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General Information
TitleThe Ancient Fear
Release DateFebruary 21, 2009
Cost1350 BE 585 RP

650.4 (+ 106)

5.5 (+ 0.6)

500 (+ 28)

8 (+ 0.8)


55.36 (+ 2.63)

0.625 (+ 2.11%)


34 (+ 4.7)

30 (+ 1.3)
Developer Info
DDragon KeyFiddlesticks
Integer Key9
External Links
Game Info Wikileagueoflegends.fandom.com

Fiddlesticks is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Something has awoken in Runeterra. Something ancient. Something terrible. The ageless horror known as Fiddlesticks stalks the edges of mortal society, drawn to areas thick with paranoia where it feeds upon terrorized victims. Wielding a jagged scythe, the haggard, makeshift creature reaps fear itself, shattering the minds of those unlucky enough to survive in its wake. Beware the sounding of the crow, or the whispering of the shape that appears almost human… Fiddlesticks has returned.

Long, long ago, in a tower by the edge of the sea, a foolish young mage summoned something into the world that he was not prepared to control. What stepped before the boy was something older than recorded history. Something darker than a yawning, starless night. Something the world had desperately tried to forget—and in an instant, the mage, the creature, and the tower itself were lost to all of time.

At least, that’s what the stories say.

In the Freljord, children frighten each other around the fire with tales of a monster that raises itself from untended graves in the ice, its body a shambling mass of helmets, bucklers, furs, and wood. In Bilgewater, drunken sailors trade accounts of something standing alone on a tiny, distant atoll from which no one has ever returned. An old Targonian legend speaks of how a child of twilight stole the only joy from a ragged, whispering horror, while veteran Noxian soldiers prefer the fable of a lonely farmhand who was blamed for a poor harvest and fed to the crows, later returning to the world as a demon.

Demacia. Ixtal. Piltover. Ionia. Shurima. In every corner of Runeterra, these myths persist—reshaped, respun, and passed down by countless generations of storytellers. Stories of a thing that looks almost human and stalks places thick with fear.

But these are simply fables to frighten young children. No one would ever be afraid of a silly old monster called Fiddlesticks…

Until now.

Something has awoken in the Demacian hinterlands, drawn by the climate of rising fear and paranoia. Rural protectorates, separated from the capital by hundreds of miles of farmland, are emptying in mere days. Travelers vanish from the old footpaths. Guard patrols fail to report back from the edges of the kingdom. And wild-eyed survivors claw at their faces from the safety of roadside taverns, wailing of crows that aren’t crows, sounds that aren’t sounds, and a lopsided horror in the shape of a scarecrow that croaks in the stolen voices of the dead.

Most blame rogue mages. Such accusations are common in these days of rebellion.

Yet the truth is far worse. Something has returned, just as it had in the fictitious tale of the young mage in his seaside tower. An evil gone from the world for numberless centuries—long enough that the warnings of a nascent humanity passed into rumor, then myth, then legend… until all that remained were simple fables. An entity so utterly alien that it defies almost all contemporary knowledge of magic. So impossibly ancient that it has always been. So universally feared that even animals grow nervous when someone speaks its name.

In the wake of this revival, another tale, nearly lost to memory, has seen a resurgence throughout the hinterlands. A legend of a great evil that has no form, no thoughts, and no understanding of the world it inhabits, instead building itself into the crude shape of those that fear it. The terror of all living things, given life in that first terrible scream of creation. A demon before demons were known.

At least, that’s what the stories say.

But Fiddlesticks is real.

"It's hunting us. It knows what we're afraid of."

- unknown victim

Fiddlesticks Voices.jpg
Ten great kings took ten great thrones,

Nine crowns adorned nine heads.
One left to scratch upon their mounds,
The crow, alive and dead.

— old Demacian poem, author unknown

It started when old Hubard, drunk out his mind on stale mead and the dulled memories of some battle he’d probably run from, locked himself in a shack just outside of Goldweald. Davil tried to break the door in, good neighbor as he was, but the miserable fossil had more strength than anyone could have anticipated, bracing his entire body against the entrance as he babbled about heights and spiders and being pecked to death by birds. No one believed the man was being pecked to death by anything but a bottle, so we all went home, assuming, as one does, that with a day to dry out, the ordeal would sort itself.

