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All Guides Fiddlesticks Guides Fiddlesticks - Simply Terrifying
2 weeks ago

Fiddlesticks Statistics for Oathstealer

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score


  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

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.

Smite can be used on enemies when equipped with a Stalker's Blade. It's best to get Stalker's Blade - Magus on Fiddle because Smite then applies a temporary slow. Smite's range is farther than Fear, so smite for a slow and get into range to fear.

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.

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 9x
    +1.19 ability power Greater Glyph of Ability Power
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power
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.


  • x3 Flat AP quints are an absolute must for your early game. 


  • 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.


  • 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.
  • 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.


  • x9 Flat AP are what I really prefer to use. Flat AP glyphs/Quints give you 26 AP right at the start which is really huge in helping with early game jungle clearing/sustain.

Screenshot (20).png

Masteries Back to Top


Ferocity: 12


Cunning: 18


Resolve: 0

My preferred build is a 12/18/0 jungle build focusing on Thunderlord's Decree in the Cunning tree.  This build gives the most kill potential due to the burst damage from Thunderlord's.

3158.png and 3165.png along with blue buff and these masteries will put you at 45% CDR, which is absolutely huge since Fiddle is very reliant around his ult for teamfighting.

Abilities Back to Top


Spell Priority: R > W > Q > E

Sometimes it will be better to max E before Q, it really depends on your team.


Passive: Dread

Abilities reduce your targets magic resist by 10 for 2.5 seconds, with subsequent casts/damage refreshing the duration.


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. Lately, I've preferred maxing Dark Wind before Terrify. It's only personal preference really.

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.


W - Drain

Range: 475    Tether Range: 800
Magic Damage Per Second: 60 / 90 / 120 / 150 / 180 (+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 (if played correctly).  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.


E - Dark Wind

Range: 750    Bounce Range: 450 
Magic Damage Per Bounce: 65 / 85 / 105 / 125 / 145 (+45% AP)
Mana Cost: 50 / 70 / 90 / 110 / 130

Dark Wind is a single target spell that does bounces up to 5 times. Every new target hit by a bounce is damaged and silenced for 1.2 seconds but a target hit by multiple bounces only can be silenced once. I have found that 3285_32.png is very strong with in the late game with this spell during your siege.


R - Crowstorm

Range: 800    Diameter of AoE: 1200
Magic Damage Per Second: 125 / 225 / 325 (+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 interrupt you at all costs if you try to use this within range of the enemy.

Tip: You can cover a ton of ground by using your ult and then immediately flashing afterwards. Immediately follow your flash with a fear and it's a very strong combo.

Items Back to Top

Starting Items

    Prefer wards for coverage, health pots are useless on Fiddle for jungling purposes.

Core Items

    20 Minute Core
    Final Build

Situational Items


1039.png2043.pngx2 3341_32.png
Talisman gives some decent mana regeneration and machete is 
(Please get Oracles Lens, it is very strong on Fiddlesticks since people will ward obvious areas to avoid Fiddle ults.)

First Buy:

Pretty much every single game you should go back for your Stalker's Blade as soon as you can for the upgraded smite, but do not upgrade this item further. Runeglaive is horrible and Cinderhulk is a waste on you since you don't build any bonus health.


15-25 Minutes 3158.png3706.png3157_32.png

60 Minutes 1333.png3001.png3157_32.png3089_32.png (+2 Optional Items)

3020_32.png or 3158.png
Honestly, the CDR for summoner spells and abilities has been drawing me away from Sorc boots lately. In the end, it's whether you want CDR or more damage. Up to you.

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.

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


I have been having great success with Ludens. It works very well with a late game build while you are sieging the enemy team. build 100 charges and toss a Dark Wind into the enemy team every chance you get and you will see great results.

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. 

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.

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%.

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.

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.

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:

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.

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.

Matchups Back to Top

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

  • Amumu
  • Cho'Gath
  • Darius
  • Dr. Mundo
  • Hecarim
  • Jarvan IV
  • Lee Sin
  • Malphite
  • Maokai
  • Nocturne
  • Nunu
  • Olaf
  • Rammus
  • Rek'Sai
  • Rengar
  • Sejuani
  • Shaco
  • Shyvana
  • Skarner
  • Vi
  • Xin Zhao
  • Zac
  • Zed




Amumu is a verk weak counter-jungler vs you. You can bully him around and take pretty much anything you want from him as long as you ward beforehand. If you do engage vs Amumu just wait until he stuns you so that he does not interrupt your drain.




