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All Guides Fiddlesticks Guides [S3] Fiddlesticks!
18
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Updated
2 years ago
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Fiddlesticks Statistics for d Brokenshard

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

Value
Average
Games Played
5
Win %
45
Kills
5.3
Assists
9.8
Deaths
7.4
KA:D Ratio
2.0
Gold Earned
11.2K
Creep Score
54.2
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is extremely effective for Fiddlesticks for 2 reasons. Reason 1 being you're squishy, if you get caught in a bad position its always nice to have something to get you out of there. Reason 2 being that when you ultimate, you'll have the flash in order to reposition it if the enemy suddenly moves away. Its a great utility spell.

11.png As a jungler, Smite is very important for securing not only your buffs and increasing your jungle speed, it will also secure you greater objectives like Drake and Nash when the time comes to do them.

Note: Smite works on spellvamp

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 5x
    +1.19 ability power Greater Glyph of Ability Power
  • 4x
    +0.17 ability power per level Greater Glyph of Scaling Ability Power
  • 9x
    +1 armor Greater Seal of Armor
  • 1x
    +4.95 ability power Greater Quintessence of Ability Power
  • 2x
    +1.5% movement speed Greater Quintessence of Movement Speed

RUNES: CHOICES AND CHOICES, WHY TAKE WHAT I TAKE?

MARKS: MAGIC PENETRATION

I run Magic Penetration on the marks because Fiddlesticks is first and foremost a jungle mage. In order to deal damage, you must penetrate their magic resistance. Buying items like 3020_32.png and 3136_32.png (which happen to be core items) make these even stronger.

SEALS: ARMOR

You'll be tanking physical damage, and since you are very squishy its good to have some defense to fall back on.. just in case.

GLYPHS: 5X FLAT AP, 4X AP / LVL

AP is important for you to deal damage, but I'm sure you guys are wondering why the split between scaling and flat. You want some flat AP just for your early game, its super important to deal damage when you're ganking and clearing the camps, and at the same time, its important you scale. Having 5 Flat AP with the AP quint will hit you 11 AP at level 1 which is very nice and very useful.

QUINTESSENCES: 1X AP AND 2X MOVESPEED

I take 2 movespeed quints to help Fiddle run around better. Since you start machete, other junglers with movespeed might catch you by surprise. This also helps you gank better and position your ult as well. The AP quint is for early game.

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

I take 9/0/21 masteries for Fiddlesticks.

Note: the 2 points in artificer and 1 point in exposed mind are supposed to be in vampirism, but the reduced cooldown of Hourglass is very nice :)

OFFENSE TREE

In the offensive tree you benefit from CDR and AP/lvl as well as some % penetration. % Penetration has recently become very favorable, and who wouldn't want some extra magic damage?

UTILITY TREE


You benefit from increased utility in almost all fronts in this tree. You gain movespeed, mana regen, summoner spell reduction, cooldown reduction, EXP bonus, and extra time on your blue buff. Its super effective for fiddlesticks and trumps the defense tree. If I could viably take utility on all junglers I probably would considering how strong it is.

Abilities Back to Top

Passive
q
3
7
8
9
10
w
1
4
5
12
13
e
2
14
15
17
18
r
6
11
16

I start the game with a point in W to do the blue camp. Its necessary you start with this so you don't... you know.. die.


Now, As the levels progress, you'll want to max your Terrify over your Drain because extra damage isn't as useful if you can't CC them, and at level 10 you boast the most powerful single target CC in the game, a full 3 seconds of fear. Your Dark Wind is a 1 point wonder, and late game it can devastate an enemy teamfight with proper usage.

R > Q > W > E Is a good rule to follow AFTER level 5.

Items Back to Top

Starting Items

    You gain the benefit of running a Sight Ward at level 1 to increase your defense and vision of your jungle.

Core Items

    Good early core. Dorans ring for some early HP, Spirit Stone for sustain and amplifying tome turns into very useful items later.
    Good mid game core. Penetration galore for the mid game damage.
    The only items you'll ever TRULY need. Hourglass goes well with your ult putting you in the middle of their team.

Situational Items

    Rabadons is good for when you are fed, Abyssal vs a lot of AP, Visage is amazing if you need to tank up, Rylais for AOE slow and HP

STARTING ITEMS

Start the game with a Machete, 2 pots of choice and a sight ward. The sight ward is for you to place wherever you feel necessary. Its a great idea to put it at the entrance of your jungle as soon as the game starts so you can keep track of enemy movements.

EARLY CORE:

You turn your machete into a Spirit Stone ASAP. It gives you HP and Mana regen as well as increased damage to jungle camps. The dorans ring is useful for the early game for some cheap HP, AP and mana regen. Boots of speed for mobility and amplifying tome so you can build into your next items.

MID GAME CORE:

Turn your boots into a sorcerers and buy a Haunting Guise. Penetration rules the mid game nowadays

LATE GAME CORE:

Hourglass is your next big item. It is probably the most important purchase. This allows you to get a full channel of your ultimate inside the teamfights without dying. The Spectral Wraith upgrade is optional, I really like the spellvamp and CDR.

SITUATIONAL ITEMS:

If you get fed more AP is nice, I put extreme emphasis on Visage and Rylais for making you one tanky SOB.

Matchups Back to Top

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

  • Amumu
    Medium
  • Dr. Mundo
    Easy
  • Lee Sin
    Medium
  • Nautilus
    Easy
  • Udyr
    Hard
  • Warwick
    Easy
  • Xin Zhao
    Medium

VS

Amumu

Medium

Generally Amumu is a good AP tank, but in teamfights if you can stay away from his ult and his team groups up over it, it's a great deal for you. He has a stun, so careful about dueling him early.

VS

Dr. Mundo

Easy

No CC, easy to fight pre 6, its a battle of the HP regens! :D

VS

Lee Sin

Medium

Even though he has no stun, he does a lot of damage early and will want to invade you.

VS

Nautilus

Easy

Even though he has CC, he won't bother you in your jungle.

VS

Udyr

Hard

Difficult. He can fuck your jungle up and duel you anytime. Try to bait his bear before draining.

VS

Warwick

Easy

Wish there was a very easy tag. no CC pre 6, won't ever really bother you.

VS

Xin Zhao

Medium

CC, can fight you but VERY SQUISHY.

End of guide notes Back to Top

Fiddlesticks has become viable because of the surface of new item paths and the new jungle. Play him and enjoy him, he'es VERY powerful right now.


If you liked the guide come over and like me on my facebook at www.facebook.com/BrokenshardStream

I do stream from time to time so feel free to drop by and leave questions or comments.
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