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-   -   Fiddlesticks, the fearful drainer (http://forums.na.leagueoflegends.com/board/showthread.php?t=57596)

Peled 02-08-2010 09:39 AM

Fiddlesticks, the fearful drainer
 
3 Attachment(s)
Index:
---I. Introduction
---II. Story
---III. Base Stats
---IV. Skills
---V. Pros of Drain Build
---VI. Cons of Drain Build
---VII. Goals
---VIII. Combos
---IX. Good Laning Partners
---X. Masteries
---XI. Summoner Spells
---XII. Runes
---XIII. Spell Order
---XIV. Item Build
---XV. Early Game
---XVI. Mid Game
---XVII. Late Game
---XVIII. Comments
---XIX. Credits
I. Introduction:
---I'm Peled and have been playing this game for quite a while now.This is
---my first guide, but I plan on updating it frequently. I currently have 590
---total games played, 107 of which are with Fiddlesticks. You may be
---thinking, "thats only 18% of your games, why should I read this?"
---Fiddlesticks is my most played champion and is the champion that I get
---the most complaments on. So I figured I would make a guide on him
---while I wait for the servers to get back up. I recommend you read the full
---guide so you will get the reasons I selected what I did and able to use the
---information correctly.
---
---Leaguecraft version: http://leaguecraft.com/strategies/gu...earful+drainer
II. Story:
---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.

III. Base Stats:
---Health: 390+80/lvl
---Mana: 251+59/lvl
---Move Speed: 300
---Armor: 5.25+3/lvl
---Magic Resistance: 35
---Critical Strike: 1.75+.25/lvl
---Health Regen: .92+.12/lvl
---Mana Regen: .88+.09/lvl
IV. Skills:
.................................................. .................................................. ..
---Dread (passive): Nearby enemy champions have their magic resistance
-------reduced by 10.
---------
-------(This ability allows you to hit 9% harder right off the bat.)
.................................................. .................................................. ..
---Terrify[Q]: 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 1/1.5/2/2.5/3 second(s).
---------
-------(This ability allows you to have a good say in the result of the game. It is
-------essential in team fights and allows you to drain for a whole 3 seconds
-------without interruption. The downside of the spell is that it has a short range,
-------so stay in bushes when encountering a ranged champion.)
---------
----------Cooldown: 13 seconds
----------Mana Cost: 65/85/105/125/145
----------Range: 525
.................................................. .................................................. ..
---Drain[W]: Fiddlesticks saps the life force of an enemy, dealing damage
-------while healing himself. Drains 50/75/100/130/160 (+0.4) health each
-------second from target unit and gives it to Fiddlesticks.Lasts up to 6 seconds.
---------
-------(This is the ability that this build revovles around. The amazing damage
-------and life gain makes fiddle almost unkillable 1v1. This ability will be
-------almost spammable due to the masteries I have included and the golem
-------buff at which you should always have. This ability has a short range, but
-------you must run far to get out of it. It even has the power to keep draining
-------after your opponent has gone invisible. The only downside is it is a
-------channel and can be interrupted easily.)
---------
----------Cooldown: 12 seconds
----------Mana Cost: 80/100/120/140/160
----------Range: 450
.................................................. .................................................. ..
-Dark Winds[E]: 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 (+0.35) magic damage and silences for 1.5 sec for each strike.Can
--bounce up to 3/5/7/9/11 times and may strike the same target multiple
--times.
----
--(This ability is not much used in my build. In fact, it isn't even acquired
--until level 13. The only use in using this is to farm creeps or to do an
--emergency silence when your fear is on cooldown. It is also helpful to
--use on enemy champions who have purchased banshee's veil because
--it will remove it, allowing you to fear.)
----
----------Cooldown: 15 seconds
----------Mana Cost: 50/70/90/110/130
----------Range: 600
.................................................. .................................................. ..
---Crowstorm[R]: 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
-------150/250/350 (+0.4) magic damage each second to all enemy units in
-------the area. This has a 2 second channel duration and teleports Fiddlesticks
-------to target location.
---------
-------(You should always get a kill when this ability is up. This in combination
-------with fear, drain, flash, and exhaust can get you a sure kill or more if
-------correctly executed on the correct people. You should, although, save
-------this for team fights late game.)
---------
----------Cooldown: 150 seconds
----------Mana Cost: 200/300/400
----------Range: 800
.................................................. .................................................. ..
V. Pros of Drain Build:
---This build allows for survivability and heavy damage if the opponent is
---close. It is most effecient 1v1 or when you have a partner helping you.
---Even though it is not as dependant as a dark wind build, it helps to have
---teamates around to finish the kill due to the fact they can run out of
---the drain and return to attack.

VI. Cons of Drain Build:
---Your drain is affected by healing reducing effects. Be aware of champions
---with a healing reducing spell, ignite, or Executioner's Calling. Your main
---ability is a channel, which means you will need to be aware of which
---champions have an interrupt.

