CHAMPION GUIDE / BUILD
Jungle FIDDLESTICKS Build
Recommended items, runes and spells for playing FIDDLESTICKS in the Jungle lane.
No published build has been assigned to this lane.
Jungle Item Build & Spells
TIPS: Start your build with
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
SUMMONER SPELLS
START
CORE
BOOTS
TIPS: Finally, for your items, you should build
Malignance (An item made for Ultimate-centric playstyles) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Liandry's Torment (Abilities deal bonus damage).
Maybe now it's time to think about upgrading your boot, invest in
Spellslinger's Shoes (Deal bonus damage to minions).
The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
EXAMPLE BUILD
Instead of Zhonya's Hourglass
Instead of Infinity Orb
Instead of Rabadon's Deathcap
Jungle Rune Build
For runes, you should pick
First Strike (Gain gold and bonus damage by dealing damage in battle first.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as
Overgrowth (Gains bonus scalable max Health.) in the secondary tree. Below you can see possible options for replacing runes.
Gain gold and bonus damage by dealing damage in battle first.
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Gain Adaptive Force after scoring champion or epic monster takedowns.
Gains bonus scalable max Health.
Jungle Ability Order
Max: W→Q→ECHAMPION GUIDE / COMMUNITY BUILDS
Jungle FIDDLESTICKS Community Builds
Explore published community builds for playing FIDDLESTICKS in the Jungle lane.
0 COMMUNITY BUILDSBe the first to share a FIDDLESTICKS build with the WR-META community.
CREATE BUILDCHAMPION PROFILE / BASE STATISTICS
FIDDLESTICKS Champion DNA
Explore the champion’s playstyle and base statistics. Select a level to preview how recorded starting values and growth change from level 1 to 15.
01 / BASE STATS / LEVEL SCALING
CHAMPION STATISTICS
Recorded attributes at the selected level. Numbers below the chart remain in their original units.
02 / CHAMPION IDENTITY / PLAYSTYLE
PLAYSTYLE PROFILE
Damage, toughness, utility and difficulty use the champion’s stored profile and do not change with level.
CHAMPION PROFILE / BALANCE HISTORY
FIDDLESTICKS Patch Changes
Explore the buffs, nerfs, adjustments and reworks recorded across previous Wild Rift patches. Expand a patch to see its detailed changes.
BASE STATS
Critical Strike Damage: 175% → 200%.
Attack Speed cap: 2.5 → 3 attacks per second.
Attack Speed Ratio: 0.625.
Base Attack Speed: 0.625.
Base Bonus Attack Speed: 0.2.
Attack Speed per Level: 0.012.
(Q) TERRIFY
Slightly narrowed the window during which Fiddlesticks can still Fear enemies after entering their vision.
Fixed an issue where Fiddlesticks could occasionally still apply Fear while revealed or in combat.
(PASSIVE) A HARMLESS SCARECROW
[Removed] Original Effect.
[New] After a takedown, Summon a Scarecrow Effigy that walks toward the nearest enemy. After 3s, or upon reaching the target, it explodes, fearing nearby enemy champions..
(Q) TERRIFY
[Removed] No longer fears targets along the path.
[New] Fears a selected target.
Fear duration: 1/1.1/1.2/1.3s → 1/1.2/1.4/1.6s.
(W) BOUNTIFUL HARVEST
[New] When casting Bountiful Harvest, Fiddlestick is slowed by 30%.
[New] If the ability completes its full channel, or if all targets within its range are killed before it ends, 50% of its cooldown is refunded.
[New] After 1s, the ability can be recast to end it early.
[New] During the channel, Fiddlesticks cannot use other abilities or basic attacks.
Cooldown: 8/7.5/7/6.5s → 11/10/9/8s.
Damage per second: 60/90/120/150 + 25% Ability Power → 60/100/140/180 + 35% Ability Power.
Damage equal to the target’s missing Health: 10/11.5/13/14.5% → 12/14/16/18%.
(R) CROWSTORM
Damage per 0.25s: 25/42.5/60 + 10% Ability Power → 30/50/70 + 20% Ability Power.
(W) BOUNTIFUL HARVEST
Base damage per second: 50/80/110/140 → 60/90/120/150.
