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FIDDLESTICKS BUILD GUIDE: Intro to Support Fiddlestix [Season 4 Updates] by donald

by donald (last updated 4 days ago)

678,792 Views 4 Comments
3
Greater Seal of Armor(+4.23 armor)
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
6
Greater Seal of Health(+32.1 health)
9
Greater Glyph of Scaling Ability Power(+1.53 ability power per level (27.54 at champion level 18))
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
9
0
21
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 1/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Dread
QTerrify
WDrain
EDark Wind
RCrowstorm
View Skill Order Details

Introduction

Update:
4/8/14 - Hi sorry folks, I've dropped support Fiddle as my climb champion for this season -- the start of the season with the doran shield starts, fear nerf, constant Thresh/Annie/Lulu picks made Fiddle not a very good matchup as a reliable go-to this season. However, with the spell thief changes, if you really want to play this champ as support, it could work out. For now, I've switched to support Brand and will try to make him work out. I'll still update some changes like starting items and runes.

11/22/13 - I'm really liking the SpellThief start, but then realized how broken double relic start is. Consider experimenting with relic on adc, relic on you start until they patch this

11/21/13 - Updates pending, have not tested new masteries yet. Updated Masteries and an item note -- (consider a spellthief blade start for testing purposes). Considering using this for now:


and safe/learning build being

Runes

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 1/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 2 1/1
21 Utility
This is the good ole 9-0-21 build that maximizes points into CDR on both offense and utility trees. This build is my personal standard for Fiddle -- if you can't position well, against a 'scary' match up, or is learning, I would recommend the other rune page to prevent yourself from blowing up in 2 secs =p

Summoner Sets

Primary Set
This I would always go with so you have an extra CC / drain tank synergy spell after you ult in to initiate. Chances are -- if it's high elo -- they will pop their cleanse on your Fear, so wait till after Fear wears off before you use it. Situations to use exhaust: avoiding a sudden burst, last ditch effort to sustain better while you drain tank, peeling.
Ignite & Flash
Personally, I don't like running this. Because I'm running 9-0-21, I feel safer with exhaust, and exhaust gives me more options as opposed to just damage and anti healing. I feel like I would do more damage in the long run with exhaust than taking ignite for this support role. (Not to mention everyone else and their mothers are running ignite in their solo lanes)
Heal & Flash
Have not tried this on support yet, but if you're looking to experiment, would recommend giving this a shot since the recent changes to heal (movement speed and heal reduct cleanse) could make this a viable choice

Item Builds

Starting Build(s)
SpellThief Start (Primary)
Fast Vision Start (Secondary)
***newest update: Too lazy to edit stuff below since this was a quick update, but I'd highly recommend a spell thief start now. The ruby crystal start is for those lanes where you don't think being aggressive in lane will help // passive lane

**update: spell thief start I like, but then relic synergy on you and ADC is currently broken. It's going to turn into League of Targon soon.. so might as well hop on board while it lasts [11/22/13]**

*** I HAVEN'T TESTED BUILDS YET, WILL UPDATE WHEN I DO, TRY TO STICK TO GENERAL CONCEPT (pink ward by 6 to surprise ult, etc etc) -- I would also opt for Spellthief's blade over Coin unless you're really behind and need $$ . The support warding roles may be changing this season so consider a 2 ward start, ward totem trinket, and spell thief blade OR take out 1 ward for 2 health pots***

Start:
sight-ward3 + vision-ward + health-potion4 + mana-potion

Safe Build:
ruby-crystal + sight-ward + vision-ward ->
sightstone + boots-of-speed ->
kages-lucky-pick + sight-ward + vision-ward ->
philosophers-stone + sight-wardvision-ward

Somewhere in there, grab sorcerers-shoes or ionian-boots-of-lucidity

Ahead Build:
kages-lucky-pick + sight-ward + vision-ward + boots-of-speed + philosophers-stone/ruby-crystal/seekers-armguard


