1) 17/0/13 Masteries
- Start with
- Make sure to get the 40 extra gold mastery so you can afford the ward.
2) 21/0/9 Masteries
- Start with
Use to ward your red (or enemy red if you are aggressive).
At this point it just becomes a preference. I prefer choice number 1 because I like Amplifying Tome over Dorans Ring. You can build Amp Tome into an item, while dorans is just a dorans, it doesn't build into anything, and you will have to sell it eventually.
Is the best choice. It works amazing if you combo it with .
Even though you can jungle without , you NEED IT for buffs/dragon/baron control. Also, fiddlesticks gets counter jungled a lot. If you don't have smite, all of your jungle buffs will get stolen!
Very bad pick, you have blue buff and mana regen yellows.
Not a bad pick, reducing 10 magic resist isnt bad. The slow from the exhaust is nice, but not necessary because you have tons of CC in the first place. Flash is a way better choice
Bad pick. If you decide to use ghost - combined with your , you will be wasting valuable time trying to get to them = extremely ruining your damage output. Also, most of the time you will instantly use your anyways, and it does not matter how fast you move, since you will be stationary when you use Zonyas.
Very bad pick. Lategame, teleport is for people either pushing a lane, then teleporting to a teamfight...or teleporting to stop a huge minion wave. Fiddlesticks is a very bad lane pusher. He has 0 AOE and pushes lanes very slowly - please dont ult the creep wave ):
This does MORE damage than machete at levels 1 & 2 (Same damage at 3 & 4).
Ward your red, enemy red, or where ever you feel is necessary.
I like this trinket the best, since you can clear a ward and apply early pressure.
First trip back:
Rush this if going well.
Grab this if you screwed up, or feeding.
If still feeding.
CORE BUILD (aka build these first):
If enemy team is not buying magic resist.
If enemy team is buying magic resist.
Good Viable Items (Situational):
Good Defensive items (Situational):
or (NOT BOTH!!)
I max first because you need it to clear the jungle. It is also your main source of damage in teamfights. Your drain does more damage than your ultimate until level 11.
Why max second? Enemies run away from you when you fear them now, making it useless in 1v1 situations. Fear is only good in team fights. I do not like to rely on my team, in fact I refuse to rely on my team. This is solo queue and you are always matched with idiots that you cannot rely on. I like to play independently and max fear last. Your also does good damage when maxxed, and it helps you a lot in the jungle.
If you would like, you can max fear after drain (and max E last), it is a preference to be honest. But I prefer to max fear last since the recent double nerf on it.
If you are sitting in a bush, this debuff will show up on enemy champions AND minions, however it will probably be too late until they notice it on themselves. I don't think it is a big concern about the debuff showing up on minions, since nobody ever targets their own minions until maybe around diamond 2 level.
The 2.25 second fear (RIP 3 seconds). In team fights, this should be used carefully. Do not blow this on a random or closest person.
Example 1: Your bottom lane was dumb and fed the enemy vayne 10 kills. In team fights, vayne is your fear target. Example 2: The enemy zilean keeps losing you fights...fear zilean in the begining of a fight. Your team and your damage should kill him before the fear is over - making zilean unable to cast his ultimate on anyone. Example 3: Everyone on the enemy team is equally farmed, try to target the enemy carries.
Fear can also be used to protect your own carries if they are getting owned by certain enemy champions. There are thousands of different situations, try to coordinate with your team and ask them who they want feared the most.
Avoid using fear on someone that has or unless you know it is on cooldown.
Your main skill, max this first. You can cast drain as long as you are not interrupted by a stun/silence.
I love this spell, you can literally stay in the jungle for a year, granted you have mana.
Also, if you ever get poked down before a team fight...you can go to a nearby neutral camp or minion wave and drain off of them, and return to your team quickly. Make sure to let your team know so they do not engage in a 4v5.
You throw a crow and it can bounce between targets, includes champions, pets/heimer turrets, neutral buffs, baron, dragon, etc.
I love this spell when I am being chased by 2 people, since I can throw it, and it will keep bouncing between them refreshing the silence duration and doing more damage.