Took only one night.

First scream ripped across the village like someone had pulled it out of Hubard’s open chest, followed by a second that was almost the same—but worse. It pitched higher, like rusted metal wrapped in burlap, in almost-human words with an almost-human rhythm until the baker’s wife cried, “Mages!” and all hell broke loose. People arming themselves, the mayor—if that's what you could call the head of some hinterlands piss-hole—shooing whoever he could into the meeting hall, windows being boarded up in blind panic, the works. You’ve seen it a hundred times, probably two hundred since the Claw hit up north. Regular folks going mad at the fairest hint of magic.

Point is, that’s around when everything went bad. But there’s a bottom to bad, and what happened in Goldweald broke right past it.

Don’t believe me?

Go for yourself. Goldweald ain’t there anymore.

But I’m skipping ahead, and that ain’t fair to Davil. See, Davil was a spy from back when the Freljord pacifications were still talked about like there was honor in ’em, and he later served the crown as far out as Shurima and the Blue Flame Isles. The man had seen things. We’re lucky out west, since the worst the hinterlands have to offer are some stray raptors after the hatching season, and maybe a sun-cooked bandit or three, but Davil knew what was out there. What could be out there. And he gathered up all the folk who were willing to listen and organized a peasant militia to bring those supposed “mages” to justice.

His plan was simple: First light, we’re all going on patrol, two by two, no one alone. Military stuff, and that gives us hope, gins us all up for a fight. For king and country! Rah-rah Demacia, and all that.

Until the sun comes up and a family’s gone missing.

Every one of them—five in all. Farmhouse torn to shreds, livestock slaughtered in their pens. Doors all locked from the inside, windows all latched. They’re gone. The mayor calls a meeting, but a pair of fieldhands don’t come in from the rows. When Davil calls for them, something calls back. But it isn’t them. Sounds almost like them, like something is forcing words into almost the right shape, but that old, rusty cage sound keeps cutting through, squeaking and rattling and clicking like it can’t help itself.

Now people are afraid. Some hothead charges into the fields with a sword in his hand—gone. Another follows him—gone. Blacksmith gets the wise idea he’ll ride all the way to Amberfel and call the guard, but the horse bucks him halfway down the old trade road and something pulls him into the rows. Davil calls to see if he’s alright, and that awful voice burbles out, saying it’ll take the road to Amberfel and call the guard.

Davil asks again, and it repeats: “I’ll take the old road to Amberfel and call the guard.”

There’s something about it… like a pin twisting inside your head, poking through the meat into something darker underneath. I could see it on everyone’s faces. Folks holding their kids close, backing away toward their homes, some just running. That voice could cut away all the parts of a person and leave ’em naked and afraid, shivering in the middle of a blistering afternoon. Like it was pulling something out of you. Something it wanted.

A little girl says she saw someone standing above the field out where we keep the scarecrow. It’s such an odd thing to notice, and there’s so much going on, that we pay her no mind.

But we should have.

Night comes and half the houses in town are boarded shut. You can hear folks inside whispering, muttering, giggling like maniacs, but about… I’m not sure. Snakes. Lightning. The dark. Walls closing in. Knives. The sea. They’re laughing and they’re screaming and it sounds like everyone has gone insane, like they’re trapped inside a room with a part of themselves they don’t want to face. It sounds like we’re all stuck in a nightmare.

Then the lights start going out. One after the other in all the boarded-up houses, the lamps flicker and die. And the voices melt away, each suddenly silenced, all save for one. Something croaking behind the old smithy. Muttering to itself. About snakes. About lighting. Muttering about the dark.

Davil, that poor fool, takes the militia and goes in. And I… I’m there with him. I have my blade. I have my lantern. But the rows are deep, and the light casts shadows everywhere you look.

I… I don’t know exactly what happened. I saw a face—maybe. Something looking back at me just ahead of Davil, but it was like he saw right past it. Like that face was just there for me. All lopsided, twisted sackcloth and rusted teeth. And behind it… something huge. Splayed out on thin legs, but alive with hundreds of black birds rattling inside an old cage we’d thrown into the woods last year. And eyes. So many eyes.

