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Counter Guide

How to Beat Fiddlesticks

Matchup Guide · Evergreen · 3 Counter Picks

Fiddlesticks doesn't win the fight. It decides there won't be one, and then collects.

Nothing about this matchup is a duel. It's a question of whether a wall you didn't check had something behind it, and the answer arrives as a full screen of crows and about a second and a half of not being allowed to leave. That's a legitimately miserable thing to lose a game to, and your reflexes aren't what failed. The counterplay happens minutes earlier, in the places you chose to stand and the places you chose to look, and the solo queue tier list lists the company it keeps.

Matchup Snapshot Fiddlesticks, the Ancient Fear
Where You Meet It The jungle, and occasionally support
Damage Type Magic, arriving all at once
Why It Is Frustrating It starts the fight from inside your team
Mobility Blinks into the middle of you
Biggest Threat Crowstorm [R]
Hardest Counter Cho'Gath champion portraitCho'Gath
What a Counter Needs
  • Vision on the walls as well as the objective
  • A way to punish the first six levels
  • Tenacity, so the fear is survivable
Patch 26.18 Matchup Data

Who Beats Fiddlesticks on Patch 26.18

Best Picks Into Fiddlesticks

  • Cho'Gath champion iconCho'Gath803 games54.8%
  • Diana champion iconDiana408 games53.7%
  • Ekko champion iconEkko518 games53.7%
  • Amumu champion iconAmumu588 games53.6%
  • Sylas champion iconSylas1,156 games53.5%

Picks Fiddlesticks Beats

  • Rengar champion iconRengar422 games45.0%
  • Viego champion iconViego1,480 games46.3%
  • Lee Sin champion iconLee Sin1,536 games46.6%
  • Lillia champion iconLillia513 games46.6%

Win rates are for the champion listed, in the jungle against Fiddlesticks. They come from Nerfplz's own ranked solo queue games on Patch 26.18, Silver and above, 27,222 Fiddlesticks games in all. Only matchups that show up in at least 1% of those games are listed.

Fiddlesticks Overview

Strengths: What Makes It Dangerous

  • The opening is unanswerable if it works. Crowstorm [R] ends with it standing in the middle of your team, and the fight you were about to have has been replaced by one nobody agreed to.
  • It takes your controls away. Terrify [Q] walks you somewhere you didn't choose, and Reap [E] silences through the middle, so the two things you'd normally do about an ambush are both unavailable.
  • It heals through the damage you do get in. Bountiful Harvest [W] drains everything nearby and finishes with an execute, so a fight it started at half health is still a fight it wins.
  • The map lies to you. Its effigies buy vision and information (without spending a trinket the way everyone else does), so it usually knows more about where you are than you know about where it is.

Weaknesses: Where You Get In

  • The first six levels are genuinely rough. Before the ultimate it's a slow jungler with a weak duel and no way of forcing anything, and that window is long enough to end the game in.
  • Everything runs on one long cooldown. With Crowstorm [R] down it has almost nothing. Fights taken inside that gap are fights against a squishy mage standing in the open.
  • It can't survive being seen. The whole plan needs fog, and a warded wall removes the reason the ultimate was good.
  • It's very easy to kill once it lands. There's no escape, no dash out and no way of taking the commitment back. Surviving the opening is most of the fight.
  • It needs you clumped. Standing apart costs nothing and takes most of the value out of the biggest spell it owns.

Countering Fiddlesticks

Based on the strengths and weaknesses above, beating Fiddlesticks comes down to champions who can accomplish at least one of the following:

  • Ward the walls over the pit. Vision on the objective itself is worth much less here than vision on the two pieces of terrain it would have to sit behind.
  • Invade early and often. This is a champion who's beatable on a timer (and the timer runs out at level six).
  • Buy tenacity before the fights get big. The fear is what turns the ambush into kills, and cutting its duration is what turns it into a scare.
  • Spread out at objectives. One person caught is survivable. Three is the play it was waiting all game for.

If you're already locked into the matchup without any of those tools, these strategies still work:

Playing a Bad Fiddlesticks Matchup

Treat any unwarded wall near an objective as occupied. That assumption costs you nothing and it's right often enough to be worth making every time.

Don't take a fight at a dragon pit with your team stacked in the entrance. The choke is exactly the shape the ultimate wants, and stepping back a few units before the fight starts is free.

If the ultimate lands, walk out rather than turning to fight. The damage is a rate applied to whoever stays inside it, and the people who die are almost always the ones who decided to trade.

Best Fiddlesticks Counters

Break its channels, answer the landing, or refuse to be surprised at all.

Cho'Gath champion icon

Cho'Gath Breaks Every Channel

Both of the spells Fiddlesticks wins fights with are channels, and Cho'Gath carries two ways to cut one short. Rupture [Q] knocks up and Feral Scream [W] silences, and a Bountiful Harvest [W] that gets interrupted loses its big final tick and its cooldown refund.

Crowstorm [R] has the same problem. It channels for a second and a half before the blink, which is plenty of time for a knock-up. When it lands anyway, the crows spend their five seconds on one of the biggest health bars in the game.

Xin Zhao champion icon

Xin Zhao Answers The Landing

Crescent Guard [R] is the cleanest answer in the game to a champion who has just blinked into the middle of five people. It pushes it back out and takes everyone else's damage out of the exchange at the same time.

After that the fight is a duel, and a duel against a mage with no escape is the fight Xin Zhao would have picked anyway.

Warwick champion icon

Warwick Cannot Be Juked

Infinite Duress [R] is point and click, so it doesn't matter how much fog the opening came out of or how far the blink went. Once it's landed, it's somewhere Warwick can reach and that's the end of the conversation.

His sustain covers the other half. The drain is built to win a fight against somebody whose health only goes one direction, and Warwick's doesn't.

Itemizing Against Fiddlesticks

The damage is magic, the healing is real, and the crowd control is what makes both of them count, so the list splits three ways:

Control WardMercury's TreadsExecutioner's CallingKaenic Rookern

The Control Ward is first on this list for a reason, and this is one of the rare matchups where a seventy-five gold item outperforms a legendary. The ambush needs a piece of terrain nobody is looking at, and buying vision is the difference between a fight that starts badly and a fight that never starts. Mercury's Treads is the item that decides whether the fear kills you, since the damage arriving while you're held is survivable and the walking is not. Executioner's Calling is worth it on whoever is nearest when the drain goes off, because that heal is what lets it commit to fights it should be losing. Kaenic Rookern is the late answer for the person it keeps choosing to land on (a spell shield on top of the magic resistance makes the opener look silly).

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