Generally, if you're doing well, I'd opt for more AP oriented items first like Kage to keep up the harass, but if it goes bad, you can always play defensively and grab actual support items first

Situational:
Lots of AD on enemy team = seekers-armguard
Heavy sustain/life steal (bork+thirster on adc) = morellos-evil-tome
Invis enemy/Need more peels/Fed enemy AP = twin-shadows

Nice to have:
zhonyas-hourglassrabadons-deathcapabyssal-sceptervoid-staff

Typical Endgame:

Doing Well - sorcerers-shoesruby-sightstonezhonyas-hourglassrabadons-deathcapmorellos-evil-tome(abyssal-scepter or void-staff)
Doing Alright - sorcerers-shoesruby-sightstone(morellos-evil-tome or twin-shadows)zhonyas-hourglassshurelyas-reverie
Safe/Doing not-so-well - ionian-boots-of-lucidityruby-sightstoneshurelyas-reverielocket-of-the-iron-solarimorellonomiconvision-ward5

Experimental - ionian-boots-of-lucidityruby-sightstonemorellonomiconlocket-of-the-iron-solarishurelyas-reverieranduins-omenspirit-visage/abyssal-scepter
^I'm starting to like tanky fiddle. I can sorta initiate fights, soak damage, cc, then walk back out w/ low health, and them come back in when my CD's are up again.
Final Build(s)
Standard Final Items
Build Order

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Dread
QTerrify
WDrain
EDark Wind
RCrowstorm

Introduction

Hello there! I'm donald on the NA servers. I've reached diamond playing mostly support Fiddlesticks and this is a brief intro to support fiddle.

[http://puu.sh/3biNm.jpg]

However gimmicky this character may sound as a support (or at least it was when I first played it), this character's kit makes him a great support champion. Support Fiddle has the longest guaranteed disable (unless they cleanse it of course, but you can't miss) which is a 3 second fear (vs Taric with 1.6? sec stun).

Pros:
  • Longest disable -- good disengage/flash initiates
  • Low low low mana costs for spell spamming (basically spam E whenever it is up)
  • Strong lvl 6 -- when you ult, you'll hit both and even if there's a Lulu ult, only 1 can be saved at best
  • Easy early dragons

Cons:
  • HIGHLY punishable if you have poor positioning -- you need really good positioning or this just won't work (basically stay max E range at all times unless you're peeling/initiating(fearing), all-in, or warding)
  • Does NOT work IDEALLY with Vayne, Kog, or other weak lvl 1-3 ADC's
  • Should not lane against hookers or hard initiators unless you can position very well. If it's against a Thresh, don't do it.

Masteries

9-0-21 [Standard]

[http://puu.sh/3AA6M.jpg]

This 9-0-21 basically maximizes your CDR while giving you some points into exp mastery to hit that level 6 a little bit faster for your all-in. I've done a lot of experimenting and I found that after switching to 9-0-21, I had the best results -- When I was still in Plat, my win rate shot up to 75% when I started running 9-0-21 (I was an idiot and I ran 21-0-9 for the longest time).


1-13-16 [Alternative/Learning/Defensive]

[http://puu.sh/3AAaj.jpg]

If you're not so good on positioning, I'd recommend the 1-13-16 if you're learning him. I might run this if it's a difficult matchup, but generally, I don't deviate much from the 9-0-21 setup.

Runes

There's two rune pages I normally alternate between, but the only difference is in the magic resist blues or CD reduction blues. If I'm against a Trist/Zyra/anyone with AP burst dmg, I'd run MR blues, but if it's not, I rather take CDR blues for more E spam in lane and Fear spam in team fights. You might want to take a look at post laning phase too -- if there's a AP jungle + mid + top, you might want to run MR blues.

Rune Page 1
[http://puu.sh/3gQVy.jpg]

Reds:
I like hybrid penetration runes because you can still ranged harass/help jungler save smite/auto attack towers while having magic pen. I like hybrid on ranged AP characters because the difference is pretty much 2 Magic pen (Magic Pen Reds 7ish vs Hybrid's 5ish).

