
Fiddlesticks
View on WikiFiddlesticks is one of the most powerful champions in the game, with his milling win condition bypassing many annoying adventure modifiers like 'Cage Match'. This grants him a niche for Weekly Nightmares that no other champion can match.
He does rely significant investment in some rather niche epic/paid relics to reach his full potential though.

Grants a Nexus ping when a 1 cost ally attacks.

Grants Impact to created units, adding yet another nexus ping

Provides even more Nexus pings when his units die.
Strategy
Fiddlesticks terrifies a card each time he does damage to the enemy nexus. This build stacks the maximum number of ping effects, rapidly milling the enemy deck.
With Shock and Awe, you want to draft as many 1-cost units as you can find.

Doubles the effectiveness of Fiddlesticks' spells once 6 mana is reached, accelerating board clears and milling.

Increases the consistency of drawing Fiddlesticks and provides additional, discounted copies of his powerful champion spell.

Synergizes with duplicated spells to generate additional Terrify triggers.
Strategy
This build is specifically designed for the 10-star Zoe adventure, where Fiddlesticks' traditional ping-damage strategies are heavily mitigated by Zoe's Tough Nexus and Durability mechanics.
Instead of relying on low-cost units, this configuration centers around Fiddlesticks himself and his champion spell, Crowstorm. Echoing Spirit ensures he is drawn consistently despite starting deep in the enemy deck, while reducing the cost of his spells.
Once 6 mana is reached, Chemtech Duplicator allows for devastating, duplicated board wipes. Harmless Scarecrow synergizes perfectly by triggering Terrify on the 3+ cost Crowstorm casts, rapidly accelerating the deck-out win condition while controlling the board.

You likely won't have Fiddlesticks in play until 6 mana anyway. Duplicated Crowstorms can rapidly close out games.

Provides further rerolls to guarantee optimal power selection.

Maximizes the chances of finding key Nexus-pinging powers.
Strategy
For newer accounts lacking Epic or Paid relics, Fiddlesticks' success relies heavily on acquiring specific adventure powers. Multiple reroll relics are used to aggressively hunt for powers like 'Explosive Entrance' or 'Spellburn', which provide the necessary damage instances to trigger his Terrify mechanic.
Without premium relics, Fiddlesticks plays much slower, making the acquisition of these specific powers mandatory for consistent clears in higher-difficulty content.
Community builds recorded for clearing the 10-Star Zoe Adventure with Fiddlesticks
- level: 50Players:Hoodedcyclonus101ProfSENazoric+
- level: 41Players:yuemoonnChengstaNote:first run, would not recommend relics 2&3
- level: 50Players:jewlu/Met2003Note:with Perfection power

Low budget option. Can be used with Chemtech to ping the Nexus 4 times.

This is a trap relic. Because Fiddlesticks does not start the game in your deck, the relic's effect will not trigger.

This is a trap relic. Similar to Frozen Tomb, Fiddlesticks' unique deck placement prevents the starting mana gem effect from activating.

This is a trap relic. The 'Terrify 1' effect at game start provides no meaningful advantage to Fiddlesticks' core game plan.

This is a trap relic. Nightmares are summoned, not played, meaning they do not receive the stat buffs or keywords from this relic.
Fiddlesticks requires significant investment to reach his full potential. While his base kit is functional, his true strength as a top-tier control champion is locked behind his 6-star upgrade and premium relics.

Nowhere Is Safe
Round End: Terrify 1 for each time an ally struck the enemy Nexus this round.
They Are Close
+1 Starting Mana.
Game Start: Plant 3 copies of random followers from your deck in the enemy deck as Nightmares.
Nowhere Is Safe II
Round End: Terrify 1 for each time you've damaged the enemy Nexus this round.Review
Upgrades his Terrify mechanic to trigger on any instance of damage, making ping effects highly valuable.

Disarmed
Enemies have -1|-0.Review
Provides a defensive debuff to enemies, improving early-game survivability against aggressive encounters.

Manaflow
Game Start: Get a mana gem.Review
Grants an extra mana gem, accelerating his game plan and allowing for earlier spell casts.

Bountiful Harvest
When you Terrify, grant enemies
Gloom and grant a random ally 2
Spirit.Review
Not needed. Turns Terrifies into huge stats for your units. This is undeniably powerful, but often you will you want to be playing Fiddle into modifiers like Cage Match, and this power will only slow you down.
- Cage Match & Immovable Object
On weekly nightmares with 'Cage Match' or 'Immovable Object', use 'Defiance' modifiers to turn off your C6 power. Once you hit the damage cap, you can't apply nexus pings anymore, so you prefer smaller stats to let more pings 'count'. The defiance option to give the enemy extra starting cards and mana can be used to mill their deck even faster.
- Prioritize Ping Powers
Because Fiddlesticks' Terrify mechanic triggers on instances of damage, powers like 'Explosive Entrance' (deal 1 to the Nexus on summon) or 'Spellburn' are highly valuable. Draft aggressively for these effects.
- Draft 1-Cost Units
If utilizing the 'Shock and Awe' relic, prioritize drafting 1-cost units from shops and rewards. Flooding the board with cheap units maximizes the skill damage pings on attack, rapidly depleting the enemy's deck.