How the heck do you jungle as fiddles

Ray-

Active Member
Joined
Jan 28, 2011
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379
ok soooo iv bin trying to figure out how to jungle as fiddles and i cant do it :cursing: could someone in DETAIL explain to me how to :D
 
Drain everything, take smite.

Honestly Fiddle is probably one of the easiest junglers in the game.
 
I usually just grab a book and a mana potion, take blue and sail smooth from there. Though you may wanna test that in a custom...I haven't jungled him in awhile and I think they knocked his health gain from life drain a bit too much to do that anymore.
 
Get some T3 flat Armour Runes for jungling, it makes it easier and the majority of junglers use them, so they're worthwhile investments!
Take your first skill as Drain, take a Dorans ring until you feel confident you can do without the health and start off with an Amplifying Tome and Mana potion when you get better at jungling.
Start at Blue buff and get a team mate to leash it for you. Always take Smite and its' mastery!
 
Get some T3 flat Armour Runes for jungling, it makes it easier and the majority of junglers use them, so they're worthwhile investments!
Take your first skill as Drain, take a Dorans ring until you feel confident you can do without the health and start off with an Amplifying Tome and Mana potion when you get better at jungling.
Start at Blue buff and get a team mate to leash it for you. Always take Smite and its' mastery!

Only for non-fiddle jungles, If they have a heavy AD team then you go for AP runes, if they have a heavy magic team you go for AP runes. The damage you minimize is less than the amount you heal with flat AP runes.
 
My rule: Don't start at blue buff. Double golems first w/o smite. You can get blue buff on at lv5 and solo dragon or have your team help if it's the right thing to do.

Why?

1. You get lv6 faster which is clearly good as you want your ult for great ganking.
2. Many people accidently restart golem causing them to die
3. For me, I gank fiddles if he starts blue.
 
My rule: Don't start at blue buff. Double golems first w/o smite. You can get blue buff on at lv5 and solo dragon or have your team help if it's the right thing to do.

Why?

1. You get lv6 faster which is clearly good as you want your ult for great ganking.
2. Many people accidently restart golem causing them to die
3. For me, I gank fiddles if he starts blue.

The point of any jungle is to support your team so they can get an early advantage in laning, if you're properly leashed and your mid and bottom lane know what the hell they are doing, then starting blue is more advantageous to your team because if any particular lane is having trouble i.e Garen destroying Akali then you can help them get ahead. An early dragon for fiddles is more dangerous then blue buff, you can get EXTREMELY low and it is easy for the enemy jungle to flash kill you and take dragon easily because of the 3v2 scenario. If you're against decent people then they will already be aware of the threat of an early jungle, so they will have it warded early no doubt. Getting to 6 fast is important yes, but the benefits of multiple ganks with multiple kills outweigh a late gank with 1 guaranteed kill.
 
Only for non-fiddle jungles, If they have a heavy AD team then you go for AP runes, if they have a heavy magic team you go for AP runes. The damage you minimize is less than the amount you heal with flat AP runes.

Getting AP runes may be slightly better for Jungle Fiddles' drain, but I advise getting armour seals anyway for their wider utility, allowing Ray to improve his jungle with Gangplank, Ammumu, Nocturne and plenty of others who need that extra armour when their AP skills won't contribute to their protection.
When I said "some" T3 runes, I was referring to seals. I would of course advise getting specific marks+quints for ArPen/Dmg/AttSpd and MgPen/AP, but I believe if you're spending minimalistic amounts on runes, then armour seals are the default basic.
 
Getting AP runes may be slightly better for Jungle Fiddles' drain, but I advise getting armour seals anyway for their wider utility, allowing Ray to improve his jungle with Gangplank, Ammumu, Nocturne and plenty of others who need that extra armour when their AP skills won't contribute to their protection.
When I said "some" T3 runes, I was referring to seals. I would of course advise getting specific marks+quints for ArPen/Dmg/AttSpd and MgPen/AP, but I believe if you're spending minimalistic amounts on runes, then armour seals are the default basic.

But he only asked for jungle fiddle! The whole point of my argument was that AP runes were better! But know you're talking about costs in which you are 100% right, if you're short on IP but also jungle noc udyr etc, then armor runes are the way to go!
 

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