Champion Rotation


the Harbinger of Doom
Armor:20.88(+3.5 per level)
Health:524.4 (+80 per level)
Magic Resist:30 (+0 per level)
Health Regen:5.605 (+0.6 per level)
Attack Damage:48.36 (+2.625 per level)
MP:400.12 (+56 per level)
Attack Speed:0.625 (+2.11% per level)
MP Regen:6 (+0.8 per level)




Standing still or channeling abilities for 1.5 seconds empowers Fiddlesticks with Dread. Immobilizing crowd control resets this timer.

Dread grants Movement Speed, but only lasts for 1.5s after Fiddlesticks starts moving.


Cost: 65 ManaCooldown: 15/14/13/12/11 secondsRange: 525
Terrifies a target, causing it to flee from Fiddlesticks for 1.25/1.5/1.75/2/2.25 seconds.


Cost: 80/90/100/110/120 ManaCooldown: 4/3.75/3.5/3.25/3 secondsRange: 575
Fiddlesticks creates a tether to the target unit and channels Drain on it, dealing 80/105/130/155/180 (+45% Ability Power) magic damage per second to the target. Fiddlesticks heals for 60/65/70/75/80% of the damage dealt.

Drain lasts up to 5 seconds, dealing a total of 0 (+ 0) damage.
Dark Wind

Dark Wind

Cost: 50/60/70/80/90 ManaCooldown: 12/11.5/11/10.5/10 secondsRange: 750
Unleashes a Crow at the targeted enemy, dealing 65/85/105/125/145 (+45% Ability Power) magic damage before bouncing to another target. Units struck are also silenced for 1.25 seconds the first time per cast.

Dark Wind can strike up to 6 times and will prioritize enemies being Drained or ones it has not yet hit. Deals 150% damage to minions and monsters.


Cost: 100 ManaCooldown: 150/140/130 secondsRange: 800
Fiddlesticks channels for 1.5 seconds, then blinks to the target point unleashing a murder of crows that flock wildly around him, dealing 125/225/325 (+45% Ability Power) magic damage per second to all enemy units in the area.

The effect lasts for 5 seconds, dealing up to 0 (+ 0) total magic damage.

Tips for Allies

  • game_character_tips_FiddleSticks

Tips for Enemies

  • game_character_opposing_tips_FiddleSticks


For nearly twenty years, Fiddlesticks has stood alone in the easternmost summoning chamber of the Institute of War. Only the burning emerald light of his unearthly gaze pierces the musty darkness of his dust-covered home. It is here that the Harbinger of Doom keeps a silent vigil. His is a cautionary tale of power run amok, taught to all summoners within the League. Decades ago, there existed a powerful rune mage from Zaun - Istvaan. At the end of the fifth Rune War, he became one of the League's first summoners. Too much a prisoner to the old ways of magic, Istvaan stepped further and further outside the rules of conduct in the League. In what was ultimately his last match, his reach finally exceeded his grasp. Sealing himself inside the easternmost summoning chamber, he began incanting the most forbidden of rituals - an extra-planar summoning.

What exactly happened inside that chamber remains unknown. No champion came to represent Zaun that day in Summoner's Rift. Only silence echoed back from repeated knocks on the chamber door. The first apprentice who entered was cut down immediately by an unearthly scythe. What few who followed and survived were driven mad by fear, mere husks of men gibbering about crows and death. Afraid of the evil even Istvaan could not control, the League sealed all exits to the chamber, hoping they could contain what they could not destroy. Years went by, but the wooden figure within never moved save to slay any foolish enough to enter. Seeing no recourse to reclaim the chamber, the Council instead devised a use for Fiddlesticks: executioner. While he comes to life and seemingly abides by the rules of summoning in the Fields of Justice, what he awaits inside his chamber is unknown. His unmoving face yields no clues, and his scythe stands ready to strike down any who stand before him.

Those who say 'you have nothing to fear but fear itself' have not yet felt the crows.