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The Harbinger of Doom
Release Date: February 21, 2009
Cost: 1350 BE 585 RP
Primary Attribute: Mage
Secondary Attribute: Support
Resource: Mana
Health Mini Icon.png Health: 524.4 (+ 80)
HealthRegen Mini Icon.png Health Regen: 5.5 (+ 0.6)
Mana Mini Icon.png Mana: 500 (+ 28)
ManaRegen Mini Icon.png Mana Regen: 8 (+ 0.8)
MovementSpeed Mini Icon.png Movespeed: 335
AttackDamage Mini Icon.png Attack Damage: 48.36 (+ 2.625)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 2.11%)
Range Mini Icon.png Range: 480
Armor Mini Icon.png Armor: 30 (+ 3.5)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0.5)
Spectral Fiddlesticks Released: 2010-03-16 / 520 RP
Union Jack Fiddlesticks Released: 2010-02-12 / 520 RP
Bandito Fiddlesticks Released: 2010-08-10 / 520 RP
Pumpkinhead Fiddlesticks Released: 2010-10-18 / 975 RP
Fiddle Me Timbers Released: 2011-04-25 / 750 RP
Surprise Party Fiddlesticks Released: 2011-10-27 / 975 RP
Dark Candy Fiddlesticks Released: 2012-12-14 / 975 RP
Risen Fiddlesticks Released: 2015-04-30 / 1350 RP


  • Biography
  • Story
  • 2nd bio
  • 1st bio
A ghastly living scarecrow, Fiddlesticks is an abomination who stalks the darkness, wielding a scythe and preying upon the unwary. Aided by a savage murder of crows, Fiddlesticks relishes terrorizing his victims before claiming their lives amid a flurry of feathers and blood splattered beaks.
No weapon cuts deeper than fear.

- FiddlesticksSquare.png Fiddlesticks


Niram and his fellow brigands readied their horses beneath the noonday sun. He fastened the buckle of the last satchel on his horse. Each was filled with an assortment of ornately carved daggers, snowfox furs, and cured meat. The stolen wares weighed his horse’s saddle down so significantly he decided to walk her back to their camp.

Minesh slowed his horse to walk by Niram’s side.

“Why aren’t you riding?” he asked.

“A man who is kind to his horse receives kindness in return” answered Niram.

“Maybe she’ll reward you with a fine trade at market” said Minesh. “She’s too swaybacked to ride anyway.”

“Not at all. This old girl’s got many a mile left in her” said Niram. Minesh rode past, shaking his head.

By the time the men reached the barren field before their cave hideout, the setting sun was casting its rosy glow over the horizon. A hollow, whistling wind blew through rotted stalks and choking weeds. Moldy bales of hay were strewn about like corpses on a battlefield. Watching over this abandoned land was a crude scarecrow of cloth and straw balanced on two legs of thin willow. Its tattered rags fluttered in the wind, and a rusted scythe hung limp from one arm.

The brigands passed through the field and into the ragged thicket at its edge, where they approached the mouth of a cavern with stalactites protruding like bared teeth.

After hobbling his mare with the other horses near the entrance, Niram joined the bandits who were kindling a fire beneath its lofty stone ceiling. Rimeal, a man with a scar bisecting his face, nodded to him. Niram reached into his pocket to examine his most prized treasure: a shining red amulet hanging from a delicate chain.

Niram recalled the moment he saw the necklace around the noblewoman’s neck, framed by lavishly embroidered curtains in the window of her carriage. He and Rimeal had halted the travelers under pretense of warning them about an approaching pack of raiders, when in fact their men were already lying in wait.

It had only taken the guards a moment to spot the trap, but it was enough. Niram had silenced the first with a slash to the throat, while Rimeal gutted the second. Their compatriots slew the others in a hail of arrows. Niram entered the carriage, demanding the necklace, but the woman held it tight to her breast. The stubborn wretch had slashed at him with a concealed knife before he plunged his own dagger into her neck and ripped the necklace from her grasp.

Niram held it now as tightly as he had then, wiping away a spot of blood from the amulet until it reflected the rising moonlight. He replaced it in his pocket as a whinnying cry drew his attention to the horses near the entrance.

“Rat in their meal again?” Niram asked.

“They’re jumping at shadows! Some brave horses, eh?” said Rimeal.

“Not shadows” said Minesh. “It was a ferocious bird, the great and fearsome… crow!”

The men guffawed.

Sure enough, a black winged bird flew over the brigands in the cave, but as its cries echoed, a slow dread crept into Niram’s stomach. He watched the bird as it circled overhead — it wasn’t searching for a place to roost. Silence fell upon the cave.