Yellows:
Armor yellows pretty standard for bot lane

Blues:
Magic Resist flats since Fiddle is squish. An all in AP burst will gib you.

Quints:
I use move speed quints because Fiddle is very positioning dependent, I want to use whatever movement advantages I can get to position better or get out of sticky situations.

Rune Page 2
[http://puu.sh/3gR5h.jpg]

Same as rune page 1 except for the blues -- CDR blues.

Combined with your masteries, that's a total of 14.5%. With = 34.5% CDR

Summoner Spells



Explanation:
I honestly would ONLY stick with exhaust.

Pros
- additional CC
- Synergy for drain tanking/sustain when you all in ult/fear/silence-> drain. Make sure you exhaust AFTER fear wears off
- Synergy with passive (- magic resist)


Use:
- AFTER they cleanse fear
- CC


As Fiddle, you don't have a heal or a shield to protect your carry. Exhaust provides an additional peeling/defensive option to bail your ADC out in lane. Fear one, silence the other, and exhaust one when enemy jungler ganks. Exhaust works great offensively AND defensively. It's def the more versatile option

VS
- lose cc for a bit more damage and heal reduction that you ALREADY get from
- Strong early game option though

I guess if you REALLY want to, you can run ignite, or if you're against a team with a lot of heals/sustain like 2 or more of these , then get ignite if you want. I honestly don't like it as much.

VS
- wtf? You're an aggressive harass support that sustains itself with 4 health pots.. what do you need a heal for

Skills

Passive: Dread
(Innate) Nearby enemy units have their magic resistance reduced by 10.
Range: 1000


Explanation:
Great passive for a support -- Just by being there, you are a semi walking . Also great for bot lane when people don't run magic resist runes.


Q: Terrify
(Active) Strikes a target unit with fear, preventing it from taking any actions, and causing it to run around aimlessly in fear, while being slowed, for the duration of the spell.
Range: 575

Cost: 65 / 75 / 85 / 95 / 105 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds


Explanation:
Longest non ult disable in the game.

Your primary peel spell. If you see your ADC in range to nuke a skill shot and auto attack (also make sure the other support/ADC is not positioned close enough to follow up immediately), drop a fear on the enemy, and you'll get a great trade.

Try to save this move for enemy carries 9 out of 10 times in team fights. If you're on peel, that's another story.

is a great initiate if you see an enemy out of position. 3 seconds of running in circles = death


W: Drain
(Active) Fiddlesticks channels and leashes to a target for 5 seconds, dealing magic damage each second and healing himself for a percentage of the damage done. If the target leaves the range of Fiddlesticks' leash, he will stop channeling.

Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage Per Second: 60 / 90 / 120 / 150 / 180
(+0.45 per ability power)
Total Magic Damage: 300 / 450 / 600 / 750 / 900
(+2.25 per ability power)
Heal From Damage Ratio: 60 / 65 / 70 / 75 / 80%


Explanation:
This is a bit risky to use in lane unless you know:
- The enemy won't stun you
- The enemy is taking your ADC's attack and your drain, and you're only taking 1 source of dmg

It's best used at the end of the trade when they are running out of your drain. Would be more ideal when: Taric stuns your adc, you fear the enemy ADC to avoid follow up onto your ADC, drain Taric

I like using this skill more to solo golems or help drain tank Dragon/Baron.

E: Dark Wind

(Active) Fiddlesticks throws a crow that strikes an enemy target then continues to bounce from that enemy unit to another nearby enemy unit 5 times dealing magic damage and silencing for 1.2 seconds each strike. Dark Wind may strike the same target multiple times. Dark Wind deals 50% increased damage to minions.
Range: 750
Bounce Range: 450

Cost: 50 / 70 / 90 / 110 / 130 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage Per Bounce: 65 / 85 / 105 / 125 / 145
(+0.45 per ability power)
Total Magic Damage: 325 / 425 / 525 / 625 / 745
(+2.25 per ability power)


Explanation:
This is the skill you'll be spamming practically non stop in the bottom lane. Position yourself at MAX range at 95% of the time. This skill is best thrown when there are less minions. If enemy is out of range, you can always throw this onto the minion and hope it bounces to the enemy. I usually throw this in sync w/ my fear so that enemies can't flash out once fear wears off.


