Cheat Sheet
Skill Build
Focus on beefing up Thief's Mark over the course of the match. Chain Hammer Cyclone should be unlocked at Level 4, but doesn't need to be prioritized after. Grab Rolling Thunder at level 2 but let item-based cooldown reduction aid there.
Items
Soulreaver
War Boots
Claves Sancti
Slikk's Sting
Blitz Blade
Fenrir's Tooth
Arcana
Look to gain as much additional Attack Power and Critical Chance as possible through Red arcana. Purple arcana aids Fennik's survivability through additional Lifesteal and Movement Speed increases later on. For Green arcana, Armor Pierce is viable before Ravage and Skewer for high-damage gains early on.
Talents
Punish
Flicker
Disrupt
Introduction
Though it's very likely you'll find Fennik crippling your team from the safety of his own, you won't always see him roaming the lanes without backup. That's because Fennik, the slingshot-totting fox, truly excels as a Jungler due to his relatively low survivability and dangerously high Attack Power.
Having Fennik spend most of his time in the jungle has a number of benefits that not only aid himself, but usually his team in the long-run. Being a glass cannon at just about any level, he's only more susceptible in the late game, making lane situations far more tempted, but equally as risky, as time goes on. By living out his days in the Jungle, Fennik can keep buffed, level up and gain gold while occasionally stealing the very same benefits from the other team thanks to his fast killing power.
Skill Build
Fennik's passive ability, Hidden Weapons, isn't all that helpful for his time in the Jungle, but can certainly help once he's free to help push out a lane or prepare for a gank. Boosting his attack range higher than most other champions, he's able to fire his slingshot from a relatively safe distance with each shot triggering a tiny explosion capable of damaging anything around its target. It won't mean too much when fighting off numerous enemy champions, but the damage certainly adds up. It's great for clearing out minion waves, too!
Thief's Mark – Fennik's most trustworthy ability – tosses a charge onto a single enemy (or tower) within range. Each subsequent auto-attack inflicted on the very same target adds a stack to the charge. After a short period (or immediately upon reaching 4 stacks) the mark explodes, dealing bonus damage for each stack to the targeted enemy and anything around it. This is a miracle move that can not only finish off enemies who think they've made an escape, but can be used to rapidly destroy Jungle monsters and even towers. To aid in the stacking process, Fennik even gains 25% bonus Attack Speed upon use, meaning you'll always get 4 charges off if you're left to fire away.
Rolling Lightning is a tricky one to pull off well. Flinging Fennik toward his target location as high speed, the sharp halt that comes soon after can lead to some tricky situations if you're looking to quickly reposition in a fight. Slowing down enemies caught within the thin electrical road left behind, it's a way to ensure Fennik makes the most of his burst assault; but using it leaves him with little chance of escape if things get complicated. It deals damage to those who linger in the path, too, but it's best used defensively.
Chain Hammer Cyclone is a little misunderstood. By claiming those stood within the eye of the storm take double damage, most Fennik players see this as a reason to follow up with risky combo attacks. In actuality, this benefits nobody and only the damage of Chain Hammer Cyclone itself is doubled. In reality, it's an ability Fennik can safely throw out from afar to deal damage that scales with his item picks, reducing the need to roll in for sustained auto-attacks.
Playing Fennik in the Jungle gives each of his abilities equal time to shine, but building one over the other has clear advantages.
Blamed for Fennik's entire burst combo attack, Thief's Mark should always be top priority in any match. You'll use this in just about any fight, and will rely on it to kill most targets before they have a chance to beat you to the punch. Grab Rolling Lightning at Level 2, but slot another point into Thief's Mark at Level 3.
As ever, you'll want to pick up your Ultimate, Chain Hammer Cyclone, at level 4, but drop more into Thief's Mark whenever it offers to accept one. Again, with most of your time consisting of Jungle kills and blasting down towers on the odd occasion, having Thief's Mark available and as potent as possible will help more than attempting to aim Chain Hammer Cyclone into an optimal position.
Talents
You're obviously recommended to take up Punish as your Talent of choice when picking Fennik for the Jungle role, but the benefits start to get a little hazy as you progress throughout a match. Rest assured, it serves its purpose throughout.
Punish not only speeds up the Jungle process for a character already capable of clearing the zones in record time, but its upgraded version, available through strategic item choices, allows Fennik to hit his target with another strike of damage while going about his usual combo. Further supported by its harsh slowdown effect, following through with the plan to upgrade Punish into Frostbite gives Fennik even more time to stack those charges to finish off a foe who might otherwise escape within an inch of their life. Purchasing Soulreaver is also locked behind this choice of Talent, reducing the effectiveness of Fennik's time in the Jungle if it's ignored.
