Fiddlesticks needs a rework. With a defined class. And a better fantasy.

6Sfool·7/4/2017, 11:18:19 PM·2 votes·462 views

I could go into a long explanation of how he isn’t as satisfying or smooth to play as he should be, but I’ll sum it up with this: His kit is old and clunky, and he feels nothing like the terror he is supposed to be. Here’s a kit I came up with that would push him into a battlemage role with more clear gameplay:

He has a base movement speed of 300, but is slightly tankier now.

New Passive: Dread While standing still, Fiddlesticks gains (100% movement speed) stacks of dread per second, up to a maximum of 3x his movespeed. While he has more than 1 second’s worth of stacks, an indicator (only visible to him) appears around him with a range equaling his dread stacks. Issuing a movement command consumes all stacks, and if the command is within range causes him to channel before teleporting to the location (channel time = distance / 150% movespeed). He does not teleport if he clicks outside the indicator, and instead moves by walking. He is immune to displacements while channeling, and cc does not cancel the teleport, but he will still be affected when he lands. His new location is telegraphed to enemies if they have vision of the area, even if he is not visible. 3 second static cooldown between dashes. TL;DR Fiddlesticks can stand still to gain the ability to teleport a short distance. This gives him a unique close-range movement pattern that is great for flanking and crossing walls, but is bad for dodging.

New Q: Terrify Fiddlesticks instantly fears all enemies within 300 range for 1-2 seconds, scaling with level. Cooldown 20-15, scaling with level. Now he can fear people while channeling, and it is much better for when he is being ganged up on. It has a higher cooldown to compensate.

Slightly changed W: Drain Fiddlesticks channels to damage the nearest champion, cannon minion, or large monster. Damage and health transfer same as live. Mana cost changed to 20-30 mana per second, rather than a flat cost. He has less control of who he drains, and now has less reliable lane sustain, but he can now spam 2 second drains without fear of going oom.

New E: Crowstorm Fiddlesticks calls down a storm of birds within 1000 range that attack a 300 diameter area for 5 seconds. He can recast up to 2 times to make the birds travel to a new location within 1000 range of Fiddle, each for 50% of the original mana cost. There is a .5 second delay when both summoning the birds and repositioning them. Birds deal 30-90 + (.35 AP) damage per second and blind enemies for 1.5 seconds (each enemy can only be affected once). No cast time, cooldown 10-6 beginning when the birds disappear, mana cost 40-60. TL;DR his autotargeted birds were changed into ground-targeted DPS with a blind instead of a silence, and he controls them for their duration. They become a great zoning tool to set up his other spells, and they become his source of damage with the least risk.

New R: Demon’s Haunt. Fiddlesticks channels for .5 seconds before dealing 150-350 + (50% AP) damage in a 600 unit diameter area around himself and causing a patch of corn to erupt from the ground for 5 seconds. Fiddlesticks cannot leave the area for the duration, but his other spells have their range and damage increased by 50% over the duration. Cooldown 140-100. Because his ult’s dps was moved to his E, I thought he needed some burst damage. This spell is great for sticking through a tough fight, but he cannot decide halfway that he doesn’t want to fight anymore and back off.

Strengths/weaknesses of his new kit

  1. Passive maximum teleport is 900 with his base ms, 1200 with 400 ms. Great for appearing behind enemies, but enemies who are paying attention can still deal with him and aim skillshots where he lands.
  2. He has less free sustain in lane, but his jungling is intact.
  3. No more point and click abilities. They're all easy to land and very fast so I'm not turning him into Vel'koz.
  4. Fun mobility. A little ms boost is not interesting, but new Fiddle can teleport all over a teamfight and be an unpredictable menace.
  5. CHAINING SPELLS!!! He doesn't have to cancel w to fear enemies or reposition his birds, so he can think more about when to use abilities instead of what order. He can teleport-Q to catch enemies with a gank. Ult-E for great ranged damage. Ult-Q- for teamwide fears. W-Q like he can't right now. E-TP-Q-W-E for reliable damage.
  6. Real counterplay: His fear is very predictable but has more downtime. Moving out of his birds forces him to use mana to keep up the harass. Standing near your cannon minion makes it hard for him to drain you. Aiming skillshots is easy against him. His ult is a big danger zone, so keep your distance and he can't reach you.

6 Comments

The Leo Cat7/4/2017, 11:55:56 PM3 votes

I'm sure some master level fiddle stick mains will be up in arms about this.

Knihovak7/5/2017, 6:21:44 AM2 votes

While we're at it, he needs some new lore, what even is he? Some horror spirit the summoners that don't exist anymore summoned? Where does that fit in now?

What will he be changed to? A shadow isles thing? A rune wars relic? A reanimated king of the Freljord?

Cloud2737/4/2017, 11:22:38 PM1 votes

If he gets reworked, the point and click fear needs to go.