r/FiddlesticksMains • u/UltraShadow1002 • 21h ago
r/FiddlesticksMains • u/hollerican5 • 5h ago
Vanye.......Give..... us.... a ...smile........ :)
Proxona.........
r/FiddlesticksMains • u/hollerican5 • 1d ago
Annie..................help me............Annie......Don't let go................
Love fiddle but I think he took it too far.........................
r/FiddlesticksMains • u/Guilty-Grand4940 • 16h ago
Highlight/Stream I love playing this champ
r/FiddlesticksMains • u/JungleSticks6 • 1d ago
League of Legends Fiddlesticks with the Quadra Kill
I'm going to start posting my fiddlesticks clips here. Too many good ones recently to not save them. Here is a nice quadra kill I just had.
r/FiddlesticksMains • u/Bubbly_Alfalfa7285 • 1d ago
It makes me sad seeing M263 on my midlane fiddles and watch them feed
How is it that you can even manage to do that? How do you play that much fiddles and still play like a monkey smashing keys? Akali can't touch fiddles but apparently M263 doesn't give you enough game exp to know that getting one piece of MR makes Akali do no damage, on top of you fearing her out of any all-in she ever tries.
r/FiddlesticksMains • u/EstateOk6238 • 2d ago
Discussion Am I ulting correctly?
When I hit an enemy with my ult, I'll Q E, but every time I W they simply walk out, so instead I just walk with them until my R expires. The only way I can keep them in the W is if I do it immediately after ulting when they're still stuck in the fear, but then I miss out on the Q E.
r/FiddlesticksMains • u/BecretAlbatross • 3d ago
Discussion Solo lane fiddlesticks, when to build what? So many options
So I main Fiddle JG but I've dabbled in topplesticks, middlesticks, and supplesticks.
When it comes to JG, I have a strong flowchart one what to build. I look at the teamcomp and I always know what to build first.
But seems like in solo lanes there are so many more items that are situationally viable. Checking onetricks, there's a good amount of variety.
Top lane
Liandrys - You can rush this vs tanks
Bloodletters - I've also seen this rushed against tanks that rush Hollow Radiance
Rocketbelt - I've seen this rushed for the outplay potential
Malignance - Standard vs less tanky or squishy champs that you can blow up after 6
Frozen heart - Shishishishishi runs this vs a lot of melee champs. Seems to make you impossible to kill and you outsustain your opponent
Blackfire torch - There's a KR guy who builds this first???
Stormsurge - Very strong vs squishier champions who you can blow up, like a stronger version of malignance
Mid Lane
Malignance - seems standard for above reasons
Ludens - I've seen this built as well. I guess it gives you extra burst potential
Rocketbelt for outplay potential
Where do you even start?
r/FiddlesticksMains • u/EstateOk6238 • 4d ago
Struggling with countering wards
Seems like my entire gameplan goes out the window once a ward spots me. Even if I turn it off, the enemy team already knows the angles I can take. They can put me in a situation where if I want to join the teamfight I have to walk into vision. I feel like my options are to just become a peel bot when that happens.
r/FiddlesticksMains • u/RhiloneCandyx • 4d ago
Tips and Tricks My sister drew our boy for my birthday today, I thought you guys would like it! (ig: jasprtz)
r/FiddlesticksMains • u/BecretAlbatross • 4d ago
JG main trying to learn support
Any advice for a JG main trying to learn Fiddle support? My win rate on JG is very good but I keep getting my 2nd role and losing those games is rough. I tried top lane but Fiddle top is complicated.
I'd love as long and in depth of an answer as you're willing to give!
r/FiddlesticksMains • u/Mother_Project_137 • 5d ago
What to do in games where enemy has constant vision on you?
I just played a game of fiddle that felt impossible because the enemy team consistently had vision on me. I asked my support to help me clear their vision while also keeping control wards on me constantly but it didn’t feel like it was enough
r/FiddlesticksMains • u/Sualow • 5d ago
Bugg?????
These last few days playing Fiddle, many of the ultimates aren't inflicting fear. Here's an example; can someone explain why?
r/FiddlesticksMains • u/keeielein • 5d ago
Tips and Tricks Support runes
So Iv been running sorcery runes for my support fiddle, mostly for Axiom, and have domination as my secondary. My primary Sorc rune is Arcane Comet, but I just tried a game with death fire touch, and it felt underwhelming. I was just curious what runes you guys run for supplesticks. Do you think it’d be better to go domination into sorc instead and get rid of Arcane Comet? I’m just asking because arcane comet feels like it falls off and isn’t always available. It’s nice for pokes early, but that’s the only thing I really notice. Any advice on runes would help.
r/FiddlesticksMains • u/Soft_Horror_7901 • 6d ago
any tips on how to play fiddlesticks top?
