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FIDDLESTICKS BUILD GUIDE: [S4 update!] Your bidding, MasteR? Jungle Fiddle ~mLoL by MasteR

by MasteR (last updated 11 months ago)

Featured609,804 Views 7 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Glyph of Scaling Ability Power(+1.53 ability power per level (27.54 at champion level 18))
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 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 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 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

Updated the guide a bit for Season 4. With the new layout of guides somethings might not make sense, so I'll work to fix them in the future.

Runes

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 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 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility

Summoner Sets

Primary Set
Smite - You're jungling
Flash - Works well with your ultimate and catching people with flash fear.

Item Builds

Starting Build(s)
Build 2
Build 2
Starting items (If you plan on giving up blues later to your mid laner): dorans-ring + sight-ward

Starting items (If all the blues belong to you): amplifying-tome + health-potion OR mana-potion

Core Build: boots-of-mobility OR sorcerers-shoes + zhonyas-hourglass (May or may not have 1-2 dorans-ring's here)

Boot enhancements: enchantment-alacrity OR enchantment-homeguard OR enchantment-distortion.

Looking to closeout the game soon: boots-of-mobility OR sorcerers-shoes + zhonyas-hourglass + rabadons-deathcap

Example 6 item build: boots-of-mobility + zhonyas-hourglass + rabadons-deathcap + void-staff + rylais-crystal-scepter + liandrys-torment

(Explanation in the Item Build Chapter)
Final Build(s)
Standard Final Items
SotSW is REALLY good now gives you infinite mana sustain in the jungle as well as 10% cdr (They nerfed blue buffs cdr from 20% to 10%)
Sorc shoes = more damage. You can also go mobos for more ganks / chasing potential.
Hourglass so you don't die when ulting and still do tons of damage.
Deathcap for more damage
Void staff for magic pen (usually people have MR by now)
Rylais and Liandry's work well together especially against tanks and add additional CC (slows), however these two items are the most easily replaced by something else.

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
Max Fear because you take out someone for 3 seconds which is usually a kill.
Dark wind 2nd because it has INSANE scaling damage (+20 dmg/level up *5 bounces = 100 bonus damage per level up)
*Funfact: Has the same scaling damage as Brand's ultimate and number of bounces.
Drain last because I use it mostly for jungling. YOU CAN max it 2nd if you want, for extra dragon/baron ability and single target damage, however I personally prefer leaving it at level 2 until I have to level it. Also, I feel like if you want Dragon/Baron control you're better off picking Nasus, Nunu, or Elise.

Skills

Dread
Free magic pen yay! Watch out because it shows up as a debuff on enemy champions (similar to red or blue buff and the likes) which means that if you're in a brush that IS NOT warded but the enemy is close to the brush, they'll get the debuff on them, so if they notice this, they will KNOW you're in the brush despite not seeing you.
Terrify
Super Long CC. Takes out important targets of fights easily.
Drain
Infinite jungle sustain literally (with sotsw).
Dark Wind
Silence. Not as strong a CC as Fear, but bounces 5 times and does the damages. Silence DOES NOT scale with level, only the damage does (and mana cost).
Crowstorm
Murderous crow storm. What better way to win a team fight? Fiddle's bread and butter.

Introduction

This guide is going to include multiple ways you can build Fiddlesticks. Usually, Fiddle is a squishy AoE assassin type champion. This guide is going to focus on jungling (although support, mid, and top Fiddle can be viable as well).

Fiddle in the NEW JUNGLE

Alright... so with the new jungle a few things have changed with Fiddle. Now early ganks aren't as effective, so most of the time you're going to be farming the jungle a lot pre 6, unless someone is overextended or easily gankable. Higher risk for early ganks, lower rewards. If you get a kill before 4 minutes, you get less gold and exp ATM.

If you start with a doran's ring and ward, ward the opposite buff entrance that you're not doing if the enemy team has a strong jungler that can invade easily (Elise, Lee, J4, Xin, Shyv, Olaf, Etc.) OR ward the buff you're starting if you fear the enemy team is going to invade (strong level 1 cc, usually blitz, thresh, taric, etc).

