Max Skill 2 first as the core of your jungle clear and your source of healing.
Fiddlesticks Strengths
✓AoE damage and CC that can decide a teamfight
✓Ambushes with Ult from out of vision
✓Fast, healthy clears by farming two camps at once
Fiddlesticks Weaknesses
×Being seen greatly reduces the ambush threat
×Weak 1v1 in the jungle early
×Skill 2 is easily interrupted by CC
Fiddlesticks Early Game
Use the AoE drain of Skill 2 (Bountiful Harvest) to clear several camps at once and reach Lv5 before anyone else. Your early 1v1 is weak, so keep vision up to spot aggressive invades.
Fiddlesticks Mid Game
Once you unlock Ult (Crowstorm) at Lv5, the counterattack begins. Clear enemy vision with Sweeper and Control Wards, then ambush from blind spots over walls to rack up kills.
Fiddlesticks Late Game
Disappear from the map and keep lurking in the dark. Fiddlesticks being unaccounted for is itself heavy pressure on the enemy. The moment they step out of position, go in with a fight-deciding engage.
Fiddlesticks Teamfights
In teamfights, always go in with Ult from out of the enemy's vision so the innate effect of Skill 1 (Terror) fears the whole enemy team. When an unseen jump connects, you can break their formation by yourself.
⚠️ Common Mistakes
Channeling Ult in plain sight
Do not channel Ult right in front of the enemy while wards or minions can see you. The Fear from the innate effect of Skill 1 (Terror) will not trigger, so the moment you land you get focused down as a fragile scarecrow. Always sweep the area first and build the habit of engaging from blind spots such as behind walls or inside bushes.
Fiddlesticks Combos
Ambush Combo
Dive from out of vision with Ult, fear with Skill 1, silence with Skill 3, then drain them with Skill 2.
Ult▶
1▶
3▶
2
Basic Harass
Slow and silence with Skill 3, fear with Skill 1, then drain health with Skill 2.
3▶
1▶
2
Fiddlesticks Skills
Passive
A Harmless Scarecrow
After a champion takedown, summons a Scarecrow Effigy for 3 seconds. The Effigy automatically tracks the nearest enemy champion, detonating upon reaching them or when its duration ends to fear all enemy champions nearby. Only 1 Effigy can exist at one time.
Skill 1
Terrify
⏳ 13.5s
Passive: While unseen and out of combat or standing still for 2 seconds and impersonating an Effigy, damaging an enemy with an ability fears them for 1.2 second(s).
Active: Unleashes a murder of crows, fearing the target hit for 1.2 second(s) and dealing 4% of their current HP as magic damage, increased by 1.5% per 100AP. Deals at least 45 damage. If the target has recently been feared, they take 200% more damage instead of becoming feared again.
Deals a maximum of 400 damage against monsters.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
13.5
13
12.5
12
Current Health%
4%
5%
6%
7%
Min. Damage
45
70
95
120
Fear Duration
1.2
1.4
1.6
1.8
Skill 2
Bountiful Harvest
⏳ 11s
Channels and drains the souls of nearby enemies, dealing 60 magic damage (60 + 30%AP) per second for 2 seconds, plus 10% of the target's missing HP as damage at the end.
Pain to Gain: Restores 40% of the damage as HP (calculated based on pre-mitigation damage).
Fiddlesticks is slowed by 30% while channeling. Recast anytime to end the channel early. If Fiddlesticks completes the channel without interruption, this ability's remaining cooldown is reduced by 50%.
HP restored varies by target: - Champions: 40% - Minions: 15% - Monsters: 45% Deals 160% damage against monsters and 50% damage against minions.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
11
10
9
8
Base Damage
60
90
120
150
Heal
40%
45%
50%
55%
Bonus Damage
10%
11.5%
13%
14.5%
Skill 3
Reap
⏳ 9s
Slashes the target location with its scythe, dealing 70 magic damage (70 + 50%AP) to enemies within the area and slowing them by 35% for 1.25 second(s). Enemies in the center are silenced.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
9
8
7
6
Base Damage
70
120
170
220
Slow
35%
40%
45%
50%
Ult
Crowstorm
⏳ 100s
Channels for 1.5 second(s), then blinks to the target location and summons Crowstorm, dealing 30 magic damage (30 + 10%AP) every 0.25 second(s) to nearby enemies for 5 second(s). Crowstorm deals a maximum of 600 magic damage.
Fiddlesticks' Fear was less consistent than intended. The grace period after Fiddlesticks becomes visible on Skill 1 has been shortened, and a bug that caused enemies to be Feared unintentionally has been fixed. Riot's stated aim is to make the effect more predictable for Fiddlesticks and his opponents alike.
Terror
Slightly reduced the window in which Fiddlesticks can still apply Fear after entering enemy vision.
Fixed a bug where Fear could be applied while Fiddlesticks was visible or in combat.
Fear used to keep landing for a moment after he had been spotted, which left opponents unsure what had just happened. With that window trimmed and the visible/in-combat bug fixed, whether Fear lands now comes down to one thing: did he commit before being seen? Clearing vision before the jump matters more than ever for Fiddlesticks, while opponents get more out of wards and sweepers.
NewOn a takedown, Fiddlesticks summons an effigy that walks toward the nearest enemy. After 3s, or on reaching its target, it explodes and fears nearby enemy champions.
Terrify (Skill 1)
RemovedFears targets along its path.
NewFears the selected target.
Fear duration1/1.1/1.2/1.3s → 1.2/1.4/1.6/1.8s
Bountiful Harvest (Skill 2)
NewFiddlesticks is slowed by 30% while channelling.
NewCompleting the channel, or killing every target in range before it ends, reduces this ability's cooldown by 50%.
NewAfter 1s the ability can be recast to end it early.
NewFiddlesticks cannot use other abilities or basic attacks while channelling.
Cooldown8/7.5/7/6.5s → 11/10/9/8s
Damage per second60/90/120/150 + 25% AP → 60/90/120/150 + 35% AP
Damage based on the target's missing HP10/11.5/13/14.5% of missing HP → 12/14/16/18%
Crowstorm (Ultimate)
Damage every 0.25s25/42.5/60 + 10% AP → 30/50/70 + 10% AP
Our take
The obscure tricks are stripped out and that power goes back into the basics. The passive now sends an effigy walking at the nearest enemy after every takedown, so one kill in a teamfight buys a second wave of fear on its own. Skill 1 stops sweeping everything in its path and simply fears the chosen target, and with up to 0.5s more fear it reliably locks down the one enemy who matters. Skill 2 costs up to 3 more seconds of cooldown and pins Fiddlesticks under a 30% slow with nothing else available, but AP scaling climbs from 25% to 35%, missing-HP damage tops out at 18% instead of 14.5%, and finishing the channel or clearing everything in range hands back half the cooldown.