Try to avoid fighting beside too many minions/neutral monsters, as there can be bounces wasted that would have hit champions instead. Keep in mind that this ability may hit the same target multiple times.
You must play a few games to get get the hang of it.
Using this ability properly shows a big difference between a good fiddle and a bad fiddle.
You will teleport to a specified location and will do TONS OF DAMAGE (sorry Phreak). Positioning is very important not only when using this spell, but also before casting it. You have to make sure that nobody on the enemy team sees you casting it, otherwise it will get interrupted and you will most likely lose the team fight because of that.
This spell works amazing with , since you will continue doing damage while invulnerable.
Dont waste your ultimate on one person (except for ganking during laning phase), and dont waste it on tanks.
Read This First / Intro
Season 4: All is up to date aside from videos, which I am slowly working on. Not much has changed from season 3, so the videos should still be fine.
Reading text only goes so far. Real gameplay examples go a long way: http://www.twitch.tv/piece_of_sheet
Please read the next few paragraphs before using any of your time on this guide.
Hi, I am Piece of Sheet on North American server. I am currently hovering around diamond 1 in solo queue ranked. I have played over 900 fiddlesticks games in season 3 alone. I have been playing jungle fiddlesticks since season 1.
I feel that it is important for you go over this part of the guide before reading the whole thing. You should know what to expect when playing as Fiddlesticks - its like telling a dentist that he will be looking inside peoples mouths for the rest of his life.
Please keep in mind, fiddlesticks is not a "free win champion" on your first game. This champion takes time to get used to, and expect to lose a lot of games until you learn the strengths, weaknesses, and his limits. If you are some noob that only plays for quick easy wins, this is not for you. Rather than giving a free win on a golden plate, this guide will be focused on teaching you to become better at the game in general.
Fiddlesticks has the potential to do the most damage in a short amount of time, on top of a huge amount of crowd control. However, he is one the of squishiest champions in the game.
There are lots of different ways of playing Fiddlesticks - such as tanky and/or spellvamp being the popular choice.
This guide will be focused on playing glass cannon (with ).
As fiddlesticks, your role is to jump in and do as much damage as you can. You will most likely die, but you will do tons of damage (sorry Phreak), and win the team fight.
I believe this is the best way to build and play fiddlesticks, and this guide will be focused on that.
Core Items: Boot upgrade -->
More AP = faster clearing (Amplyfying tome does MORE damage than machete at levels 1 and 2, same damage at 3 and 4)
You can use the ward either defensively (ward your red), or offensively (ward enemy red). This will depend on the enemy jungler and how comfortable you are.
This is really good for early game pressure, and also very useful for mid and late game when you team fight. Clearing any enemy wards before you ult makes it 100 times easier to get that ult off properly.
When you go back:
Always try to rush this. If you get a fast large rod, you will 1 shot everybody.
If you are feeding (or are behind), and you cant rush a large rod.
If you got extra gold. Use it to ward top or dragon or where ever you feel is necessary. Always keep 1 ward on you at all times!
Still far behind?
I like to rush this item if I am getting camped in my jungle or I just keep dieing.
Pretty much the rule is: When you recall, if you are not close to 1600g, build Spectral wraith. If you are 1400g or above, then save up for a rod.
Next return trips:
Works well with your passive.
Best boot upgrade. Flash works too good with your .
Core item, you cannot play without this.
No more than 1.
The reason to rush first:
You can do 17 million damage with your ultimate, but if you have no defenses, you will get 1 shotted. Keep in mind that fiddlesticks is one of the squishiest champions in the entire game. When you ult into 3-5 of the enemy team, they will instantly focus you, exhaust you, etc.
If you rush , you can ult in and use the active on the Zonyas, and that is a GUARANTEE that you will get at least half of your ultimate off. Zonyas also removes tower aggro, so you can tank a few tower hits if you decide to tower dive.
After your core build (situational):
Buy this if the game is going well.
Buy this if the enemy team is stacking magic resist.
Buy this if you are behind or if your blue buff keeps getting stolen (or your AP carry needs it). It has a cheap price of 2200g, and gives you 20% CDR. Also good mana regen and AP. A very nice pick now since blue buff has been nerfed to give only 10% CDR (down from 20%).
