Fiddlesticks

Fiddlesticks

Support Weird but works

Drain-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:

W Drenar E Viento Oscuro Q Terror

The ultimate (R) is always leveled at 6, 11 and 16.

Level 123456789101112131415161718
Q QQQQQ
W WWWWW
E EEEEE
R RRR
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

  1. Sightstone
    Sightstone Support item granting free ward charges to control vision.
  2. Athene's Unholy Grail
    Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists.
  3. Rylai's Crystal Scepter
    Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything).
  4. Sorcerer's Shoes
    Sorcerer's Shoes Boots with magic penetration.
  5. Zhonya's Hourglass
    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.

Marks (red) Magic penetration ×9
Seals (yellow) Armor ×9
Glyphs (blue) Magic resist per level ×9
Quintessences (purple) Gold per 10 (GP10) ×3

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

Flash Flash Exhaust Exhaust
Lane
Support
Original role
Jungle/Support AP

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