Idea for a Fiddlesticks Light Rework

Meep Man·7/21/2017, 9:33:32 PM·1 votes·124 views

Q- Shroud of Fear Reworked Mana Cost: 55/60/65/70/75 mana Cool Down: 17/15/13/11/9 seconds Active: Fiddlesticks gains a spell shield for the next 2.5 seconds, causing him to negate the next spell that affects him. If Fiddlesticks successfully negates a spell, the caster of the spell is feared for 1/1.25/1.5/1.75/2 second(s) and Fiddlesticks restores 7/9/11/13/15% of his missing mana.

W- Drain Mini-Reworked Mana Cost: 80/90/100/110/120 mana Cool Down: 4 seconds after drain ends Range: 550 Tether Range: 700 Passive: Fiddlesticks' basic attacks apply a stack of "Nightmares" to minions and monsters. Once a target has three stacks, they will be feared for 2.5/2.75/3/3.25/3.5 seconds and take 20/22.5/25/27.5/30% increased damage from Drain during the fear duration. Active: Fiddlesticks begins to drain the soul from the target unit over the next 5 seconds, dealing 60/90/120/150/180 (+30% AP) magic damage each second and healing himself for 40/60/80/100/120 (+20% AP) health each second. Fiddlesticks is considered channeling during this time, preventing him from moving, attacking, or casting other spells, and causing the ability to stop if he is interrupted.

E- Dark Winds Mana Cost: 65/70/75/80/85 mana Cool Down: 14/12.5/11/9.5/8 seconds Range: 950 Bounce Radius: 450 Active: Fiddlesticks sends a crow in the target direction that will deal 60/80/100/120/140 (+45% AP) magic damage to the first enemy unit hit and silence them for 1.25 seconds. The crow will then begin to bounce between nearby enemies, applying the same damage and silencing effect each bounce. A crow can bounce up to 5 times. Each enemy champion can only be silenced by the crow once. The cool down of this ability is reduced by 1 second each time the crow damages an enemy monster. Dark Winds deals 50% increased damage to minions and monsters.

R- Crowstorm Mana Cost: 100 mana Cool Down: 140 seconds Range: 600/900/1200 Storm Range: 600 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 125/225/325 (+45% AP) magic damage to nearby enemies each second.

I tried to come up with a small mini-rework for Fiddlesticks before he gets a VGU to try and make him more viable and less binary as a champion. His Q is no longer a point and click fear, and instead a spell shield that punishes those that hit it with a fear. His W has an added passive that allows Fiddlesticks to clear the jungle quicker by weaving in basic attacks in between Drains. His E has been made into a skill shot that bounces and given extra range so Fiddlesticks can poke from a safe distance given his frail nature. Finally, Fiddlesticks R has been made less oppresive of a ganking tool at Level 1, but bumped up in range at higher levels so that his initiations are less predictable later in the game. Thoughts?

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