There’s no one left in Goldweald now. If no one came after me… I’m the only one left. Hearing those screams fade behind me as crimson light poured out from between the corn stalks—that sickly crunching, and the bellowing, tortured squeals of hogs and horses…

And the crows! Hundreds of them—thousands! But crows they aren’t, can’t you see? They’re smoke and fire! They’re not real! They couldn’t be real…

They follow that voice! The deep, rumbling voice beneath it all! Don’t you see? Don’t you

Oh, gods… Davil! I left him behind! I left him there—there in the rows with that horrible scarecrow! Everyone—they’re all dead! Gods, gods, it must have followed me. Once it tastes your fear, once it knows you, it never lets go. It won’t let you go, it won’t—

What’s that voice?

Can anyone hear—

You don’t hear it?



A Harmless Scarecrow.png A Harmless Scarecrow [Passive]

Innate: Fiddlesticks has a
Scarecrow Effigy
in place of its trinket. After standing for 2 seconds, he poses as an Effigy.

Effigies gain power as Fiddlesticks levels, reducing their cooldown and increasing their duration.

Level 6: Effigies will reveal any nearby wards for 6 seconds on placement.

Terrify.png Terrify [Q]
Cost: 65 Mana Cooldown: 15 / 14.5 / 14 / 13.5 / 13 seconds Range: 575

Passive: If Fiddlesticks' spells damage an enemy while unseen and outside of combat, they terrify the enemy for a few seconds. Fiddlesticks' abilities terrify enemies when posing as an Effigy.
Active: Fiddlesticks terrifies the enemy for a few seconds and deals magic damage.

If the enemy has recently been terrified, it deals double damage.

Fear Duration: 1 / 1.25 / 1.5 / 1.75 / 2 second(s)
Magic Damage: [6 / 7 / 8 / 9 / 10% (+2% per 100) target's current]
Min. Damage: 40 / 60 / 80 / 100 / 120
Bountiful Harvest.png Bountiful Harvest [W]
Cost: 60 Mana Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds Range: 650 Area of Effect: 850

Active: Fiddlesticks drains the souls of all enemies around itself, dealing magic damage every 0.25 seconds over 2 seconds, with the final tick dealing up to a percentage of their missing health as magic damage. Deals half damage to minions.

Fiddlesticks heals for a percentage of the damage dealt before mitigation, reduced to 45% versus monsters and 15% versus minions.

On a completed channel or if nothing remains to be harvested, refund 60% of the remaining cooldown.

Magic Damage Per Second: 60 / 90 / 120 / 150 / 180 (+35%)
Missing Health Percentage: 12 / 14.5 / 17 / 19.5 / 22%
Heal Ratio: 25 / 32.5 / 40 / 47.5 / 55%
Reap.png Reap [E]
Cost: 40 Mana Cooldown: 10 / 9 / 8 / 7 / 6 seconds Range: 850

Active: Fiddlesticks unleashes dark magic from its scythe, dealing magic damage to and slowing enemies hit for 1.25s in a crescent-shaped area at a target position.

Enemies in the center of the crescent are silenced for the duration.

Magic Damage: 70 / 105 / 140 / 175 / 210 (+50%)
Slow: 30 / 35 / 40 / 45 / 50%
Crowstorm.png Crowstorm [R]
Cost: 100 Mana Cooldown: 140 / 110 / 80 seconds Range: 800 Area of Effect: 600

Active: Fiddlesticks channels for 1.5 seconds, then blinks to the target point unleashing a murder of crows that flock wildly around it, dealing magic damage per 0.25 seconds to all enemy units in the area for 5 seconds. Magic Damage Per Second: 125 / 225 / 325 (+45%)

Patch History[]

Patch 10.15

W healing from minions reduced.

Tank Fiddle has been spooking opponents top lane, outperforming other builds (specifically AP Fiddle), and frustrating players who run into it. We don’t want to terrify the tank off the scarecrow, but with Jungle Fiddle being in a good spot, we’re hoping these changes will encourage players to indulge in the bounty of Fiddle as a mage, first and foremost.

