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Fiddlesticks Statistics for Envoy Xero

Author's performance with Fiddlesticks compared to the ranked average.

Value
Average
Games Played
1
7
Win %
0
43
Kills
3.0
4.7
Assists
13.0
9.4
Deaths
4.0
7.2
KA:D Ratio
4.0
2.0
Gold Earned
10.4K
10.8K
Creep Score
105.0
72.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Fiddlesticks needs Flash no matter what. Exhaust and Flash complement Fiddlesticks very well. You should always have these summoner spells in the game. The only reason you would take Heal is if your ADC doesn't or your ADC wants you to. Heal does not help Fiddles much cus well, he can heal with an ability. If you are just starting League, New player, Lv1-11, Newbie, then use Ghost in place of Flash.

New Runes Back to Top

Masteries Back to Top

Abilities Back to Top

E
Q
W
W
Q
R
Q
Q
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
5
7
8
9
W
3
4
10
12
13
E
1
14
15
17
18
R
6
11
16

Dread

Your passive hurts the enemy early game by making all magic abilities hurt more. 

Terrify/Fear

Always use this before anything else. Early game, use it when someone gets too close or to start attacking the enemy. Mid to Late, try to use it on high damage dealers. This is Fiddles only protection too, so be wise.

Drain

Fiddles main power. This also makes him a little Tanky when used. Use it after Fear. It can be interrupted, so watch who is around on the enemy team.

Dark Wind/Crow

Fiddles poke. Lets him push well and deal damage safely. The CC it offers is great in Team Fights thanks to its bouncing. 

Crowstorm

Fiddlesticks ace-in-the-hole. It's his only way to handle two or more people with its high damage out put. It can be interrupted, so start it out of enemy sight. You can hop/teleport over walls (even the big ones) to surprise people.

I will go into more details of the abilities later on.

Items Back to Top

Starting Items

    To play safe, Start with this. You will build faster then the others, but deal less damage.
    This lets you deal more damage. You will notice the difference after some try outs.
    This is a very RISK/Reward start. I had more success with it.

Core Items

    First finish witch ever you started with.
    Second and Third Finish. Sometimes I skip Ruby Sightstone if my team is doing fine or my ADC is fed. Ruby is then 5th finish.
    For Your third or fourth Item, start building Zhonya's if possible. These items give fiddle enough power to stay alive and be in fights.

Situational Items

    These both give good damage. I don't always build them, but they do help. I prefer Void Staff. Sell the gold support item or Liandry for one late game.
    more Support

Final Builds Order

These are my Builds that are fun and work.

Full Power: Frost 3092_32.png to Boots3020_32.png to Zhonya's3157_32.png to Ruby 2045_32.png to Rabadon 3089_32.png 
This is the best build to use for Fiddle. You should always build this as it helps in all situations but you will be squishy.


Crow Force: Frost/Talisman 3092_32.pngor3069_32.png to Ruby2045_32.png to Zhonya's3157.png to Boots3158_32.png to Ranadon3089_32.png
This build is mainly to use Fiddles Ult quick and to catch or escape his enemies.

NOTE: Keep in mind that you don't need to finish Sightstone if you don't feel that you need to, and that you don't need to follow these build paths exactly. I will probably make a section that is more detailed when to buy Items.

Item Info

     The Support Items

Fiddlesticks work well with all three support items. This makes him flexible to match how you want to play.

Ancient Coin to Talisman
3301_32.png 3069_32.png Starting with Ancient Coin will allow you to build items faster for the cost of some power and gives some health regen for defense.This item path is the weakest of the three support items and will make Fiddles less of a threat. This items build path offers no power, quick gold income, cool-down, and mana/health regen for defense. It does offer movement speed to help chase/escape enemies. The item's active ability is good for both a defensive and offensive use. If you use this item, then its the only time I would say to max out Dark Wind(E) second instead of Drain(W). This item is good to be passive, so I recommend it to people that are new to the support role.

