Fiddlesticks; A Gameplay Update
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.