Read This FirstIf you want some gameplay rather than a "wall-of-text", drop by here: http://www.twitch.tv/piece_of_sheet
Please read the next 3 paragraphs before using any of your time on this guide.
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.
Fiddlesticks is a team dependent champion, and that is someone you do not always want to play when you are playing with people you have never met before. If you want to carry with someone that is not as team dependent, fiddlesticks is not the champion you would like to play. He is still great at carrying games as long as you coordinate with your team.
Please keep in mind, this 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 and 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 in general.
IntroductionFiddlesticks 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 lots of different ways of playing Fiddlesticks - such as tanky and/or spellvamp.
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 just did tons of damage (sorry Phreak), and probably won the team fight for your team.
I believe this is the best way to build and play fiddlesticks, and this guide will be focused on that.
MasteriesMasteries are 9/0/21 as listed in the image above.
If you get +50 stating gold, you can get a with your starting item. This ward can be used defensively or offensively.
21/0/9 is also viable
I used to run 21/0/9 until I realized how important a ward at level 1 can be. It is a player's preference, and I prefer to get that extra ward. You get less AP with these support masteries, but I counter it by using flat AP runes.
Magic Pen - Pretty standard for any AP champion to go with magic pen reds.
Flat AP - Go with these if you plan on ganking early.
Mana regen/5 - Go with these if you do not plan on ganking early, or fear that you will be behind due to invades.
Flat AP - Go with these if you plan on ganking early.
Cooldown Reduction - Great choice since your cooldown is fairly long. Also, a 3 second fear is pretty OP, so having another one quicker would be even more OP.
Flat AP - It helps a lot earlier in the jungle. Move speed quints are OK, but I'd still prefer flat AP.
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 ):
Nearby enemy champions have their magic resistance reduced by 10.
Self explanatory. 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; but if you are playing with a fiddle on the enemy team, you might want to target your own minions from time to time to be sure he is not in the nearby bush.
Strikes a target enemy unit with fear, causing it to flee in terror for 1 / 1.5 / 2 / 2.5 / 3 second(s).
Cooldown 15/14/13/12/11 seconds
Cost 65/75/85/95/105 mana
The gay 3 second fear. 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.
Drains 50 / 75 / 100 / 130 / 160 (+45% of ability power) health each second from target unit and gives 60/65/70/75/80% of it to Fiddlesticks. Lasts up to 6 seconds.
Cooldown 10 / 9 / 8 / 7 / 6 seconds
Cost 80 / 90 / 100 / 110 / 120 mana
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.
E: Dark Wind
Strikes an enemy target and then bounces to a nearby enemy unit. Deals 65/85/105/125/145 (+45% of ability power) magic damage and silences for 1.2 sec for each strike.
Can bounce up to 4 times and may strike the same target multiple times. Deals 50% bonus damage to minions.
Cooldown 15/14/13/12/11 seconds
Cost 50 / 70 / 90 / 110 / 130 mana
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 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.
A murder of crows flock wildly around Fiddlesticks for 5 seconds, dealing 125/225/325 (+45% of ability power) magic damage each second to all enemy units in the area. This has a 1.5 second channel duration and teleports Fiddlesticks to target location.
Cooldown 150/140/130 seconds
Cost 150 / 200 / 250 mana
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.
Skill Order-> -> -> -> follow chart.
1. Ultimate (R)
2. Drain (W)
3. Fear (Q)
4. Dark Wind (E)
Reason why I grab at level 2 instead of (even if I gank at level 2):
Rank 1 (E) > Rank 1 (Q) .
However...Fear scales better
Rank 5 (Q) > Rank 5 (E) .
is better at early levels, which is why I grab it at level 2. The silence duration is 1.2 seconds, while the fear duration is only 1 second (at rank 1). It also helps you clear your jungle 100 times faster.
Item BuildsCore Items:
Boot upgrade -------->
More AP = faster clearing (Amplyfying tome does MORE damage than machete at levels 1 and 2)
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.
When you go back:
If going slow.
If going well.
If really fed (normally this wont happen, but the option is there.)
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!
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 1435g, and gives you 20% CDR that you would normally get from your blue buff. Also good mana regen and AP.
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):
I love this item! I think that it is a very underrated item in the game, it removes every single debuff. 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. However, this item is not really useful if the enemy team has no stuns or any form of CC.
Sometimes you might want to consider building this instead of a quicksilver sash. An advantage to banshees is it will be harder to interrupt you while you are casting your ultimate. Banshees is also better than Quicksilver sash if you are playing against a blitzcrank.
Ask your support to build:
Get them to use this item on you as soon as you ult in.
Not bad, but I wouldnt 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. If you want to upgrade your , i suggest upgrading it to .
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 .
(Reply to FrostShotGG's comment)
- Bad starting item. Starting with or is enough for jungle clearing (more AP = faster clearing), the AP also greatly benefits your ganking.