Most of the time... you're going to start the buff your bot lane is at (so they can pull more). Red on blue side and Blue on purple side. Do your first buff with SMITE (smite cd is now 40s instead of 60 and 36 if you have the utility mastery so it WILL be up for the next buff) THEN do the weak camp right next to the buff (wolves for blue and wraiths for red) THEN do your next buff. Note: you WILL NOT get level 3 if you just do both buffs now, so you must do a 3rd camp anyway. Now you're double buffed, just hit level 3, decision time. Skill up your Fear if you want to gank and their is a VERY HIGH probability of getting a kill (laner is low HP, over extended, your lane has follow up cc or lots of damage, etc) OR get another point in Drain and clear the rest of your jungle before backing.

Example jungle route if you're just farming:
Blue side: Start Red buff (smite), do wraiths, do blue (smite), do wright, do wolves, do wraiths (they'll be respawned), do double golems and back.
Purple side: Blue buff (smite), do wolves, do Red (smite), do Double golems, do wraiths, do wolves, do Wright and back.

Masteries

These are the main mastery set-ups I use on Fiddlesticks.

9/0/21 --> Generally used more as "utility." You get more ultimates off (CDR), you level up faster (EXP), you run faster (MS) and still get magic pen in the offensive tree. Focuses more on ulting more (CDR), and doing stuff when your ultimate is off cd (MS to fear). (This is what the guide is written off of)

21/0/9 --> Pure damage. All the AP's. You sacrifice the utility stuff (explorer ward, exp, ms, etc) to get straight damage. Focuses on huge ultimates to obliterate teamfights.

0/1/29 --> pure utility includes gp/10 + flat gold. I haven't tested this much, but could be viable as a farm build if that's more your style.

Runes

Corresponding with the mastery page...

Usually when I go 9/0/21 I grab: 9x Mpen (Marks), 9x Armor (Seals), 9x Flat CDR (Glyphs), and 3x EXP (Quints) (This is what the guide is written off of)

Reasoning:
  • Marks: Mpen is a valuable stat for casters, especially with fiddle already shredding 10 Magic resist from his passive. Best in slot here.
  • Seals: Armor helps when surviving in the jungle and gives a bit more survivability against physical damage junglers & lanes. Almost, best in slot.
  • Glyphs: CDR means more up time on your ultimate, and faster jungle clearing (more drains/dark winds) as well as more fears in fights/ganks. Additionally, you get 10% from masteries and 20% from blue, so you'll be at 37.5% CDR after blue buff (40% is the cap).
  • Quints: EXP quints stack well with the utility EXP giving you an additional 10% EXP. This does a few things, first you get level 2 off of just blue (recently they changed the exp, so you have to do blue + 1 lizard for 2) which means you can get dark wind and kill the small lizards quickly. Otherwise it takes an additional 15-20 seconds to clear just blue buff. Also, you get a faster level 6 and can generally keep up with solo lane in levels. Levels on Fiddlesticks are SUPER important, especially levels 6 and 11.

Usually when I go 21/0/9 I grab: 9x Mpen (Marks), 9x Armor, AP, or AP/level (Seals), 9x AP or AP/level (Glyphs), and 3x AP (Quints).

Reasoning:
  • Marks: Mpen is still best in slot.
  • Seals: You want to get as much AP as possible, especially since it scales well with your offensive tree setup (+%AP) and your eventual Deathcap that you will be buying. Flat AP is more for early game, faster clears, early game damage. Scaling is more for later in the game (post level 6 - when scaling starts to out scale). Armor seals are also viable, if dealing with more physical damage dealers, or the potential threat of invading.
  • Glyphs: Again, want as much AP as possible. Scaling out scales at level 8, so if you're opting to get flat AP it's more for early game clearing/damage.
  • Quints: Again, more AP more damages. Also good to mention fiddle has INSANE AP ratios.

