League of Legends Fiddlesticks rework went live in Patch 10.7 and fans have had a great time diving into the altered champion.
For those struggling with the champion, or for those looking to master the scarecrow, here are three tips to succeed when playing the reworked Fiddlesticks in League of Legends.
League of Legends Fiddlesticks Rework: 3 Tips to Succeed
1. Leash Multiple Camps at Once to Speed Up Your Early Jungle Clear
Even before the rework, Fiddlesticks was mostly known as a support and a jungler and he's retained that identity on League of Legends Patch 10.7. One of the changes to Bountiful Harvest (W) is that it now can effect all enemies with a certain range at the same time. So, Fiddlesticks can still receive massive amounts of healing while taking two camps at the same as demonstrated in the video below.
Taking Red and Raptors at the same time and taking Wolves and Blue at the same time will put you 30 seconds ahead of Rift Scuttle spawn, giving Fiddlesticks one of the quickest and healthiest level 3 clears in the game. That means a free gank into top lane or a chance to catch your opponent by surprise in their jungle. Either way, it's a great advantage to have.
2. Look for Creative Angles to Engage on the Enemy Team
The key to playing Fiddlesticks well is maximizing the damage and value you get from the Terrify (Q) passive and Crowstorm (R). That means that you have to play well around the opposing team's vision and engage from an unseen angle in order to get the maximum amount of fears and damage in a team fight.
So, look for creative angles that only Fiddlesticks can utilize because of his blink and clear vision out using Fiddlesticks' unique totem system, A Harmless Scarecrow (Passive). This will open up more opportunities to start good fights in the mid game and late game and give your team a strong advantage on Summoner's Rift.
3. Save the Second Terrify
When Fiddlesticks casts Terrify onto an enemy already effected by the ability, they take double damage from that specific ability. While that may sound like a good way to use the ability, it really isn't. For example, if an AD carry has Quicksilver Sash or Cleanse, they could easily get out of the Terrify and Flash to safety if you elect to try and deal double damage.
Instead, wait for the enemy team's carries to use those items and summoner spells and then cast Terrify to lock them in place for the rest of your teammates. This gives your team the chance to eliminate them from the fight before they have a chance to adequately respond and give your team the upper hand around any major objective that might be available on the map.