- Seviye
- T5
- Sıra
- #129
- Kazanma oranı
- 46.69%
- Seçilme oranı
- 1.10%
Smolder mevcut ARAM Mayhem verilerinde T5 olarak listelenir. Şampiyon rehberini gör

Fiddlesticks mevcut ARAM Mayhem verilerinde T4 olarak listelenir.
Fiddlesticks the Ancient Fear
He is a terror when he lands a good Crowstorm, but he falls apart if the enemy team has too much hard crowd control or burst. Mayhem's faster pace means you get your ultimate more often, which offsets his long cooldowns. You just need to respect the enemy's vision and engage tools before you channel.
Channeling Crowstorm in plain sight is the fastest way to feed. Enemies in Mayhem have more damage and ability haste, so they will kill you before the channel finishes. Always channel from inside a bush, behind a wall, or while hidden by your effigy passive.
Place effigies in the side bushes or near health relics to extend your vision and create fake pressure. If an enemy walks up to clear an effigy, you can punish them with Terrify while they are locked in the auto-attack animation. Do not stack them all in one spot; spread them out to make the enemy second-guess every engage.
Max Dark Wind first for poke and silence pressure, especially against teams with channels or dash resets. Drain is better for sustain against heavy dive comps, but you become immobile while channeling it. In Mayhem, the instant silence and bounce damage from Dark Wind usually provides more value in the early chaotic fights.
You need to hold your Terrify (Q) for the moment they commit to you. If you panic and use it for damage, you have nothing left to stop their all-in. Build defensive stats like Zhonya's Hourglass early and position behind your tankiest teammate.
Look for moments when the enemy team clusters around a relic or groups up to siege your tower. You want to flank from an angle they are not watching, ideally after they have used their major crowd control abilities. A surprise Crowstorm forces them to scatter, which ruins their formation even if you do not kill anyone.
It is absolutely core because it fixes your vulnerability during Crowstorm. You can dive into the entire enemy team, pop your ultimate, and immediately activate stasis to let the damage tick while you are invulnerable. Without it, you often die the moment you appear.
You get more Crowstorms, which means you can look for smaller picks rather than waiting for the perfect five-man ultimate. Your Dark Wind spam becomes a constant annoyance that shuts down enemy dashes and channels. Just be careful not to get lazy with your positioning just because your cooldowns are lower.
They will try to sweep your effigies and spot your channel location, so you need to play further back or channel from unexpected angles. Use your Dark Wind to reveal them if they facecheck, and wait for them to waste the Oracle's duration before you set up your next big play. You can also use effigies as bait to lure them into your team's damage.
Prioritize augments that increase your ultimate size, duration, or allow you to cast abilities while crowd-controlled. Anything that adds a slow or a fear extension makes it nearly impossible for enemies to escape your drain. Raw ability power is good, but utility augments that help you land a full Crowstorm are often better.
Save your Terrify specifically for when they jump in, because the fear cancels their combo flow. Do not try to drain them unless you have already feared them or they are crowd-controlled by your team. Your effigies can also block skillshots like Zed's shuriken if you place them between you and the assassin.
Snowball is a strong engage tool that lets you close the gap instantly before you channel your ultimate in their backline. You can mark a target, dash in, and then flash further into their team while Crowstorm activates. The tradeoff is you lose the safety of Ghost or the mana sustain of other summoner spells, so you must commit hard when you go in.
Channel Crowstorm from a hidden position, flash into the enemy team, and immediately cast Terrify on their highest damage dealer. Follow up with Dark Wind to silence the rest of the team and start draining the focused target. Activate Zhonya's Hourglass if you get focused, and let your crows do the work.
Play passive and use Dark Wind to poke enemies off the relic or stop their engages. Place effigies to check bushes so you do not get caught out by an early Snowball. Your goal is to survive until level six without falling too far behind in gold.
You have to play like an assassin and wait for the enemy to overextend before you show yourself. Use your effigies to create temporary vision so your team does not get ambushed. You cannot frontline for your team, so do not try to start fights with Drain unless you are cleaning up a low-health enemy.