Bountiful Harvest.png W - Bountiful Harvest

HEALING : Reduced [25%] 15% against minions

Patch 10.12
W minion damage reduction increased.

Fiddlesticks reaped more benefits than we’d intended with our last set of buffs, so we’re trimming down his power around minion waves while taking care not to scare him off top lane.

Bountiful Harvest.png W - Bountiful Harvest


Patch 10.11
Passive Effigy posing time increased. Abilities cast when posing as Effigy now Terrify enemies. W minion damage increased.

Adding what feels like a natural mechanic to Fiddlestick's Q passive to enforce his identity as the scariest scarecrow, while adding some general spookiness to boot. We're also throwing a bone to mid and top Fiddle players by increasing his waveclear since it's a bit hard to function as a laner with his current toolset.

A Harmless Scarecrow.png Passive - A Harmless Scarecrow


Terrify.png Q - Terrify

BRAAIIINS Fiddlesticks' abilities now Terrify enemies if cast while he is posing as an effigy.

Bountiful Harvest.png W - Bountiful Harvest


Patch 10.9
E damage increased later.

Just because he's a scary scarecrow with a scythe, doesn't mean Fiddlesticks can't be helpful to his buddies in lane. We're giving Fiddlesticks a little extra damage to his primary in-lane-as-a-support ability, so he can more adequately help out his partner in fights.

Reap.png E - Reap

DAMAGE : [70/100/130/160/190]

Patch 10.6
The Ancient Fear

The spooky scarecrow is ripping out brains in 10.7. Now with 100% more oogie and boogie.

High-res versions of Fiddlesticks' updated splashes are available on League Displays!

E cost increased at early ranks. E base damage decreased.

Fiddlesticks ability to poke (particularly as a support in bot lane) is currently too high.

Dark Wind.png E - Dark Wind

COST : [50/60/70/80/90]
70/75/80/85/90 mana
BASE DAMAGE PER HIT : [65/85/105/125/145]


25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.

E cooldown decreased at early ranks. E bonus damage to monsters increased; bonus damage to minions removed. R cooldown decreased.

League's original mage jungler isn't doing so well, and could use some love.

Dark Wind.png E - Dark Wind

COOLDOWN : [12/11.5/11/10.5/10]
10 at all ranks
BONUS DAMAGE TO MINIONS Dark Wind no longer deals bonus damage to minions

Crowstorm.png R - Crowstorm

COOLDOWN : [150/140/130]


BASE ARMOR : [20.88] 30


With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level

Q cast range increased. W refunds its remaining duration when its target dies.

Fiddlesticks has been having a rough time clearing camps since pre-season’s updates - particularly the raptors. While Dark Wind is a solid AoE tool, it’s the only one Fiddle’s got, so after he’s Drained the Crimson Raptor, he’s left with nothing but basic attacks to slap the remaining little birds with. We’re giving him the option of chain-Draining the chicken nuggets (and other small monsters, like the smaller Krugs), provided he’s got the mana to do so.

On a completely separate note, we’re reverting last mid-season’s change to Terrify’s cast range. Our thinking back then was that if Terrify had a lower cast range than Drain, Fiddlesticks would get better mileage out of his Terrify-Drain combo since his target wouldn’t be forced out of tether range as quickly. What ended up happening is that trying to quickly execute the combo only worked if Fiddle was already in Terrify range - otherwise, his attempt to walk up would immediately be overwritten by Drain. This is equally - if not more - problematic than the original interaction, so we’re giving our scarecrow his 50 cast range back. Caw Caw.

Terrify.png Q - Terrify

CAST RANGE : [525] 575

Drain.png W - Drain

I CAN CAST IT TWICE?! If Drain’s target dies before the channel completes, the remaining duration is applied as cooldown reduction

W damage increased early. E cooldown reduced.

The new jungle hasn’t been kind to Fiddlesticks, who’s lost a lot of clearing speed against buff camps and Krugs. We’re giving him back some jungling efficiency in the early game, though it’s still safe to say the new jungle’s shifted some of Fid’s clearing strength from Dark Wind to Drain.

