Fiddlesticks Build Guide

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Jungling Fiddlesticks

written by SnapCrackNPot

Fiddlesticks Build



Table of Contents

  • Abilities

    Dread
    Great passive, increases your magic damage early game by plenty.


    Terrify
    Awesome skill, Terrify and Drain does plenty of damage, especially if you're lucky enough that the Terrify'd enemy runs into you instead of away.


    Drain
    Drain is one of the best jungling abilities. As long as you have mana, you have life. Also, it's great for ganking. Terrify and Drain have great synergy. If any melee DPS underestimates it and tries to charge you without any disables, you'll prove them wrong.


    Dark Wind
    I usually only put 1 into Dark Wind to help with the Ghost creeps, as there are 4 of them and you can't really afford the mana to Drain 4 enemies early game. The damage doesn't increase with level, only the amount of bounces.


    Crowstorm
    One of my favorite ultimates in the game. Great for ganking. You don't even need to be in range of enemy heroes while using it to gank the side lanes. Stay in the brush and channel, then cast Flash right away and you'll be in the middle of their lane. Ensures atleast one kill at level 6.


  • Introduction

    Fiddlesticks is by far one of my favorite heroes to play. One way that I play him is by jungling. You get plenty of gold, but the exp will be slower than solo'ing. You do get to let your team have 2 solo's though. However, jungling helps you a lot since people hardly see your ultimate coming, and you're almost always ensured a double kill at level 6. If you jungle correctly, you should stay around the same level as those with 2 in a lane, but with a lot more gold.
    For insane teams, get a friend to play Amumu or Nunu, and you can easily get 3 or 4 enemies down in a team fight.

  • Pros / Cons

    Pros:
    -Jungling lets you get a lot of gold.
    -With jungling, your first ultimate is a big surprise.
    -High level Drain with Terrify will own early game.
    -Your team will have 2 solo's.
    -Most people don't expect you to jungle at Level 1.

    Cons:
    -Low level Dark Wind for mid-game.
    -You won't level as fast as solo's.
    -If you're ganked while jungling with your Flash CD or no mana, you're screwed.

  • Summoner Abilities

    For Summoner Abilities, obviously take Smite, and then take Flash. Smite helps you jungle a lot faster. Flash comes in handy while ganking and increasing the range of your Crowstorm.
    Other abilities you might want to include are Cleanse so you can get out of a CC, or more commonly Ghost, which makes you almost impossible to get away from with your ultimate.

  • Masteries + Runes

    For my Masteries, I usually take on a 9/0/21.
    Offensive:
    3 Archmage's Savvy / 1 Plentiful Bounty
    4 Sorcery
    1 Archaic Knowledge

    Utility:
    3 Perseverance / 1 Good Hands
    4 Awareness
    3 Meditation / 2 Utility Mastery
    3 Quickness / 1 Blink of an Eye
    3 Intelligence
    1 Presence of the Master

    This build helps a lot with jungling, improving your Smite and lowering it's CD. Also lowers Flash's CD by plenty. Gives you -9% CD and 15% MP. The 5% exp gain from Awareness is also helpful when jungling. The Perseverance is another great help since I don't get many Regen items.

    For Runes, I went + Dodge% for my Quintessentials and Yellow. For Red, I got magic penetration and CD reduction for Blue.

  • Items

    To start, I usually get a Doran's Ring and a Mana Potion. I usually go for the Wolf/Golem Spawn first, then use Drain to kill a smaller creep of the Aura encampments, run back, and kill another small creep to wait for my CD for Smite. Then, I kill a Ghost encampment with Dark Wind (Lvl 1) and Smite. By the time you hit level 3, you can take the Golem Aura by yourself with Smite up. Keep jungling and at level 6, gank a lane. If it seems nobody's available, either tell your team to lay back and let them push or keep jungling and solo the Dragon at level 7 with the Golem's Aura.
    I usually don't have to go back to base until I have insane amounts of gold, due to the Golem's Aura and Drain, keeping both my mana and health up. I rush for a Rod of Ages. If you can't afford it, buy Catalyst the Protector and some Boots of Speed. You can choose to upgrade your boots into Sorcerer's Shoes or Boots of Swiftness. Taking a Rod of Ages will turn you into a tank, as I usually get it by 18 minutes or so.
    Next, it really depends what you're going up against. If you're doing well, get an Abyssal Scepter or if you really want, Mejai's Soulstealer. I like getting [item=Rylai's Scepter], as people can't run away from your Crowstorm once you have it. It also helps Drain become practically OP. If you're not doing so well against magic casters, grab a Banshee's Veil. Against DPS, get a Glacial Shroud.
    Another great item I tend to get is Void Staff. A decent amount of AP and mana, but most importantly, the % MP makes it great against people stacking MR.

    My end game item list usually consists of Rod of Ages, Sorcerer's Shoes, Frozen Heart, Abyssal Scepter, Rylai's Crystal Scepter, and either Banshee's Veil or Void Staff.
    With the armor, magic resist, and life from these items, and Drain with Terrify, you'll be insanely tanky.

  • Skilling Order

    1. Drain
    2. Dark Wind
    3. Drain
    4. Terrify
    5. Drain
    6. Crowstorm
    7. Drain
    8. Terrify
    9. Drain
    10. Terrify
    11. Crowstorm
    12-13. Terrify
    14-15. Dark Wind
    16. Crowstorm
    17-18. Dark Wind



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Submitted by SnapCrackNPot

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