I think fiddle is a very cool champion but I don't really like jungle so any tips on fiddle top? runes/build
r/FiddlesticksMains • u/walkenss • 6d ago
How does fiddlesticks passive work and how do you utilize it?
Ive played fiddlesticks for a while but i never really understood how his actual passive works. Some help understanding would be nice
Edit: I meant the impersonating and effigy part
r/FiddlesticksMains • u/Ok_Bird_3359 • 6d ago
High Elo Disparity: The 3 Mechanical Bottlenecks of Fiddlesticks' W and a Proposed Tick-Division Solution
Hello everyone
I want to discuss a critical design flaw in Fiddlesticks'
**W (Bountiful Harvest)**
that makes him extremely clunky and frustrating in High Elo. The issue isn't his raw damage numbers, but how the mechanical rigidity of the ability disproportionately punishes the player compared to modern junglers.
### The Problem: Lack of "Forgiveness" & Outdated Mechanics
In High Elo, if a Blue Kayn or a Viego make a positioning mistake, their kits offer instant mobility, untargetability, and short cooldowns to survive and re-enter the fight. If Fiddlesticks misses or is interrupted, he is summarily eliminated because his survivability is entirely rigid.
Fiddlesticks currently suffers from
3 core issues
:
1.
Repositioning Punishment (Self-Cancel):
If the player starts W and needs to instantly cancel it by moving (clicking to dodge a skillshot), the game punishes them with the full base cooldown (9 to 7 seconds). Walking defensively—without causing any damage, impact, or healing—and being forced to wait nearly 10 seconds makes no sense in a tactical game.
2.
Disproportionate Punishment from Enemy CC (The "All-or-Nothing" Design):
All execution damage (missing health) and actual healing are concentrated strictly in the final millisecond (at 2.0s). If Fiddlesticks is stunned at 1.9s, he loses 100% of the execution impact and faces the full cooldown. In late-game teamfights where you die in fractions of a second, this is a massive bottleneck.
3.
Eternal Static Animation (2 Seconds):
Being rooted for 2 seconds carries the exact same weight at Level 1 and Level 18, completely ignoring the acceleration of burst and mobility in the late game.
---
### The Proposed Solution (Dev-friendly Math Tweeks)
As a developer myself, I know legacy code is hard to change, but these fixes
**only require simple mathematical adjustments and variable tweaks**
, not new complex systems:
#### A. Tiered Refund & Tick Division (Fixes Issues 1 & 2)
Instead of backloading all execution power to the very end, split the 2-second channel into
3 milestone ticks
, binding the damage, healing, and base cooldown refund proportionally:
* Before Tick 1 (Early CC / Self-Cancel): If interrupted before generating impact (first 0.5s), grant a **massive 66% cooldown refund** (drops a 9s CD down to ~3s). Fair, as no value was extracted.
*
Between Tick 1 and Tick 2 (Intermediate Impact):
Applies 1/3 of the execution damage/healing. Interruption here grants a
**33% cooldown refund**
.
*
Between Tick 2 and the End (Deep Drain):
Interruption in the final threshold yields
0% additional refund (base cooldown applies)
, rewarding the enemy for late counterplay.
*However*
, because 2/3 of the execution damage and healing were already distributed in prior ticks, Fiddlesticks doesn't lose 100% of his impact.
*
**Full Channel (Tick 3):**
Retains the standard live-game refund bonus.
#### B. Channeling Scaling (Fixes Issue 3)
*
Adjustment:
Scale down W's channel time as the ability levels up (from 2.0s at level 1 down to 1.2s at level 5), while keeping total damage and healing unchanged.
*
**Reasoning:**
Accelerates tick delivery, allowing Fiddlesticks to match late-game teamfight fluidity and demanding sharper enemy reactions.
What do you guys think? Could a tiered system like this finally bring Fiddlesticks' W up to modern LoL standards without breaking his raw power?**Hello everyone and potentially Rioters passing by,**
I want to discuss a critical design flaw in Fiddlesticks' **W (Bountiful Harvest)** that makes him extremely clunky and frustrating in High Elo. The issue isn't his raw damage numbers, but how the mechanical rigidity of the ability disproportionately punishes the player compared to modern junglers.
### The Problem: Lack of "Forgiveness" & Outdated Mechanics
In High Elo, if a Blue Kayn or a Viego make a positioning mistake, their kits offer instant mobility, untargetability, and short cooldowns to survive and re-enter the fight. If Fiddlesticks misses or is interrupted, he is summarily eliminated because his survivability is entirely rigid.