I prefer this item over because athenes gives you mana regen that you do not need. Lategame, you should be standing in the back getting ready to ult, not farming waves or farming the jungle. You shouldn't have mana problems, so you do not need to waste gold on mana regen that you wont use. Also morellos gives you more AP, and also reduces the enemies healing if you get them low. And morellos is cheaper too.
Buy this if there is that 1 tanky person on the enemy team that is a huge problem (irelia, olaf, tanky malphite, etc). It is a single target item to take out 1 person if you currently lack damage.
Is good if you take a lot of poke before team fights. The 15% slow isn't bad on your ultimate either.
Good Defensive Items (situational):
My favorite defensive item currently. It gives you health, the MR you need, and the ability to block 1 spell. An advantage to banshees is it will be harder to interrupt you while you are casting your ultimate. You can literally ult from the middle of a lane and nobody will be able to stop it...lol op
It removes every single debuff on you. A lot of times you will get stunned or exhausted as soon as you ult in, and this item will remove everything including the exhaust, stun, silence, ignite, etc. You can also get this item if you get stunned before you are able to use your . Having 100% guarantees that you will be able to get your zonyas off inside your ultimate.
Not bad, but I wouldn't build
It is not a bad item, but there are better ones for fiddle. The stats are nice, but not the best. The "6% health damage over 3 seconds" is not really useful on fiddle. Since you should be killing people in 3 seconds anyways, this stat will not really be noticeable.
- The stats are OK, but I do not think it is worth the gold. The active is nice, but the cooldown is too long.
It is not a bad item. Most of the time your AP carry will build this item, which means it makes no sense for you to build it as well since the debuff does not stack. If you need magic resist, I would go with or .
It is not a bad item, however I prefer to have . Lets say you are draining somebody, and you get stunned. Your drain now has 3 seconds left on its cooldown. Does it matter if you get stunned for 2 seconds or 3? If you get stunned, you are screwed either way and have to wait 3 seconds. Same thing applies when you cast your , any stun duration will cancel your ultimate cast, and will screw you over. If you really need to reduce stuns, I would recommend or . Again, is not a bad pick, I just believe that is a better pick, combined with or .
These boots are fine if you max fear first. I do not max fear first, so I do not build them. If you know how to get into position early, and you never get caught, you will not need the movement speed.
This item is more of a support item. The strategy with it is to go to a lane, use your 2 stacks, then clear the jungle for 30 seconds while the stacks build up again, then go to a lane and use the stacks again. It is a good strategy on really fast mobile junglers such as rammus or shyvana. Unfortunately fiddlesticks has very bad mobility, and this item is not that suited for him.
- Bad starting item. Starting with or is enough for jungle clearing (more AP = faster clearing), the AP also greatly benefits your ganking and fighting other champions that invade your jungle.
Spell vamp sucks on fiddle unless you are tanky. You will still get one shot even if you have 100% spell vamp! Will of the ancients does not heal you when you use zonyas!
You can believe me and not buy this, or you can read my 3 boring paragraphs below if you arent convinced.
Honestly, why would you build this. Unless you have a warmogs on fiddle (and why would you build that either?), you will have about 1500 health. You will still get instagibbed and will not return enough noticeable damage. Most AD carries have lifesteal, so having the thornmail will not really do anything. The only possible usefull thing I can think of about this item is tanking baron when it spawns at 15 minutes. I would rather just build which gives you enough armor to do that anyways.
I can only see this item being "ok" in a 1v1 situation with an enemy AD. More armor means you take less physical damage - but more AP means you do more damage and drain for more health, leaving you with the same amount of health in the end. Don't forget that AP also makes your ultimate hit harder, when armor does not.
Also, as discussed in previous sections, fiddlesticks is best in 5v5, with his utimate AOE doing 1500+ damage...so take advantage of that rather than building him for 1v1 situations.
Terrible item on fiddle, since they can still instagib you when you ult, removing all your damage from the team fight (your ultimate does not do damage inside a guardian angel animation). You will revive at 750 hp and just get instagibbed again.
I never see this item being built, but I see it in other guides, so I would like to comment on it here. IT IS BAD, period. You ult into 5 people, and even if you zonyas, you will most likely die after that (for a good cause, but you will still die), resulting in losing your stacks. I never see anyone building this item unless they are trolling, or just really bad.