Spellthiefs to Frost Queen
3303_32.png3092_32.png Starting with Spellthief's Edge will give more AP, mana regen, deal more damage with basic attacks, and steady gold income; although with Fiddlesticks, gold income can be tricky with his Dark Wind and Spellthief's passive ability. This item path is the strongest giving Fiddles enough power to easily weaken enemies or kill them. This item's build path offers good AP, cool-down, mana regen, but nothing for defense. The item's active ability is better used for offensive, but is still useful for an escape thanks to it's AoE.  This item is used to be an aggressive support. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Medium
  • Annie
    Hard
  • Blitzcrank
    Medium
  • Braum
    Medium
  • Janna
    Medium
  • Jinx
    Medium
  • LeBlanc
    Medium
  • Leona
    Medium
  • Lucian
    Medium
  • Lulu
    Hard
  • Lux
    Medium
  • Morgana
    Medium
  • Nami
    Easy
  • Nautilus
    Hard
  • Nidalee
    Hard
  • Nunu
    Easy
  • Quinn
    Hard
  • Sona
    Easy
  • Soraka
    Easy
  • Thresh
    Hard
  • Vayne
    Hard
  • Zilean
    Easy
  • Zyra
    Medium

VS

Alistar

Medium

I have been seeing him a little more in the support role. Not that much of a threat. Keep your distance so he doesn't Headbutt you. He will then keep using his heal and eventually run out of mana.

VS

Annie

Hard

She can burst and has a stun. Like Fiddles, she becomes a major threat with Ult. Keep your distance. In the end, its whoever gets Ult wins.

VS

Blitzcrank

Medium

Dodge those pulls. He is more dangerous up close. You can poke safely out of his reach, but he can be llittle tanky. Target their ADC and call for Jungler if needed.

VS

Braum

Medium

He can be annoying and gets tanky quick. Just keep your distance, as he will hurt close up and stun. Target their ADC. He can't always save them.

VS

Janna

Medium

She will out poke and can out push you. Protect your ADC and keep your distance. She can Interrupt Fiddles if your not careful.

VS

Jinx

Medium

She has a strong poke and fair damage. Team up and take her down.

VS

LeBlanc

Medium

Wait....she doesn't Support. Well reader, my friend really enjoys doing just that. So I am putting her here. LeFemale Dog is very burst happy, and in a lane were most people are squishy she will feast. Although she is squishy herself, in the hands of a pro, she is very mobile. A true LeBlanc player is just hard to catch. I put Medium, cus I have only faced her once; but I warn you, call your Jungler.

VS

Leona

Medium

She is dangerous up close and has good CC to lock you down, but is limited by her rang. Play Safe, Fear their ADC when she goes in with Her E, and you will be fine.

VS

Lucian

Medium

He can poke and run away. Unless your ADC can clear waves just as fast as him, he will be annoying. Your Dark Wind (E) keeps him in the fights a little longer.

VS

Lulu

Hard

She has high burst and damage. She can Interrupt your Drain and Ult. Be careful and watch her mana. Call Jungler for help if needed.

VS

Lux

Medium

She can deal a good amount of damage and run away. Just dodge her attacks and you'll be fine. She can't stay in fights like Fiddles.

VS

Morgana

Medium

She has a stronger poke and can push just as good as Fiddles. If she misses her bind, she can't do much. Her shield can only protect one person and wont stop the crows from bouncing.

VS

Nami

Easy

She relies on her bubble. Thats it. You beat her in every way. 

VS

Nautilus

Hard

VS

Nidalee

Hard

She deals WAY more damage with distance, and can heal a good amount. You should call your Jungler for help. Keep dodging her poke and survive. 

VS

Nunu

Easy

Unless Nunu builds AP, he is not really a threat. If he builds tank, then go for their ADC. He has no way to protect his ADC, but with a slow. In the end, you put out more damage faster or safer.

VS

Quinn

Hard

She can interrupt Fiddles and can escape easily. Don't be too aggressive as she will punish you if you make the wrong move or your ADC is not close by. 

VS

Sona

Easy

She can keep her ADC/Team alive very well. You have the damage to keep her in check. She can be very easily picked off if you have the right ADC, or harass her enough.

VS

Soraka

Easy

She can be picked off easily. If you team up on her, she can't really do much. She can deal a good amount of damage, and heal herself or her ADC. With your range of Dark Wind she will have a hard time. I haven't played against her with Fiddles after her update. 

VS

Thresh

Hard

Thresh can interrupt your drain and Ult. This will make it harder to survive. Dodge his hook and throw your Crows (E). Call Jungler if you are having a hard time.