Just know that you cannot kill him and he cannot kill you. Unless he is 6, then you're dead if you fight. He has two ways to stop your drain. If you come across Cho while jungling do not try to 1v1 him, if he stops your drain you can't damage him. Your best bet is to just get team support or go gank a lane.




Although Darius jungle is pretty rare, he can still be a problem for Fiddle if you come across him. Fiddles biggest advantage against Darius is that Darius has no way to stop Fiddles drain outside of apprehend(his hook). If you rush an early Seekers Armguard and max drain you can be safe from counter jungling/bully him around a bit.


Dr. Mundo


Mundo is one of the biggest bullies vs Fiddlesticks. There is simply NOTHING you can do vs a Mundo 1v1 for pretty much the entire game if he gets enough HP. If he invades you early on just fear him and run away or get team support and kill him seeing as most Mundos do not run flash.

On the flipside, if you build armor early he becomes much easier to handle since he cannot stop your drain.




Hecarim should not pose a problem to you at all. The only thing you need to watch out for is Hecarim using his E to knock you back and interrupt your drain. He is obviously going to be much faster than you but typically he's going to focus on ganking lanes and not on counter-jungling.


Jarvan IV


Jarvan can be a real problem. More often than not a good Jarvan will do his blue then head to your red to either steal it or try to kill you. You should START red vs Jarvan and then go to your blue to avoid this from happening. Build your seekers armguard as soon as you can for some extra armor and he becomes much easier to deal with.


Lee Sin


Lee Sin is tricky. He has no way to disable your drain pre-6 but he can land his Qs extremely easy because you're stationary while draining. Lee will mostly gank your teammates and not counter-jungle. If he does come into your jungle try to get team support. With an early 3191_32.png and at least 3 ranks in drain he can't kill you.




Malphite has zero CC vs you so he really can't do anything vs you. Malphites kit is designed to counter melee champions so he most likely will not attempt to confront you at any time during your jungle route. If you so choose, you can counter-jungle Malphite quite easily.




Maokai is extremely easy to jungle against. He cannot, in most cases, counter-jungle you. I like to ward enemy wraiths vs Maokai. He might not pose a threat to you but he is an extremely potent ganker early on. Wards are going to immensely help your team vs Maokai.




Nocturne isn't super strong vs you but he can still be quite annoying. The biggest problem you're going to have vs Nocturne if he invades your jungle is his spell shield, do not let him block your drain with it. If he is about to get a fear off, terrify him right before you get feared and you won't take any damage from him.




Nunu is not a problem against Fiddle whatsoever. You may come across a missing wraith every once in awhile but that is about the only thing Nunu can do vs you. His kit is designed to cause problems for champions that rely on attack speed, not spell casters.




Olaf simply does too much damage for you to handle early game. Drain only heals for 60% per tick and the lower you get Olaf in an exchange if you fight him, the higher his attack speed gets. You only hope of not getting killed by Olaf/counter-jungled early is to pick up double wards early and ward your red buff to watch out for him. This matchup is exceptionally hard the lower level you are, when you pick up a 3191_32.png it becomes much easier.




Rammus is just a huge nuisance vs Fiddle. Rammus has two ways to stop drain (powerball + taunt) so you really can't 1v1 him because Fiddle does 0 damage if he cannot channel. The best thing for you to do is just ward lanes for your teammates because he will be more of a problem to them than you because he is a ganker, not a farmer in the jungle.




Even without her knockup you simply can't survive versus her. Her damage output early game is just too much to drain tank. You will be the much more useful player if you can countergank her.




This can really go either way, it mostly depends on his ferocity bar when you meet. If he has low ferocity you may be able to fight him and scare him off, but if he has a full bar ready to fight you're most likely not going to be able to withstand the damage.




There is nothing to really say about Sejuani. Both Fiddle and Sejuani do relatively low single target damage at the early stage of the game so 1v1 matchups are very unlikely to happen. Sejuani can't get up to you unless she charges, which makes her unable to stop your drain. This is why she won't be much of a problem if she invades.




Shaco can be a problem for you in the early levels but when you have at least rank 3 drain and some sort of armor (preferably a 3191_32.png) he cannot touch you. If he shows up and drops a jack-in-the-box make sure you immediately use Dark Wind to break the box and get multiple dark wind procs on the Shaco. Be weary of his invade at level 2, make sure you ward the choke points of the buffs.