Usually when I go 0/1/29 I grab: 9x Mpen (Marks), 9x Gold/Time (seals), 9x AP/level (Glyphs), 3x Gold/Time (Quints)

Reasoning:
  • Marks: Best in Slot.
  • Seals: Since you're just farming, gaining additional gold is nice.
  • Glyphs: Again, since you're farming, the per level is going to be more efficient. You're not going to utilize the flat AP well enough for it to be anywhere near worth grabbing over the scaling.
  • Quints: Additional gold while farming again. Stacks well with a

Summoner Spells



Explanation:
If you're jungling you NEED smite. Flash works AMAZINGLY well with your ultimate when positioning it (ult --> flash on top of target --> fear). You want these 2 summoner spells every game.

Skill Order

I prioritize R>Q>E>W Grabbing 2 points in drain early for jungling.

You can also go WEQ if you plan on level 3 ganking. If you don't plan on level 3 ganking, grab a 2nd point in drain, continue jungling, and get fear at 4 then max it.

Reasoning:
  • Crowstorm --> Fiddles Bread and Butter. No better feeling than murdering 5 people in a storm of crows only to be applauded by a "PENTA KILL!"

  • Fear --> 3 second Fear when maxed. This is one of the strongest CC's in the game. Usually takes an important target out of the fight completely. Countered by: Cleanse, QSS, Crucible, and to a lesser degree: Tenacity.

  • Dark wind --> More Damage! Scaling wise, you get an extra 20 damage per hit (or 100 total damage) per level up, which is one of the highest in the game for non ultimate spells. Fun fact: Has the same number of bounces as Brand's ultimate and the same scaling - just lower base/scaling damage.

  • Drain --> Survive the jungle and tank dragon/baron. The way I play Fiddle I only get it to level 2 for jungling/survivability purposes, because most of the time when ulting into a team fight you're going to fear a target, throw your dark wind, and CHASE down the enemy team so they stay in your ultimate, which means you won't be stationary to drain.

NOTE: You can max Drain over Dark Wind if you'd prefer or if it fits your play style better. You could also max Drain first, if you plan on focusing dragon/baron control, HOWEVER I wouldn't recommend it, since there are other junglers with better dragon/baron control (Nunu & Nasus for example).

Item Builds

Explanation of items:

Boot choices:
  • Mobility boots: Work well if you're ganking often (especially when your ultimate is down). Synergizes well with the extra MS you get from the utility tree.
  • Sorc Shoes: More damage (everything you do is magic damage) and synergizes with your passive. Usually for ultimate damage.

Hourglass & Deathcap:
  • Hourglass: Active synergizes well with Fiddle's Ultimate, since your ultimate still does damage around you when you use Zhonya's active. Additionally, helps you avoid getting knocked back or blown up when you ultimate in.
  • Deathcap: Adds tons of Damage. Fiddle has really high AP ratios with his spells, so you do a lot more damage with more AP.

After boots, hg, dcap:
After your main 3 items (you may have 1-2 dorans in this set up as well) you're going to be getting a void staff if the enemy has a lot of Magic Resistance. Around this time you're going to want to be ending the game, because your damage is near it's maximum. If the game continues, you can build...Abyssal, DFG, Will of the ancients, Ryalis, or Liandry's. Usually I go Liandry's and Rylais because they synergize really well with each other making Liandry's always do 2x damage.

  • DFG would be used to blow up one particular target in a fight.
  • Will of the ancients isn't bad if you have a lot of other casters on your team.
  • Abyssal synergizes well with your ultimate as well (since it reduces nearby enemies MR even more). I don't particularly like abyssal, unless the enemy team has a lot of casters, or your team has a lot of casters, otherwise there's a huge portion of the gold being wasted.
  • Rylai's applies on your ultimate, makes you a bit more tanky, and increase your damage. Makes your murderous crow storm slow them.
  • Liandry's = additional damage. ESPECIALLY against tanks. Applies on drain as well.


How to choose which boot enhancement:
  • Alarcity: Works well with Mobo boots for Fear ganks
  • Homeguards: Works well if you're losing to defend your base better OR to get out of base quickly to continuing pillaging summoners rift.
  • Distortion: Fiddle ult + flash is AMAZING. And Distortion lets more Fid ults + flash happen. Utility masteries drop flash CD from 5 minutes to 4 minutes and 15 seconds. Distortion drops that 4:15 to a 3:08.

