Fiddlesticks is a ranged hero who specializes in peel and heavy CC, primarily used as a jungler, he has been re-established as a support, as a hero with insane magic damage in teamfights, great AoE silence and the longest CC of any single-target spell, with a low cooldown (Terrify) makes him a perfect support.
Greater Quint of Health x3
Greater Mark of Armor x9
Greater Seal of Armor x9
Greater Glyph of Scaling Magic Resist x9
Armour marksstandard for most supports. (Vs AD mainly)
Armour seals standard for most supports. (Vs AD mainly)
Magic resist (scaling) glyphs. Helps in the lategame.
Movement Speed when combined with Fiddlestick's Fear and Silence, makes being caught deadly.
The defensive masteries in Defense help Fiddle be tankier due to his low base health and sustain without having AP or offensive masteries as well as higher regeneration I take 21 points in utility because Nimble and Intelligence gives so much movement speed and free CDR as well as Pickpocket for free gold from ranged harass, as well as getting faster shields off, and having more vision early and sustain with biscuit/explorer's.
Universally strong spell, can be used to engage hard on enemy teams with Crowstorm or even to flash for an emergency fear to catch someone.
Having more peel is always nice especially as you have silence and fear and drain.
|E Dark Wind|
Taken at 2 and maxxed first, having such a low cooldown and huge duration makes it even stronger when maxxed due to the fear duration.
Taken at level 1 and maxxed second, the high amount of damage from this skill is amazing, especially early. The bouncing silence is very powerful in fights.
Taken at 6, 11 and 16, great teamfight ultimate due to the extra damage, as well as a good escape over walls, in some scenarios.
- Sight Ward
- Vision Ward
- Health Potion
- Faerie Charm
2 Sight Wards + 1 Pink Ward + 1 Faerie Charm + 2 HP Potions:
The wards help control lane vision especially tribrush and the pink can counter most early wards for free ganks/lane kills. Fiddlesticks has really high peel, so you don't always need to ward as much as other supports, even if people gank you, your chain silence and long fear keep you from dying in most cases.
- Boots of Speed
- Philosopher's Stone
- Ruby Sightstone
Boots of Speed:
Movement to chase and keep up with your team or even escape.
Perfect starting item, the high amount of regeneration, gp10 and cheapness makes it a great item to help you get Oracle's.
Health and vision, the charges let's you place 2 wards, great for Ruby.
Gives you health and large amounts of vision, being able to place 3 wards simultaneously and having 5 charges is great for control. Having a high health pool when coupled with your immense peel makes you strong for any team comp.
- Shurelya's Reverie
- Ruby Sightstone
- Locket of the Iron Solari
- Oracle's Elixir
- Ionian Boots of Lucidity
Ionian Boots of Lucidity
Fiddlesticks has high amounts of CC and peel, having high CDR makes you able to get a huge amount of cooldowns off in fights.
The active speed boost, health, CDR and combined with the regeneration makes you stronger and can force engages.
Gives you health and large amounts of vision, being able to place 3 wards simultaneously and having 5 charges is great for control.
Locket of the Iron Solari
If you can ever afford this, great aura item for your team, if your jungler is more damage orientated.
Great for clearing Baron, vision and controlling the map.
Pros and Cons
- One of the best supports for peeling or lategame CC
- Huge amount of CC
- Easy to play, hard to master.
- Huge disengage
- Amazing teamfight ultimate
- Targetable CC
- Great poke
- Great with any carry.
- Very squishy, weak against burst.
- Needs mana to do anything.
- Weak early
Counterpicks - Burst/Engage heroes.
Nami has too much CC and sustain, she has high kill potential on you or your carry, she can chain CC and even focus your ADC quite often if you're bubbled, or vice versa.
Sona outtrades you at all stages and can harass both you and your carry, her sustain is way too high which makes your lane impossible to get a kill on her, you can't control brushes due to her higher trade potential, her ultimate in teamfights is strong.
Blitzcrank is far too tanky, far too strong and far too good at killing you or your carry, if either one of you gets hooked there's no room to counterplay as your abilities CC, they don't stop the hook or the knockup immediately after. They also don't work against a tanky target like Blitzcrank whose hook and speed are immense.
Thresh is another nightmare. His hard engage and immense CC makes it impossible for you to get your own CC off to peel. You lose brush control to him due to his hard CC and engage from range.
Zyra has so much poke and harass in lane, and it's not burst so it's hard to predict when she'll use it, she can catch you out with her roots and has great teamfight potential, you can take advantage when she misses her snare, you cannot facecheck due to her hard engage CC
His huge tankiness and immense engage can severely disrupt you, his ultimate removes your fear and he can dive you easily due to his ultimate and immense CC.
Her heavy tankiness from Eclipse coupled with her multiple CC's and stuns can destroy you and your carry with burst.