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FIDDLESTICKS
Scarecrow in the jungle
by the wizard
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RUNES>
9 Greater Mark of Insight
9 Greater Seal of Resilience
9 Greater Glyph of Celerity
3 Greater Quintessence of Potency

MASTERIES>
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Utility (21)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Dread (Passive)
Terrify X X X X X
Drain X X X X X
Dark Wind X X X X X
Crowstorm X X X
ITEM BUILD>
Starting items for jungling should be amplifying-tome health-potion Allowing you a quick clear and some extra AP for high drains.

First B get the kages-lucky-pick boots-of-speed and 2-3 mana-potion

Next B get blasting-wand and catalyst-the-protector
Then your goal is to finish rod-of-ages and get needlessly-large-rodas quick as yo can

Then upgrade boots to sorcerers-shoes and finish your rabadons-deathcap and sell your kage's somewhere around here.

Now you got your core, from here on you have a few options.
Get these items in any order rylais-crystal-scepter zhonyas-hourglass void-staff It's really just up to what you preffer, if you think you can live without the hp from rylais or activate on zhonya's you get the void staff first, if you need slow to keep people in your ult and some hp get rylai's first. If you are getting focused hard get the zhonya's.

Introduction
Fiddlesticks is the only viable AP jungle.
He is great if your team needs some teamfight presence and if you want to go for a duo AP setup and still have a tanky top lane.

After he's recent buffs he has become alot more safe in the jungle, and he is no longer a 100% reliant on getting the blue at level 1! This means he is much more reliable and a better pick all around. I will go through the items, masteries, runes and how i play him to succes pretty much all the time in the following sections.

He can clear the jungle at around 4:08 with the standard route and be at full hp for a gank, very effective!
Masteries
For masteries 9/0/21 is the only viable option. Some people play him with defensive but for jungling that is really not an option. The masteries give him everything he could want, improved cdr, magic penetration,
longer jungle buffs and mana regen which is just great for fiddle.
The runes are a little more veratile than masteries for fiddle.

I recommend the ones i have chosen, but you can swap around the quints and blues after your needs as pretty much any choice here is good.
The armor yellows and magic pen is necessary for a safe first jungle route.
I picked ap quints for a quicker jungle and some extra damage boost in general, and the cdr because you don't want to miss out on a chance to crowstorm because it has 10 seconds left on the cooldown.
Skills
[skills/fiddlesticks/p.png] Passive: Dread

Nearby enemy champions have their magic resistance reduced by 10.

Explanation:

The passive is not the best, but it does help you alot with the early ganks and before you get a void staff. Still there is not much to be said about this one.




[skills/fiddlesticks/q.png] Q: Terrify

Strikes a target enemy unit with fear, causing it to flee in terror for 1 / 1.5 / 2 / 2.5 / 3 second(s).

Cooldown 14 / 13 / 12 / 11 / 10 seconds

Cost 65/75/85/95/105 mana

Range 575


Explanation:

This is one of the most powerful cc's in the game! It has a duration of a whole 3 seconds when fully skilled up. You want to level this up as your second skill because it will allow you almost a full duration of life drain without the enemy having a chance of escaping.




[skills/fiddlesticks/w.png] W: Drain

Drains 50 / 75 / 100 / 130 / 160 (+50% 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 12 seconds

Cost 80 / 90 / 100 / 110 / 120 mana

Range 475


Explanation:

Drain is what makes fiddle a viable jungler. He can finish every pack with full hp and no risk of dying, he will never need to buy a second health pot. This is what you skill up first, because it has a great damage output and makes your ganks and jungling so safe.




[skills/fiddlesticks/e.png] E: Dark Wind

Strikes an enemy target and then bounces to a nearby enemy unit. Deals 65/90/115/140/165 (+45% of ability power) magic damage and silences for 1.2 sec for each strike.

Can bounce up to 5 times and may strike the same target multiple times.

Cooldown 15/14/13/12/11 seconds

Cost 50 / 70 / 90 / 110 / 130 mana

Range 600


Explanation:

Dark winds is great, it gives a silence and does good damage. It does however have a pretty long cooldown. It is abit more unreliable than drain, but if it bounces right you will do great damage with this. You take this mainly for the silence which does not increase with ranks, so this is the last ability to skill up.



