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Fiddlesticks build, patch 16.14

1,069 games of Fiddlesticks recorded on patch 16.14, across jungle, support, top, mid and bot.

Fiddlesticks score: 48 out of 100 B
Win rate
50.5% of jungle games this patch
Pick rate
0.9% of jungle games
Games
721 jungle, patch 16.14
Rank in role
33 of 77 jungle champions

Win impact against the average jungle pick on patch 16.14: +0.1 wins per 100 games (range -1.7 to 2.0) 721 games Pooled

What most Fiddlesticks jungle players build, patch 16.14

Build Void Staff, Hextech Rocketbelt and Liandry's Torment, and run Electrocute

The rune page they run

Domination

  • Electrocute

Sorcery

Shards

Domination: Electrocute, then Sudden Impact, Sixth Sense, Ultimate Hunter. Sorcery: Axiom Arcanist, Absolute Focus. Shards: Adaptive Force, Adaptive Force, Health.

433 games ran this page exactly as it is drawn. We never stitch the most picked keystone onto the most picked second row and call it a page: nobody ran that one.

The skill path Each filled cell is the skill most players took at that level, from 156 games.
skill 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q Q Q Q Q Q
W W W W W W
E E E E E E
R R R R
Levels 10 to 18

10 Q, 11 R, 12 Q, 13 Q, 14 E, 15 E, 16 R, 17 E, 18 E

Max W, then Q, then E. The level by level count.

29 games finished this exact set. It is the set recorded most often, which is a fact about players rather than about the items.

Share of those games that were wins, in percent not enough games yet. 29 games so far, this needs 30.

Games that finish a build are games that lasted, and lasting usually means winning, so this figure leans high before the items do anything. It is how those games went, not what the build does to your chances. How far that can bend a number.

Fiddlesticks jungle is the role with the most recorded games on patch 16.14: 721 games, of which 364 were wins. That is the role this page leads with. Measured on this page: jungle, support and top, the roles that cleared 30 recorded games.

wins 0.1 per 100 vs the jungle average · 721 games on 16.14 · first-time players measured (546 games) · no clear move vs 16.13 (-4.0, range -18.3 to +10.3)

The build above is the one recorded most often, nothing more. Every recorded build, with its own games and its own share, is in the build list, in the order players built them.

Why this answer

A champion and role pair needs 30 recorded games before we put a score or a win impact on it: under that, a handful of lucky games moves a win rate by ten points. The same floor applies to a single build and to a single rune page, and anything under it prints its games and no number.

The share on that figure says how the games went, not what the build does to you. Nothing on this page measures that; the method note at the end says why.

What do most Fiddlesticks players build?

Item sets recorded on patch 16.14, most built first, never sorted by how the games went. The share is how many of a build's own games were wins; a build under 30 games shows its games and no share.

Fiddlesticks, jungle

8 item sets were recorded in this role and 0 of them cleared 30 games.

  1. Void Staff, Hextech Rocketbelt and Liandry's Torment
    not enough games yet. 29 games so far, this needs 30. 29 games
  2. Hextech Rocketbelt, Zhonya's Hourglass and Shadowflame
    not enough games yet. 28 games so far, this needs 30. 28 games
  3. Malignance, Zhonya's Hourglass and Liandry's Torment
    not enough games yet. 27 games so far, this needs 30. 27 games

A finished set is read at the end of the game, so every share here leans high: games that last long enough to finish a build are usually games that were already going well. How far that can bend a number.

Fiddlesticks, support

0 item sets were recorded in this role and 0 of them cleared 30 games.

No support build recorded yet

We have 209 games of Fiddlesticks support on patch 16.14, but no item set repeated often enough to record as a build.

Read the rune pages instead

Fiddlesticks, top

0 item sets were recorded in this role and 0 of them cleared 30 games.

No top build recorded yet

We have 112 games of Fiddlesticks top on patch 16.14, but no item set repeated often enough to record as a build.

Read the rune pages instead

What runes do most Fiddlesticks players run?

Whole pages that players actually ran, most recorded first. A page is locked in at champion select, so long games do not inflate its share the way they inflate a build's; it still counts who picked the page rather than what the page did.

Fiddlesticks, jungle

10 complete pages were recorded in this role and 5 of them cleared 30 games.