VS

Vayne

Hard

She can easily interrupt Fiddles and deal enough damage to keep you away. Don't be to aggressive to kill her and don't be in bushes too much.

VS

Zilean

Easy

He is annoying with the bombs. You deal damage faster. Throw the crows and keep him away. He can't really save his ADC.

VS

Zyra

Medium

She is fair. She can deal the same amount of damage at a safe distance and push better. If she misses her root she can't do much. Only her Ult stops your Drain and Fiddles's Ult. You deal damage faster.

A Fiddles Support!? Back to Top

My first Support was Fiddlesticks9_64.png. So he is my Main Support.

          Fiddlesticks is a very interesting Support champion. It's very rare to see one, but for good reason. His whole play style is Risk & Reward, and it shows more in a Support role. He has a mid-high learning curve depending on how aggressive or passive you are, and to play him as a Support will take time and deaths. He is a natural Jungler, but that can be a little difficult too. Again, his play style is risk and reward. Fiddlesticks is better in the Jungle then in lane, and Fiddles can one V one easily, but so many champs also out burst or interrupt him, and he can't chase or escape well. Why Support with Fiddlesticks then? Well, one reason is its his secondary role. Another is how much damage and aggressive he can still be then other supports, and switch to play passive. Mainly, after some practice, he can get fed or feed his ADC and win the lane easily. In the hands of an expert, nearly no other Support can keep up with him in the support role; but this is what comes with his risk and reward style. The trick is to balance when to be aggressive and passive, simply put, when to attack and not. I prefer Support Fiddlesticks then Jungle Fiddles, because he can't chase, burst, or escape; but he offers great CC and power. Fiddlesticks as a support can be very fun, and can easily be a threat with how Fiddlesticks can change with items or play style to match with what the game needs. I think other guides on Support Fiddles are not good/helpful or I disagree with some things. I hope this guide will help or give an idea, and if it did, give it Thumbs Up or comment for anything. Please read the notes as I do try to explain and be detailed for this guide. I do play Support Fiddles a lot. I will continue to keep editing this guide and try new things, so come back every now and then.

Note: Matchups are based on Champions you'll face in bot lane.
Thank you for reading.

Pros

  • Is good through the whole game
  • Strong early
  • Two good CC lasting more then a second
  • A semi-AoE Silence
  • Powerful AoE ULT
  • Can handle one on one ok
  • Can be distracting and annoying
  • Makes taking Dragon/Baron easier
  • Good Team fighting possibilities
  • Can work well with most ADCs
  • Best of all, Fearing a Master YI or Rammus

Cons

  • As a Support, will fall a little mid-game
  • Squishy early game
  • Relies on Ult mid-late game
  • Can't chase or escape well
  • Main damage dealing abilities can be interrupted/stopped
  • Struggles pushing big groups of minion waves

Neutral Bonus  

  • A passive that lowers enemy Magic Resistance
  • Dark Wind (E) deals more Damage to Minions and Monsters
  • Semi-Tank when using Drain (W)
  • Point and click skills instead of Skill Shots

The Power of Fear Back to Top

Fiddles Fear =  Q

Fiddlesticks' Fear (Q) is one of the best CC in the game with little cost of mana. Anyone affected by Fear is slowed, can't use abilities, or attack. Even though you can only use it on one person, it can really be annoying to someone since its his ability with a good cast rang; and when maxed, makes an enemy useless for 2 seconds. Believe me that's long. As a support, this should always be maxed first since it gives both offensive and defensive possibilities. Use this ability first to start attacking, but be careful as its your only way to protect yourself or ADC to escape. Fear should always be used on the enemy high damage dealers to pick them off, or if any enemy is just a little far from their ally/team. Although they've changed Fiddlesticks Fear to now they run away from him, you can still use this in your favor. You just have to position yourself to Fear them in the direction you want, but i usually Fear in front/behind the enemy. The only downside to this ability is that you can use Fear on minions, so when enemies are grouped or surrounded by minions, careful to accidentally target the minions wasting your Fear. Fun Fact, Fear obviously does't attack or deal damage; meaning if an enemy is feeling nice and safe under their Tower, put some Fear in them and it wont attract the Tower. Doing this sometimes will literally put Fear in them, lets you attack the tower longer, keep the enemy from killing your minions, and if they are low on health, give a chance to execute them.

