldown, in order to be effective. He is also very squishy. As such, you should have no problem with him early game.
- His
Dark Matter is VERY EASY to dodge because of its high delay, so chances are
Veigar will try to trap you with
Event Horizon before using it.
- Since you're a mage,
Primordial Burst will hurt you a lot. A well-timed
Zhonya's Hourglass activation will save you from taking massive damage.

Difficulty: Medium
Tips:
Viktor has a very effective poke with
Hextech Ray. If he gets
Augment: Death, it will destroy your HP so make sure to dodge it whenever possible.
Power Transfer is on a short range, so
Viktor won't bother using it except to save his life with a delayed shield. You can easily stop him from doing so with
Terrify +
Bountiful Harvest.
Gravity Field is a very effective stun.
Viktor will most likely cast it in the direction you're going, so either
Flash away or turn around.
Arcane Storm causes a very short silence that can stop you from casting
Crowstorm.

Difficulty: Easy
Tips:
Vladimir will be weak early game since most of his abilities cost health and his
Transfusion doesn't heal much early. Take advantage of his initial squishiness; harassment with
Reap will greatly annoy him.
- Play more carefully when
Vladimir gets tankier thanks to
Crimson Pact and/or gets spellvamp for he will be much more sustainable.
Sanguine Pool can help him dodge most of your
Crowstorm, but it cannot interrupt your
Bountiful Harvest if you used it prior to
Sanguine Pool. Additionally,
Sanguine Pool has a high cooldown, which you can easily take advantage of.

Difficulty: Medium
Tips:
- As always, an early
Cloth Armor will protect you against him.
Wukong can harass you early with
Nimbus Strike into
Crushing Blow, then escape retaliation with
Warrior Trickster, so play carefully.
- Similarly to
Vladimir's
Sanguine Pool,
Wukong will still take damage from your
Bountiful Harvest if you used it before he used his
Warrior Trickster.
Cyclone can knock targets up, thus interrupting the channel of
Bountiful Harvest or
Crowstorm, so beware.

Difficulty: Medium
Tips:
Xerath can have an insane range that requires you to dodge his
Arcanopulses and
Arcane Barrages. Easier said than done.
Xerath is most vulnerable when locked into Locus of Power. If you use
Terrify /
Reap on him, he will not be able to do anything, allowing you and your jungler to easily take him down.

Difficulty: Medium
Tips:
- You can use your
Terrify to interrupt
Yasuo's Q combo.
- Make sure to dodge
Yasuo's third
Steel Tempest, especially after level 6.
- Your
Reap is very strong against him, if only because
Yasuo relies on his spells for his damage output and mobility. However, remember that he can also block it with
Wind Wall.

Difficulty: Hard
Tips:
Ziggs's abilities have a very large range so chances are he'll harass you from afar. However, this will also drain his mana pretty quickly, so a foolish
Ziggs will have to recall, allowing you to take advantage.
- Hiding behind minions will help most of the time.
- The knockback effect from
Satchel Charge will interrupt
Crowstorm's channel, and is also, in general, a very effective escape tool.

Difficulty: Medium
Tips:
Zilean's
Time Bomb has a shorter range than your
Reap, but the difference is almost negligible. A nasty combo has him using
Time Warp on himself to catch up to you, then
Time Bomb on you, then
Rewind and
Time Bomb again. This combo will hurt a lot if you're careless, so don't hesitate to hug your tower.
- If you see
Zilean using
Chronoshift on himself as he's about to die, kill him, then, as he's resurrecting,
Terrify +
Bountiful Harvest +
Ignite +
Reap should be enough to take him down for good.

Difficulty: Hard
Tips:
Zed can harass you from afar thanks to
Living Shadow followed by
Razor Shuriken for lots of damage, so be quick on your "feet"!
Zed may also try to close in for a kill with launching his
Living Shadow near you, then switching places with it and
Shadow Slash and
Contempt for the Weak. If he does so, lock him with
Terrify,
Bountiful Harvest and
Reap to prevent him from escaping easily. This strategy, as with all melee champions, is very effective when you're getting towerdived.
- Against all AD champions, starting with a
Cloth Armor will greatly improve your durability.
Starting Items



Doran's Ring is the best starting item for Junglesticks right now, especially since its price was reduced, allowing you to get some pots or even a ward really early on. It gives HP, AP and mana-regen, all of which come in handy through the entire early and mid game.