Electrocute Domination with Sorcery
49.7% 433 games

Domination

  • Electrocute

Sorcery

Shards

Domination: Electrocute, then Sudden Impact, Sixth Sense, Ultimate Hunter. Sorcery: Axiom Arcanist, Absolute Focus. Shards: Adaptive Force, Adaptive Force, Health.

433 games ran this page exactly as it is drawn. We never stitch the most picked keystone onto the most picked second row and call it a page: nobody ran that one.

Other pages players ran

First Strike Inspiration with Domination Inspiration: First Strike, then Cash Back, Triple Tonic, Cosmic Insight. Domination: Ultimate Hunter, Cheap Shot. Shards: Adaptive Force, Adaptive Force, Health Scaling.
49.4% 83 games
Dark Harvest Domination with Sorcery Domination: Dark Harvest, then Cheap Shot, Grisly Mementos, Ultimate Hunter. Sorcery: Axiom Arcanist, Absolute Focus. Shards: Adaptive Force, Adaptive Force, Health.
52.8% 72 games
Electrocute Domination with Inspiration Domination: Electrocute, then Sudden Impact, Grisly Mementos, Ultimate Hunter. Inspiration: Triple Tonic, Cash Back. Shards: Adaptive Force, Adaptive Force, Health.
66.7% 48 games
Dark Harvest Domination with Inspiration Domination: Dark Harvest, then Cheap Shot, Grisly Mementos, Ultimate Hunter. Inspiration: Cash Back, Cosmic Insight. Shards: Adaptive Force, Adaptive Force, Health Scaling.
37.2% 43 games

Keystones picked, one slot on its own

Electrocute
51.1% 485 games
Dark Harvest
46.6% 116 games
First Strike
50.9% 106 games

5 keystones were recorded in this role: one slot on its own, counted across every page that used it, so the share carries the rest of each page with it.

Fiddlesticks, support

10 complete pages were recorded in this role and 2 of them cleared 30 games.

Arcane Comet Sorcery with Domination
56.5% 85 games

Sorcery

  • Arcane Comet

Domination

Shards

Sorcery: Arcane Comet, then Nimbus Cloak, Celerity, Scorch. Domination: Relentless Hunter, Grisly Mementos. Shards: Ability Haste, Movement Speed, Tenacity and Slow Resist.

85 games ran this page exactly as it is drawn. We never stitch the most picked keystone onto the most picked second row and call it a page: nobody ran that one.

Other pages players ran

Arcane Comet Sorcery with Inspiration Sorcery: Arcane Comet, then Nimbus Cloak, Celerity, Scorch. Inspiration: Biscuit Delivery, Cosmic Insight. Shards: Ability Haste, Movement Speed, Tenacity and Slow Resist.
58.2% 55 games

Keystones picked, one slot on its own

Arcane Comet
56.8% 148 games

9 keystones were recorded in this role: one slot on its own, counted across every page that used it, so the share carries the rest of each page with it.

Fiddlesticks, top

9 complete pages were recorded in this role and 2 of them cleared 30 games.

Arcane Comet Sorcery with Resolve
55.3% 38 games

Sorcery

  • Arcane Comet

Resolve

Shards

Sorcery: Arcane Comet, then Manaflow Band, Transcendence, Scorch. Resolve: Revitalize, Bone Plating. Shards: Adaptive Force, Adaptive Force, Health.

38 games ran this page exactly as it is drawn. We never stitch the most picked keystone onto the most picked second row and call it a page: nobody ran that one.

Other pages players ran

Arcane Comet Sorcery with Domination Sorcery: Arcane Comet, then Manaflow Band, Transcendence, Scorch. Domination: Ultimate Hunter, Cheap Shot. Shards: Adaptive Force, Adaptive Force, Health Scaling.
33.3% 30 games

Keystones picked, one slot on its own

Arcane Comet
46.1% 76 games

3 keystones were recorded in this role: one slot on its own, counted across every page that used it, so the share carries the rest of each page with it.

What skill order should I use?

Counted from recorded level-ups on patch 16.14, one player per game.

Max W, then Q, then E

156 recorded games on patch 16.14. Win comparisons only count games that ran long enough to finish the max: 99% of 152 W-first games and 100% of 4 Q-first games. Short games are missing from both sides, and short games are usually decided ones.

not enough games
Fiddlesticks jungle skill path Each filled cell is the skill most players took at that level, from 156 games.
skill 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q Q Q Q Q Q
W W W W W W
E E E E E E
R R R R
Levels 10 to 18

10 Q, 11 R, 12 Q, 13 Q, 14 E, 15 E, 16 R, 17 E, 18 E

Almost nobody maxed Q first, so there is nothing to compare. +1 wins per 100 games (range -10 to 13) 155 games Measured 151 games maxed W first, 4 games maxed Q first.