Earsplitting shrieks broke the quiet as hundreds of crows erupted into the cave in a cawing hurricane of snapping beaks and tearing claws. The men screamed as the birds pecked and clawed at open skin. Ebon talons tore into Niram’s shoulder, drawing blood before he smashed the bird away.

Niram dropped to the ground, crawling on all fours to the mouth of the cavern. Outside, the crows shrouded the cloudless sky and smothered the hunter’s moon. The cave amplified each sound tenfold, creating a cacophony of shrill shrieks and inhuman screams.

He looked up to see Rimeal staggering forward with blood pouring from the ruined craters of his eyes. Niram scrambled through the rough brush outside the cave. He would not die to a flock of birds!

Just beyond the thicket, a maelstrom of crows flew around a figure at the edge of the field. The crude scarecrow stood with its arms spread wide, embracing the violent chaos of the storm. Its mouth was a ripped and jagged smile. All around it was mayhem: faces were torn open to reveal webs of tendons and teeth, as crows ravaged throats.

The scarecrow turned abruptly and stared straight at Niram. Its eyes burned with wild green wychfire. Terrified, Niram clambered to his feet, running through the thicket and into the bare field in a mad sprint. The creature followed, loping after him on its tall wooden legs with unnatural speed. The stench of rotted hay caught in Niram’s throat as he fled.

Niram glanced back and was horrified to see the scarecrow catching up. It sliced Niram’s legs out from under him before he reached the first hay bale. Blind with fear, Niram screamed as he fell in a tangle of limbs. Heart pounding in his throat, he tried to stand up, but his ruined legs collapsed beneath him. He scrambled away on his hands and knees, desperate to escape the nightmarish creature behind him. But the scarecrow stepped on his back, pinning him to the ground.

The monster reached down and pulled Niram’s head back to slice his neck, as if butchering a hog for a feast. Cold terror overwhelmed Niram as the scarecrow loomed over him, bending so their faces were inches apart. Bile filled his mouth, and he gagged on the rank stench of a corrupt soul.

“You crossed my field” said the scarecrow, its voice muffled as if it spoke through a mouthful of damp grave soil. “And all that grows here is mine.”

The murder of crows engulfed Niram, talons bared and beaks wide.

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.
There is a valley, just on the sandy edge of the Tempest Flats. It is said that a powerful witch lives there at the very bottom—all by herself, but never alone. It is said that she commands the powerful magics that circle and batter this place. She transforms the energies into semi-living souls, trapping them inside bodies of carefully crafted scarecrows. The witch has kept to herself for many long years. That is, until a few months ago, when she sent one of her creations out to warn the rest of the world. Leaving the valley in the middle of the night, Fiddlesticks shambled across the desert and into the neighboring realms. He torments and terrifies all who look upon him with his wickedly crooked smile. For he is the Harbinger, bearing news of impending doom.


Dread.png Dread [Passive]

Innate: 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.

Movement Speed: 25 / 30 / 35 / 40%
Terrify.png Terrify [Q]
Cost: 65 Mana Cooldown: 15 / 14 / 13 / 12 / 11 seconds Range: 575

Active: Terrifies a target, causing it to flee from Fiddlesticks. Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds
Drain.png Drain [W]
Cost: 80 / 90 / 100 / 110 / 120 Mana Cooldown: 4 / 3.75 / 3.5 / 3.25 / 3 seconds Range: 575

Active: Fiddlesticks creates a tether to the target unit and channels Drain on it, granting True Sight and deals magic damage per second to the target. Fiddlesticks heals for some of the damage dealt.

Drain lasts up to 5 seconds, and returns cooldown equal to its remaining duration if the target dies.

Magic Damage Per Second: 80 / 105 / 130 / 155 / 180 (+45%)
Heal Ratio: 60 / 65 / 70 / 75 / 80%
Dark Wind.png Dark Wind [E]
Cost: 70 / 75 / 80 / 85 / 90 Mana Cooldown: 10 seconds Range: 750 Area of Effect: 450

Active: Unleashes a Crow at the targeted enemy, dealing 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 100% damage to monsters.

Magic Damage: 60 / 80 / 100 / 120 / 140 (+45%)
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 him, dealing magic damage per second to all enemy units in the area for 5 seconds. Magic Damage Per Second: 125 / 225 / 325 (+45%)

Patch History


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.png Fiddlesticks
    • Base, Bandito, Fiddle Me Timbers, Pumpkinhead, Spectral, Surprise Party, Union Jack
  • KennenSquare.png Kennen
    • Base, Arctic Ops, Deadly, Karate, Kennen M.D., Swamp Master
  • MordekaiserSquare.png Mordekaiser
    • Infernal, Lord
  • VeigarSquare.png Veigar
    • 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.png Fiddlesticks' 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


  • 2013

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