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Ahri Statistics for Ahri

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

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oathstealer
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Summoner Spells

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11.png Smite


There is no other option besides smite for jungle Fiddle and for any jungler for that matter. You must have smite so you can control buffs/dragon/baron. Smite is one of the most important summoner spells in the entire game because it doesn't just help you, but potentially your entire team if you can secure a dragon/baron for global gold and experience.

4.png Flash


Flash is a must have on Fiddlesticks. You can cover a large gap with the Crowstorm + flash combo. Even a simple flash + fear can change a game in your favor.  This spell has its offensive and defensive uses but generally you'll be using flash to get into the middle of 5 people in a team fight.
Read Author Notes

Runes

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The runes listed above are a well rounded set of runes that enable an easier early game while providing the necessary scaling to help out your late game as well.

Quintessences

  • x3 Flat AP quints are an absolute must for your early game. It's a common misconception that Fiddle has a slow clear time in the jungle, having at least 20+ AP makes him very fast.

Marks

  • x9 Magic Penetration is pretty standard for any AP champion. These combined with Haunting Guise/Sorcerer Shoes later on will bypass a lot of the enemies magic resist. These won't necessarily help you in the jungle but they are a huge asset when it's time to team fight.

Seals

  • x9 Flat Armor runes are personally what I prefer to use in the jungle to reduce damage taken early on from monsters and slightly help if you get invaded by an enemy jungler.
OR
  • x9 Health Per Level are also a good choice. Fiddle has low base HP and his late game health is also quite low so these can make you a bit more beefy late game. I often opt to go with health seals because I am good at avoiding invasions and the extra health better suits me for late game.

Glyphs

  • x9 AP Per Level are what I prefer to use. These will help you scale into the late game and you can get CDR from Blue buff/Athenes later in the game so CDR glyphs are not my preference.
OR
  • x9 CDR Per Level/Flat (doesn't matter) are also a good choice. Fiddles ult has a moderately high CD unless you get CDR in your build, which is pretty hard. Since items won't give you much CDR in a standard Fiddle build you'll be getting most CDR from Blue buff or glyphs.

hp.jpg           armor.jpg
Read Author Notes

Masteries

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1/1
0/4
3/4
0/1
1/1
0/3
3/3
0/1
0/1
0/1
1/1
3/3
0/1
0/3
3/3
1/1
0/1
3/3
1/1
1/1
Offense: 21
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
1/1
3/3
0/3
1/1
3/3
0/1
0/1
0/3
1/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 9

Fiddle is strongest in the jungle with an offense based tree but it is still a great idea to dip your remaining 9 points into the utility or defense trees because both have good masteries to offer early on.

Offense: 21/0/9 (My Personal Choice) 

Offense/Utility is my first choice regarding masteries. Movespeed, summoner spell CDR. trinket cast range, buff duration, and improved recall are all very strong masteries to have from the Utility tree.

Offense: 21/9/0

Butcher/Feast is irrelevant on Fiddlesticks because Drain does not get the bonus damage to creeps since it is a damage over time spell. Keep the same Offense tree listed above but put the remaining 9 points into Defense masteries like Tough Skin, Bladed Armor, and Juggernaut etc.

Read Author Notes

Abilities

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

Spell Priority: R > W > Q > E


Dread

Passive: Dread

Nearby enemies have their magic resistance reduced by 10. This passive is pretty cool, but you need to be careful with it. When trying to set up Crowstorm, beware standing too close to enemies seeing as your passive can tip them off that you're nearby!

Also be careful of standing too close to lane minions when you're ganking via lane brush. The enemy can very easily target a minion and see your Dread debuff if you're too close to them.


Terrify

Q: Terrify

Range: 575
Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds
Mana Cost: 65

Terrify fears a target for 1.25 - 2.25 seconds depending on rank. Terrify is one of the strongest single-target CC's in the game, if you can manage to land a Terrify on an AD or AP carry that has no Quicksilver Sash you pretty much win the team fight every time. I max this ability after Drain.

Tip: If your team lacks good CC and you feel you need to compensate for it, you can put another point into Terrify pre-level 6. This will hurt your sustained damage a bit but the increased fear more than makes up for it.


