Guide Fiddlesticks League of Legends S6

Dread

(Innate): Nearby enemy units have their magic resistance reduced by 10. (1000 range)

Tips :


Fiddlestick's passive is shown below his HP.

Reduction of magic resistance.

   An aura that can betray you
This passive allows Fiddlestick and his team to inflict magic damage on the enemy team, but also on monsters in the jungle.

It is a magic resistance reduction that can reduce the resistance to below 0. This will also benefit your whole team.

ATTENTION, this can betray your location because you cannot disactivate it, as such if you are in mode "I'll wait in the grass to place my ultimate", enemy monsters will be submitted to the buff from the aura which has a very big range: 1000. This means that the best players can see it by regularly checking their minions so that they don't get surprised by the ultimate. But don't worry, few players even in the best teams pay attention to this kind of detail.


Terrify (Q)

(Active): Strikes a target unit with fear, preventing it from taking any actions, and causing it to run around aimlessly in fear, while being slowed, for the duration of the spell.

  • Range: 575
Tips :


Fiddlesticks makes you fear!

Fiddlestick's control

   3 seconds of control is just huge.
This is a very powerful control spell, the target under the effect of Terrify will head slowly into the surrounding areas, which can either be good or bad for Fiddlesticks.

When this spell is at level 5, the control lasts 3 seconds if the target does not have any resistance, which is quite long.

This spell has a short incantation time of 0.1 seconds and works on minions, so you could use it to take less damage in the jungle. You could also use it to afflict fear on a monster about to attack you, to cancel its attack and optimize the jungle.

An anti-spell shield will block the fear.


    Cost: 65 / 75 / 85 / 95 / 105 mana

    Cooldown: 15 / 14 / 13 / 12 / 11 seconds

    Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds

Drain (W)

(Active): Fiddlesticks channels and leashes to a target for 5 seconds, dealing magic damage each second and healing himself for a percentage of the damage done. If the target leaves the range of Fiddlesticks' leash, he will stop channeling.

  • Cast Range: 475
  • Leash Range: 750
Tips :


Fiddlesticks drains his target when it is in range.

Fiddlesticks' channeled spell for doing the jungle.

   Heal yourself and deal important damage at the smae time
Drain will let you quickly do the jungle without losing any HP if you have enough mana.

Fiddlestick has to channel the spell so he could be interrupted by an opponent. Fiddlestick can interrupt the spell himself by moving.

This spell deals damage every 0.5 seconds.

Smite can be used without interrupting the channeling.

The spell has an incantation range of 475, but a range of effect of 750, even if you don't have vision.

A target who can prevent himself from being targeted, like Vladimir, cannot cancel the Drain. Nevertheless it is a channeled spell so it is possible to interrupt it with a bump, or a stun. A slow or a root will not interrupt the Drain.


    Cost: 80 / 90 / 100 / 110 / 120 mana

    Cooldown: 10 / 9 / 8 / 7 / 6 seconds

    Magic Damage per Second: 60 / 90 / 120 / 150 / 180 (+0.45 per ability power)

    Total Magic Damage: 300 / 450 / 600 / 750 / 900 (+2.25 per ability power)

    Heal From Damage Ratio: 60 / 65 / 70 / 75 / 80 %

Dark Wind (E)

(Active): Fiddlesticks throws a crow that strikes an enemy target then continues to bounce from that enemy unit to another nearby enemy unit 5 times dealing magic damage (50% increased damage to minions and monsters) and silencing for 1.2 seconds each strike. Dark Wind may strike the same target multiple times.

  • Range: 750
  • Bounce Range: 450
Tips :


Fiddlesticks' bouncing crows.

Silence and bounces.

   This spell would be very efficient against 2 close, isolated enemies
Very useful for quickly doing the jungle, you should always throw it at the monster you want to kill first as it as the potential of taking damage from three bounces.

The silence prevents targets from flashing or using their spells, but they can still use a ghost, heal, ignite, exhaust...

A powerful spell against two isolated enemies.


    Cost: 50 / 70 / 90 / 110 / 130 mana

    Cooldown: 15 / 14 / 13 / 12 / 11 seconds

    Magic Damage per Bounce: 65 / 85 / 105 / 125 / 145 (+0.45 per ability power)

    Maximum Magic Damage to the Same Target: 195 / 255 / 315 / 375 / 435 (+1.35 per ability power)

    Total Magic Damage: 325 / 425 / 525 / 625 / 725 (+2.25 per ability power)

    Magic Damage per Bounce to Minions: 97.5 / 127.5 / 157.5 / 187.5 / 217.5 (+0.675 per ability power)

    Total Magic Damage to Minions: 487.5 / 637.5 / 787.5 / 937.5 / 1087.5 (+3.375 per ability power)

Crowstorm (R)

(Active): After channeling for 1.5 seconds, Fiddlesticks teleports to a nearby target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to all enemy units in the area each second.

  • Teleport Range: 800
  • Diameter of AoE: 1200
Tips :

 


Fiddlesticks jumps on his enemies, dealing important damage in the AoE.

A teleport and huge damage.

   Fiddlesticks jumps into the pile for his ultimate
A very powerful ultimate that will allow you to destroy the enemy team thanks to its important damage.

The ultimate continues if you use your Zonhya's Hourglass. So the idea is to jump into the pile and activate Zonhya' Hourglass before the impact of a control.

Careful of bumps from champions like Janna, Alistar and others who can push you out of the fight even with a good engage. To counter this you will often have to activate Zonhya's Hourglass very quickly.

The ultimate goes trhough walls.

You can be interrupted during the 1.5 second channeling so be careful!!

If Fiddlestick is dealt a cage before he teleports he will still teleport but will be blocked by the cage.


    Cost: 150 / 200 / 250 mana

    Cooldown: 150 / 140 / 130 seconds

    Magic Damage per Second: 125 / 225 / 325 (+0.45 per ability power)

    Total Magic Damage: 625 / 1125 / 1625 (+2.25 per ability power)

Pros

- Good ability as an AP jungler

- Very good ultimate in AoE

- Has quite a few controls

Cons

- Very slow

- A difficult ultimate to place

- Depends a lot on blue in the early game

- Weak