Fiddlesticks Build Guide

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Jungle Fiddlesticks - An Introduction

written by PhortyTwo

Fiddlesticks Build

Table of Contents

  • Abilities

    A good passive. I honestly think this could be changed, but I'm willing to take what I can get as far as Magic Pen.

    A nice CC. You can use this spell to make sure people stay in your ult long enough to make sure someone on your team gets a kill.

    This is the one reason why Fiddlesticks can jungle. The ridiculous range and lifesteal on this for the mana cost is incredible. Use this for life regen and escaping from sticky situations.

    Dark Wind
    Another good one. If you want to make sure that Kat can't counter-ult you with her Death Lotus then you can just toss this. Also good for killing wolves and wraiths.

    This spell is the single reason why Fiddlesticks can gank. The amazing damage this does on enemies early game is really something that you can't go without. Combined with lizard slow on your auto-attacks, I'd be very surprised if you didn't get double kills with it all the time.

  • Introduction

    Hello there. First, I'd like to get one thing clear: I do not know everything about Jungle Fiddlesticks.
    I have simply tried him and I'm pretty sure I have a set of tactics downpat for him, and I figured I could help everyone else learn an alternate way of playing him.

  • Masteries + Runes

    Okay, first thing's first: Fiddlesticks does not need Cloth Armor to jungle at all. So, we have to pick up a little bit of slack from his masteries and runes. This means that runes are usually mandatory to jungle on Fiddlesticks.

    9x Greater Glyph of Focus
    9x Greater Mark of Insight
    9x Greater Seal of Clarity

    and your choice of Quints.

    For masteries, they're pretty simple:

  • Items

    Okay, here's where it gets even less complicated.

    Fiddlesticks needs only an Doran's Ring to jungle. That's it. I've done time trials with Amplifying Tome and Cloth Armor*, and Doran's Ring jungles only a few seconds slower than the Amplifying Tome. It also offers more stuff for jungling early game, and more health. Take it.

    Your boots will of course be [item=Sorcerer's Boots], with your boots (and a ward, quite possibly) being bought after your first clear of the jungle.

    Next, you'll want to rush a Void Staff, and then an Abyssal Scepter. This will really make up for what Fiddlesticks lacks in: AP Scalings. Because his scalings are so horrible, you need lots of Magic Penetration or MR reduction in order to counteract that.

    Anyway, after those two items, immediately get a Rabadon's Deathcap. This will augment your AP.

    Next item is completely your choice. Since I've never had a game go on that long, I would appreciate recommendations for the last item.

    *Cloth Armor does nothing for Fiddlesticks, be quiet.

  • Skilling Order

    Yes. You only really need to push one button to jungle as Fiddlesticks. His drain is really that strong. I take Dark Wind next because it helps kill all the other multi-mob camps. All the ult upgrades are self explanatory. I also take Fear at level 5 because I'm getting ready to gank. Unless the enemy team is really low in lane, you won't be ganking before level 6, most likely.

  • Creep Jungling

    External Image

    This image basically shows what it is to jungle as Fiddle. You'll always want to drain the biggest mob in the group (purple wraith, brown wolf, either of the little golems, Ancient Golem, and Lizard Elder, specifically) to ensure maximum lifesteal. Use your Dark Wind on the smaller creeps to make it so it does as much damage as possible to them, too. Always nice to have.

    The black lines on the photo indicate the route you take on your first trip through the jungle. The red lines indicate your second trip, and ganks.

    10 and 7 have multiple options because you can gank either of these lanes. "A" means that if this is available, do it. Otherwise, default to B. If no gank is available, go back in the jungle. You can also force a gank, but that's not recommended. If your team doesn't know how to stop pushing, you shouldn't waste time ganking for them, since they apparently have the lane handled.

  • Summoner Abilities

    Smite - Always. It's the jungler's delight.
    Ghost - Good for jungling in the event you become behind, and it has an early mastery point.
    Flash - Fiddle's ult does this. Unnecessary.
    Clarity - Not in the jungle, you don't.
    [spell=Rally] - Nope.
    Revive No.
    Clairvoyance - Save it for the support.
    Ignite - Good, but I prefer Ghost.
    [spell=Fortify] - Hah.
    Teleport - Not as a jungler, no.
    Heal - Fiddle's drain does this. No.

  • Pros / Cons

    Pros -

    Very easy jungler
    Very good ganker
    Easy to build, not terribly expensive
    Can move throughout the lanes quickly, ult has a low cooldown

    Cons -

    Very easy to counterjungle
    Easy to avoid ganks with escapes
    Has to have a knowledgable team in order to gank efficiently

  • Conclusion

    All in all, this guide is unfinished. If anyone has any suggestions, I would love to hear them.

    However, please read and enjoy.

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Submitted by PhortyTwo

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