Tip: If he opens up on you and drops a Jack in the Box, you can smite it before it fears you and he will be stuck, unable to kill you since he can't stop your drain anymore.




Shyvana has no way to stop your drain, but her base damage is pretty high. You can't just drain tank through Shyvana damage or you will definitely die early game. She is going to be able to bully you a bit but not to the extent that she just steam rolls your entire jungle. Your best best is to just avoid her until 6 and try to counter gank because you're way more powerful once you get your ult.




You cannot run, you cannot out damage, and you cannot tank an early level skarner. If he invades, either get team support and push him out of your jungle or go to his jungle. Do NOT try to 1v1 Skarner you simply cannot take him alone until you get a few ranks in drain.




Vi is currently a very strong jungler. She has one way to stop your drain and that is with her charge, which can knock back targets struck by it. She doesn a solid amount of damage if you let her continuously hit you so counter her damage with an early 3191_32.png, the same as any other AD jungler.


Xin Zhao


He does a ton of damage and will be looking to invade on you most likely. Try draining after he has used his knock up, if you can withstand him just keep it up, if you're losing just fear him and get away. That's all you can do.




Zac is a weird jungler. He has very little kill potential vs Fiddle so he's not going to be particularly interested in invading vs you. What he is good at is ganking earlier than most Fiddle's can before level 6. It's pointless to fight a Zac since he can stop your drain and you both have sustain abilities with low kill power early game. Just try to countergank Zac because past 6 your ganks are much more potent.




Zed is a fast jungler, but he has a weak counter-jungle because he lacks CC outside of his slow. He is easily counter-jungled after you pick up a 3191_32.png and put a few points into drain.

Annoyances Back to Top

A big part of playing Fiddlesticks is knowing what you're going to be up against. Some people will try to counter you with knockbacks while others will try to reduce the healing you receive from drain. They ALL want to make you waste your ult.


5_icon_64.png 12_icon_64.png 27_icon_64.png 40_icon_64.png 64_icon_64.png 106_icon_64.png 79_64.png 126_64.png

These are the main champions that will make your life a living hell if you do not choose the right times to use your ult. Sometimes you will be forced to fear them so that your ult does not get ruined by their displacement abilities.

These are not the only champions that knockback or throw, they are simply the most annoying to me.

Healing Reduction

18_icon_64.png 21_icon_64.png 55_icon_64.png 105_icon_64.png 14.png

All of these champions have some way to reduce the healing you receive by 50%. This can make it difficult and very unreliable to drain tank them. It's not a good idea to try and 1v1 these champs unless you can kill them with an ult/fear combo. Ignite is also problematic.

Multiple CC

12_icon_64.png 120_icon_64.png 53_icon_64.png 31_icon_64.png 40_icon_64.png 254_icon_64.png 412_icon_64.png 267_icon_64.png 89_icon_64.png 33_64.png 92_64.png

Each of these champions have more than one way to CC you and stop your drain, so generally you need to be more cautious around these picks.

Spell Shields

25_icon_64.png 15_icon_64.png 56_icon_64.png 10_icon_64.png

Morg/Sivir/Nocturne can all stop you from applying your spells, but if they use their shields while you're already using Drain it will continue to do damage. As for Kayle, you can still fear people who are ulted by her but you will not be able to do damage while her shield is up.

SURPRISE! Back to Top

Blue Side


The early phase of the game is very crucial to the outcome of the rest of the game. If you can succeed in winning the lane for top, mid, or bottom you can very easily get your team ahead. The blue arrows on this map are for Blue Side only. These are general paths that you should be taking when approaching a lane to gank. The wards on this map are going to be the most warded areas from the enemy team to prevent you from ganking them. It is recommended that you carry 1-2 pink wards on you to counter these wards after you hit level 6.

Purple Side


As you can probably tell, blue and purple side both have extremely similar gank paths. Both sides are just the opposite of the other. Wards are going to be in the same areas typically. Sometimes it is a good idea just to show up at a lane to give the enemies a "fear" factor. If they know you might show up again they will play extra safe.

When you are playing Fiddle you need to remember that the element of surprise is your strongest attribute. People fear a strong Fiddlesticks because past level 6 he has some of the strongest ganks in the game. Use this to your advantage and you can pull your team ahead.