Flicker can be considered by those who've seen enough of Fennik's death animation to know the ins-and-outs of a fight; but it isn't a strong recommendation. Taking up Flicker severely diminishes Fennik's growth out in the jungle. Still, with some fairly predictable movement patterns and tendencies, people can read a Fennik attack like a book. Throw in Flicker, however, and you can quickly blink through towers to deliver a killing blow, teleport into the action when you really need to be there, or jump straight back into the brush to avoid taking fatal damage, saving your Rolling Lightning for when you need to widen the cap.
Then there's Disrupt. If you don't trust yourself as a worthwhile finisher or your team fails to keep you safe in those important team-fights, taking Disrupt can help you knock down enemy towers before they're able to power back up to resume killing you. If you're going ahead with a gank, it should also give you enough time to continue stacking Thief's Marks when the enemy thinks they're retreated back into safety. Just be mindful of getting stunned in the attack zone and you'll be good to go.
Items
We're not really looking at much in way of fluidity when it comes to playing Fennik whether you're opting for the Jungle or not. His shockingly low survivability really does earn him that glass-cannon title, and no amount of protective gear will really change that when it comes to late-game skirmishes.
For that reason alone, Fennik's item build is straight-forward and focused on throwing out the most amount of damage in as little time as possible. The aim is go in, kill and get out without being greedy or getting caught in an ambush. Due to the nature of this guide, we start by building into Soulreaver. This starts out scaling Attack Power nicely and even feeds us a little of the Lifesteal we'll be relying on to keep Fennik alive in quick-fire situations.
We lead from this straight into War Boots to help speed up both our attacks and our roaming capabilities, helping us press ahead into grabbing the Claves Sancti that should keep us fighting strong for a long while yet thanks to its modest Attack Power gains and bonus Critical Chance.
Heading into the late-game, the focus of fast attacks and high damage starts to really come together. Likely in desperate need of some Attack Speed still, Slikk's Sting is a great pickup further boosts those all-important Critical strikes. At this point you're able to decide for/against choosing between Omni Arms/Blitz Blade, but Blitz Blade ultimately offers better long-distance poking potential while actively benefiting from out rapid auto-attacks to recharge more quickly. In an ideal situation you'll have many ways to damage the entire opposite team thanks to a mixture of popping auto-attacks, chain lightning from Blitz Blade and the occasional Thief's Mark whether it was fully charged or not.
Whichever item you choose, finish things off with Fenrir's Tooth to scale even higher. You might see others recommend 'The Beast', but due to our other item picks and Fennik's low health pool, your current Lifesteal will be more than enough to keep you healing up from a safe distance.
Arcana
Arcana choices for Fennik are relatively easy to understand, too. Looking to simply further his high-curve damage potential, Red arcana, for the most part, are best used to further push Fennik's Attack Damage and Critical Chance stats. Onslaught could help fend off bulky tanks, but Obliterate and Rampage should be fit for purpose when it comes to Tier-3 choices.
Some early Lifesteal from low-tier Purple arcana will be a safe enough bet for now, but added bonus of Movement Speed with tier-2 arcana like Fury shouldn't be ignored. This could all add up over time to make Fennik's life a litter easier in a bunch of different situations, but having that come paired with bonus Critical Chance can only make things better. There's extra Attack Speed on there, too. Don't expect this to make a ton of different in the late-game, but having come packed with the Lifesteal of the Vamp arcana is just a freebie at this point. For tier-3, however, the Assassinate arcana is a strong choice for Fennik's come n' go playstyle.
Focusing mainly of defensive properties, Green arcana can also offer Armor Pierce in later tiers – helping Fennik deal respectable damage to clunkier tanks to attempt to keep him away from his true target. Skewer is a perfect pitch at Tier-3, but lower choices like a health mix of Armor Pierce and Armor won't hurt. For Tier 2, Ravage is a safe choice.
Early Game
Grab your Hunter's Crossbow and head on over to your Red Golem jungle spot. This guy spawns a little slower than the rest of the creatures in there, but only by a few seconds. Don't be tempted to wail on another before then and just start by throwing Thief's Mark on the big rock and hitting it with Punish ASAP. You don't need to deliver the finishing blow with this, so keeping it on cooldown will ultimately see it get used more.
With the Red Golem dead, clean up the rest of its jungle with a mixture of your abilities and auto-attacks. Don't use too much, though, as you could run out of mana before heading over to the next. Fix that by repeating the process, starting with the Blue Golem for some extra Mana regen.
Keep switching between jungles and refrain from joining in any lane where the champion count favours your opponent. As much as your allies will want you in there, you really need to focus on generating gold. Heading into battle after a few jungle scuffles could spell disaster very easily, throwing the whole game off balance far too early.
Mid Game
With Soulreaver and some boots in your possession you should be able to head into some light laning situations for a target practice. Refrain from starting too close to the enemies side, as Fennik isn't doesn't have particularly strong retreat potential and a quick stun or grab is all the opponent needs to drastically reduce the odds of you coming out as the winner. Again, Fennik relies on KO'ing his opponent through a burst combo, and he can't afford to not being doing this.
