Fiddlesticks; A Gameplay Update

Stacona··1 votes·695 views

Fiddlesticks has always been a champion where if he ever gets popular then he immediately gets nerfed since there are many aspects in his kit that is either not fun to play against or just straight up not healthy for the game. I do feel Fiddlesticks is still very strong right now and I have played quite a bit of support Fiddlesticks in the past before support Fiddlesticks was ever a thing, but the scarecrow has many flaws to him which is why you don't see him in competitive play, but these flaws cannot be exploited in solo queue so he can dominate in one place and be useless in another.

Remember my ideas are as thus, they are ideas, so take nothing to heart things can change, but Fiddlesticks right now is not in a healthy spot for the game at the moment which is why he needs changes; this has nothing to do with viable or not viable, strong or weak.


Basic Attack Range: 525 units Movement: 340 units per second

Terrify (Passive): Ranks: @levels 1/4/7/10/13/16 Whenever the enemy loses vision of Fiddlesticks he then gains the element of surprise causing his next damaging ability to fear the first enemy champion struck for 1.25/1.5/1.75/2/2.25/2.5 seconds, the same enemy can only be feared by Fiddlesticks once every 7 seconds.

Whenever Fiddlesticks comes within 250 units of a minion or monster they become feared for 3 seconds, occurs once every 7 seconds.

Dread (Q): Cooldown: 9/8/7/6/5 seconds; Cost: 50/60/70/80/90 Mana; Range: 1000 units Fiddlesticks sends a deadly crow in the target direction to deal 90/115/140/165/190(+65%AP) magic damage to every enemy struck, 50% increased damage against minions and monsters, and shred 10/15/20/25/30 magic resist for 3 seconds.

Drain (W): Cooldown: 4 seconds; Cost: 22/24/26/28/30 Mana per half-second; Range+Tether: 650 units Passive: For every second an enemy is under crowd control or Drain Fiddlesticks heals for 30/40/50/60/70(+20%AP) health if Fiddlesticks is within 1000 units of the enemy, half this value if there are no enemies within range directly affected from Fiddlesticks' crowd control.

Toggle: After a 0.25 second delay Fiddlesticks channels in place to drain the target enemy to deal 30/45/60/75/90(+25%AP) magic damage per half-second and slow the target down by 10/15/20/25/30% which increases by 5% for every half-second Fiddlesticks channels for up to a maximum of 60/65/70/75/80%. After finish channeling, Fiddlesticks gains 50% of his target's missing movement speed for himself for 2 seconds.

Dealing damage with Drain against monsters reduces the mana cost by 80%.

Dark Wind (E): Cooldown: 16/15/14/13/12 seconds; Cost: 60/70/80/90/100 Mana; Range: 1500 units Fiddlesticks summons a swarm of crows to darken a large area for 1.1/1.2/1.3/1.4/1.5 seconds around him renewing Terrify one time while applying darkness and silence to all enemies as long as they remain in this area.

Fiddlesticks' basic attacks and Drain causes a crow to attack with them to deal 40/50/60/70/80(+20%AP) bonus magic damage.

Crowstorm (R): Cooldown: 150/130/110 seconds; Cost: 100 Mana; Range: 1050 units; Width: 750 units Fiddlesticks channels for 0.75 second to unleash a murder of crows in the target direction that strikes enemies back and forth for the next 6 seconds to deal 80/120/160(+30%AP) magic damage per wave and apply Terrify to every enemy struck one time. A wave of crows occurs every 0.5 second.


10 Comments

Renthaeus1 votes

Don't. Mess. With. The. Scarecrow.

Stacona1 votes

Is there anything here that you don't like or alienates Fiddlesticks? I wanted to keep his high damage and heavy CC intact and still be pretty health-healthy with life draining; wanted to remove his blink, instant fear, and random luck Dark Wind. In turn this can grant a smaller channel time for his ultimate, more damage since the ultimate does not move, and more reliable and better waveclear ; helping him be a better mid laner if you so choose and not stealing farm from your marksman as support cause of random E bounces, jungle fiddle will feel about the same jungling while be hopefully better counter play against his ganks rather than "just stay out of fear range", or rather be super scared post-6 with him jumping out of no where into fear and death.

This concept I tried to focus on Fiddlesticks being SCAREy with CROWs, but in a healthy way where you should be afraid to die by fiddlesticks by getting near him rather than him blinking on top of you out of no where with his ultimate and killing you with a long duration instant fear. The fear this time is either delayed or is attached to a skill shot, and no more blink, so he becomes a scary immobile short-range mage; if you aren't scared to get too close to him then he will make you be scared... and dead...

Renthaeus1 votes

He's perfect just the way he is. I don't main him and I barely ever use him in jungle but he's good in certain times if there's some broken champ like Veigar or Leblanc terrorizing your team Fiddlesticks isn't broken, but he's a cure for broken champs. Veigar traps you and is about to sky blast you? Fear him until the wall goes away. LB trying to get on you? Silence here and shut her down. Riven being a pest? Fear her, ult, silence her and drain her to shut her down also. Really helpful. But there are people who just want to destroy hope aren't there? Don't try and rework Fiddlesticks because he can have an advantage against other champs that can have their way in a 1v3 and get a triple. Cause that's just wrong man. Fiddles is fine, fun and perfect the way he is.

Stacona1 votes

I left in his fear and silence, and his damage. I just tried to make him healthier for the game; everything currently on his kit is not the problem, just the way he gets it off is. My changes are just placing him in a better state for the game while leaving him as a strong pick overall; so my changes makes Fiddlesticks have all his same tools, and even more tools than he has now, but not helpless to play against. Mobility champions and mages still get pretty screwed over since the silence is instant (instant silence to deal with mobility, this way a short range immobile mage can catch up to a mobile champion, or even escape with it; updating him to current times while also making him healthier with better counter play tools)

khorney1 votes

he is finte the way he is extremely strong the reason you havent seen him jungle wise was becuase magus was a better item for him and he loses ap and cd using the current ap jungle itme

Stacona1 votes

I know he is strong right now, this is not about strength or popularity of a champion, this is about making Fiddlesticks healthy for the game; I removed the instant fear and blink and randomness in his kit; but he is still a short range scarecrow mage with a lot of CC and damage and of course is a ranged mage jungler

khorney1 votes

I think as of right now he is better at laning and support rather then jungling

Stacona1 votes

mid, support, jungle; my goal was just to update him, not change his roles, but to make him a viable pick in all aspects while making him healthier for the game- especially healthier for the game as the main point

I still have him with his heavy CC and damage, but hopefully in a better way than it is now so that if he ever gets popular in a week or month he doesn't have to get multiple nerfs because of it

Calabok1 votes

He kicks ass. Just leave him alone

Stacona1 votes

Riot doesn't like Fiddlesticks' current kit; nor is he healthy for the game. We need to be proactive about this and voice our ideas, because if we stay quiet Fiddlesticks may become something we don't want at all.

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