Why no spirit items?! Noob! - Although Spirit items are cost efficient, Fiddle doesn't need them. First off, Machete isn't necessary since you're going to be draining camps most of the time anyway. Although the mana regen, cdr, ap is nice on fiddle, this build compensates for all of that. Spirit items cost 2k gold each, which set your build behind 2k. Getting your zhonyas faster is going to be way more important.



If you're 21/0/9 you can also rush a Deathcap first (over hourglass) if the enemy team doesn't have any huge threats to kill you. However, this is a rare case, and you're often always going to first item Zhonyas.

If you're 0/1/29 you're going to be getting a first item and potentially a

Level 1

So, level 1 is super important for Fiddle for a couple of reasons.

First off, Fiddle is a WEAK jungler if terms of fighting other junglers. For this reason, Fiddle doesn't press to counter jungle very much, if at all. Additionally, you have to be aware of the enemy team invading your blue OR the enemy jungler invading your red. Also, most people ASSUME Fiddle starts Blue. Usually Fiddle Starts blue, However he can start red.

Lets start with the counter jungling scenario first: This is why you get a ward early game (or an explorer ward) AND place it by your red buff (usually). You can also ask your wonderful support to ward level 1 for you for this situation. This situation is more prominent with stronger counter jungling champions, such as Lee, Jarvan, or Shaco.

A common misconception is that Fiddlesticks is a weak level 1 fighting champion.. WRONG. Dark wind is one of the best level 1 spells in the game. If you group up with your team to defend your blue and the enemy team shows up, skill Dark Wind and fight. If they don't, get Drain and jungle.

Where to Ultimate from (Youtube Video)



The last spot works on Blue side to Purple as well, it's just harder to do.

Team Fights

Fiddle is highly dependent on getting his ultimate off in a team fight. Usually if your ultimate gets stopped, your team is going to lose the fight.

Here are some pointers when setting up a Fiddlesticks Ultimate...
  • Ultimate from OUT OF VISION (behind a barrier, wall, etc).
  • It's a lot easier to ultimate as FOLLOW UP or as COUNTER INITIATION Example: Your malphite ults in, you follow up. OR an enemy amumu bandages in and ults... You ult on top of his ult as counter initiation.
  • Vision wards/Oracles. It's SUPER important that the enemy team CANNOT see you when you channel your ultimate, ESPECIALLY if you're initiating a fight with it.

Now that you got your ultimate off... what now?! FEAR! But who?
  • Fear an important enemy champion. Usually, this is the enemy's AP caster mid game and AD carry late game. However this is completely situational. (EX: Does the enemy adc have cleanse/QSS? if yes, is it up? if yes, fear someone else)

Next, who do you silence?
Well, you silence whoever is going to do the most with their spells. You have to keep in mind that Fiddle's Fear is pretty much instant, and Dark Wind has a travel time, so the silence is NOT instant. With that being said, if you plan on going into a fight and Fearing the enemy ADC and Silencing JANNA so she doesn't knock you back, if she has a fast enough reaction time, she'll be able to knock you back before the silence hits her. Additionally, you can cast dark wind on whoever you fear for additional damage. (Keep in mind that it bounces as well, which makes it ideal to fight in the jungle for more dark wind bounces on enemy champions).

Finally, Zhonyas and Drain. You want to activate your zhonyas when you're in the middle of the enemy team AND when a dire situation arises. The most obvious example of when to zhonyas is when you're near death, however you can also zhonyas when there is some sort of threat to kill or you knock you back. For example: Tristana ults you... Before it hits zhonyas. Annie is running up to you... Before she Tibber's you and 1 shots you... zhonyas! you get the point.

Drain can do additional damage to a target to kill them, keep you alive longer, or save your life completely. Usually I chase people down to maximize AoE damage from my ultimate. Then towards the end of my ultimate start to cast drain. You can cast drain right after fearing and dark winding to maximize damage on 1 particular target.