Health regeneration of damaging enemy champions: 35%/40%/45%/50% → 40%/45%/50%/55%.
(R) CROWSTORM
Cooldown: 110/90/70s → 100/80/60s.
BASE STATS
Base Health: 570 → 630.
Health per level: 104 → 120.
Base Armor: 31 → 34.
Armor per level: 4 → 4.5.
Base Magic Resist: 32 → 36.
Magic Resist per level: 1 → 1.2.
(Q) TERRIFY
Fear duration: 1/1.2/1.4/1.6s → 1/1.1/1.2/1.3s.
(W) BOUNTIFUL HARVEST
Damage to monsters: 185% → 160%.
(Q) TERRIFY
Damage: 7%/8%/9%/10% of enemies’ current health (every 100 Ability Power +2%) → 4%/5%/6%/7% of enemies’ current health (every 100 Ability Power + 1.5%).
Crowd control duration: 1.2/1.4/1.6/1.8s → 1/1.2/1.4/1.6s.
(W) BOUNTIFUL HARVEST
Damage: Per second 60/100/140/180+30% Ability Power → 50/80/110/140 (+25% Ability Power).
Damage of the last strike of Bountiful Harvest: Target’s 12/14/16/18% missing health → target’s 10/11.5/13/14.5% missing health.
Damage to monsters: 150% → 185%.
(R) CROWSTORM
Damage: Every 0.25s 32.5/52.5/72.5 + 11% Ability Power → Every 0.25s 25/42.5/60 (+ 10% Ability Power).
CHAMPION GUIDE / COUNTERS
Jungle FIDDLESTICKS Counters
Explore champion matchups and synergies for FIDDLESTICKS in the Jungle lane.
THREATS
Champions that can make this matchup difficult.
SYNERGIES
Champions that work well alongside this pick.
No champion matchups have been added for this lane.
CHAMPION GUIDE / COUNTER ITEMS
Jungle FIDDLESTICKS Counter Items
Discover items that help counter FIDDLESTICKS in the Jungle lane.
MAGIC RESIST
Magic resistance helps you survive this champion's magic damage.
REDUCE HEALING
Grievous Wounds help reduce healing effects.
CLEANSE OR BLOCK SPELLS
Items that cleanse or block negative spell effects.
CHAMPION GUIDE / COMBOS
FIDDLESTICKS Skill Combos
Learn skill combinations from beginner to advanced. Choose a difficulty to explore execution steps, tips and videos.
HARDADVANCED COMBOS
COMBO 1 / HARD
Fiddlesticks R Flash
Fiddlesticks R Flash
R
F
Q
E
WIf you need to close the distance between you and an enemy for a long range engage cast and FLASH after the channel is complete. Use your shortly before using and for your combo and maximum damage.
MEDIUMINTERMEDIATE COMBOS
EASYBEGINNER COMBOS
CHAMPION GUIDE / TIPS
Jungle FIDDLESTICKS Tips
Practical laning tips, matchup decisions and tactical advice for playing FIDDLESTICKS in the Jungle lane.
Advice for this lane has not been added.
CHAMPION GUIDE / STRENGTHS & WEAKNESSES
Jungle FIDDLESTICKS Strengths and Weaknesses
Explore the strengths and weaknesses of FIDDLESTICKS in the Jungle lane and prepare for favorable and difficult matchups.
Advice for this lane has not been added.
CHAMPION GUIDE / GAME PLAN
Jungle FIDDLESTICKS Strategy and Tactics
Plan your early, mid and late game decisions for FIDDLESTICKS in the Jungle lane.
Advice for this lane has not been added.
CHAMPION GUIDE / POWER SPIKES
Jungle FIDDLESTICKS Power Spikes
Learn when FIDDLESTICKS is strongest in the Jungle lane across early, mid and late game.
Advice for this lane has not been added.
CHAMPION GUIDE / JUNGLE PATH
FIDDLESTICKS Jungle Path
Explore FIDDLESTICKS jungle clear routes, camp orders and pathing tips for Wild Rift.
01 / JUNGLE CLEAR / PATHING
full clear with a Red Buff start




























