Drain.png W - Drain

DAMAGE PER TICK : [60/90/120/150/180] 80/105/130/155/180
BUFF-FIX : Fixed a bug that caused Drain to not apply its final tick of damage

Dark Wind.png E - Dark Wind

COOLDOWN : [15/14/13/12/11] 12/11.5/11/10.5/10 seconds

E bounces down. More scarecrow.

After a season in the shadows, Fiddlesticks is back with a vengeance following his spooky update. This patch is nothing complicated - we’re going to keep our eye as Fiddle continues to harbinge doom all over the place, but the clearing and dueling potential from Dark Wind was simply too high.


SPOOKY After 5 seconds of not moving, Fiddlesticks will become a scarecrow

Dark Wind.png E - Dark Wind



Fiddlesticks is a special type of immobile: he actually has to stand still to use some of his abilities, leaving him slow to respond when team fights move away from him. By giving him the tools to go with the flow as the fight moves around, we’re sharpening his role as an explosive fight-starter, surprise party enthusiast, and spooky scary... scarecrow. This also gives us room to dial back on some of the more binary parts of Fiddle’s kit, like his long-ranged fear or his permadrain. The result is a more interactive Fiddlesticks who’s better able to position himself to make plays.

Dread.png Passive - Dread

SCARECROW : Fiddlesticks gains Dread after not moving for 1.5 seconds. Immobilizing crowd control resets this timer. If Fiddlesticks has Dread, moving causes him to gain bonus movement speed.
DURATION : 1.5 seconds
MOVEMENT SPEED : 25/30/35/40% (at levels 1/6/11/16)

Terrify.png Q - Terrify

RANGE : [575] 525

Drain.png W - Drain

COOLDOWN : [10/9/8/7/6 seconds] 4/3.75/3.5/3.25/3 seconds
DRAINED : Cooldown now begins at the end of Drain’s channel

Dark Wind.png E - Dark Wind

TARGETING : Now prioritizes Drain targets

Crowstorm.png R - Crowstorm

CLOSE ENOUGH : Will cast at maximum range if cast out of range
STAND HERE FOR DEATH : Now uses the ‘On My Way!’ Ping

Dark Wind mana cost down.

Let's be clear, this is a small buff. We're fairly certain that Runic Echoes will benefit Fiddlesticks, but we also wanted to give this old-school kit (with those massive mana costs) a small bump in the right direction. This will probably help out Middlesticks or Supportlesticks (we stretched for that one) more than Junglesticks, but at least this offers an alternative leveling path for those who want to bounce around.

Dark Wind.png E - Dark Wind

Cost : [50/70/90/110/130 mana] 50/60/70/80/90 mana


In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.


The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):

v5.3 Drain's Tether range is lower.

"Drain's mechanics are simple - break the tether and you're good. Stay around, and risk losing a duel to a stick figure. Fiddlesticks can still lock you down with Terrify to ensure his success, but lowering Tether's range makes sure enemies can actually escape when he fails to scare them good and proper. "
  • Drain.png W - Drain
    • TETHER RANGE : 700 650

Mass Texture Rebalance (Part 7)

"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. "
  • FiddlesticksSquare.pngFiddlesticks
    • Base, Bandito, Fiddle Me Timbers, Pumpkinhead, Spectral, Surprise Party, Union Jack
  • KennenSquare.pngKennen
    • Base, Arctic Ops, Deadly, Karate, Kennen M.D., Swamp Master
  • MordekaiserSquare.pngMordekaiser
    • Infernal, Lord
  • VeigarSquare.pngVeigar
    • Base, Baron Von Veigar, Curling, Greybeard, Leprechaun, Superb Villain, White Mage

Dread now applies on things Fiddle interacts with, as opposed to a broad area of effect. Dark Wind no longer silences the same target multiple times but will try to prioritize new targets as it bounces along.