EXTRA:
If the enemy champion has a spell shield... let's say Sivir, y'know because everyone plays her. If she casts spell shield, you can pop it INSTANTLY with drain, then get a fear off (opposed to her blocking your fear, or waiting for the travel time of dark wind). Just something else to keep in mind. Same thing for Noc. Or Banshee's.

Things that counter Fiddle

Here are things that make Fiddle sad:
  • QSS, Cleanse, Crucible. Especially Crucible. Why? They all make your fear useless. If the enemy support rushes a crucible against you, you're going to be fearing them a lot (you can't cast crucible on yourself while CC'd).
  • Knockbacks. Janna ult, Tristana ult, Lee sin Ult, Ali headbutt, etc. If you get knocked back once you ult in, your ult isn't going to be as effective (or may be completely useless). To counter this: Fear/Silence the target(s) that are most likely to knock you back, Zhonyas before they knock you back, or Ult after they've used their knockback.
  • Wards. If the enemy has vision of you when you're setting up to ult they can A) Run or B) start a fight on top of you, which usually ends very bad. Going along with this, champions that can get on top of Fiddle from far away... Namely Nocturne can be a pain as well. Counter this with pink wards/oracles.
  • High Burst damage. Notice the lack of MR runes and items in my build? Yeahhhhh Burst Magic damage is going to make you cry. That means you NEED to fear targets that can instantly kill you. Best example is Annie. If the enemy team has an Annie, fear her, so she can't kill you. Additionally, Zhonyas helps when countering this as well.

Things Fiddle works well with

Here are some things on your team that indicate Fiddle could be a good pick:
  • Your top OR mid lane is tanky. Keep in mind Fiddle is very squishy, and a 5 man squishy team can be dangerous.
  • Your team has some sort of initiation that isn't you. If you're initiating every fight there's a high possibility of losing fights because the enemy team saw it coming. Someone that can go in and CC a lot of people works well with Fiddle (malph, j4, ashe, etc).
  • Crowd control in lanes. Fiddle works very well if there is someone to chain crowd control together with in lane. For example: Varus, Ashe, Taric, Renekton, Riven, Singed, Thresh, Ryze, Annie, etc. The idea is you fear then the enemy laner stuns them as your fear is about to wear off OR they stun, giving you time to catch up and fear them.

Stream + ways to contact me

Stream link: http://www.twitch.tv/masteroflol (I'm often playing... you guessed it... FIDDLE)

Youtube: http://www.youtube.com/user/MasteRofLoLNa (I have soloQ tips up here as well as some awesome
Fiddle plays)

Facebook: https://www.facebook.com/IGMasteRofLoL?ref=hl (Updates for streaming, giveaways, etc)

Twitter: https://twitter.com/master_of_lol (Stream updates)

Personal website: Masteroflol.com

If you have any questions or want me to add something to the guide let me know!

Comments

January 21, 2014 - 05:23 PM #1

http://sh.st/cM6P

December 6, 2013 - 01:37 AM #2

Hello dude. I really liked your build even if i play fiddle on a different approach. Fiddle is my main champion, with around 300 ranked games and 60% win rate. Im a platinum 1 player (almost d5). So, i just maked a guide (incomplete for now) on solomid and i want you to read it (and may be try this approach on the champ), all started when Nintendudex played fiddle jungle on lcs. The nme of the guide: A missunderstood fiddle guide.
Props

October 29, 2013 - 02:30 PM #3

tbh Fiddle is way stronger as a support than a jungle right now. His in lane harass with Dark Wind, his ability to help tank early dragon kills and of course the late game fear make him a devastating and imo god tier support. Jungling him just doesn't work anymore imo, too many better choices.

October 24, 2013 - 08:04 PM #4

going 9 0 21 u can replace the xp quints for ms quints? or ap?

October 19, 2013 - 07:48 PM #5

I like it :D. Definately going to try out the utility build soon.

October 12, 2013 - 09:50 PM #6

I'm not into jungle, but this guide is freakin' awesome! Good job!!

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