1. Blue - Use 2. Wolves (don't do that new camp) 3. Wraiths 4. Red - Use 5. Double Golems 6. Wraiths - Use 7. You should hit level 4 in 4 minutes with this path (my fastest was 3:52). Time to gank!
If you choose to do Wright (that new camp) after blue, you will still hit level 4 in 4 minutes. However, since you will be near your blue for so long, the enemy jungler can safely take your red without your resistance. I choose to skip Wright for that reason.
Please balance your ganking and farming. That means do not waste your time ganking nonstop, since it will delay your level 6 by a lot. Also, do not farm non-stop, since your lanes need help as well.
Once you get a good balance between ganking and farming, you will play a lot better.
Fiddlesticks gets counter jungled a lot, and that is something you have to deal with.
If the enemy team invades your blue (before 1:55), and you are not able to do it: 1) Start at your red: In this path, you will need to use your mana pot. Keep in mind that you do not have infinite mana because you did not start at blue, so do not drain when you are at full health, or the neutral creep is low on health.
2) You can also start at the enemies blue buff, however it is very risky. You must be 100% sure that there are at least 4 enemies still at your blue, that way you know you cannot be killed at their blue. Get your mid lane and one of your side lanes to nuke their blue (not leash), then smite and run. If they leash it, you will be standing there draining it, and most importantly you will be there alone. Doing that is asking for them to kill you.
If you get invaded while you are doing your blue (about halfway done):
Finish it off and smite it as soon as it gets to 445 hp, then do not fight, just flash over the wall and run. Fiddlesticks is very bad in 1v1 at levels 1 and 2. Also, most of the time you will get invaded by more than 1 person, so fighting a 1v2 would be an even worse situation. If the invaders do not kill you, then you win since they just wasted tons of time, gold, and experience (and probably even summoner spells).
A very short but great example clip:
If you see the enemy jungler in your jungle (stealing wraiths, etc):
This means that he is not in his jungle. So instead of going to your jungle and dieing like a noob, you should go steal his red. I leave 1 small red lizard to be a dick, since he was a dick in the first place by invading my jungle. If you are still 100% sure he is in your jungle, you can steal his wraiths and double golems.
Always have an escape plan!
You should always be prepared for an invasion while doing any jungle camp. Notice how in the above video, I was ready to flash over the wall in case of an invasion, that is my escape plan when doing blue buff. Do not just mindlessly stand in the middle of the camp watching a youtube video on your second monitor. Always stand at the edge of any jungle camp, ready to escape if someone invades. Also, if you are sure you will be able to kill someone if they come, stand closer to them on the other side of the wall and surprise them instead.
Keep in mind that position on blue buff might not work if the enemy team has a blitzcrank.
Here is a positioning example when doing dragon:
Early Game (Level 6 and below) - Early Ganks
Level 2 Gank:
When you kill blue golem, you will hit level 2. Grab your , wait for the enemy minion wave to pass (important!!), that way they will not see you coming. Then use your , and instantly . Combined with your teammates damage, you should get a kill...Or at least get him low enough that he has to burn all his health potions or recall. Even if you dont get the kill, your top lane should be ahead.
Level 4 Gank:
Aside from the very early level 2 gank, fiddlesticks is very bad at ganking until level 4 - which is when he gets his fear. Your goal is to rush level 4.
Level 6 Gank:
Your goal now is to rush to level 6. The best thing to do at 6 is to gank bottom lane with your , and then take dragon.
When ganking bottom lane, make sure to get your support to throw a in the bottom bush and clear any wards before you enter, or you can use your.
***ALWAYS DO SOMETHING, DONT SIT IN A BUSH FOR 10 YEARS TRYING TO FORCE A GANK. If you can't gank a lane, then don't gank it. If you can't gank any lanes, farm your jungle (or their jungle) and rush level 6.*** I have seen way too many people just sitting in a bush wasting tons of time trying to force a gank, then end up being under leveled and throwing the game.
