Fiddlesticks Build Guide

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Fiddle in the Middle

written by Devibeast

Fiddlesticks Build

Table of Contents

  • Introduction

    I should clarify, the name just sounded cool and coincidentally works well. Also as another note, this guide is made purely for those who wish to be introduced into fiddle with somewhat high level of play. This guide will fail or pass based on whether you synchronize your play style and understand the play style of fiddle.

    The absolute best place for fiddle is in the jungle, and second best is of course mid. He is an extremely strong jungler, who literally can clear the entire jungle in one sweep, while maintaining a high level of health. His role in mid is slightly weaker since his auto attack is a little hard to get a hang of at first but its extremely viable.

    This will help you decide which one to play:

    Jungle: Easier of the two and better utility and more likely to get kills. Better mana control and more kill dependent to scale into late game.

    Mid or solo: First off based on fiddle's health and natural squishiness you don't want to solo against 2. No matter what. You can 1 v 1 early on and 1 v 2-5 later on but early you need the last hits and 1 v 2 will starve if you they are decent. You need to be able to manage your mana well and understand that you don't need to be at full health at all times. Its nice but don't keep draining for the sake of being at full health.

  • Stop jabbering and help me fiddle now. A.K.A. I random'd fiddle. (TLDR)

    Jungle fiddle
    You need armor seals.
    Summoners - Smite & Ghost
    Masteries ->(9-0-21)
    Save smite for blue and red
    Buy Doran's Ring and go to blue. Get a leash and kill it. Then wolves->wraiths->mini-golems->Red

    Lane Fiddle
    You need mana regen.
    Summoners - Flash & Teleport
    Masteries ->(9-0-21)
    Buy Doran's Ring and go to your lane. Build boots and Rod of Ages. Finish the build at your discretion.

  • Abilities

    Enemy units near Fiddlesticks have their Magic Resist reduced by 10.

    Its very nice since your range is limited anyway, unlike lux or other "snipers"

    Cooldown: 15/14/13/12/11 seconds
    Manacost: 65/75/85/95/105 Mana
    Strikes a target enemy unit with fear, causing it to flee in terror for (1/1.5/2/2.5/3) second(s).

    This thing is broken. Not really, but it guarantees you a really good drain. Allows you to target someone more precisely.

    Cooldown: 10 seconds
    Manacost: 80/90/100/110/120 Mana
    Deals (50/77.5/105/132.5/160) (+(0.45 per ability power point)) magic damage each second to target unit and heals Fiddlesticks for (60/65/70/75/80)% of the damage dealt.
    Lasts up to 5 seconds.

    Your bread and butter, you will want to max this asap. Important to note that this a channel and also the cool down starts with your channel.

    Dark Wind
    Cooldown: 15/14/13/12/11 seconds
    Manacost: 50/70/90/110/130 Mana
    Strikes an enemy target and then bounces to a nearby enemy unit. Deals (65/85/105/125/145) (+(0.45 per ability power point)) magic damage and silences for 1.2 seconds for each strike.

    Can bounce up to 5 times and may strike the same target multiple times.

    This skill got nerfed hard late game, so its bounces remain the same, I personally like it but prefer that its ranks stay low till later on.

    Cooldown: 150/140/130 seconds
    Manacost: 150/200/250 Mana
    A murder of crows flock wildly around Fiddlesticks for 5 seconds, dealing (125/225/325) (+(0.45 per ability power point)) magic damage each second to all enemy units in the area. This has a 1.5 second channel duration and teleports Fiddlesticks to target location.

    Kaw, kaw penta. This makes people run, cry, and cry op. If it comes to it amazing farm (don't want to resort to it but sucks if you have to)

  • Masteries + Runes

    Greater Mark of Insight - Standard Magic Pen
    Greater Seal of Resilience - Important for the jungle, helps out more than one might expect
    Greater Glyph of Replenishment - It is in case you lose blue buff or are waiting for it to spawn.
    Greater Quintessence of Swiftness - Not easy to get movement speed, but its worth it to me.

    You only need the Marks and Seals for this jungle you can use whatever you please for the others.

    Greater Mark of Insight - Standard Magic Pen
    Greater Seal of Fortitude - Little bit of wiggle room to get harassed and to harass
    Greater Glyph of Replenishment - Better Laning sustenance
    Greater Quintessence of Swiftness - Not easy to get movement speed, but its worth it to me.

  • Summoner Skills and skilling order

    Smite Its essential for guaranteed dragon and baron control. If you can time it. Speeds up your jungle too.
    Ghost I know people say flash is op, which it is, but this is what I take for jungle control and overall ganking potentials go up with it.

    Flash Its op, nothing more to be said.
    Teleport It gives you some really good ganks and even better lane control.

    NOTICE: You can take any summoner spells, these are what I prefer and find works with my play style. Please do not try to convince me your spells are better.

  • Items and such

    Whether you jungle or not you start with a Doran's Ring. This is a simple item, good sustainability and great at giving a good start.

    You want to get a Rod of Ages as soon as you can. Its a time based stack and it takes 10 minutes to reach full potential.

    You want to also get Boots of Speed since it's cheap and with your runes and masteries it gives a good speed.

    In case you are not doing so well the best way I find to make a comeback is to use elixirs. They're cheap and highly effective.

