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One of the things you need to understand about Fiddle is that no matter how well executed a gank is there is always a 20% chance it will fail simply due to the random nature of fear. Conversely there is a 20% chance that a poor gank will work solely because fear made them run directly into you teammate. No matter how the buff him or rework the jungle he will always have this element of RNG involved in playing him which I loath.Routine day with a dirt cheap brush
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↑ TheButtonmen wrote:One of the things you need to understand about Fiddle is that no matter how well executed a gank is there is always a 20% chance it will fail simply due to the random nature of fear. Conversely there is a 20% chance that a poor gank will work solely because fear made them run directly into you teammate. No matter how the buff him or rework the jungle he will always have this element of RNG involved in playing him which I loath.
alternatively, "fear makes people run from the source of fear" would make it very logical but kinda annoying for fiddles.
People vastly understimate the potential of dark wind though. If you can use it when it's sure to bounce between champs, it can make a major difference in a bot gank. 3.6 second silence + massive chunk of damage.I'm a hoot
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As an aside Hecrim's fear does exactly that, anyone hit by his ult will run directly away from him for the duration of his ult. I really wish they would apply that coding to other champions fears.Routine day with a dirt cheap brush
Then a week goes by and it goes untouched
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well, fiddles doesnt really want people running from him, that'd make his drain break halfway through.I'm a hoot
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But you cant have fiddle without FEAR =/I'm a hoot
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↑ TheButtonmen wrote:
As an aside Hecrim's fear does exactly that, anyone hit by his ult will run directly away from him for the duration of his ult. I really wish they would apply that coding to other champions fears.
That's not a fear.
That's a "terrify."
Yes I know- mykonian
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mykonian Frisian Shoulder-Demon
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fiddlejungle? Uhm, where to start...
Apparently he's strong at the moment as people seem to be winning with him (4th jungler, or I see it wrong). He's basically an ap carry in the jungle. His peaks in strenght are comparable to a normal AP carry. Very large peak at lv6, ult is really amazing. At 9 his main damage skill (drain) peaks, in damage as well as cooldown. He scales very strongly with levels. Mostly because of his ult, but also the fear (which is a totally insane skill).
Being the burst caster of the jungle, your goal is to blow people up. Simple as that. Throw a combo, kill a player. People will tell you he's blue dependent (trueish), easy to counterjungle (only in the early levels), and it is implied that fiddle can be shut down because of that. Couldn't be more wrong. Blue dependence isn't directly because of mana regen (you can get that in your runes), but mostly for the cdr. You can totally keep up in the jungle on red, just it's hard to stay high, and ganking becomes out of the question then. However, having and ap nature, shutting you down is really hard. It doesn't matter what they steal at the start, if you miss blue or not, at some point you'll get 6, mid will be 8 for some time if you are really slow. That is still easy to ult in/silence/throw fear/drain till they die. Midgame, regardless pretty much of what items you have, you are scary. Nothing copes with a crowstorming fiddle if you land it. Win the game here, because just as a burst ap carry, fiddle falls off lategame.
Attributes fiddle needs: AP (lots of it, he has pretty sick scaling when you realize drain and crowstorm deal it per second), mana regen and cdr. Esspecially the last one is key early game. Fiddle could be shut down, but if you can chain your drains you can't get low in the jungle. None of your skills is a triggered ability, so that's also a good sign cdr will scale good with you. It makes you a much more consistent champ. This means, that in your runes you'll want cdr blues, which you might not have. It really makes a difference.
In the same light, you itemize for when your jungle gets messed with in your yellows, where you take mana regen. Armor isn't really useful as with drain lv2 you already heal back rather substantial amounts against the jungle camps (at lv1, blue and red hurt a little bit) and on the mana regen from your runes and masteries you can jungle with just red buff (though you can't stay full health at all the time then)
reds and quints are as for standard ap's, mpen reds, flat AP quints. Obviously you can play a bit with the quints. Masteries do the same. 9-0-21. That gives you the cdr in utility, etc. You can go 21-0-9, but this makes you much more vunerable. If you don't expect any trouble, go for it, I guess.