Mid Game (Level 6 - 11) - Ganking/Dragon/Small Teamfights
During this phase, you will be getting small team fights - 3v3 or 4v4. You will not have your , so dont do anything crazy...yet.
If you did not get dragon yet, stay near the bottom part of the map. Be ready to gank bottom or do dragon.
Fiddle's ult is extremely strong. Use it as soon as it comes up. Start going to a lane 10-15 seconds before it comes up so it is not wasted.
Other than that, try to farm the jungle as much as you can. Cover lanes if you need to as well. Your goal right now is to get enough gold to buy , and reach level 11.
Late Game (Level 11+) - Team Fights/Dragon/Baron
In most of your games, you will get your at around level 11. Sometimes you will have enough gold at level 10, just farm until you are level 11, since rank 2 of your would be really nice.
Once you hit level 11, you should start getting your team to force fights. The 3 most common ways are:
1. Clear dragon with or [items=sweeping-lens]. The enemy team has to face check it, or you get a free dragon.
2. You can bait baron with the same strategy as above.
3. Ask your team to 5 man push mid. Depending on how fast you do this, you can get a free tower. The enemy team must react and go mid, or you get another free tower.
Skill Rotation in Team Fights:
As explained earlier, your goal is to focus the most important person on the enemy team. That could be either by their champions abilities (like zilean), or maybe because they got fed (your bottom lane fed the enemy vayne). This is why I love fiddlesticks, especially for solo queue. You can have one person on the enemy team completely fed, but you can shut him down with your ult/fear/drain combo, and still win the game.
Before a team fight, you need to be in a position to ult onto the enemy team (more info on ult locations in the next chapter).
Assuming that you have ulted in properly ---> You have to do the following within less than half of a second ---> use on your kill target ---> throw your at any enemy champion ---> If you are not getting focused, use on your kill target ---> If you are focused, use .
Super Late Game (50+ minutes)
After 50+ minutes, everyone on the enemy team has their "core" items and will now start to build defensively. Most people end up building or .
When everyone on the enemy team starts building defensive, you cannot 1 shot them anymore. So fiddlesticks is not really good if your games go longer than 50 minutes. 99% of your games wont get that long however, but its good to know.
Also at this stage is where your AD carry shines, so try to use your fear to peel for them rather than blow someone up (unless you know you can 1 shot them).
You can use your over any wall, even the really huge ones. I go over the locations in the video at 28:50. The one at top lane might really surprise you on how much distance you can travel (see picture below).
Since fiddlesticks is a champion that attacks by surprise, and there is a surprise fiddlesticks skin, I have concluded that this is a section is worthy to put into the guide.
In the image below, it shows how far you can get someone using: over the wall, , then . This also works when ganking bottom lane since the map is symmetrical.
This is my favorite "surprise location" because you do not need to go through any place that may be warded (such as the river).
The Dream Team!
As stated earlier, fiddlesticks is a team dependent champion. You can win with any team composition (in solo queue at least), but champions that have good synergy with fiddle is a huge bonus.
What makes a champion have good synergy with fiddle?
1.Area of Effect spells (AOE)
This mostly applies to Ultimate abilities, since they do more damage.
Great in team fights.
Thought a 3 second fear was gay? Add another stun to that.
Easy lane to gank
Any champion that can burst somebody down in fear duration.
Easy lane to gank
4.Does not need blue
One disadvantage of fiddle is being blue dependent. If you have a solo mid that does not need blue, your jungle clearing will be better.
5.Is strong at level 1
If you have a team that is strong in a level 1 fight, your chances of getting invaded are greatly reduced.
Also, if you do get invaded, they can come help and get a free kill.
Solo Lanes (Top/Mid):
- This is the best champion in the game to pair up with fiddle. His ultimate is an AOE, he has a stun, does a lot of burst, does not need blue buff, and is strong early game.
- Great to pair up with. You will get a lot of people low with your ultimate, Katarina can come in and clean up with the resets she gets.
- Great AOE burst damage, and a possible AOE stun. Her wall can work amazing with your ultimate as well. One disadvantage is that Anivia is very blue dependent.
- Another fiddlesticks on the team? Why not!
- His wall slows people, reduces their magic resistance, and has great AOE damage. Works amazing with fiddlesticks in lategame as well.