On the other hand, while Amplifying Tome gives less stats and costs more, but can be useful if you wish to rush






The Machete once again increases damages not only of auto-attacks but of all sources, making it an interesting purchase once again, though it doesn't grant as many blunt stats as the two previous items do.




Starting with Boots is an idea that has been around since season 2 and which favors early ganks and mobility at the detriment of farming the jungle. Since Fiddlesticks has no sustain issue, it might be an interesting purchase. Be wary, however, that the addition of the


A free item is never! This trinket's purpose is to clean wards set up by the enemy laners, which will prove useful for you when it comes to ganking them.
Early/Mid Items

As mentioned before, Boots are more important when you're jungling, because they allow you to move faster from a point to another for your ganks.

An item I used to skip, the changes to Spectral Wraith in pre-season 4 make it actually interesting. It first passive allows you to increase your mana sustain in the jungle, while the Conservation passive guarantees that you will remain steady in gold with your teammates. Additionally, the AP and CDR can allow you to perform deadlier ganks more often, not to mention assure a greater buff control - you can easily solo Dragon with Spectral Wraith and a couple of points in your Drain.


Simply put, if you can afford NLR, go for it; if not, Seeker's Armguard should be your priority after Spectral Wraith item. Why? Because


Free upgrade with a better range!

This upgrade costs you 475g, but can help you scout major objectives such as Baron Nashor without having to place yourself in trouble. This upgrade isn't mandatory but can prove useful.
Next items, both mandatory and situational, are basically the same than in lane, so time to scroll up to that section!
Classic Jungle route
1- Start at the

2- Do the Ancient Lizard camp, and

3- Kill the

4- Time to gank!
This route is rather fast, and provides you with the opportunity to gank a lane at level 3 while the laners will most probably be at level 2, giving you the advantage since you will have two types of cc (silence and fear) available.
Alternatively, if all your lanes are pushed, you can make stay in the jungle and farm, or even attempt counterjungling.
More experience Jungle route
1- Start at the

2- Do the


3- Do the Ancient Lizard camp, and

4- Time to gank!
This route is mostly made for junglers who focus more on farming, or in case lanes handle themselves better. With this jungle route, you'll try to achieve level 6 sooner for better, more crow-involving ganks.
Trying new Jungle route?
In case you team isn't willing to help you get Blue buff because they know they'll have to focus on farming (whenever they are facing a hard laner ALL AT ONCE, it happens), start at Wraiths,

You can even try starting at your red buff, getting a smiteless pull, then moving on to blue buff in order to be able to gank top faster if you're on the blue team.
If there is any jungle route that you've tried or wish to try, feel free to propose me it in the comments. I will try it on my own and give you my impressions.
What after the first clear?
You can either gank (read the chapter below), recall to buy items (chapter above) or simply keep jungling in order to keep ahead in terms of gold and experience. The only difference comes from the attribution of buffs: you will most likely help your midlaner get the Blue buff (unless they are playing a mana-less champ, in which case you can keep it for yourself).
Concerning




Concerning ganks, feel free to gank anytime after level 3 (you NEED
Terrify in order to do a successful gank) if the following conditions are met:
When ganking pre-6, open up with
Reap to prevent them from
Flashing immediately, then
Terrify +
Bountiful Harvest will allow you and your laner to do some damage and maybe even pick a kill. When ganking anytime your
Crowstorm is available, simply wait in a bush, wait until the enemy comes into range,
Crowstorm in,
Terrify +
Bountiful Harvest, complete with a
Reap if they are still alive somehow and trying to escape, and you've got a kill!
Consider the gank successful if:
The gank is a failure if:
Basically, the enemy laner MUST NOT see you come, or else he will either retreat, focus his attention on you and likely kill you (do not forget how squishy you are) or have his jungler assist him. Hence why it is important for your team to use wards, and why it is important for you to know where the enemy wards are (if any). Keep note that with the
Stealth Ward, ganking has been made more difficult. Fortunately, thanks to
Sweeping Lens, you can scout for enemy wards on your own and thus delete vision, albeit on a rather long cooldown.

