Fiddle needs a Rework
fiddle right now needs a rework he is made to go into the enemy team, but he is squishy, has no mobility outside of the ult which moves him less distance than if he spent the time channeling as walking to the location
so here is my idea
passive-growing fear
when fiddle deals damage to a target they gain a stack of growing fear, each stack slows the target by 10% for 3 second and stacks up to 5 times. if a new stack is applied all stacks get their duration refreshed
Q-Dreadful Slash [cannot be interrupted but he can be pushed or pulled to change where it hits] (6 second CD at all ranks) fiddle slashes an area in front of him dealing damage twice (swings 1 way then the other, second swing does 2X damage, giving enemies time to get out of second hit, 1 second for full cycle second slash applies healing due to first effecting them with dread already), and causing all of the effected targets to be marked with Dread for 3/4/5/6/7 seconds,
Dread - fiddle is healed for 25% of the damage the target takes from fiddle (this effect heals twice as much vs jungle monsters)
W-Drain [channel] (7/6/5/4/3 sec CD), Fiddle Drains the life out of all nearby enemies dealing damage to them every .5 seconds (AA range) for 3 seconds, this ability has twice the range vs targets effected by Dread (no longer heals him in itself, look at Q) tether range is 20% larger than the max range of the ability (targets effected by dread have noticeably more range) [this is the primary builder for growing fear]
E- Dark winds (20/16/12/8/4 second CD) Dark winds fly out of fiddle striking all targets effected by growing fear (no matter the range, but he does need to be relatively close to apply it), consuming the stacks and causing all effected targets to be feared for 0.25 seconds per stack and slowed by 60% (this ability does no damage) [1.25 max fear, but its aoe now] (the duration of fear is doubled vs non champion targets)
R-Terrors pursuit Fiddles AAs now cause him to blink to the target for 5/7/9 seconds and he takes 40% less damage while this is active
what this does
it focuses fiddle as an AoE damage and CC mage / jungler and makes his ult survival and mobility instead of 'more damage', meaning fiddles damage will be higher without his ult than live version making him have heavy aoe dps, but to get into a right, he still needs the mobility and survival this will offer to be a real terror in the fight (or he will get evaporated and kited)
fiddle is still vulnerable to CC as 60% of his spell damage should be in his W (with Q as the other 40%)
with dread acting as it does fiddle can no longer just sustain with a point and click, if he misses his Q, he doesn't heal, with this in mid, his base stats for tankiness would be raised a little, he still wouldn't be 'tanky' as a baseline but he wouldn't be as squishy as live (he would be about 20-30% more durable as a starting point and tuned after that)
anyway this is my idea of a fiddle rework, it gives him more soft CC (slows) and a more effective AoE CC late game (single target fear and aoe silences into aoe fears) while keeping it from being overwhelming early game due to CD and late game it still has a noticeable downtime if you aren't taking damage from him, being out of range of his W when he casts it then going in or interrupting his W can severely reduce stack applications to stop the fears
if your afraid his ult will break him remember this, almost all of his damage comes from his spells, and his primary damage is a channeled ability, he has to stop damaging and interrupt himself to chase, and he needs an enemy to attack to blink, preventing him from using this to just get out of the fight (though if you position well you still can based on what around you as you can ward over a wall AA a jungle camp and effectively wall jump away)
this change also prevents fiddle from being useless damage while early levels but at the same time gives him a similar lvl 6 power spike for ganking due to being able to keep up with the target much easier and being noticeably bulkier with 40% less damage