- Great AOE damage and knock ups/taunts/CC/etc.
- Great AOE damage. No CC however aside from slows.
- Great AOE damage, weak at early levels however.
- Kayle ulting you during your ult = Oh My God.
- Good AOE ults.
- Her arrow is a nice stun and AOE slow. The arrow is also a good way to engage a team fight if you are lacking a tank or any other forms of initiation.
- Great champion to pair up with. He has an AOE knock up and a strong level 1 fight. Having an alistar on your team greatly reduces the chance of your jungle being invaded at level 1.
- Good AOE slow/stun/dance ultimates.
- Good AOE knockup. Also gives you that extra HP which might save your life in a lot of cases. She is cute too ^^
- I just want to point out that Janna with fiddlesticks on the same team is fine (I see a lot of people saying they are a bad combo). She doesnt necessarily have to use her ult with you, she can save it to peel for your ADC. With janna on your team, you dont have to worry that much about protecting your ADC, and you can go straight for the enemy squishies in team fights.
- Great ultimate to pair up with. Since you are jungling, these champions laning does not make much sence. This is why I put them in "Other".
** Any champions not mentioned means they are a bad pick with fiddle, or just an "ok" pick (or I forgot about them).
Once upon a time...
Once upon a time...
I decided to queue up for a solo queue game.
The first 2 picks locked in as Kennen and Rumble, and I was third pick on our team. As soon as It was my turn to pick, I instantly picked Fiddle and locked in within 10 milliseconds. Our 4th pick was smart and decided to play Sona. "WE NEED A F***ING TANK, UR SO F***ING STUPID", Kennen said. I proceeded to ignore his stupidity and just played the game. At around the 20 minute mark, Kennen was at 0-4-0 and kept raging. "I TOLD YOU WE NEEDED A F***ING TANK, PLEASE REPORT THIS FIDDLE FOR F***ING SUCK", said Kennen in a high pitch angry voice.
Later on, we cleared baron for wards and baited it. We all pressed R and won.
The Nightmare Team!
Now I would like to quickly go over some enemy champions that you should avoid (or fight). This will mainly go over the enemy junglers, but I will go over a few non junglers as well.
All of the fights/scenarios below will be assumed that you are not tanking a huge minion wave or an entire jungle camp. It is nearly impossible to 1v1 someone under these conditions anyways (while playing any champion).
Most jungle fights are going to be 1v1 oriented, so I will be mainly going over 1v1 situations.
One of the most important things that make somebody good against fiddlesticks is:
Stun, Taunt, Silence, etc.
NOT snares, because they do not interrupt your drain and ultimate casts.
Being able to do a huge amount of damage in a short amount of time.
Big burst damage might bring you low enough that drain will not heal enough to save you. Or maybe instantly kill you.
During team fights, they can knock you away from their team.
You can 1v1 him if he does not have or (aka he went )
Just one thing to know - lee sin only has 1 interrupt, and it is his ultimate. A lee sin before level 6 cannot interrupt your drain. At level 6, avoid ulting him unless you are 100% sure that his ult is on cooldown.
Fiddle can kill shaco in a 1v1 if you know what you are doing.
If shaco stacks 50 boxes in a bush and you run into it and tank them, you will die for being a huge retard. So I am going to assume that you do not tank 50 boxes.
When you see him in your jungle, pretend to run away from him, he will put down his box to try and stop you. Then just throw your at the box and instantly start draining the shaco. Your will bounce between shaco and the box, while at the same time draining shaco. If you do this fast enough, not only will you kill the box, but shaco will take an additional 150-200 damage just from your alone, plus he will be silenced so he will not be able to use his deceive (the stealth escape), so your drain should kill him depending on how fed you are or how low he is.
Kind of similar to shaco.
You will completely lose in a 1v1 if you instantly start off draining him, since he will knock you up and interrupt it.
Most jarvans immediately use their combo on fiddles, but a good jarvan will try to save it to interrupt your drain. You have to pretend to run away, that way he will use his flag combo as a gap closer (which is also his interrupt). Once he uses that, you are free to drain and its a free kill.
Similar to jarvan. Run away and wait for him to use his only interrupt as his gap closer. Then you can freely drain him and he cant kill you.