Drain

W: Drain

Range: 475    Tether Range: 800
Magic Damage Per Second: 60 / 90 / 120 / 150 / 180 (+0.45% AP)
Total Magic Damage: 300 / 450 / 600 / 750 / 900 (+225% AP)
Heal From Damage Ratio: 60% / 65% / 70% / 75% / 80%
Mana Cost: 80 / 90 / 100 / 110 / 120

Drains HP from the target, transferring a large portion of that back to yourself. Drain is what makes Fiddle so viable in the jungle. He is one of the very few junglers that has 100% sustain in the jungle and will never get dropped below the 50% threshold.  I max Drain first because it not only greatly increases your sustained damage but it also increases your survivability seeing as the health return is increased by 5% per rank.

Tip: Place yourself between your target and the most probable place they will want to run to so you get the maximum drain time before they outrange. An example would be getting between the enemy and their tower at mid lane and then start draining, they will have to run past you to get to safety and that means a longer drain for you.

Tip: Summoner spells such as heal, barrier, ignite etc. can be used while draining.


Dark Wind

E: Dark Wind

Range: 750    Bounce Range: 450 
Magic Damage Per Bounce: 65 / 85 / 105 / 125 / 145 (+0.45% AP)
Mana Cost: 50 / 70 / 90 / 110 / 130

Dark Wind, while being one of my most favored abilities in all of League,  is very clunky. Dark Wind is comparable to Brand's Pyroclasm and Ryze's Spell Flux. The AoE damage combined with a 1.2 second silence on each bounce is extremely strong. This is a powerful siege ability when you're pushing at a tower and if you can land Dark Wind on two targets cut off from the rest of their team you can pretty much say good night as they will be permanently silenced.


Crowstorm

R: Crowstorm

Range: 800    Diameter of AoE: 1200
Magic Damage Per Second: 125 / 225 / 325 (+0.45% AP)
Total Magic Damage: 625 / 1125 / 1625 (+225% AP)
Mana Cost: 100

Large AoE ultimate that has a duration of 5 seconds and slightly teleports you a short range. This is one of the most powerful AoE ultimates in the entire game. Always use this ultimate out of sight of any enemy champions so you can surprise them. Never use Crowstorm in the middle of the lane unless it is an absolute last resort. Enemy teams will rush you and attempt to intterupt you at all costs if you try to use this within range of the enemy.
Read Author Notes

Items

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Start With
Core
Situational

Starting:


1052_32.png2003_32.png 
I typically start with an Amplifying Tome early for stronger ganks after my first clear. The bonus AP is also essential if your team does not give a proper leash since more AP = more health return while draining.
(Start with this when you don't trust teammates, which is most likely never. You should always just trust in yourself.)

(Please get Oracles Lens, it is very strong on Fiddlesticks since people will ward obvious areas to avoid Fiddle ults.)

1001_32.png2044_32.png2044_32.png
Starting with boots and 2 wards make your level 1 much safer since you can wards your buffs. Boots are also very good as a starter since it improves your gank quality. If you move faster, you can catch enemies with a fear easier.
(This isn't an optimal start. Amplifying Tome is better but this is still an option if you're scared of counter jungle.)


First Buy:

1001_32.png3108_32.png
Boots/Fiendish Codex is definitely the perfect purchase on your first back. Codex will be upgraded to Spirit of the Spectral Wraith later on which is extremely strong on Fiddle after patch 3.14.

1001_32.png3191_32.png (if you REALLY need the bonus armor early)
Boots1/Seekers Armguard is a good purchase the first time you go back to buy. The Armguard is fantastic for early game armor/AP and it will eventually build into 3157_32.png.

1001_32.png1058_32.png (only do this if you're WAY ahead)
Very rarely do I have enough gold for large rod/boots1 on my first back. You generally will not be able to do this unless you've succeeded in getting 2+ kills very early. Of course, if you do manage to get a large rod this early your AP is going to be insane. I have gotten large rod as early as level 5 and that puts you at around 120 AP, making your Crowstorm ganks at level 6 truely horrifying.


Core:

15-25 Minutes 3020_32.png3206_32.png3157_32.png

With Spirit of the Spectral Wraith you will be rich during the mid/late game regardless of whether or not you get kills early on. The gold income is too good to pass up at this point. (I used to hate this item, but it's just too strong currently to not have it. IF you get to a full build it's a good idea to sell Spectral Wraith for a better late game item.)