- The enemy laner has pushed too much, making it easier for you to come behind him.
- The enemy laner has put no wards, or you can easily bypass them and/or get to them before they notice you => Ask your laner if their enemy has any wards!
- The enemy laner's behavior hasn't gone from defensive to offensive lately, hinting that his jungler is coming => in that case, just tell your laner to back off and hug his turret.
- You can get to the lane you want to gank in less than 10 seconds (aka when playing in the Blue side, don't go and gank top if you're at the Small Golems, for you will be there far too late)
- The enemy laner isn't able to escape, except by using Summoner Spells => take notice of abilities like
Vi's
Vault Breaker,
Jax's
Leap Strike,
Ezreal's
Arcane Shift etc.
When ganking pre-6, open up with









Consider the gank successful if:
- The enemy laner has died.
- The enemy laner has used their Summoner Spells (
Flash,
Ghost...) to escape.
- You have allowed your laner(s) to get some rest, allowing him to either push or recall to buy items
The gank is a failure if:
- You and/or your teammate(s) die.
- The enemy jungler comes and counterganks.
- You and your teammates have wasted their offensive Summoner's Spells (
Ignite,
Exhaust) on an enemy that managed to run away without using their escape Spells.
Basically, the enemy laner MUST NOT see you come, or else he will either retreat, focus his attention on you and likely kill you (do not forget how squishy you are) or have his jungler assist him. Hence why it is important for your team to use wards, and why it is important for you to know where the enemy wards are (if any). Keep note that with the


Counterjungling: why, when and how?
Why would you dare to adventure in the enemy jungle? Well, pretty honestly, to steal some farming from him, and thus preventing him from getting gold and experience, leaving him behind. Your main targets when counterjungling are the Blue and Red buffs, but smaller creeps also count!
You can feel safe about counterjungling when you know EXACTLY where most or all enemies are. DON'T venture in the enemy jungle if there are MIAs all around. Example: the enemy jungler and midlaner are nowhere to be seen. Should you be trying to go to the enemy Blue buff? Certainly not, for they are most likely to be there already, and they outnumber you. Although if you can hide safely behind the trees and steal the buff with Smite, you can try this stunt, but always have someone cover you in that case. Additionally, adapt your counterjungling to the enemy jungler's route: if you can get to Wraiths and kill them before he comes, do it, but stay cautious.
When counterjungling, try in priority to get the Blue and Red buffs. If you can get them (with the help of a teammate or without), make sure to NOT kill the small lizards, because that will force the enemy jungler to do it himself if he ever wants his Buffs to respawn. The same also works for minor creeps camps: if you're trying to steal his Wolves, kill the biggest one first, then maybe a second one but leave the last one alive. The same goes concerning Wraiths. Your jungler will then be faced with a very unrewarding jungle, reducing the threats he represent.
Invading
An early invade is a very risky yet rewarding stunt to pull. The enemy team will most likely do a cover for their jungler, but if you still manage to pull your whole team with you, it will have chances to succeed. If you decide to invade, pick







Countering Counterjungling
What if the enemy jungler decides to counterjungle you? That might also happen, especially if the enemy jungler is