    Your core build which you want to get by about 20-25 minutes the latest is going to be:

    Doran's Ring Rod of Ages Boots of Speed

    I leave it your discretion to decide what boots you should get. I prefer Ionian Boots of Lucidity

    You also want to rush Zhonya's Hourglass. Its quite simple why, ult in, find a good spot press item. No damage taken mass damage delt.

    My personal favorite build is

    You can choose to substitute out items, again at your own discretion.
    If they are way too dps heavy you may want to build a Thornmail.
    Caster heavy or cc heavy you may want to build a Banshee's Veil or Abyssal Scepter

    You don't need spell vamp, that's that.

    I realized that a lot people don't like this build, allow me to explain why I prefer to others.

    I think that hourglass, rod of the ages and rabadon's speak for themselves. So won't get into that.

    However people ask why not magic pen boots? I say because you get 9% cooldown from 9-0-21 masteries and building ionian boots puts you at 24% essentially the most cooldown you'll ever need. Unless you plan on spamming drain ever 3 seconds, which is just a waste of mana. Also people complain about void staff. Frankly its the best magic penetration out there. It gives a decent amount of ap and you don't need to be up close and personal for the magic pen to work. Of course abyssal scepter synergizes with fiddle's ult, but moves like his crow bounce don't require you being right next to the person to get off. Again this is still your call but I prefer it this way.

  • Jungle Pattern

    For the jungle, you need a leash for highest effectiveness.

    You start at blue buff and with the leash you will kill it easy. Start off by auto attacking it. When it turns around and starts attacking you start draining it. This way you save mana and also get in a decent amount of damage. Keep draining and attacking blue buff. Smite it to finish it off and then kill the minions however you please. You should hit level 2 by the end of this camp at the latest.

    Move onto your wolves, kill the big one first and finish off the camp.

    Wraiths is next, try to get mid to back off a little as if they are pushed back into turret they can and probably will leach some of your exp. It is not a big deal but try to hold your exp. Go for the blue wraith and then clear the camp.

    Go to the twin golems kill them, this should be easy by now.

    Kill the red buff last and smite to finish it off. Again saving smite for buffs, dragons and baron. This is important to maintain control of your buffs. This point you should be level 4. If not go back and buy and go get the wolves again. You will be level 4 by then.

    Gank at your discretion and this is judgement call you need to make. Don't gank when the other team has too many minions or if they are pushed into their own turret. Thats just plain stupid.

    Taking dragon should be done with your team, its not about whether you can solo it or not its about whether they will try to gank your or not. Given the option anyone would. Good practices in getting dragon are using a purple ward to clear the wards in there or leading to dragon to see if they know you are getting it. Do it carefully and let your tank tank it if he pleases. It can be bad if you tank it and a fight breaks out.

  • Laning + Creeping

    If you do decide to lane, I strongly recommend you take mid if not try to nab your solo, provided you have one. If anyone get's on your case for not jungling, remind them that a good laner is better than a bad jungler.

    First off you should not and will try to avoid last hitting with your abilities. Your silence is extremely potent in early game laning and is great as a harass mechanism. You should learn fiddle's auto attack pattern and speed of his default animation, and use it to last hit in lane as to conserve mana. Another very important thing is that you don't always need to be at full health. Lower health you are and more pushed into your turret you are, the better off you are at setting up ganks. Provided there are games you want to maintain high health as much as you can, such as those against those teams who keep shifting lanes and keep on ganking.

    One important thing you should know how to set-up ganks. One extremely hard trick to learn is how to harass and get pushed. It is easier if the other team is not last hitting or overly harassing you. You obviously do not want to be below 1/2 health since its a bad thing overall and if you do fall below just drain it up. Draining does leave you as a target since you remain motionless, don't do it if you feel you may die by anything during the drain. If you have been harassing the opponent and your jungler or ganker comes to gank, one good trick is to "dance" them around the minions. People like to keep a minion wave between you and them for some reason. So if your jungler comes from bot you will try to run around the minions towards top and they will automatically run inbetween bot bush and the minions. Perfect gank time, do not blow your cooldowns immediately. Wait for your team mate to cc them and then you get in close, silence and drain. Silence ruins escape methods. Again this is provided your teammate can cc them, if not you must and then have your teammate burst them. This is also depending that the ganker does not have a built in gap closer or blink.

    Try to ask for a gank before level 6 so that when you do hit level 6 you can also gank. Not much else to it, that is the essentials of laning fiddle.

  • Playstyle

    Fiddle is a squishy. No matter how you build him consider him a squishy. Wait for someone to initiate and then ult in. You have to place it. Your role in team fights is to aim for carries and supports. Do not sit there draining the tank because quite frankly it is just stupid. Don't go for tanky people it wastes your abilities and time. Of course easier said then done. Point is go for their squishes. Now people will expect you to initiate, that is the role of a tank. Its their job so people blow their Crowd Control on the tank and not you. Explain it to them.

  • Summary of pros and cons.

    High Damage
    High Health
    High Survival (Drain)
    Really Fast Jungle time
    Great Ganks

    You may run out of mana if you don't watch it carefully.
    You are really vulnerable to other AP carries.
    Not an amazing chaser.
    Vulnerable to hard cc's.

Do you have your own
Build Guide?

Submitted by Devibeast

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