As for build, being an ap in the jungle has some negative sides. You won't have the money that midlane typically gets. Meaning that roa-abyssal-deathcap really isn't going to happen. Even worse, if you rush catalyst, around 6 you simply aren't at your strongest. You don't need the health formost in a gank, generally, just enough to avoid being bursted down. You basically follow the path of a lanebully who needs to win the game early. Rings into big damage item. Full squishy. Rings have the benefit of giving you everything you need (since you already have cdr in your runes and masteries), they give you health for duels, mana regen for if you lose blue, ap for the hurts. Boots of choice are sorcs, naturally.
Around 2 or 3 rings worth of ap, deathcap already becomes an item with the most value for money. So after your rings (three mean you never run out of mana), get that needlessly large rod. Pay attention now, because unless things went really great till now, this is where your build can change. Basically, the question you have to ask yourself is: Do they run from me if I ult into them. Is the answer yes? Deathcap, and give them a reason to run. If they don't? Zonyas. When they try to burst you they trade off some damage they take from you for a better position afterwards. Zonias solves this for you and allows you to add damage to the teamfight. Regardless of the time of the game, fiddle ult hurts.
If the game isn't over after you have dcap/zonias/perhaps abyssal, you are in trouble. Lategame, with lots of open space on the map, fiddle-ult is really hard to land against a competent team. While in the laning phase you can channel from a bush or over a wall, lategame they either have vision of you, or they aren't going to stay. Only towerdives and baronfights provide some sort of pitched fight, and that's it.
Uhm, a typical game you start with boots/pot/ward. If you get blue, you don't need the pot. You probably don't need the pot unless you get counterjungled and someone is suddenly in your face. Then the extra regen on top of your drain is pretty nice. You can start wolves, but being single target, fiddle doesn't really clear that fast, so in solo queue it's a bit of a mess as people don't understand they practically have to kill the small ones themselves. Anyway, get blue, run a normal jungle. Get silence at lv2, to get a bit of aoe to clear camps, butleave it there afterwards. At lv 4 you take fear and level that before silence from then on. Fear is next to your ult the failsave that you won't become useless. Even if they counterjungle you to pieces, any champion at lv14 or so will hate it if they are feared for multiple seconds. Regardless of how much money you have, this skill stays amazing.
Uhm, in general, don't gank till you are lv6. Right before you get lv6, go back and buy what you can (rings and/or sorc boots), take blue, and gank whereever you please. You can gank pre-6, but you are a tad squishy, your fear is just 1 second at that point, so it's a bit more tricky then with the average jungler. Anyway, ganking with your ult. A couple of lanes do not expect ganks over walls. If you can avoid it, do not gank from river bushes. Since if your channeling is spotted, your gank becomes much harder (you have to burn your flash to get in range again, perhaps. This is a great use for flash, but you rather save it for next one, naturally). This is your window where you are really scary. Make it count. Gank when ult comes of cooldown, (which is why you stole blue buff, among other reasons), and try not to miss a single one. Missed ults mean you lost the opportunity for 90 sec or so to abuse your temporary strength. In my opinion, you should focus your ganking on mid and botlane, since those are in the end most likely to carry you. Botlane will often need to be counterganks or via the lanebush, or when the opponents are really pushing over the small walls at either side.
Uhm, thats pretty much it, I guess. Oh, and at lv4, with blue buff, you can already solo dragon (though it's a bit close). So if you manage to land a countergank bot or something and there is an opportunity, rush that early dragon and ask the support or adc to help you to make it safe.Surrender, imagine and of course wear something nice.- mykonian
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Don't gank Cho'gath with fiddlesticks~
Okay, I tend to relate a lot of things to Cho
I play him a bit.- PJ.
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I'm like Esurio's favorite jungler. When we play 5's i live mid because she's really good at picking up the kills with annie. On the other hand Nikanor hates me cause i have a nasty habit of ignoring botlane.Sometimes a sandwich is just a sandwich.- Brandi
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I read the whole thing <<
And no reason not to gank cho as fiddles, it's not like cho has that great an escape.I'm a hoot
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You must jungle purple alot.
I follow the CIRCLE OF JUNGLELIFE and it works just fine.
Also myko's thing was really cool. Might have to try JUNGLESTICKS now."This is the true face of a man who plays paladin."- Nexus
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