Fiddlesticks: Doom, Murder & A Straw Hat - by Ignastio

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Backstory:
There are many rumors of Fiddlesticks' origins. Some say that he is the avenging guardian of the witches of the Howling Marsh. Others believe that he is some sort of abomination gone wrong, a product of the mad scientists of Zaun. Barroom stories say that he is the creation of Noxus, a thing of evil which not even they could contain. There are even those that whisper that he comes from the forbidden Shadow Isles, but such learned men often keep to themselves. Whatever the truth, Fiddlesticks has come to the League of Legends, a malefic champion whose mere presence is a warning - something wicked this way comes.

A living scarecrow, Fiddlesticks is a magical creature born of fear. His simple presence is enough to cause panic in his enemies - when gripped so, they can scarcely land a blow.
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Drawing on the dark magic that animates him, Fiddlesticks can suck the life out of those who oppose him, adding to his own. When he fixes his sickly green gaze upon foes, he can cause terror so profound that they flee screaming. Proving that he is what he appears to be, Fiddlesticks can mystically unleash a flock of bloodthirsty crows which fly out onto the field of battle to pluck out the eyes of any who stand before them. As if all this weren't enough, he can both harm and silence his enemies when calling upon a cruel, autumn wind.

It is hoped that Fiddlesticks is an anomaly, not a shade of things to come.

Stats:
Health 390 (+80 / per level)
Mana 251 (+59 / per level)
Move Speed 290
Armor 5.25 (+3 / per level)
Spell Block 35 (+0 / per level)
Critical Strike 1.75 (+0.25 / per level)
Health Regen 0.92 (+0.12 / per level)
Mana Regen 0.88 (+0.09 / per level)
Range 480

Abilities:
Innate (Passive): Dread - Nearby enemy champions have their Magic Resist reduced by 16.

Q: Terrify - Strikes a target unit with fear, causing it to flee in terror for a duration.
Strikes a target enemy unit with fear, causing it to flee in terror for 1 / 2 / 2 / 3 / 3 second(s).

Cooldown
13 seconds
Cost
65 / 85 / 105 / 125 / 145 Mana
Range
525 

W: Drain - Fiddle sticks saps the life force of an enemy, dealing damage while healing himself.
Drains 50 / 75 / 100 / 130 / 160 (+0 per ability power) health each second from target unit and gives it to Fiddlesticks.
Lasts up to 6 seconds.

Cooldown
12 seconds
Cost
80 / 100 / 120 / 140 / 160 Mana
Range
450 

E: Dark Wind - A wisp of wind strikes an enemy unit and then bounces to nearby enemy units, dealing damage and silencing the victims.
Strikes an enemy target and then bounces to a nearby enemy unit. Deals 100 (+0 per ability power) magic damage and silences for 0.75 sec for each strike.

Can bounce up to 3 / 5 / 7 / 9 / 11 times and may strike the same target many times.

Cooldown
15 seconds
Cost
50 / 70 / 90 / 110 / 130 Mana
Range
600 

R (Ultimate): Crowstorm - A murder of crows flock wildly around Fiddlesticks, dealing damage each second to all enemy units in the area.
A murder of crows flock wildly around Fiddlesticks for 5 seconds, dealing 170 / 250 / 330 (+0 per ability power) magic damage each second to all enemy units in the area. This has a 2 second channel duration and teleports Fiddlesticks to target location.

Cooldown
150 seconds
Cost
200 / 300 / 400 Mana
Range
800 

Ability Power Ratios:
Drain 0.4
Dark Wind 0.35
Crowstorm 0.4

Note: Crowstorm & Drain do damage per second, that it to say a level 1 Crowstorm will do 170 (+40 damage (assuming 100 ability power)) per second. Therefore the ratio's are not as high as simple burst damage abilities.

Recommended Skill Build:

1. Drain
2. Dark Wind
3. Dark Wind
4. Terrify
5. Dark Wind
6. Crowstorm
7. Terrify
8. Dark Wind
9. Dark Wind
10. Terrify
11. Crowstorm
12. Drain
13. Terrify
14. Terrify
15. Drain
16. Crowstorm
17. Drain
18. Drain

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Recommended Mastery Points:

I tend to keep a generic mastery build so as to not have to change it depending on who I play so this could obviously be tuned to suit Fiddle better, nevertheless this is the build I use thus far (I'm only 10 so the options are fairly restricted at this point).
Utility:
1/1 Spatial Accuracy
3/3 Perseverance
4/4 Awareness
Defense:
3/3 Resistance

Recommended Rune Build:
I would likely focus on health, mana, ability power &/or cooldown reduction. Magic penetration is another good choice.

Recommended Summoner Spells:

I use Teleport & Ignite, as I like the map control/mobility Teleport offers & the extra dps from Ignite is often the difference between a kill & a fail.

Other spells which I would consider include: Ghost Walk; Heal; Rally & Flash.

They all have their uses which are fairly straightforward so I'm not gonna go into too much detail as it really comes down to personal preference/playstyle.

Recommended Item Build:
There are 2 ways I like to build Fiddle, firstly as an Ability Power caster which is useful for high dps or secondly a mixture of Mana/Health/Ability Power with some cooldown reduction.