R: Crowstorm
(Active) After channeling for 1.5 seconds, Fiddlesticks teleports to nearby target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to all enemy units in the area each second.
Teleport Range: 800
Radius of AoE: 600

Cost: 150 / 200 / 250 mana
Cooldown: 150 / 140 / 130 seconds
Magic Damage Per Second: 125 / 225 / 325
(+0.45 per ability power)
Total Magic Damage: 625 / 1125 / 1625
(+2.25 per ability power)


Explanation:
Your initiate move. Carry a pink ward w/ you at all times. When you're level 5 and about to ding 6, pink the bush. Don't let them know you hit six, and ult immediately onto the enemy ADC. You will most likely kill at least 1.

Skill Order

Generally, for my playstyle, I get >>> with my starting skill in .

Try to skill: E, Q, Q, W.. (I used to skill E Q W but I as I climbed, I found less chances to drain and the longer fear duration to be better)

However, if you never want to skill too early. I start 90% of the time because it is one of the strongest level 1 fight skills in the game. If you catch someone face checking and have people to follow up (assuming you can kill them before they flash), skill first. Otherwise not starting might lose you the lane. When you have you can push, but if you start , you can't push or harass early. If you get pushed in, you'll be passively standing there under tower with no ability to make any plays.

I'm aware that some people like maxing out over , but for my play style, I find more useful.

So why over ?

I prefer because it's guaranteed damage when I all in with my . However, it's not limited to all in.

Pros of :
  • You can solo golems when your lane is pushed (blue side)
  • You can drain tank dragon/baron fairly early
  • You can help your mid do blue if your jungler is top (purple side)
  • Lane sustain and trading/forcing disengages
  • Guaranteed all in damage

Cons:
  • Potential weaker level 4-5 (assuming you get lucky bounces with and did not get to use in trades
  • Requires GOOD positioning -- use it with the mindset of a damage while they disengage spell as opposed to I can drain tank (cause you'll die)

If you do choose to max second, I would recommend changing up the starting build to include more because the mana costs of your will increase with levels. I know mana costs also increases, but since is your spam spell

Item Builds and Explanations

For season 3 support, the ideal start build now does NOT include a . The reasoning behind that is you can easily make up for the mana regeneration lost with and the extra gold can give you more wards and consumables to stay in lane longer + play more aggressive. Also, people DON'T rush anymore. You should be aiming for a fast as a support since it's the most cost effective item.


Ideal Start Build:


If there's an jungle, start:


The + will be enough mana regeneration to last you through the first if not second back. The health pots will allow you to keep spamming on the enemy while taking minimal harass damage.

---

( ) <-- Optional/Situational

Core Items (Ahead/Low elo carry build):
()()

Grab a somewhere in there.

if you're ahead enough and want a little more gold generation. I usually just get it cause it adds on to my 'blue build' fiddle lol.

I put as optional because if you're against a nearly full AP team (like 2 AP solos and or AP jungler), getting early will not do you much good. You rather save for the or just finish . Make sure you finish off your though.


---

Late Game:
() () () ()

There's a lot of situational items here:
  • If there's a need for you to get more magic resist, grab a .
  • If they started building a lot of magic resist, you might want to grab a .
  • If you need or want to turn your into a , go for it. If not, just sell it for more $$$
  • If there's a lot of AP on your team, opting for a won't be bad either.

Note: YOU'RE A SUPPORT SO ALWAYS ALWAYS ALWAYS KEEP UP WITH

---

Safer Build Core:


->

Grab a somewhere in there.