Early Game Back to Top

You're pretty weak until 4

You always want to be safe and scout your buffs and maybe even ward the choke points near the river if you started with a ward (hopefully you do). I prefer to start golems (smite), Red Buff, Blue Buff (smite). This allows be to stay in the jungle for a little while longer, rather than starting with blue first and losing it earlier. Also, red buff is invaded far less often than your blue buff is. It's jsut far safer starting on red side first.

Once you're level 3 you can choose to skill your drain to rank 2 or pick up terrify and go gank a lane. Personally, I almost always wait until level 4 to gank a lane because your damage is much higher even with just 1 more rank in drain. Try to gank often if you can but make sure your camps don't get ignored, you will be very weak late game if you don't get farmed.

Mid Game Back to Top

You're now a big threat

You should be aiming for about a 15-20 minute Stalker's Blade - Magus and Hourglass. As soon as you get Hourglass you can make some pretty big plays. By this point you should have gotten a few successful ganks off and helped your lanes pull ahead, you should be grouping now. Personally, when my team chooses to start pushing towers I like to buy a pink ward and set up in a nice secure spot on either side of the lane that is behind a small wall or inside a bush near an enemy tower. Fiddle is all about the mind games, if you can get them to forget about you they WILL make a mistake and get caught. You just have to be ready.

The biggest thing here is that you need to be making a meaningful impact to the game at this point. You have everything available to you by now, and Fiddle can make plays like no other. You CAN make plays, you just have to be confident and go for good targets. Gank lanes that have good synergy with Fiddlesticks. That means you need to be ganking lanes with strong CC or very high damage to secure kills more easily.

Late Game Back to Top

You are extremely strong at this point in the game.

Late game you're going to be huge. What you need to start watching out for at this point in the game is the enemy carries picking up Quicksilver Sash. If any enemy picks up this item you need to focus someone else, there is no sense in wasting one of the strongest CCs in the game on someone who is just going to remove it immediately. Never waste your ult on one person in the late game, Fiddlesticks is very vulnerable without his ult and your team will be forced to go on the defensive.

If you are strong enough that you can get your team to start baron, you can set up near Baron/wraiths etc. and easily bait the enemy team into a Fiddle ult.

Oversight Back to Top


  • High sustain in the jungle.
  • High AoE damage.
  • Has strong CC in the form of fear/AoE silence.
  • Has very strong ganks after level 6.
  • Drain persists through spells like Vladimir's pool.


  • Highly susceptible to counterjungling early on in the game.
  • High priority target in team fights. Fiddlesticks has a massive target on his back from mid-late game.
  • Gets shut down by wards more so than other champions.
Overall, the pros of Fiddlesticks greatly outweigh the cons in the long run. Fiddle's biggest weakness is his early game, if your blue gets stolen it is not the end of the world. Clear 1-2 camps and go pick up a few mana pots and the problem goes away. If you make it into the late game, which you will if you play right, you can win the game with a single Crowstorm if the placement is good enough.

Replays Back to Top

Coming soon hopefully!

About Me Back to Top

Hello everyone one, thanks for checking out my guide. My name is "Oathstealer". If you wish to ask me questions you can post them in the comments or add me in-game.

First off, I have played Fiddlesticks since I started playing this game back in 2009 right after League was released. Fiddlesticks was probably my 2nd or 3rd champion I ever played and I immediately knew he was THE champion for me. I have around 2,000 or so games on just Fiddle so I would like to think that I have the credentials to make a guide, and not just any guide but a VERY good one. Not everyone who reads this guide will agree with me on how I build or why I do what I do, but it works for me and I assure you that it can work for you as well.

My History On Fiddlesticks

Season 1 Stats: 202-112, 3.0 KDA, 64.3% Win Ratio, 1899 Rating

Season 2 Stats: 225-108, 3.3 KDA, 67.6% Win Ratio, 2140 Rating

Season 3 Stats: 289-168, 3.6 KDA, 63.4% Win Ratio, Diamond 1

Season 4 Stats: 91-43      3.3 KDA, 67.9% Win Ratio, Diamond 1

Season 5 Stats: 64-30      3.2 KDA, 68.1% Win Ratio, Diamond 5 (Took a break, definitely need to play more lately.)

Thank You Back to Top

I want to thank every who read and got something from my guide. If you did not, please post a question in the comments and I will answer it as soon as I can.

Thank you Lolking.net for featuring my guide and for rewarding me with the G710+ Logitech Mechanical Keyboard from your huge guide contest. This truly is a wonderful website! I will be updating frequently to make it one of the best guides on the site.

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