One problem that makes volibear hard to kill is his passive. You probably wont kill a good volibear, but I dont remember the last time Ive seen a good one. He can't kill you though unless you screw up and use your drain when his fling is up.
If she has no , she is the most free kill Ive ever seen in the jungle.
If the evelynn has ignite, and you feel like making some risky godly plays ---> wait for her to use ignite, then flash away from her into a bush and wait for ignite debuff to finish. After the ignite debuff is gone, she is a free kill.
Usually when she has ignite, she will try to invade your red after doing blue. You can either ward your red, wait for her to do it, go around and flank for the kill. Or you can just go to his red and avoid the invade.
Literally impossible to 1v1 an udyr as fiddle unless you are fed.
Same as udyr, but not as bad. If you want to fight a nocturne, first throw your , that way it will blow his , so you can safely fear without having it blocked. If he did not use spellshield, then you can fear him anyways since he will be silenced and won't be able to use it.
Easy matchup. He has no interrupts, so you can just keep draining him. I used to think he counters fiddle until I laned top against one and completely destroyed him.
He cant kill you. He has no damage, no interrupts. You cant kill him either though since he can just slow you and run away.
He is extremely annoying and can severely counter jungle you if your lanes are weak and cant respond.
He can't do anything to you. He has no burst and no cc until level 6. Basically you dominate warwick in any 1v1. Keep in mind I said 1v1, this does not mean a 1v2. So if you invade his jungle and the enemy lanes come to help him, you will die. Invade only when you got more experience.
She is a strong jungler. Her movement speed makes it impossible to kill her since she can just run out of your drain range pretty quick. Also she can burst you down pretty well. Try to avoid fights with her.
Same as shyvana.
His ult is a very long range, and it also has an interrupt (fear). A good hecarim will always save his ult in order to interrupt yours. He is pretty much a counter to fiddle, especially in team fights. When you ult, just make sure he is far enough away from you so he can't interrupt it. Try to stay behind a wall that you know is not warded, or just LOS in general.
Same as hecarim.
Blitz is not a jungler (most of the time), but I would like to talk about him. If there is a blitz on an enemy team, the safest thing to do would be to assume that he could be in any bush. When you are doing any jungle camp, position yourself so there will be a jungle minion between you and a bush. That way, blitz would not be able to grab you if he is in that bush (he will grab the minion instead). If you position yourself properly, he has to leave the bush to grab you. And if he leaves the bush, that is an early warning telling you to get the hell out.
This section is still in progress, so I may not have covered all the champions. If you want information on any other match ups, please leave a comment or add me on NA server "Piece of Sheet".
Other Small Tips
1. Put all of your spells on smart cast (except your ult). It makes it a lot faster and easier to do your combos. This includes smite, it is a lot harder for your buffs to get stolen if your smite is on smart cast. This can greatly determine whether your dragon or baron gets stolen, or secured.
2. You can also smite while draining (aka, smite does not interrupt drain). So what you can do is know how much your drain ticks for, and smite a bit earlier.
Example: You are doing dragon. Your smite does 570 damage, and your drain ticks for 100. When dragon is at 650 health, use smite at the exact same time your next drain ticks. This will combine your 2 abilities, and do more "burst" (in this cast, 670 damage instead of 570). This will greatly reduce the chances of your dragon getting smite stolen, since you did more damage than smite does alone. Even if you smite just a bit too early, it is fine because smite does not interrupt your drain cast.
3. I just added this section, and will be adding more things here in the future.
March 15, 2014 - So the new fear sucks, period. I max E second now, I max fear last. Fear is useless in 1v1 situations, and is only good in teamfights. For the people that have been following me, you know that I hate relying on my team and would like to do everything myself. I am still maxxing W frst, then E, then Q last. You can still max fear second, its a preference.
November 26, 2013 - 4 million views! Got 1 million views in 3 days, wow lol. I will keep updating this guide as soon as something new pops up. The jungling items buff from PBE look interesting, but I will have to experiment them and calculate their actual damage using excel. Will update the guide when the new patch comes out, but currently the entire guide is up to date.