Fiddles Drain = W

This deals a great amount of damage, especially early game. This ability should be maxed second as a support. The fact that it does what it is called literally, makes Fiddlesticks dangerous in 1v1. It has a good cast rang and makes Fiddles a little Tanky when used to keeps him fights longer. Drain should always be used after you Fear an enemy. Also, you should try to get close to your enemy when using drain to add more time/damage for drain. If you are ever low on health, use Drain on a minion or monster to stay in lane or from unnecessary backing. This ability also allows for you and your team to take Dragon or Baron easier. The only downside to this ability is that it can be interrupted/stopped by other champs or if you move, so be aware of the enemy champs you're against and their position. This ability can help feed your ADC/ally as well. When you are Draining an enemy, stop when they get low on health to give your ADC/ally the last hit for the kill. This will take practice and teamwork, but be aware of your surroundings and other enemy positions so that you don't let the pry get away, as well as a teammate is near to get the kill. This is one of the reasons why you shouldn't have too much AP, since you are the support if you don't won't to steal kills.

The Power of the Crows Back to Top

Fiddles Dark Wind = E

Fiddlesticks Crows are his poke with a good cast range, good amount of damage, has a Silence for 1.2 seconds, deals %50 more damage to non-champions; and the fact it bounces up to five times to other enemies or hit the same enemy more then once extending the range a little while still silencing everyone it hits makes this ability very useful. As a support, I would max this ability last. Now with all of that effect, you might be wondering why I would max this useful crazy ability last. Well this is mainly where I disagree with some other guides or videos about a Support Fiddlesticks. Some guides want to max this ability first, and if you do that; you deal good damage safely, you kill minions easily and of course push lane, but this makes it hard for your ADC to farm, and since your fear is your only protection, the enemy Jungler will easily pick you or your ADC off for a kill. Some guides want to max this ability second, and if you do that; you can't cast it fast enough to deal the damage needed, and this ability is kinda of gamble when it bounces, making you a little useless in fights. This ability is good to use, but the cool down is too long, it will bounce to minions and monsters, it can only hit the same target 3 times (max), and the mana cost and damage it does can't compare to Drain (W). These are the reasons I choose to max this ability last. You wan't to use this ability to harass and clear minion waves but mainly for its Silence on enemy Champions. The Silence it offers gives a little protection and its bounce is really annoying, especially in fights. If you look at some the notes in the match ups I put "play safe", "Keep distance", or "poke" a good amount of times. Well, early game it deals good amount of damage and is very annoying with it's rang and bouncing. Always cast Dark Wind on enemy champs, or if they are just out of your cast rang, target a minion so it bounces to them. Also, try to use it when there are 2 or 3 enemy minions left to increase the chances that it will hit the enemy Champs more. A neat trick to do is to use it on whoever you Feared just before Fear ends to add 1 more second preventing them to use any of their abilities.


Fiddles Ultimate, Crowstrom

Besides his Drain ability, this is Fiddlesticks true power to get kills. This is also Fiddles only way to handle two or more enemy champs. No matter what role Fiddlesticks is in, once Fiddles gets his Ult, he becomes a major threat to the entire team. The downside to this ability is that it can be interrupted during its 1.5s channel, has a high cool down, and cost a lot of mana; but the pay off is how much damage it will do quickly in just a few seconds. This is why Fiddlesticks should only Jungle and Support. You should always (at least try) to cast Crowstorm out of enemy's sight to surprise the enemy. Being a support, the enemy may get distracted by targeting/attacking your ADC/ally that they won't notice you're about to pop in and say hello. Thanks to its cast rang, Fiddles can Ult over/through all walls, making him more deadly. After you Ult in, you should follow it by Fearing a high damage dealer; and depending on the situation, use your Drain next if you want to kill someone quick (mainly what you will do) or throw Dark Wind next for its small damage and silence (not that effective but useful for groups). Remember when using this ability to keep enemies inside your Crowstrom for the full power, and don't use your Drain right after when you Ult in. You can use Fear first then cast Ult to execute quickly one enemy, or if an enemy attacks you alone. This ability is useful to clear big groups of minions, but doing so should be done with caution. 
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