[Champion Rework] Fiddlesticks, the Harbinger of Doom

JeansStrikerPhD·9/30/2015, 7:49:56 PM·1 votes·515 views

Fiddlesticks Rework

So I personally think the current Fiddlesticks is a rather clunky and outdated champion, so here is my idea for updating. I tried to keep as much of what makes Fiddlesticks unique the same while changing some of the more clunkier aspects of him. I also changed him from a ranged mage into more of a melee mage, like Mordekaiser, to give him much more of an ominous tone as well as give him more of a reason to use his scythe. I tried making him into a bit of a fighter/juggernaut idea to play up this new melee fiddles as well as to create new options for itemization (Oh look an actual reason to get Runeglaive on Fiddlesticks Jungle). I know this rework nerfs his ganking potential a lot, but it does help his laning potential in my opinion.

Hope you guys enjoy, and provide some feedback if you have any.

Mage/Support --> Mage/Fighter

Base Health: 524.4--> 575.2 Health/Level: 80 (Kept the same) Base Health Regen: 5.605-->6.605 Health Regen/Lvl: 0.60 (Kept the Same) Base Mana: 350.12--> 300.12 Base Mana/Level: 59-->49 Base Mana Regen + Mana Regen/Lvl: 6(+0.8) [Kept the Same] Range: 480-->200 (Now considered Melee) Base AD: 48.36-->52.36 AD/Level: 2.625-->2.9 Base Armor: 20.88-->25.48 Magic Resistance: 30-->32.0 MR/Level: 0-->1.5 Movement Speed: Kept the same

Passive: Dread

Fiddlesticks' abilities reduce his targets' magic resistance by 10 for 2.5 seconds, with subsequent casts refreshing the duration (Kept the same)

Q: Terrify Range: 500 Cost: 60 Mana Cooldown: 15/14/13/12/11

Active: Fiddlesticks causes all nearby enemies afflicted with Dread to flee

Flee Duration: 1.5/1.75/2/2.25/2.50

W: Drain Range: 550 (Cast Range)/700 (Tether Range) Cost: 80/90/100/110/120 Mana Cooldown: 10

Active: Fiddlesticks fires a rope of necrotic energy which attaches to the first 4/5/6/7/8 enemies struck. The rope lasts for 5 seconds, slowing Fiddlesticks by 60%, but damaging the tethered enemies over the duration. Fiddlesticks is healed for 40% of the total damage and gains bonus armor and magic resistance for every enemy struck. Fiddlesticks cannot attack nor cast spells during this duration and if he or the tethered enemies leave the range, the tether is broken. Tether acts as a channel during the duration of the ability and can be broken as such.

Magic Damage per second: 40/65/90/115/140(+50% AP)

Bonus Armor/MR: 2/2.5/3/3.5/4 per enemy struck

E: Ominous Wind Cost: 50/60/80/100/120 Cooldown: 15/14/13/12/11

Active: Fiddlesticks's next basic attack deals bonus magic damage to the target as well as all units behind the target in a cone (385 unit). Any enemies damaged by this ability are also silenced.

Minions and Monsters take 50% additional Damage

Bonus Magic Damage: 60/80/100/120/140 (+30% AP)(+10% Bonus Health)

Enhanced Magic Damage: 90/120/150/180/210 (+45% AP)(+15% Bonus Health)

R: Crowstorm Range: 800 (Cast Range)/600 (Crow Radius) Cost: 100 Mana Cooldown: 180/160/140

Active: After channeling for 1.5 seconds, Fiddlesticks blinks to the target location with a murder of crows flying wildly around him for 5 seconds, dealing magic damage to nearby enemies each second.

Magic Damage/Second: 120/240/360(+40%AP)(+2/3/4% Max Health)

1 Comments

1374349/30/2015, 8:10:27 PM1 votes

Yeah, this sounds awful.

His ult does not need a damage buff. Being able to fear an entire team for 2.5 with a well placed w is op. Being able to damage 8 enemies 140+50% AP a second (that is about equivalent with hitting each of them with a current e bounce a second) while also healing 40% (fully leveled that is 448 health a second just from base damage if you hit 8 targets) and being able to move is completely op.

There is little reason to interact in melee range with this. You w the enemy, then Q them, run up and e them when they are feared then head back to safety until everything is off cd.

Ult+q+w and you are doing 500+90%AP+4% max HP a second to everyone around you while still being able to move and potentially healing for over 450 health a second while everyone around you is feared for 2.5 seconds unable to retaliate.