[skills/fiddlesticks/r.png] R: Crowstorm

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

Range 800


Explanation:

Crowstorm is what makes fiddle so damn awesome! He will jump and do great aoe damage, and he can even use his other spells while casting it.
Placing your crowstorm is essential to how you are gonna perform on fiddles. You don't ever want your enemies to have vision on you when channeling because it cannot be cancelled and you really don't want to miss with it.

A few things to notice is that just like any jump/teleport spell crowstorms range can be extended a little bit by aiming it across a wide wall. For example the ledge in the river just at mid, or the thick bush at first tower.

This is also why flash is so important on fiddlesticks! If you do end up missing your crowstorm you can just flash in, giving it a really long jump range and allowing you to catch people who otherwise would have escaped.




Early Game
Early game you will be jungling.

The basic route is to start at blue buff, wolfs, wraiths, red buff, double golems.
You want to smite the blue and pop your health pot as soon as it hits you, use drain on cd. Next smite is for the red. Make sure to end every pack fight with a drain so you are at full hp before engaging the next.

You are able to clear the jungle very fast, and at full hp / mana with both buffs. So at level 4 you need to seek out a gank before or after you go B.

After you finish wraiths first time you should check if there is a possibility to either gank mid or make him blow his flash before comming back either at lvl 4 or 6.
Mid Game
Fiddles can farm his jungle very efficiently, and you want to focus most of your mid game looking for ganks because you are one of the junglers with the most offensive potential. Unlike many other junglers you shouldn't mind taking the kills, because you are just as dangerous when fed as your carries would be.

You can also kill dragon with no problems around level 6-7 spamming W and E, so make sure to ward up and get it as fast as you can.

Try warding your own river and their jungle in mid game.
Late Game
Late game you will have alot of AP and very short cooldown on crowstorm, your main role here and in team fights is to hit as many people with your silence and fear while doing as much damage as possible with the crowstorm. You can also take and deal ALOT of punishment and dont be afraid to 1v1 in late game at all.
Final Comments
Fiddlesticks has never seen better days in the jungle than now. He is a niche jungle as he is the only AP one available at the moment. This is why he is sometimes to be preffered over more used junglers as nunu and amummu. But he is without a doubt a viable pick right now.

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Comments: 9
  • dragonsdemon
    1 year ago
    cool but like do u iniate with ur q or with ur drain?
  • liluoke
    1 year ago
    i guess it's also important to mention that you want to enter the fight a little late so people blow their cc on other people (aka don't initiate a fight with crowstorm w/o zhonyas), or you might want to get zhonyas first instead of the rabadon's? but this is general fiddlesticks stuff.

    what do you feel about fiddlestick's counterjungling potential? and what is the optimal thing to do when counterjungled at blue? sometimes i might do small golems, then wraith, then wolves, but i tend to run out of mana this way.
  • liluoke
    1 year ago
    keep up the good work! looking forward for more information if you have any.
  • Gentleman G
    1 year ago
    Your name here is "the wizard"
    are you the "a wizard" i saw fighting reginald on his stream?
  • Rosuto
    1 year ago
    This is a good start, but you said it yourself, it needs more content. I tried to comment on this earlier today, but I kept getting that pesky driver error. Anyway, the quality of content for a SoloMid approved guide has to be at a certain level; I have a few content suggestions. If you don't mind.

    [.]Early Game - Ganking before level 6
    [.]Early Game - Jungling without blue
    [.]Counter jungling and dealing with invasions
    [.]Team fighting without Crowstorm
    [.]Item Explanations (Example: Honver and Wickd both start with Doran's Ring why do you prefer Amp Tome? or a lot of people build Abyssal Scepter because of synergy with his passive, etc)

    Good luck.
  • AUS showboat
    1 year ago
    Would like to see how fiddle can jungle with out blue 1sT?
  • niNjaballa
    1 year ago
    You need to add way more information on all of your chapters. Also, you need to add a team fights and an item builds chapter to explain the importance of positioning on your ult and also the item builds chapter for explaining when your items may differ in certain games.
  • the wizard
    1 year ago
    You are right, i just wanted to add the guide quickly. In time i will add that, pictures of where you should try to hit your crowstorms, eventually i might add movies of standard jungle route and which route to take if you get denied blue buff at start. But only if it turns out good.
  • Pagoplexia
    1 year ago
    You should explain how skilled players can tell a fiddle is near if the passive pops up, and how a good fiddle would hide that.
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