Instead, make a name for yourself as a Jungler. Let the opposite team know that's what you're up to and use that notion of consistent roaming keep them on edge. Use the brush to scout out gank timings, but stay closer to your own side so that backup isn't too much to expect. Signal your attack to your allies beforehand and push in together; you won't take much of a beating, so try to stay behind your allies in these situations to fire safely from a distance.
Don't let all the bigger fights distract you from what really matters, though; gold. You won't be earning cash in the mid-lane scuffles, and fighting without real backup will likely lead to your own swift death; which is both money for the opposite team and more time spent not making any for yourself. With Fennik's measly defences, falling behind is difficult to come back from.
Continue farming jungle creatures and roam the river on a strict timer. Your abilities mix with Punish/Frostbite very well, meaning soloing the Abyssal Dragon is well within your grasp by level 5 or 6. Aid riskier team-fights by using the time to earn extra Gold and Experience for the team this way while knocking down the sight-gifting bird on either side while you're at it. This way both you and your allies are in a better position to read and counter any enemies looking to get the drop on you.
Late Game
Having Blitz Blade in your possession is typically the best time to leave the Jungle behind. A mage will likely find the blue buff more beneficial than you at this point, so keep that available to them. Try to keep the red buff on yourself as often as possible, and even look to steal your enemy's by keeping vision around these as much as possible. Remain focused on the timings of the River monsters and branch off to secure those whenever possible, but it's finally time to start pitching in.
For the most part you should look into throwing out Chain Hammer Cyclone whenever possible. It might not highlight the brunt of your stopping power, but it gives a taste that's usable outside of harm's way on the back row of your team and can even slow down targets enough for your allies to rush into battle. Serving as a great distraction in this situation, follow up by tagging any high-damage heroes with Thief's Mark. They'll typically succumb to its effects more quickly – reducing outgoing damage to your team – with any premature detonation of the bomb likely blasting their own fighters in the process, giving the upper-hand to your own.
As ever, attempt to save Rolling Lightning as a getaway tool, but be sure to aim it when needed. It has a tendency to fling you further into the action, which really isn't something you want to do when multiple enemies remain. Your main focus may be fighting here, but you're usually the main target of the other team. Stay behind your allies and hope for Chain Hammer Cyclone and bursts of Blitz Blade to do a decent chunk of damage to those ahead. When things are heating up, focus on auto-attacks more than pulling off the world's greatest Thief's Mark. Attempting to get the most out of the ability can commonly lead to Fennik wandering aimlessly into danger, and it only takes a few seconds for him to get shot down in the process. Instead, keep an eye on your movements and use your excessive range to whittle down anyone who can't easily strike back.
If you're damaged, use Rolling Lightning to back out of the fight while aiming for the lightning path to leave a line that ultimately reduces viable enemy pathing options. Get back into the jungle and abuse your low-HP to heal back up with Lifesteal. If you're around level 13 or so, you should be more than capable of lifestealing your way through the Dark Slayer, so use this downtime to imbue you and your allies with a buff that can easily change the scope of the round. Similarly, keep the pressure up by throwing Thief's Mark onto neglected towers. You can shoot them down in seconds at higher levels.
FAQ/Tips
Don't overstay your welcome. Poke from afar and pull back if the enemy gets too close.
All of your auto-attacks contain small AOE potential. Targetting minions/champions in close proximity to each other will damage both.
Don't bother using your abilities in the Jungle at higher levels. It's a waste of resources.
Chain Hammer Cyclone doesn't double all outgoing damage, just the damage from the cyclone itself. It isn't a reason to charge in with your slingshot primed.
Rolling Lightning is a decent getaway tool, but it can be used to give chase to low-HP enemies – assuming they can't stun you. It's also good for escaping grapples.
Matchups
By spending most of his time in Jungle early on, Fennik enjoys those who can stand up for themselves, leaving him with more time to farm the gold needed to have him emerge as a powerhouse. When that time comes, however, he's best when paired up with those who can keep his targets still.
Any champion who can root the enemy in place can typically expect Fennik to follow up with his barrage of abilities. Bigger allies, like Thane, Cresht and Omega, reassure Fennik by being wide enough to deflect those who might come after his skin. When attacking, Fennik preys on those with similar power – assuming he can outperform their rebuttal or strike when they're most vulnerable. He can't do much to stop those wailing on him, but banks on a sudden surge of damage to kill his target while healing up through rapid Lifesteal heavy auto-attacks. Tanks can typically shake off his strikes, but lingering too long in a crowded situation can give him more than enough time to break through their defences.
When looking into how to best Fennik on the battlefield, being brave is the first thing that comes to mind. Assuming you can stun the little guy as a fresh Thief's Mark lands on your skill, you'll severely limit his available damage output by having it run dry without gaining many of those potent stacks. He's a defenceless little animal that can be picked off with a few small attacks, with close-range melee like Butterfly and Murad ripping through him faster than he can respond. Mages with AOE strikes can also position these under Fennik for a quick kill, as he typically doesn't see much need to move around while firing.
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