Support Fiddlesticks is getting more and more common, especially at higher ELOs, and has seen a lot of tournament play. There are many factors that make Fiddlesticks a good support, including his 3-Seconds instant Fear and his multi-target Silence.
However, I feel like Fiddlesticks doesn't quite play like the likes who Blitzcrank or Leona who just engages/force engages, protect their carry and carry auras for their entire team.
As Fiddlesticks, you are and remain a squishy champion. Even if you build lots of HP and resistances, you will never be as tanky as a Leona, or a Blitz, or an Alistar, or even a Thresh. As such, your role as a "Support" is quite different from what you'd expect.
In lane, you mostly play the same as any support would, aka making sure to ward correctly, gaining superior map vision of the area around drake, and helping your carry win trades. You can even roam and gank other lanes should yours have an advantage you can abuse of. However, you later transition into what I'd call a semi-carry. Fiddlesticks damage is still pretty high, even without items, at least for the midgame, meaning you can rush items like Ruby Sighstone or
Ionian Boots of Lucidity and still a great asset to your team. In fact, to be fair, in the LCS Summer Split and during Season 3 World Championship, most Support Fiddlesticks players only get those two items yet are performing great.
However, when the lategame comes, you will need the additional damage to prove useful in teamfights. Thus, building damage allows you to be far more useful than a mere CC machine while still being able to help shutting down important targets.
Pre-season 4 buffed the Support's gold income by a fair amount, making it easier for Fiddlesticks to itemize as a carry mage. More on that soon.
However, I feel like Fiddlesticks doesn't quite play like the likes who Blitzcrank or Leona who just engages/force engages, protect their carry and carry auras for their entire team.
As Fiddlesticks, you are and remain a squishy champion. Even if you build lots of HP and resistances, you will never be as tanky as a Leona, or a Blitz, or an Alistar, or even a Thresh. As such, your role as a "Support" is quite different from what you'd expect.
In lane, you mostly play the same as any support would, aka making sure to ward correctly, gaining superior map vision of the area around drake, and helping your carry win trades. You can even roam and gank other lanes should yours have an advantage you can abuse of. However, you later transition into what I'd call a semi-carry. Fiddlesticks damage is still pretty high, even without items, at least for the midgame, meaning you can rush items like Ruby Sighstone or

However, when the lategame comes, you will need the additional damage to prove useful in teamfights. Thus, building damage allows you to be far more useful than a mere CC machine while still being able to help shutting down important targets.
Pre-season 4 buffed the Support's gold income by a fair amount, making it easier for Fiddlesticks to itemize as a carry mage. More on that soon.
THE SUPPORT SECTIONS WILL GET MORE CATEGORIES, INCLUDING:
- Build Explanation
- Synergies and Counters
Some champions work fairly well with
Fiddlesticks, and if you are going to play with friends, you can incite them to play these champions with you for great results:

Champions who can lock the enemy team inside your ultimate:
-
can trap several members of the enemy team with his
Cataclysm.
-
can provide a similar, but shorter, assistance with
Curse of the Sad Mummy.
-
can not only trap several members of the enemy team with his
Idol of Durand, but also make sure that they are not attacking you.
-
's
The Box has a 99% slow that will prevent most targets from escaping the area of your
Crowstorm.
Champions who can engage the enemy team, allowing you to safely cast your ultimate:
-
,
(
Bandage Toss) and
(
Death Sentence), as mentioned above.
-
's
Unstoppable Force is one of the best engages of the game, and the knock up can protect you while you're
Crowstorming the enemy team.
-
's
Tidal Wave is another knock up that can serve the same purpose.
-
can also engage really well with his
Onslaught of Shadows, which fears enemies for one second.
-
can engage with
Dredge Line, but also cripple squishy targets with
Depth Charge.
... and I'm not even kidding. For both when you are laning or jungling, wards are very important to inform you of the enemy jungler's position, and thus save yourself from ganks or, if jungling, getting counterjungled and counter-counterjungled.
However, not everybody wants to use wards because they feel like it's a waste of money over, say, potions. Now here's my question: would you rather have two potions to restore your health SLOOOOWLY after using your Flash to escape a gank you did not see coming, or have a ward you can place in a bush, thus allowing you to inform of an incoming gank and to retreat safely as a consequence without wasting your Flash?
Please note that, due to the preseason 4 changes to ward, you can only place up to 3 Stealth Wards and 1

Anyway. Below are the most important places for you and your team to place wards. Following this typology:
Red: Mandatory wards no matter what.
Purple: Wards you should place when jungling
Blue: Wards your teammates should put to help themselves but also you
Green: Major buffs where

In the Middle Lane:
Check the appropriate wards placement!
Explanation: When laning mid, putting wards in the two bushes is essential, since this is where the enemy jungler will be waiting before ganking. When jungling, if your mid laner is having issues in his lane and has to hug his tower tightly, you can help him set up those wards. As a jungler, you should also set wards to the entrance of both Wraiths camp, yours and the enemey's, no matter which team you are. The ward at your wraith camp will allow you to prevent counter jungling, and the ward at the enemy wraith camp will make your counterjungling easier, since you will be able to see the enemy jungler leaving the camp to head to a lane for a gank.
In the Top lane:
Check the appropriate wards placement!
The ward in the top-river bush is mandatory, since it will help both laners to protect themselves against ganks. However, if you or your laner places a Sight Ward, they will be able to spot and neutralize the enemy ward, which will assist you greatly in your ganks. As second ward, more advanced ward (when playing as the Blue team) will also help seeing the jungler coming.
As a jungler, warding the entrances to your (Blue side) or the enemy (Purple side)'s Blue and Wolves will fulfill the same function as earlier concerning counterjungling and preventing counterjungling, and even telling you if the enemy is approaching to attack you while your team is fighting Baron.
Finally,