"Terror's always kind of been Fiddle's thing, and he's certainly a pretty big one (terror, that is) given the current jungle environment. With that in mind, we're looking to drain some of his less-clear power and add more consistency (for him and opponents)."
  • Dread.png Passive - Dread
    • [NEW] FOCUS FEAR : Dealing magic damage or casting Terrify applies Dread to enemies for 2.5 seconds, reducing their magic resistance by 10
    • [REMOVED] NOT SO GREAT AT PARTIES : Fiddlesticks no longer applies Dread to all enemy units within 800 range
  • Dark Wind.png E - Dark Wind
    • [NEW] BOUNCE ALL DAY : Now prioritizes targets not yet hit by Dark Wind
    • [REMOVED] CRAZY LONG SILENCES : Dark Wind can still hit targets multiple times, but it will now only silence them once
    • SILENCE DURATION : 1.2 seconds 1.25 seconds


  • Crowstorm.png R - Crowstorm
    • CAW CAW CAW : Fixed a bug where rapidly spamming a basic ability at the very end of Crowstorm's channel sometimes caused that ability to go on cooldown without casting or appearing to be on cooldown in the HUD

v4.15 We're fixing a bug with Fiddlesticks that got introduced in 4.14 where his drain would occasionally break by one tick.

"It's important to note that the Drain bug introduced in 4.14 was cutting off only one or two drain ticks if the opponent ran away to break the tether. It's not to say that this was a light issue (it was definitely a power reduction and an awkward 'feel' change for Fiddlesticks masters), but we just wanted to clarify the impact this had. To fix this, we actually re-coded certain aspects of Drain, but it should feel the same as 4.14."
  • Drain.png W - Drain
    • A VERY ODD BUG Fixed a bug where Fiddlesticks' Drain tether would occasionally snap prematurely if an opponent moved out of a specific range within a certain window of time. The below two changes should maintain the old Fiddlesticks Drain feeling of pre-4.13, but since we've re-scripted parts of the ability (to fix the bug), we figured we should document it.
    • DRAIN TETHER RANGE Drain's tether now has a range of 750 ⇒ 800
    • DRAIN REFRESH RATE Drain now updates every 0.5 seconds ⇒ 0.25 seconds (overall damage remains unchanged)

"Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad."

  • Dread.jpg Passive - Dread
    • UTILITY: No longer affects champions who cannot see Fiddlesticks

In addition to the Terrify changes, we’ve increased Drain’s cast range.

  • Terrify.png Q - Terrify
    • UTILITY: Affected units run around in fear ⇒ Affected units now run away from Fiddlesticks with impaired movement
  • Drain.png W - Drain
    • CAST RANGE: 475 ⇒ 575 (tether range remains at 750)

This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.

  • Terrify.png Q - Terrify
    • Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions

Summary: We've reduced the duration of Terrify at later ranks and lowered the mana cost of both Terrify and Crowstorm.

"Terrify is rather… terrifying at later levels, especially with the current pace of the game. That said, we didn't want to straight nerf Fiddle's power without any compensation. Cutting down his mana costs means that Fiddle can stay out in the field a little longer (especially after team fights), while the slight buff to Terrify's rank 1 duration helps his unstable early game."

  • Q - Terrify
    • Duration reduced at later ranks to 1.25/1.50/1.75/2.00/2.25 seconds (from 1.00/1.50/2.00/2.50/3.00 seconds)
    • Mana cost reduced to 65 at all ranks (from 65/75/85/95/105)
  • R - Crowstorm
    • Mana cost reduced to 100 at all ranks (from 150/200/250)


  • Crowstorm
    • No longer reduces Baron Nashor's, Dragon's or Vilemaw's Magic Resist


  • Drain Life
    • Fixed a bug where Fiddlesticks would not immediately attack his target after successfully channeling Drain Life


  • Several of FiddlesticksSquare.pngFiddlesticks' visual effects have been updated


  • Base Movement Speed increased by 25.


  • Fixed a bug where Fiddlesticks' autoattack could be interrupted by Dark Wind


  • Dark Wind now deals 50% increased damage to minions and monsters


  • Basic attack projectile speed increased to 1,750 from 1,500
  • Dark Wind
    • Damage reduced to 65 / 85 / 105 / 125 / 145 from 65 / 90 / 115 / 140 / 165
    • Fixed a bug where it would fizzle when Fiddlesticks died
    • Fixed a bug where it was bouncing 4 times instead of 5
  • Drain ability power ratio reduced to 0.45 from 0.5
  • Terrify cooldown increased to 15 / 14 / 13 / 12 / 11 seconds from 14 / 13 / 12 / 11 / 10 seconds