VII. Goals:
---Your goal is to have your enemy to have as little magic resistance as
---possible with you having as much ability power as possible without
---sacraficing survivability.
VIII. Combos:
---Combos are combination of abilities in certain orders. Combos make
---champions good and lucky for us this build allows for many combos.
----
---Fear/Drain: You cast fear then drain right after to have 3 seconds
------of uninterrupted draining. (This is your most common combo, mainly
------because it has a short cooldown and can be used often. You want to
------do this everytime you cast drain. You can use flash to get to someone
------surprisingly, but only use flash when you are level 1-5 and the enemy
------has low health.)
----
---Fear/Drain/Exhaust: With this you do the same as the Fear/Drain
------combo but with a twist at the end. You cast fear and then drain right
------after, then watch carefully to see when the fear is up and cast exhaust
------when the fear is gone, allowing for even further amount of draining.
------(You want to do this only at levels 1-5 to save your exhaust for
------crowstorm to get a multi-kill. Same goes for flash, only use flash to
------get there when your 1-5.)
----
---Crowstorm/Fear/Drain/Exhaust: This takes some practice but is
------deadly when executed correctly. You want to start out in a brush or
------behind a wall so they do not see you charging your crowstorm.
------Crowstorm on top of the enemy champion or where you anticipate
------them to go after your charge is complete. If you miss, use your flash
------immediately to correct yourself then immediately use your fear and
------your drain thereafter. If there is another champion that you feel you
------can kill with your crowstorm alone. use exhaust on him while you drain
------ the more challenging champion.
IX. Good Laning Partners:
---Anyone that cant keep the enemy near you. A good Blitzcrank pull then a
---an fear/drain combo can be deadly. Mid game, an Amumu ultimate in
---combination with Fiddlestick's ultimate can be deadly. Alistar, Udyr,
---Rammus, Singe, and Nunu can also be good partners.

X. Masteries:
---Archmage's Savvy: 3/3
---Cripple: 1/1
---Sorcery: 4/4
---Archaic Knowledge: 1/1
---Perseverence: 3/3
---Good Hands: 1/3
---Awareness: 4/4
---Greed: 1/1
---Meditation: 3/3
---Utility Mastery: 1/2
---Quickness: 3/3
---Blink of an Eye: 1/1
---Intelligence: 3/3
---Presence of the Master: 1/1
-
---Reasons:
------Obvious
XI. Summoner Spells:
---Summoner spells are very important to fiddlesticks because they can
---almost assure a kill. I strongly believe flash and exhaust are the only
---spells a drain Fiddlesticks should use.

XII. Runes:
---Full ability power per level runes. Only other alternatetive for a caster
---champion would consider is magic penetration runes (there are
---exceptions), but this is covered in the build and their is no reason to have
---any more spell penetration due to the fact that it does not go negetive.
---Only your passive and Abysal Scepter contribute to the oppenent to have
---negetive magical resistance.
Quote:

"Q: Can you reduce armor or magic resistance below 0?

A: Yes, although the only things that can reduce below 0 is Armor/MR Reduction. Both percentage and flat penetration do not have an effect after they get to 0 armor/MR"
~Stumpster

XIII. Spell Order:
---1. [W]
---2. [Q]
---3. [W]
---4. [Q]
---5. [W]
---6. [R]
---7. [W]
---8. [Q]
---9. [W]
---10. [Q]
---11. [R]
---12. [Q]
---13. [E]
---14. [E]
---15. [E]
---16. [R]
---17. [E]
---18. [E]
XIV. Item Build:
-See the image below.

