IntroductionFiddlesticks 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!
MasteriesFor 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.
RunesThe 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.
Nearby enemy champions have their magic resistance reduced by 10.
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.
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
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.
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
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.
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
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.
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
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 GameEarly 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 GameFiddles 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 GameLate 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 CommentsFiddlesticks 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.