  • Fixed a bug where Dark Wind could instant-kill people under some circumstances


  • Drain
    • Range increased to 475 from 450
    • Heal is no longer reduced if the damage is shielded
  • Dark Wind damage increased to 65 /90 / 115 / 140 / 165 from 65 / 85 / 105 / 125 / 145
  • Crowstorm
    • Ability power ratio increased to 0.45 from 0.4
    • Channel duration reduced to 1.5 seconds from 2


  • Base armor increased to 14.5 from 8.25
  • Armor per level increased to 3.5 from 3
  • Movement speed increaesd to 310 from 300
  • Fear
    • Range increased to 575 from 525
    • Mana cost decreased to 65 / 75 / 85 / 95 / 105
  • Drain
    • Ability power ratio increased to 0.5 from 0.48
    • Life steal amount reduced to 60 / 65 / 70 / 75 / 80% from 100%
    • Leash range decreased to 650 from 700
  • Dark Wind
    • Damage adjusted to 65 / 85 / 105 / 125 / 145 from 100 at all levels
    • Ability power ratio increased to 0.45 from 0.35
    • Now bounces 5 times at all levels
    • Cooldown adjusted to 15 / 14 / 13 / 12 / 11 seconds from 14 at all levels
    • Projectile speed decreased to 1,100 from 1,200
  • Crowstorm
    • Damage decreased to 125 / 225 / 325 from 150 / 250 / 350
    • Cooldown adjusted to 150 / 140 / 130 seconds from 150 at all levels
    • Ability power ratio increased to 0.4 from 0.35


  • Base magic resistance reduced to 30 from 35


  • Terrify
    • Cooldown changed to 14 / 13 / 12 / 11 / 10 seconds from 12
    • Mana cost reduced to 65 / 80 / 95 / 110 / 125 from 65 / 85 / 105 / 125 / 145
  • Drain mana cost reduced to 80 / 90 / 100 / 110 / 120 from 80 / 95 / 110 / 125 / 140
  • Crowstorm mana cost reduced to 150 / 200 / 250 from 200 / 300 / 400


  • Crowstorm now immediately applies Dread to the surrounding area after using Crowstorm


  • Dark Wind cooldown reduced to 13 seconds from 14
  • Drain
    • Damage increased to 60 / 90 / 120 / 150 / 180 from 50 / 75 / 100 / 130 / 160
    • Cooldown reduced to 10 / 9 / 8 / 7 / 6 seconds from 10 at all levels
    • Ability power ratio increased to 0.48 per seconds from 0.4
    • Duration reduced to 5 seconds from 6


  • Drain
    • Cooldown reduced to 10 seconds from 12
    • Mana cost reduced to 80 / 95 / 110 / 125 / 140 from 80 / 100 / 120 / 140 / 160
  • Dark Wind cooldown reduced to 14 seconds from 15


  • Terrify will now grant assists

v1.0.0.83* Darkwind

    • Silence duration reduced to 1.2 seconds from 1.5
    • Reduced the number of bounces to 2 / 4 / 6 / 8 / 10 from 3 / 5 / 7 / 9 / 11
    • Missile speed increased to 1,200 from 800
  • Crowstorm ability power ratio reduced to 1.75 from 2
  • Dread's tooltip has been fixed to now show the correct magic resistance reduction value


  • Dark Wind silence duration reduced to 1.5 seconds from 2


  • Dark Wind was bugged resulting in longer silence durations than intended. It now silences for 2 seconds per bounce which is a lower disable duration than the previous version


  • Movement Speed increased to 300 from 290


  • Drain no longer begins channeling if the target is shielded


  • Crowstorm damage changed from 170 / 250 / 330 to 150 / 250 / 350


  • Dread (Passive) REMAKE
    • Negative magic resist aura debuff
  • Terrify
    • Reduced duration from 1.5 / 2 / 2.5 / 3 / 3.5 seconds to 1 / 1.5 / 2 / 2.5 / 3
    • Reduced cooldown from 15 to 12.5
  • Drain
    • Reduced maximum duration from 8 seconds to 6
    • Reduced cooldown from 15 seconds to 12
  • Dark Wind
    • Reduced damage from 115 to 100
    • Reduced silence from 1 + 1 second per stack to 0.75 + 0.75 per stack
  • Crowstorm REMAKE
    • Now targets a location to teleport to when channeling completes (built-in mini flash)