60 Minutes 3258_32.png3001_32.png3157_32.png3089_32.png (+2 Optional Items)

3020_32.png 
Sorceror's Shoes are my preferred choice because Fiddlesticks specializes in AoE damage. Sorc's also work incredibly well with 3136_32.png and 3001_32.png.

3001_32.png 
Not only does Abyssal Scepter give great stats for a relatively cheap price, but the synergy this item has with Fiddle is insane. Abyssal + Dread = -30 magic resist shred. Now, if every enemy is within range of these auras, that is a total of -150 magic resist in a team fight.

3157_32.png 
Hourglass is the absolute best item in the League to get on Fiddle. You can use the active to place yourself in a state of invulnerability for 2.5 seconds, which happens to be half the duration of your ult. Fiddle puts himself in the center of teamfights which makes him a huge target.

3089_32.png 
Deathcap is the staple item of any mage in LoL. If you are looking for damage, look no further.


Optional:

3135_32.png 
Extra Damage Vs Magic Resistance - Void Staff is the biggest solution that you can give yourself when facing 2 or more people stacking magic resists. Void Staff will cut right through that MR and give you a huge boost to your AoE damage.

3165_32.png 
Fiddle is reliant on his ult to be effective at any given point in the game, so the 20% CDR is exceptionally strong. This item also applies Grievous Wounds to all targets below 40%.

3151_32.png 
Liandrys has everything Fiddle needs minus the cooldown reduction. It is preferable that if you are going to go Liandrys, you should probably pair it with a Rylais to get the most out of it.

3116_32.png 
Rylais is an excellent option if you feel you are lacking in the health department. Gives extra health, AP, and a great slow to keep people in your ultimate.


3128_32.png 
DFG is a rare item to see on a mage like Fiddle, but it is definitely worth the purchase if you need to handle an enemy carry quickly. Fiddle has much higher damage if you can land a Crowstorm + DFG on an AP/AD carry. This is my personal favorite item to go with on Fiddle aside from Hourglass.

3068_32.png 
Currently we are in an AD caster/bruiser meta. It is not all that rare to see a team composed of 4 AD casters/bruisers + a support. Armor/HP are extremely valuable right now and the AoE magic damage is nothing to scoff at.

3110_32.png 
The same idea applies to Frozen Heart as it does to Sunfire Cape up above. The armor, mana, CDR, and passive make this a very good item to counter all of those pesky AD champions.

3026_32.png 
People buy Guardian Angel for obvious reasons. Are you dying a lot in team fights or do you just want to be extra safe? Guardian Angel will resurrect you with a small portion of your health/mana after you fall in combat. You can get this item when you think your damage is potent enough to last till the end of the game and you want to play it safe.


Common Misconceptions:

3152_32.png 
Spell vamp is not terrible on Fiddlesticks, nor is it good enough to warrant a purchase. Area of effect spells only apply 33% of the total spell vamp. This makes spell vamp great on characters with direct nukes, while spell vamp is weaker on characters with AoE.

3027_32.png 
Rod of Ages is a great item, just not for Fiddle. RoA has a 10 minute ramp up time which makes it necessary to get RoA as your first major item, which puts you on a huge detour from getting 3157_32.png. You just can't afford such a detour when it comes to getting the most important item in the game for Fiddlesticks.
Read Author Notes

Matchups

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5
2 years ago
Excellent guide!
0
8 months ago
Stop sharing this link on all guides plz, very annoying.
0
1 month ago
I do not condone the sharing of my guide to other guides, sorry if this has happened to anyone.
6
2 years ago
Great guide, makes me want to play Fiddles more!
19
2 years ago
We've featured your guide on LolKing! Great job and keep up the good work ^.^
3
2 years ago
Appreciate it, thank you so much!
5
2 years ago
Awesome guide from the best Fiddlesticks player in the game.
1
2 years ago
Thanks!
1
2 years ago
Good guide....I like your matchups.
2
2 years ago
just tried it the way you told us to, and no ganking pre 6!!
works pefectly , enemy team got destroyed by the ganks
1
2 years ago
You shouldn't necessarily "not gank" pre-6, but thank you VERY much for the feed back. I am glad the guide has helped you.
2
2 years ago
Good update. Appreciate the map.
0
2 years ago
Thank you, I am glad you like the guide.
1
2 years ago
Great Guide!
4
2 years ago
The map helped a ton, thanks, great guide, a gameplay video of you would be excellent, tho!
2