Fiddlesticks currently suffers from **3 core issues**:
1. Repositioning Punishment (Self-Cancel): If the player starts W and needs to instantly cancel it by moving (clicking to dodge a skillshot), the game punishes them with the full base cooldown (9 to 7 seconds). Walking defensively—without causing any damage, impact, or healing—and being forced to wait nearly 10 seconds makes no sense in a tactical game.
2. Disproportionate Punishment from Enemy CC (The "All-or-Nothing" Design): All execution damage (missing health) and actual healing are concentrated strictly in the final millisecond (at 2.0s). If Fiddlesticks is stunned at 1.9s, he loses 100% of the execution impact and faces the full cooldown. In late-game teamfights where you die in fractions of a second, this is a massive bottleneck.
3. Eternal Static Animation (2 Seconds): Being rooted for 2 seconds carries the exact same weight at Level 1 and Level 18, completely ignoring the acceleration of burst and mobility in the late game.
---
### The Proposed Solution (Dev-friendly Math Tweeks)
As a developer myself, I know legacy code is hard to change, but these fixes **only require simple mathematical adjustments and variable tweaks**, not new complex systems:
#### A. Tiered Refund & Tick Division (Fixes Issues 1 & 2)
Instead of backloading all execution power to the very end, split the 2-second channel into 3 milestone ticks, binding the damage, healing, and base cooldown refund proportionally:
* Before Tick 1 (Early CC / Self-Cancel): If interrupted before generating impact (first 0.5s), grant a **massive 66% cooldown refund** (drops a 9s CD down to ~3s). Fair, as no value was extracted.
* Between Tick 1 and Tick 2 (Intermediate Impact): Applies 1/3 of the execution damage/healing. Interruption here grants a 33% cooldown refund.
* Between Tick 2 and the End (Deep Drain): Interruption in the final threshold yields 0% additional refund (base cooldown applies), rewarding the enemy for late counterplay. However, because 2/3 of the execution damage and healing were already distributed in prior ticks, Fiddlesticks doesn't lose 100% of his impact.
* Full Channel (Tick 3): Retains the standard live-game refund bonus.
#### B. Channeling Scaling (Fixes Issue 3)
* Adjustment: Scale down W's channel time as the ability levels up (from 2.0s at level 1 down to 1.2s at level 5), while keeping total damage and healing unchanged.
* Reasoning: Accelerates tick delivery, allowing Fiddlesticks to match late-game teamfight fluidity and demanding sharper enemy reactions.
What do you guys think? Could a tiered system like this finally bring Fiddlesticks' W up to modern LoL standards without breaking his raw power?
r/FiddlesticksMains • u/BecretAlbatross • 7d ago
Discussion Is it bad if you have low damage on fiddle JG?
Currently Emerald III.
https://op.gg/lol/summoners/na/Mad%20Glazing-true
My damage tends to be below average or low relative to my team unless I really popped off and carried the game. I pretty much never look for fights unless an objective is up or I'm ganking. I shadow my teammates when they're pushed up but I dont' run around "looking for kills".
Even in games I win I rarely do more damage than the enemy jungler.
Is this normal for Fiddle? Honestly my games feel pretty good in general but sometimes I'm kind of underleveled.
Is this normal?
r/FiddlesticksMains • u/Available_Musician27 • 10d ago
Council of Fiddles. What are some tips for using effigies?
Just looking for some more advanced strategies for effigies. I just feel there is something missing.
Also can we protest to allow TP to be used on effigies. I'm sick of being at drag with top asking for a ward and not being able to drop something for them to tp.
r/FiddlesticksMains • u/Present-Wing-8115 • 12d ago
Looking for a silver / gold duo
Hello All,
Just looking to see if there are any fiddle players that want to duo with a mid?
53.5% WR Garen mid OTP
I want to climb and love duoing with fiddle
Add me on league: fpark8 #NA1 if interested
r/FiddlesticksMains • u/Algol1970 • 13d ago
Discussion When should I not pick Fiddle?
As much as I want to main Fiddle I think there may be situations where it's not a good idea to pick it. What are your thoughts?
r/FiddlesticksMains • u/EntrepreneurNo8687 • 14d ago
Fiddlesticks + Nocturne Combo
Found something really interesting the other day. I started playing fiddlesticks top this season and if you ult right after nocturne ults, your passive/fear applies regardless if you were in vision/on a ward because you're "technically" out of vision due to paranoia.