I'd finish a bit later after you grab and . Only build if your jungler/top lane is not already building it.

---

Situational:
- If need extra peel/reveal/enemy AP blowing you up
- Unless you remember to use the active, I rather save the money for something else


Situational 2 (TANKY FIDDLE):
()

synergizes well with your initiate into enemy team. With this build, you can initiate, soak, and let your team do the rest. is great for staying alive, but if against a 0 AP team or a very behind AP, avoid this item. is great if they have a lot of CC.

Matchups

You should only partner with strong ADC's that can trade early or poke hard. Fiddle is a high poke/harass/pushing support.

Ideal partners:

These all either have a good poke that can let you trade early/brawl early or push. The last thing you want is to be pushed at your tower with low % bounces because of the huge minion wave coming your wave -- which essentially makes your lane presence disappear.

Avoid lane'ing with: or any weak level 1-3 adc's

One of the worst experience I had was laning with a Vayne while a solo auto attacked Vayne while me and Vayne auto'ed her back. We lost the 2 v 1 trade and got forced back. Not pretty.

Don't know how I feel :

I haven't had much experience laning with these champions. It just feels they're most likely not able to follow up / capitalize on your early harass as well as the 'ideal champions' listed above. You can always experiment and leave a comment if you believe they're great lane partners.

--

You might want to think about matchups that you go against also. During the picking phase, assuming you're a higher pick, picking Fiddle first could confuse your enemies into think it's a solo/jungle Fiddle, but there are some matchups that are pretty bad for you.

Your worst lane match up is:

These two will either mess up your ult/drain or hard engage + instant kill you if you position wrong or get hit by one of their skill shots. It's going to be rough if you don't know how to position against them. is manageable if you know hook range and dodge it, but since Fiddle is a push harass lane, one hook will be fatal. is easiest out of the stunning/engage supports since your range is farther than his stun range -- watch out for flash stuns -> jungle ganks though.

Highly annoying matchup:

Lulu

A good LuLu player will harass the crap out of you. Her Q is longer range than yours and if she gets an E off on you, you're going to get slow and chunked by their ADC. You can test the waters to see how good of a LuLu player she is by just spamming E and her and see how she reacts. If you get away with 0 harass, you should be fine.

Nami

This character's pretty scary. Since it's obvious when you close distance to throw a , it can potentially be a hazard. Even if you stop to , be wary of getting caught by a bubble. It's annoying, but remember -- you can always a minion to bounce your harass from a safe distance. Before you resort to that, I'd test out the waters and see if she is skilled enough to land her bubbles. Oh my..a unintended pun.. Note: Her ult can cancel yours, so once again, pink the bush before using it.

Easy/Decent matchup:

Janna

Look out for positioning too close to where you get slowed and auto'ed to death. Otherwise, it's a pretty easy lane. The ADC is most likely the biggest threat. Avoid using if they have vision of you. Always carry a to check a bush before you ult from inside it. Her and will cancel your ult. If you do an all in level 6 play, save your flash for after she blows you away.

Personally, in my solo queue games, I keep ending up against . I like this matchup since a uses on herself or her ADC every time I spam . She consumes a lot more mana this way and there's not guarantee that my would even hit her or her ADC twice. So essentially, she ends up wasting mana or running out of mana much faster than you.

Sona

Her will be annoying. However, since your range is 50 range greater than hers, so look for when she over positions to you, and use your then. She will be tanking a majority of the minions assuming you positioned right.

Soraka

This is a pretty boring lane. Since you are strongest early, see if you can get a few good in. The longer this lane drags out, the more likely it'll be a boring lane. However, your all in at six should still be highly effective. Just make sure you don't get silence when you ult -- pink your bush before doing ulting! If for some reason you lose, just roam and let your ADC farm (assuming it's pushed IN). There's not too much of a threat of dying to a Soraka lane, and your random surprise-Fiddlesticks-in-the-middle would probably do more to ensure a victory than passively sitting around under tower. Her passive is the opposite of yours.

