Fiddlesticks
Support Weird but worksDrain-Fear Support Fiddle
How to play this build
In bot, Terrify (Q) locks the enemy ADC and Drain (W) heals you to win trades. Your key moment is Crowstorm (R): use it with Flash onto the grouped enemy team to swing any teamfight.
Strengths
- Terrify (Q) fully locks the enemy ADC in the all-in: they can't react.
- Drain (W) heals you a ton in lane, making you a support impossible to push out.
- Crowstorm (R) with Flash is a won teamfight: it appears on top and does brutal AoE.
- Dark Wind (E) silences and bounces, cutting enemy combos.
Weaknesses
- Crowstorm has a channel: if interrupted before you appear, you lose the ult.
- Without R up, your fight impact drops a lot.
- Fragile: you rely on fear and positioning.
- Terrify is short-range: you have to get close.
Key combos
- All-in: Terrify (Q) on the enemy ADC → Drain (W) while your carry hits → Dark Wind (E) to silence; in teamfight, Flash + Crowstorm (R) from the fog.
Matchups
You beat
- Immobile bot lanes you lock with fear.
- Grouped comps: Crowstorm hits the whole team.
Trouble vs
- Ranged CC that interrupts your ult before you appear.
- Poke supports who wear you down at range.
Game plan
In lane, use Drain to sustain and Terrify to secure your ADC's all-ins. Save Crowstorm for a Flash entry from the fog onto the grouped team — used well, it wins the fight on its own. Make sure they can't interrupt the channel.
Quick tips
- Combine Flash + Crowstorm so they don't see the ult coming.
- Save Terrify for the most dangerous target in the all-in, don't waste it.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Drain (W) for sustain and lane damage; Dark Wind (E) second for poke. Q (Terrify) at 1 point — it's your CC.
Items and what they do
-
Sightstone Support item granting free ward charges to control vision. -
Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Sorcerer's Shoes Boots with magic penetration. -
Zhonya's Hourglass AP and armor; stasis active makes you invulnerable and untargetable for a couple seconds.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, mana regen, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 9/0/21 — Utility
- Why this page
- 9/0/21 gives mana and utility to sustain drains and reach the ult alive.
Summoner spells
- Lane
- Support
- Original role
- Jungle/Support AP