Max Q, then E, then W

Only 53 recorded games on patch 16.14. A soft read. Win comparisons only count games that ran long enough to finish the max: 97% of 37 Q-first games and 100% of 14 W-first games. Short games are missing from both sides, and short games are usually decided ones.

not enough games
Fiddlesticks support skill path Each filled cell is the skill most players took at that level, from 53 games.
skill 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q Q Q Q Q Q Q
W W W W W
E E E E E
R R R R
Levels 10 to 18

10 Q, 11 R, 12 W, 13 W, 14 E, 15 E, 16 E, 17 R

Almost nobody maxed W first, so there is nothing to compare. -1 wins per 100 games (range -14 to 11) 50 games Measured 36 games maxed Q first, 14 games maxed W first.

Fiddlesticks, top

Not enough top level-ups yet

not enough games yet. 25 games so far, this needs 30.

Fiddlesticks top has 112 games recorded, but only 25 games of them carry level-ups. A levelling order off that many games is luck.

How we count level-ups

When do players buy each piece?

The pieces of the most recorded Fiddlesticks jungle build, in the order players buy them. The time is the middle of the spread across every recorded game on patch 16.14, measured at the buy rather than at the end of the game: half the recorded buys of the item happen before it, half after.

Buy times, earliest first

Hextech Rocketbelt
13:43 1,271 games
Liandry's Torment
18:46 906 games
Void Staff
29:06 495 games

The bar is scaled to the latest piece of the set. Each item links to its own page, where the whole spread sits beside the games behind it.

Who counters Fiddlesticks?

The opponents Fiddlesticks jungle loses to most and the teammates Fiddlesticks gains the most beside on patch 16.14. The chip is the edge in wins per 100 games, and the games behind it sit under the name.

Hardest opponents

Not enough games yet to rank Fiddlesticks's opponents. Fiddlesticksjungle has 744 games recorded on patch 16.14, and ranking opponents needs 1,000 before the baseline is steady; every opponent so far is counted, not ranked.

Best teammates

Not enough games yet to rank the champions Fiddlesticks wins beside.

These numbers come from 108,616 ranked games we recorded on EUW, Korea and NA, found by following Diamond players and the people they play with. That is not every rank and it is not every region. Everything on this page is patch 16.14. Counted up to .

How does Fiddlesticks rank?

Every role we recorded Fiddlesticks in on patch 16.14, scored or not. Win impact is measured against the average pick in that role on the same patch, and a role needs 30 recorded games before it is scored.

Fiddlesticks by role

jungle B +0.1 wins per 100 games (range -1.7 to 2.0) 721 games Pooled
48 721 games
support B +0.4 wins per 100 games (range -1.7 to 2.5) 209 games Pooled
48 209 games
top C 0.0 wins per 100 games (range -2.2 to 2.1) 112 games Pooled
45 112 games
mid not enough games yet. 26 games so far, this needs 30.
not scored 26 games
bot not enough games yet. 1 game so far, this needs 30.
not scored 1 game
Why no share of wins on this page says a build is good for Fiddlesticks

A finished item set is read at the end of the game. A player who bought the first two items and lost at twenty minutes never finished the set, so they are not in its row. Everybody in the row lasted long enough to buy it, and lasting is most of what winning looks like. The share those games won is pushed up by that on its own, before the items do anything at all, and the push is largest on the most expensive builds and backwards on the ones you buy when a game is going badly.

We know the size of it. In simulation, with every item's real effect set to exactly zero, an item read at the end of the game shows about 92% as a sixth completed item. A defensive item with a real 5 point benefit shows about 20 points the wrong way, because it gets bought when a player is behind. The measurement is here.

So this page counts and labels rather than ranks. The estimate that answers the real question is taken at the moment of the buy, from the state the purchase happened in, and it runs in the desktop app because it needs the game in front of it.

Other jungle champions on patch 16.14

Highest scored first. The whole jungle ranking, with the games behind every row, is on the tier list.

Every jungle champion we have games for.

Recomputed . Champion, item and rune names from Data Dragon 16.14.1. How we measure this.

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