Taric

Fabulously simple lane -- if he your ADC, just the enemy ADC and the . You'll either force a disengage, or create a counter trade that ends up in Taric dying/losing the trade. You can use on the Taric if there are not many minions nearby, otherwise you should save it for if they keep chasing your ADC (then for sure you'll be able to chain on them.) However, if you get stunned, have your ready and your fingers over if it's an enemy jungler gank -- how you even let him walk up to you and get in stun range will boggle me unless it's a + . This is an easy lane if you position properly -- only threats are + into jungle lane gank.

Blitzcrank

I put this guy down here because he is not hard to lane against -- given that you understand his range. Personally, I mained when people considered him to be a "troll support", so smart casting his hook has taught me the hook range by heart. So once you dodge the hook, or keep a minion (that won't be suddenly killed) between you and him, just spam your . Note: cool downs are 20 / 19 / 18 / 17 / 16 seconds. PLAY AGGRESSIVE AFTER HE WIFFS HIS HOOK.. PUNISH HIM!
--

Here's a + vs + in one of my random solo queue ranked games



Key things to look for in this video:

Laning Phase:
  • Distance I keep between Blitzcrank
  • Situations when I use
  • Ward Placements (I'm aware of the lack of an early ward in our own bush, but honestly there was no point in having one that early since should not get hit by such obvious hooks/ can blink out later.
  • Constant Random Movement -- never still in one spot

Fights:
  • Positioning in fights
  • When is used
  • Sightstone ward placements (potential hook hazards; keeping vision if fight moves to brush; offensive wards after tower is down etc.)
  • When to initiate as a support Fiddle with ult

Note this isn't the best possible match I had -- rather it was more of a random stream test that I so happen to be playing a support Fiddle game, and it's just an average Fiddle game where lane was lost/even and won with jungler help. Being pushed in at level 1 and even having your adc die is potentially the worst thing that could happen.


--

On another note, you want to keep in mind of team comps. Sometimes it could be worth picking in order to counter a particular pick like (your + on him will buy you enough time for your team to kill him). So even if there's an unfavorable lane match up, I would opt for picking to shut down a and take the risk of a harder laning phase.

Champion Select

As you may have experienced in draft pick scenarios, people try to counter pick champions they think they are against. However, to counter this, people in competitive games usually pick support roles first to avoid getting counter picked. Whenever Fiddlesticks is picked, the usual assumption for him is either jungle or middle, so it might actually catch your opponents off guard when you first pick him. If it doesn't catch your opponents off guard, at the very least you had the support picked first -- potentially opening a counter pick potential for your teammate assuming the enemy picks a non support first. If you're the one doing the picks and bans, I'd highly recommend avoiding bans, but having a ban on Thresh (for this guy will give you a hard time in lane).

Early Game

As a support player, I feel like the most important skill you should have early game is the level 1 buy time.


[http://puu.sh/3MUfL.jpg]


You should most likely have the highest variety of items to buy and have the most clicking to do. However, if you buy fast, that means you get superior positioning/vision for potential invades.


[http://puu.sh/3MUE6.jpg]


For instance:


[http://puu.sh/3MSBJ.jpg]


If you're risk adverse or below Diamond III, you can stand at wraith ramp jungle bush and then ward red. Chances are, if they buy as fast as you, they should see you at river, but if you're willing to take the risk, that red ward gives a lot of information to your team.


[http://puu.sh/3MSED.jpg]


--


The first thing you should do is push the wave. If you get pushed in early, that means there will be too many minions for you to trade well, and less chance of your hitting the enemy champions. Also, you want to be able to ding level 2 faster than them. If you're pushing, that also means one less ward you'll need to spend on your own bush and no jungler creeping up for a lane bush gank. The good majority of early game will just be laning (which consists of you spamming your and when an enemy is out of position (when they are standing too far apart or one of them is positioned in the middle of your minion wave). Check below on the Effective Warding chapter for ideal ward spots.