  • Drain damage increased from 40 / 70 / 100 / 130 / 160 to 50 / 75 / 100 / 130 / 160
  • Increased damage from 45 to 47
  • Reduced health from 480 to 470
  • Dark Wind
    • Reduced damage from 135 to 115
    • Increased number of bounces from 2 / 4 / 6 / 8 / 10 to 3 / 5 / 7 / 9 / 11
    • Increased ability power ratio from 0.3 to 0.35
    • Modified silence to 2 seconds +1 per bounce beyond the first

June 12, 2009 Patch

  • Drain
    • No longer ignores magic resist
    • Increased damage from 30 / 55 / 80 / 105 / 130 to 40 / 70 / 100 / 130 / 160

June 6, 2009 Patch

  • Terrify cast range reduced form 600 to 525
  • Drain
    • Fixed an edge case bug that allowed it to continue after dying
    • Reduced damage from 40 / 70 / 100 / 130 / 160 to 30 / 55 / 80 / 105 / 130 (still penetrates immunity)(This is a temporary fix, we intend to remove the immunity penetration and increase the damage soon)
  • Paranoia miss chance modified from 5 / 10 / 15% to 10%

May 29, 2009 Patch

  • Terrify cooldown increased from 12 to 15

May 23, 2009 Patch

  • Terrify fear duration modified from 1 / 1.75 / 2.5 / 3.25 / 4 to 1. 5 / 2 / 2.5 / 3 / 3.5
  • Drain
    • Received a new particle to better express its use
    • Made this spell not penetrate magic resistance
    • Increased damage from 30 / 60 / 90 / 120 / 150 per second to 40 / 70 / 100 / 130 / 160 (overall damage increase vs minions, overall damage decrease vs champions)

May 15, 2009 Patch

  • Made new recommended items

May 1, 2009 Patch

  • Drain damage type updated; it should now be back to its power level of a week ago

April 25, 2009 Patch

  • Increased damage on Dark Wind to minions from 120 per bounce to 135
  • Changed damage type of Drain to make it work like other abilities of its type
  • Modified Terrify's duration from 2 / 2.5 / 3 / 3.5 / 4 to 1 / 1 .75 / 2.5 / 3.25 / 4

April 18, 2009 Patch

  • Increased damage dealt to champions on Dark Wind from 120 per bounce to 135 (it still deals 120 to minions)
  • Increased Terrify cooldown from 12 to 14
  • Drain
    • Decreased range from 500 to 450
    • Decreased break range from 800 to 700

April 11, 2009 Patch

  • Added 50% slow to Terrify
  • Dark Wind
    • Increased damage form 100 to 120
    • Increased ability power ratio from 0.25 to 0.4

Alpha Week 6

  • Basic attack range decreased to 400 from 480
  • Base health increased to 500 from 480
  • Dark Wind damage increased to 100 from 85
  • Crowstorm damage increased to 170 / 250 / 330 from 150 / 230 / 330

Alpha Week 5

  • Health gain per level increased to 57 from 52
  • Base health increased to 480 form 455
  • Crowstorm
    • Damage increased to 150 / 225 / 325 from 120 / 200 / 280
    • Ability power ratio increased to 0.8 from 0.4

Alpha Week 4

  • Drain
    • Mana cost increased to 100 / 120 / 140 / 160 / 180 form 90 / 105 / 120 / 135 / 150
    • Drain amount changed to 25 / 50 / 75 / 100 / 125 from 30 / 50 / 70 / 90 / 110 per second
  • Dark Wind
    • Ability power ratio increased to 0.25 from 0.2
    • Damage dealt to each target decreased to 80 from 100
  • Crowstorm damage per second increased to 120 / 200 / 280 from 120 / 180 / 240

Alpha Week 3

  • Fixed a bug that occurred when Fiddlesticks died while channeling Life Drain

Alpha Week 2

  • Fixed tooltip typos for Dark Wind, Crowstorm, and Terrify

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