November 23, 2013 - Wow 3 million views. Beginning of season, guide got 100k views in 1 day. Thanks all for the support, glad the guide helps people!
November 22, 2013 - Beginning updating for season 4! It has been fun so far. Looks like the jungle got nerfed earlygame, but buffed lategame. It takes 4 minutes to hit level 4 now (up from 3:30). But you get more xp lategame, so you do not fall behind in xp that much.
September 7, 2013 - So the recent patch made it so you don't hit level 2 from killing the golem. If you can get a good leash, ask people to hit the small golems too. It helps a lot for fiddle.
August, 2013 - 2 million views, thanks everyone!
May 4, 2013 - 1 million views, thanks everyone!
Mar 20, 2013 - 500k views and guide got featured. Thanks all!
Dec 4, 2012 - Season 3 updated!
May 15, 2012 - "Fiddlesticks' Dark Wind - Damage to minions increased by 50%"
This change will make his jungle clearing a lot faster. This change also means that there will be an even better reason to grab at level 2 rather than ....even if you decide to gank at level 2. This will also mean that you will clear minion waves faster. An example would be trying to push a lane after a successful gank.
Feb 25/2012 - New jungle changes make the small camps give you mana. That is a great change for fiddle when he gets his blue stolen.
Jan 7/2012 - I think fiddle is a little bit better at current meta since clairvoyance is not taken as often anymore (supports take heal more now). Without the enemy team having clairvoyance, you have a higher chance of not getting caught while using your .
What to do when fed
Fed Fiddle =
704 AP fiddle + 972 AP Karthus =
Gameplay Commentary Videos
All gameplay videos are currently out of date. I will eventually upload a highlight gameplay from my stream. In the meantime, feel free to drop by when I'm streaming, or just watch a VOD at http://www.twitch.tv/piece_of_sheet
[season 3] - November 2013 Good game on my smurf (was gold 1 at the time) - http://www.twitch.tv/piece_of_sheet/c/3186015
Main Tutorial Video (version 3)
These videos are from season 3. They are however still up to date on most things, since I talk about concepts and fiddlesticks gameplay in general, which has not changed much between seasons.
This is a video example tutorial. I feel like I would be wasting your time if I went over runes, masteries, and item builds in the video (since they are in this guide). Instead, I took the time and resources to show video examples from real diamond ranked games.
Thanks for checking out my guide, hopefully it was helpful. This was my first (and only) guide I ever made, so leave any comments or feedback.
I also hope that you now prefer to play fiddle full glass cannon with a .
If you would like more info, and you did not watch the video....watch the video, it might be a little bit boring from here and there, but i go over some very nice information and you get to visually see how everything works out (rather than on text).
When you use your ultimate, do not forget to yell at the top of your lungs "HOW ARE YOU GUYS DOING TONIGHT!!!???". I do not know why, but the harder you yell, the more damage your ultimate will do.
Thanks to LuLuLuCawCawCaw on NA server for additional help with the guide! (yes, that is his in-game name).
If this guide helped you out and you want visual examples, or you just feel like hanging out, please support my stream. I have been writing and updating this guide for 4 years, all I ask is to check out my stream :D http://www.twitch.tv/piece_of_sheet
@@_Vexation obviously I know that fear shouldn't be used while jungling but since fiddle is one of the most gank reliant junglers in the game and fear is key to his ganks I would imagine that any nerf to fear would affect his overall effectiveness as a jungler. I suggest gathering a full understanding of a question before criticising it.
I'm not PoS but checking Lolnews and the official site I havn't heard anything about a fiddle nerf.
Fiddlesticks is an extremely old champ and he's been nerfed and buffed numerous times in the past;
because he has so old he has been fine tuned to be exactly the way riot wants him to be , and it is extremely unlikely that any changes will ever be made to his kit.
PS: You should NOT be using fear in the jungle anyway; It's a waste of your mana(does NOT reduce very much damage taken) and if someone attacks you while it's on cooldown then you could be screwed over for not having it ready.
Hi piece, how much do you feel the future nerf to fiddles fear will affect his overall performance and usefulness? I've been using him as my main jungler for a solid 6 months now and would like to know your thoughts on how this could possibly effect his jungling.