The living archive of LoL Classic
Fiddlesticks

Champion guide

Patch 26.16

Fiddlesticks

The Harbinger of Doom

  • Mage
  • Jungle
  • Mana

A scarecrow parked in a bush, a second of silence on the enemy comms, and a whole team melting. Fiddlesticks isn't looking for a duel, he's looking for the moment five people stand too close together.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
470+80
HP regen (per 5s)
5.2+0.6
Mana
310+59
Mana regen (per 5s)
7.55+0.65
Attack damage
48.58+2.63
Attack speed
0.625+2.11 %
Armor
18.5+3.5
Magic resist
30+0
Attack range
480
Move speed
335

Abilities

Fiddlesticks, Dread

Passive

Dread

Nearby enemies have reduced Magic Resist.

  • Fiddlesticks Q, TerrifyQ

    Terrify

    5 ranks
    Cooldown
    15/14/13/12/11 s
    Cost
    65/75/85/95/105 Mana
    Range
    575

    Fiddlesticks strikes a target enemy with fear, causing it to aimlessly Flee for 1/1.5/2/2.5/3 second(s).

  • Fiddlesticks W, DrainW

    Drain

    5 ranks
    Cooldown
    10/9/8/7/6 s
    Cost
    80/90/100/110/120 Mana
    Range
    650
    Damage
    60/90/120/150/180 (+45 % AP)

    Fiddlesticks channels for 5 seconds and drains an enemy dealing 60/90/120/150/180 (+45 % AP) magic damage each second to target unit and Fiddlesticks restores 60/65/70/75/80% of damage as Health

  • Fiddlesticks E, Dark WindE

    Dark Wind

    5 ranks
    Cooldown
    15/14/13/12/11 s
    Cost
    50/70/90/110/130 Mana
    Range
    750
    Damage
    65/85/105/125/145 (+45 % AP)

    A wisp of wind strikes an enemy target and then bounces up to 5 times to nearby enemy units. Deals 65/85/105/125/145 (+45 % AP) magic damage and Silences for 1.2 seconds for each strike.

  • Fiddlesticks R, CrowstormR

    Crowstorm

    3 ranks
    Cooldown
    150/140/130 s
    Cost
    150/200/250 Mana
    Range
    800
    Damage
    125/225/325 (+45 % AP)

    A murder of crows flock wildly around Fiddlesticks, dealing damage each second to all enemy units in the area.

In short

Fiddlesticks is a one-button champion, and that button wins games. Crowstorm drops him into the middle of a group and pours damage out continuously, while his Dread passive shreds the magic resist of everyone standing near him. The rest of the kit exists to make that moment possible and to keep him alive until it comes.

Outside of it, he is a target. Terrify hits a single enemy, Drain locks him in place while it channels, and his ultimate opens with a channel that any crowd control cancels. This is a champion of tempo and information: you play the map, the vision and the patience, not the mechanics of a fight.

Strengths and weaknesses

His clear is strong because Drain heals him as much as it hurts, letting him chain camps without going back to base. Terrify is targeted crowd control, so it cannot be dodged, which makes it one of the most reliable gank tools on the roster against anyone without an escape. Dark Wind silences a whole chain of targets, and one well-timed silence deletes an initiator's entire job.

The weaknesses shape everything. He is slow before his ultimate, his early ganks lack damage, and he loses every jungle duel on this roster. His mana bill forces a constant choice between farming and ganking. Above all, his whole plan rests on a channel: a stun, a knock-up or even a simple silence at the right moment steals his teamfight outright.

Laning phase

You're in the jungle, so the laning phase belongs to other people. Max Drain and chain camps without stopping: it gives back the health the jungle takes, and it's the only reason you can stay out with no armor and no damage. Avoid your own entrances if you hear the enemy jungler in them, because you lose that duel every single time before your ultimate.

Ganks before six should target enemies already shoved under tower and without a mobility spell. Approach through an unwarded bush, open with Terrify to glue them to your laner, then start Drain only once you know nothing will interrupt it. If nobody is killable, go steal enemy camps instead: denying his jungle is usually worth more than a failed gank.

Power spikes

Crowstorm is the only spike that truly matters. You go from a harmless jungler to a standing threat in every unwarded bush, and you can finally turn a contested objective into a slaughter. From that point on, do nothing without knowing where their wards are.

The second spike is ability power and spell vamp: your ultimate ticks for several seconds, so every point of power counts double inside a group, and the healing it returns is what lets you walk back out. Cooldown reduction and mana matter just as much, because a Fiddlesticks whose ultimate comes back faster is simply present in two fights instead of one.

Teamfights and positioning

You don't join the start of a fight, you wait for it. Sit in a blind angle, out of vision, as close as you can get to the spot where their group will bunch up. The classic mistake is entering the second the fight begins: enter once their crowd control is spent and their carries are locked onto your front line.

Once you're in, the passive does as much work as the birds: stand in the centre of their formation rather than on an edge, the magic resist reduction feeds every mage you have. Save Terrify for the first enemy who turns toward you, and Dark Wind to cancel a key cast rather than for damage. If you get spotted before entering, abandon the play. An interrupted ultimate is a lost fight.