- You do not need the health regen, since you have drain. You also do not need the mana regen since you have blue buff. If your blue gets stolen and you need mana regen, buy .
- Same as above, plus gives you spell vamp. Even if you have 100% spell vamp, you will still get 1 shotted. Spell vamp sucks on fiddle unless you also build tanky.
The "increased damage done to monsters" stat DOES NOT increase your damage, so the 3 items above are not mandatory on junglers.
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.
Boots of mobility is for roamers like sion or alistar, fiddle is not a roamer. I do not consider fiddle a roamer because his ganks are reliant on his ultimate, which is on a high cooldown. Sion and alistar are roamers because they can do their "combo" every ~10 seconds, so they can keep switching between lanes pretty quick. Some people argue that you can roam between lanes fearing people. Keep in mind that your duration is short at lower levels. By the time you learn higher ranks of fear (level 13), the laning phase would probably be already over, making your boots of mobility not very useful.
Also, when you ult in, your +5 movement speed instantly turns into +2, so you will not move faster when you have ulted.
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.
Reason why I do not like tanky items:
Fiddle is squishy, and having 1 tanky item will not benefit him much. You need atleast 3 tanky items on fiddle to be even considered tanky - but building that much means you will have no AP = you will do no damage = you are useless.
Jungling Route1. Blue
- Ask for smiteless
- Level 2 - grab your .
2. Choose one of the 3 below.
a) Gank top or bottom (depending on which side you started).
b) Go to you red.
c) Go to enemy red.
3. If you decided not to gank or invade, continue jungling. Do red only when smite is not on cooldown.
4. You should hit level 4 once you cleared the jungle. Grab fear.
5. At this point, you have 2 goals:
a) Gank lanes.
b) Farm as fast as you can until level 6, then gank.
Please do not only focus on one of the above. 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 do a lot better.
Getting CounterjungledFiddlesticks 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 GanksLevel 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 5 Dragon/Level 6 Gank:
When you hit level 5, you have 2 decisions:
1) If your mid and bottom lane are winning and are pushed to the enemy tower, you can solo dragon with blue buff. You will need to use a to make sure it is not warded (see image above for placement).Do not do this if the lanes are losing, since you can be easily stopped.
If you are using my runes and masteries, you are able to solo dragon with only a (or ) and blue buff. You do not need a blue buff at level 7 or above
2) Continue jungling and rush to level 6, 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.
Mid Game (Level 6 - 11) - Ganking/Dragon/Small TeamfightsDuring 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/BaronIn 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 . 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).
Surprise LocationsYou 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.
2. Stun/snare/slow/any CC
- Thought a 3 second fear was gay? Add another stun to that.
- Easy lane to gank
3. Burst damage
- 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.
- The only 2 AD carries that have AOE. Graves is better for laning however and would generally be better.
- 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 ^^
- 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".
The Fiddlesticks Dream Team!
(While still following today's meta)
- Jungle (Obviously :P)
- Solo Top
- AD Carry
With this Fiddlesticks Dream Team, you never have to worry about a jungle invasion, because alistar and Cho'Gath have an amazing AOE knock up. If you get invaded later on, kennen can dish out some nice burst damage for a free kill. Also, you never have to give your blue buff away since nobody else on your team needs it.
In team fights, it is a free win since You, Kennen, and Graves hit R, while Cho'gath and Alistar knock everyone up to keep them in place.
This is just an example of ONE of the best team composition with fiddle (there are others that are just as good), feel free to change a few champions if you need more damage, or more cc. Also, it is nearly impossible to get a team like that in solo queue (since people mostly play what they want), but it does not hurt to attempt it.
** 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.
2. Burst damage
- 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.
He is just a bit stronger than you. If you get a little bit fed, you should be ok with him.
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. If you want a great example of a fight against a lee sin, go to "Gameplay Commentary Videos" section below, go to "Video #3", and skip to 8:00.
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.
Pretend to run away from him, he will put down his box to try and stop you. Then just throw your at shaco and instantly start draining him. 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.
A shaco should not be able to kill you unless you are low on health, or he is extremely fed.
Literally impossible to 1v1 an udyr as fiddle unless you are extremely fed.
Same as udyr, but not as bad.
Olaf counters fiddle. He has no interrupts, but since you are standing still while draining, he can just stand on top of you and spam his axes which will outdamage your drain. His ultimate will also make him immune to your fear.
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 Tips1. 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.
UpdatesMay 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 fedFed Fiddle =
704 AP fiddle + 972 AP Karthus =
Main Tutorial Video (version 3)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 platinum ranked games.
Final CommentsThanks for checking out my guide, hopefully it was helpful. This was my first 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 for additional help with the guide! (yes, that is his in-game name)
If this guide really helped you out, please support my stream at http://www.twitch.tv/piece_of_sheet