http://www.leagueoflegends.com/board...1&d=1266278164
-
-Outcome:
--Total Cost:
------Build with Banshee's Veil and Abysal Scepter: 12732
------Build with Banshee's Veil: 13227
------Build without Banshee's Veil: 13162
-----
--Enemy Magic resistance formula (with Abysal Scepter):
----------If enemy resistance > 30 then
---------------Enemy resistance - (30 + ((Enemy resistance - 30) * .15) + 40)
---------------(If the answer is negative, there resistance is 0)
----------else
---------------Enemy resistance - 30
-----
--% Reduction Formula:
------Enemy resistance / ( |Enemy resistance| + 100)
-----
--So how hard will I hit?
------S= How hard your spell says it will hit.
------E = The enemies current resistance without your debuff on them
-
------If they have 78 magic resist or more then
-----------(S*.5)*(1-((E-(30+((E-30)*.15)+40))/((E-(30+((E-30)*.15)+40))+100)))
-
------If they have 30 - 77 magic resist then
-----------S/2
-
------If they have less than 30 resist then
-----------|(S*.5)*(1-((E-30)/(|E-30|+100)))|
-----
--Examples:
------Enemy resistance = 40
------Spell = 150
-----------You will hit for 75
-
------Enemy resistance = 140
------Spell = 150
-----------You will hit for 49
-
------Enemy resistance = 20
------Spell = 150
-----------You will hit for 82
XV. Early Game (1-5):
---Try to get as many creep kills as possible. Try to work with your teamate to
---get an early kill. Use your combo's with your summoner spells to execute an
---enemy that gets in range. If your health gets low, drain a cannon minion. If
---your health is too low to stay, drain a neutral minion. Never return to base
---unless your health and mana both are low. Be sure to tell your teamate you
---are returning to town. Call mia's and don't die.
XVI. Mid Game (6-13):
---Ganking time. Blue pill back to town and get your items, then look for easy
---targets. Easy targets are groups of 2 or more that are bunched together
---and do not consist of alistar or tristana because they can push you away
---from the group. Once you find your targets, cruise threw the jungle secretly
---until you reach a wall in between you and your targets. Then use your
---crowstorm combos. Make sure to communicate with your teamates so they
---know you are going in for a kill and they may be able to help you. Do this
---everytime your ult is up. Start getting golem buff so it is up more often.
XVII. Late Game (14-18):
---Your team should start grouping up if they haven't already. Now it is all about
---team fights. Silence you enemy with Dark Wind, use your Fear to interrupt
---important channels, and save your Crowstorm for big team fights. Get the
---golem buff any chance you get. Play smart and don't wonder off.
XVIII. Comments:
---I encourage all critizm and corrections. I will try to update this as much as
---possible. My item build is different in the screenshot because I don't believe
---in a single item build. It depends on who you are facing and adapt. This
---guide does give the most common items I used for Drain Fiddlesticks.
---Hope this helped.
---
---Some Video
--- http://www.youtube.com/watch?v=scf42...eature=channel
--- http://www.youtube.com/watch?v=U4dnOeBdR4Q
XIX. Credits:
---TiberiusAudley for the resistance to % formula.
---Stumpster for the magical resistance subtract order.
---Umbrage for spotting errors

Fbsunny 02-08-2010 09:59 AM

I would never get soulstealer as a 5th item. It is a waste of all the kills you have already gotten, and is hard to fill up enough for it to be worth it if you don't get it till the game is almost over.

If you are going to get a soulstealer I would recommend something like
haunting guise
boots 1
soulstealer
boots->sorcerer's shoes
Abyssal Scepter
Banshee's Veil
Zhonya's


Ofc anything after sorcerer's shoes would be situational, but this would be a pretty good build if you are focusing on AP and not all that worried about their pdps.

Preist 02-08-2010 03:10 PM

Lol posting a high K : D screenshot is great and all but when you look at your opponents, (one of which apparently DC'd early after boots.), an AP Amumu, a terrible shaco and you have 3 tank classes with disables its not exactly a great game to base it on. Most teams have multiple disables whether it be stuns or silences and its very rare to find one without unless your playing some low ELO's. If the other team has half a clue you will get disable most of the game while they farm the other 4 team mates. Atleast it was a long writeup...

Peled 02-08-2010 03:55 PM

Quote:

Originally Posted by Preist (Hozzászólás 640581)
Lol posting a high K : D screenshot is great and all but when you look at your opponents, (one of which apparently DC'd early after boots.), an AP Amumu, a terrible shaco and you have 3 tank classes with disables its not exactly a great game to base it on. Most teams have multiple disables whether it be stuns or silences and its very rare to find one without unless your playing some low ELO's. If the other team has half a clue you will get disable most of the game while they farm the other 4 team mates. Atleast it was a long writeup...

I see your point. Ill put up some video I recorded today. Hopefully that will give some better examples.

Goochy Goo 02-08-2010 03:56 PM

I'm not one to post on Guides, but not getting darkwind early is crazy. The silence, plus the damage is great. If you have 2 champions standing near eachother, it willdo tons of damage, silence them for awhile, and overall, leave em very unhappy.

Peled 02-08-2010 04:02 PM

Quote:

Originally Posted by BigBlueMonkey (Hozzászólás 640806)
I'm not one to post on Guides, but not getting darkwind early is crazy. The silence, plus the damage is great. If you have 2 champions standing near eachother, it willdo tons of damage, silence them for awhile, and overall, leave em very unhappy.

The chance to find 2 people next to each other without creeps around is rare. Drain is more stable. The only true reason people get it is to farm creeps.

Insane Killa 02-08-2010 04:03 PM

It is a guide for a drain fiddle. So obviously you have to build up your drain and fear.

traecneh 02-09-2010 07:47 AM

This is a nasty fiddle, i've seen it first hand :P

Insane Killa 02-09-2010 08:14 AM

I have witnessed the deadly affects of the Amumu and Fiddle ult combo. This build is legit.

Fallen 62 02-09-2010 09:51 AM

Get at least 1 rank of Dark Wind early if you're going to do this... Silence, Fear, Drain. When you have your ult it's the same but put that in front of Silence. It works very, very well. Higher levels of Dark Wind is better, but as you say this is a Drain build.

When I build Fiddle, I go get 1 point into each, then get Q to level 3, Max E, Ult, Drain. In the grand scheme of things, Drain isn't super useful. You need someone to stay still, not have cleanse, you can't get hit by others, etc. There are many more useful builds for fiddle out there. And yes, I have tried a drain build, and I went back to my other one after a game. It's not very viable and there are many more higher damage builds out there.


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