I feel like most of the information here is more general support knowledge than support Fiddle knowledge. I'll devote a section to laning phase vs post laning phase tactics.

Laning Phase

So basically in lane, all you do is:

- Stay at MAX E range, no closer.

You are strongest early if you want a chance at complete lane dominance. This revolves around you putting them at basically no HP with your E. In lower divisions (gold or lower) this works great: Pick a strong early ADC (Graves, MF, Ez, Cait, Draven all work great), you and your adc force them to retreat behind the minion line. Throw your E so then so that it hits ONLY them. You can also throw your E when there aren't that many minions around or if you're feeling lucky, just throw it whenever the CD is up. This will naturally push the wave and take some cs, but IT IS FINE. Forcing them to last hit under tower should be good, and your starting build of 5 wards + 1 60 sec ward will protect you from most ganks.

- Fear when they go in on your adc

If Taric stuns, silence the Taric, fear the enemy ADC, drain the Taric. Your ADC could respond by hitting the Taric afterwards, forcing him tank your drain and harass while the enemy ADC runs in circles. (You would def want to watch your positioning and minion aggro during all this).

- At level 6 + pink ward bush + all in

If you're sure there's no ward in your bush, ult the enemy ADC from the bush. (If they're running cleanse, Fear but don't exhaust unless he cleanses) Ult, Fear ADC, Silence bounce him, and make sure the enemy support is also in your ult too, start draining after you get better positioning.

If you're pushed in and you haven't showed yourself yet, but your ult is up, you can bait your ADC and ult in when they harass.

[http://i.imgur.com/7KAdppJ.gif]

--

Personally, I like and as my lane partners. Spam E whenever it's up, Fear when your ADC gets jumped on OR if one of the enemy is out of position. You don't want to spam fear unless you really need it for mana reasons and peel/countering enemy ganks.

Post Laning

Your number one priority of course is to be a support and ward. However, Fiddle can be front line or a completely back line peeler depending on how your laning phase went. It's possible to be the AP carry of your team (while WARDING! make sure you keep up with warding) or even initiator. I like to ult the enemy adc/back line every fight because I can keep their dps at bay while my team finishes up. The 3 second disable in a team fight will allow for great peels or an instantly blown up carry.


Team Fight:

- If on a team comp where you don't need to peel): Enemy ADC/AP > rest

- If you do need to protect your adc, you can always stay by the adc, , , walk back out of range (and repeat until it's safer for you to go in). Your is nice, but you don't have to use it right off the bat. Wait for better positioning.

Personally, I always initiate with it or time it to when the team goes in -- this usually helps me zerg their ADC.

Effective Warding

This is not every spot, but I edited a map for common and effective ward spots. Click on the image to expand it. Some of the ward knowledge in there will let you out ward your opponent or mind game them.

[http://i.imgur.com/qC9pT0j.jpg]

Final Comments

This is an intro guide, and I hope this was useful for those who want to explore the option of support Fiddlesticks. Feel free to deviate from the build and find what works best for your play style. The info on this guide is based off my playing experience from climbing from Plat V -> Diamond I (played about nearly every game as support Fiddle and Nami/Poppy when matchup was not ideal).

This guide was created for my friends that asked me about playing support fiddle.

If you have any questions, feel free to add my account: donald

Byes :D

Comments

January 21, 2014 - 05:20 PM #1

http://sh.st/cM6P

November 28, 2013 - 11:30 PM #2

Good work, I've been playing fiddle support a lot and I would like to add that Twitch+Fiddle is a GREAT bot lane synergy, start E then max Q right away for those Twitch poison stacks. Pretty simple stuff

September 11, 2013 - 07:46 AM #3

This is great for me to learn how to do a fid support. Thanks for sharing.

June 15, 2013 - 10:14 AM #4

Very nice build bro, long time fiddle player and always wanted to try him bot lane. Thank you!

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