-Boots of Swiftness or Sorcerers Boots
-Philosopher's Stone
-Chalice of Harmony
-Catalyst the Protector > Rod of Ages
-Abyssal Scepter
-Banshee's Veil
-Fiendish Codex + Stinger > Nashors Tooth
-Tear of the Goddes > Archangel's Staff
-Lich Bane
-Zhonya's Ring
-Rylai's Sceptre
-Guardian Angel

Above is a list of items I feel are useful to Fiddle in general, obviously they cannot all be incorporated into any single build so I'll describe when I like to get what.

-If the enemy team has chasers or your team lacks disables you are going to want the extra 25 movespeed from Boots of Swiftness, otherwise I would stick to Sorcerers Boots.
-For Regen I like to get an early Philosopher stone, of course this can be replaced by a Chalice of Harmony as drain can be used to recover health.
-An early Rod Of Ages can be a great asset giving you a nice health & mana boost, the Ability Power is just icing on the cake.
-Banshees Veil is incredibly useful for survival and will often be the difference between landing a Crowstorm or just blowing the cooldown.
-Abyssal Scepter has nice synergy with Dread resulting in a total of 36 reduced magic resistance for nearby enemies. Plus a nice chunk of ability power & magic resistance for yourself.
-Nashor's Tooth is useful as it allows you to spam your spells more frequently as well as compensating for Fiddle's low attack rate, most importantly it will shave nearly 40 seconds off of Crowstorm's cooldown.
-Archangel's Staff is always a good choice as it will significantly boost your mana pool as well as your ability power.
-Lich Bane is great when stacking ability power as it will add a nice boost to your auto attack as well as your abilities.
-Zhonya's Ring is too expensive to get most games (in my experience) of course if you can afford it, the benefits are many.
-Rylai's Scepter is a nice luxury item, although I would not recommend it unless you are lacking hp & have sufficient ability power & mana pools.
-Guardian's Angel is useful for obvious reasons, although money is most often spent elsewhere, namely on items which will keep you from dying.

Recommended Order of Purchase:
-Meki Pendant & 2X Health Potion
-Boots
-Philosopher's Stone or Chalice of Harmony
-Catalyst The Protector or Fiendish Codex
-Boots of swiftness or Sorcerer's Boots
-Rod of Ages or Nashor's Tooth
-Banshee's Veil
-Abyssal Scepter

Once I have reached this point, either the game is decided or I will purchase other items based on in game conditions which are completely different on a game to game basis. In a nutshell, figure out what the other team strengths are and compensate your stats accordingly, for instance if they have lots of physical dps, get armor/health, if they have a lot of magic damage get Magic Resist, if they have too many tanks get more dps. In a nuthshell, apply the logic of Rock, Paper, Scissors.

General Strategy:
For the laning phase focus on last hits with a passive aggressive stance towards enemy champions, that it to say, if they come to you harass them all you can, but if they are doing the same just get last hits, unless of course you can go in for the kill, in which case, why would you not? Dark wind is your bread and butter for income so don't hesitate to throw it, often. Try to keep drain for when you need the health, not just to do slightly more dps, I recommend using the large minions to do this as they have larger health pools. Keep this up until you are level 6.

Once you attain level 6 you want to try to land a sneaky Crowstorm, the most effective way to do this is to hide behind an obstacle or inside some brush, as the 3 second channeling before the damage/blink is easily interrupted. Once you blink in throw a Dark wind, fear the lowest champ (if you don't have support, otherwise get the one who is closest to escaping) & lastly drain your target if they are within 200 distance otherwise try to run ahead of them to drain or just hit them.

Once the laning phase is over and teamfights begin to occur you want to steadily harass with your silence & fear while your ultimate is on cooldown, when it is up you want to stay in the shadows looking for an opportunity to jump into a fight and surprise the enemy while they are already fighting so as to maximize damage from Crowstorm, fear can be used to protect an ally or to prevent a getaway.

Champion to watch out for:
Basically anybody with a stun as they can cancel Crowstorm & Drain.
Sion
Annie
Cho'Gath
Morgana
Blitzcrank
Amumu
Taric
Evelynn
Alistar
Singed
Ryze

Also to a lesser extent (because their stuns are ultimates therefore on longer timers)
Warwick
Malphite
Ashe

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Tips:

-Fiddle is one of the few casters which can effectively kill jungle minions without having to blue pill, be sure to take advantage of this.
-Terrify appears to lower the movespeed of your target (I say appears because I have not verified) so it is useful for chasing/escaping.
-If you see a champion with a disable in your radius, chances are it's not a good time to channel your ultimate.
-Use drain to attempt to trick your opponent into wasting their disable.
-Dark Wind is best used against 2 champions away from minions, as it will hit targets twice, but it needs 2 units to bounce back & forth.
-When casting a chain of spells make sure to keep drain for last because channeled thus it is not put to full use if you cancel it.

Note:
I use this build as a solo queuer in what I'm prepared to assume is not a high ELO bracket, so I have not considered high level/competitive play because I have no such experience to talk about.
If there are any areas which seem lacking, unclear or you would like me to elaborate on, just ask.
Criticism is welcome, this is my first guide after all.
One rule though: No Bad Noise.

Don't take any guff from these swine.
-Dr. Hunter S. Thompson
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