In the Bottom lane:
Check the appropriate wards placement!
The wards here work the same as in Top lane, except


One final note about Dragon: Dragon is much more important than Baron in the early/mid game since he's easier to kill and grants a gold bonus that can turn the tide of a game around. As such, one should always note the time upon which Dragon was slain, for he will respawn 7 minutes later, and your team needs to be ready to get it or prevent the other team from getting it.
BASICALLY, Wards in bushes are primordial to save yourself from ganks (you can't spell "Ambush" without "bush") but also assaults while fighting


Thank you for reading this guide! I sincerely hope it helped you playing and understanding
Fiddlesticks. If you have any comment to make, or anything that seems weird to you, do not hesitate to discuss, I'll gladly take any constructive criticism and answer your questions.
UPDATES:
- 12/04/2012: First publication
- 12/05/2012: Updated with Preseason 3 patch masteries and items.
- 12/07/2012: Added
Enchantment: Alacrity in the core build
- 12/10/2012: Added
Malzahar to the laning opponent list
- 12/14/2012: Added more build options.
- 01/10/2013: Reworked Masteries and added Jungle core sheet
- 01/11/2013: Added Jungle guide
- 01/17/2013: Added
Pantheon and
Talon in the laning opponents list
- 01/20/2013: Corrected typos and added
Zed in the laning opponents list; Added analysis of
Hextech Gunblade,
Shard of True Ice and
Morellonomicon, as well as more build options and a different skill sequence for Junglesticks.
- 02/05/2013: Added new item
Seeker's Armguard in the Build section as well as changes relevant to it.
- 03/30/2013: Added
Kha'Zix in the laning opponents list.
- 05/19/2013: Overhaul of the build sections.
- 05/27/2013: Improved readability and coding; added
Lissandra,
Nidalee and
Wukong in the laning opponents list; added
Twin Shadows in the build section.
- 06/14/2013: Edited starting items to fit in with the last patch.
- 07/17/2013: Edited starting items for jungle
- 08/14/2013: Added a "Supportsticks" build and sections, reworked "Middlesticks" and "Junglesticks" builds. Removed
Master Yi in the lane opponents section because AP Yi no longer exists :D
- 11/30/2013: Updated the guide to match pre-season 4 patch changes; more to come soon.
- 12/23/2013: Updated the guide to match pre-season 4 patch changes and patch 3.15 changes
- 02/01/2014: Added
Yasuo to the list of opponents.
- 04/04/2014: Patch 4.5 update - more to come soon.

UPDATES:
- 12/04/2012: First publication
- 12/05/2012: Updated with Preseason 3 patch masteries and items.
- 12/07/2012: Added

- 12/10/2012: Added

- 12/14/2012: Added more build options.
- 01/10/2013: Reworked Masteries and added Jungle core sheet
- 01/11/2013: Added Jungle guide
- 01/17/2013: Added


- 01/20/2013: Corrected typos and added




- 02/05/2013: Added new item

- 03/30/2013: Added

- 05/19/2013: Overhaul of the build sections.
- 05/27/2013: Improved readability and coding; added




- 06/14/2013: Edited starting items to fit in with the last patch.
- 07/17/2013: Edited starting items for jungle
- 08/14/2013: Added a "Supportsticks" build and sections, reworked "Middlesticks" and "Junglesticks" builds. Removed

- 11/30/2013: Updated the guide to match pre-season 4 patch changes; more to come soon.
- 12/23/2013: Updated the guide to match pre-season 4 patch changes and patch 3.15 changes
- 02/01/2014: Added

- 04/04/2014: Patch 4.5 update - more to come soon.
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