Fiddlesticks Rework Idea
I love this champ
, but even I must agree... he could be better (and make the enemy dread the day you gank their lane like a crow out of hell.........I'm sorry for the pun...)
Now here is my idea of the rework along with the rework lore for him.
((( yes I know the picture up on the right of this pic is the Fiddlesticks art for the Twist of Fate cinematic but if I didn't use it as a refrence I would've had exploded from trying to draw this spoopy scarecrow :T ))))
Passive: Dread -- After standing still for .5 seconds Fiddlsticks will gain +55% movement speed for 2.5 seconds. OR Harbinger's Hunger -- All of Fiddlesticks' abilites and auto-attacks gain spell-vamp/lifesteal that scale with 25-45% of his Ability Power (OR his Magic Penetration)
Auto-attacks are in a melee range (meaning that he is now a melee champ with some insane magic damage and area effect damage) and will thus do normal auto damage but upon his third auto it will do additional magic damage that scales with 5% of his Ability Power. ((This was inspired by this post: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/80cAjN61-fiddlesticks-rework by BoyManDog33 I highly suggest you check it out after this, they have a lot of good ideas and point out the many reasons why Fiddlesticks needs a rework.))
Q Reaper's Call -- 60/75/90/115/150 (+40% Ability Power) Fiddlesticks will lash out with his scythe that will send out a shock wave of crows for at a small radius. If an Enemy is in range of the scythe it will do an additional 70% of Fiddlesticks' AP and Fear them. If an enemy caught in the shock wave will do a flat amount of damage and Fear them.
W Drain -- 80/105/130/155/180 (+45% Ability Power) Fiddlestick will hook an opponent with his scythe and pull them closer to him, which will stun them, and creates a tether to the target unit which will start sapping away their lifeforce and healing himself. Fiddlesticks heals for 60/65/70/75/80% of the damage dealt. Drain lasts up to 7 seconds, dealing a total of +45% Ability Power damage.
E Deathly Wind -- (( I honestly like it the way it is, but upon typing this post I just got an idea for a rework of this ability, thus why it isn't in the picture.... me and my silly brain)) 65/85/105/125/145 (+45% Ability Power) Fiddlesticks calls upon one of his crows to summon a magic wind in a small radius around him that will deal magic damage to his enemies and silence them for 2 seconds.
R Crowstorm -- 150/300/450 (+150% Ability Power) Fiddlesticks blinks a great distance, after the blink he will call upon a murder of crows to flock wildly around him and consume every living thing (minions, monsters, and champions) that is in their path.
- The range of the crow storm will be 850 if not that then at least 820.
- The blink range will increase with each point you put into the ult.
the ultimate also comes with a passive.
Father of Doom / Murder of Crows:
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Father of Doom: Fiddlesticks has a crow ( 1 at rank 1, 3 at rank two, and 5 at max rank ) watch over a monster camp for him. They can be place over any monster camp, even ones in the enemy jungle, Baron, and Dragon. If they are place at a Scuttle Crab they will literally ride it -- this will grant him vision on the camps they're at, also there can only be one crow per camp! ((He will have to pick up his crows at base))
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Murder of Crows: When Crowstorm is casted, all the crows that Fiddlesticks had placed on the monster camps will swarm towards him and join the storm which will lose the vision he had on the camps but instead grant him an additional 5%/10%/15% Magic Damage (Or Magic Penetration) per crow.
Lore
When Karthus was alive and traveling about Runeterra to satisfy his fascination with the dead, he had learned a strange spell that would summon an evil spirit that would bring death and destruction everywhere it went -- but he would have to bind it's soul to something. When he went to Bildgewater, he found a raggedy old scarecrow that was out in an abandoned farm. He used it to bind the soul of the spirit that he summoned but.... the scarecrow didn't move, it didn't speak, it didn't show any sign of life... he failed. A mere crow merely sat upon the scarecrow's shoulders and the man left the scene.
Many years later, several rowdy teens sat around a campfire telling scary stories. They laughed at some stories, but one friend began to tell of a story that sent chills down their spines, mainly because of the strange scarecrow that stood off in the distance, almost overlooking them...
"You know of the legend of Karthus ri'?" asked one teen.
The other two nodded.
"Well, apparently, when he was human, before he had ventured to the Isles, he had wondered off to an abandoned field to preform a dark ritual..." he continued, "This ritual was supposed to summon a spirit of sorts... some say he found an ol' scarecrow layin' around and he had used it to bound the spirit to the land of the livin'."
"What kind of spirit was it, Ray?" asked one of the other teens.
"It was supposed to be a harbinger of sorts...." Ray said, "It was supposed bring death and destruction -- guess it was some sort of harbinger of doom or somethin'."
"You're makin' this up!" said the third teen.
"Trace!" said the second.
"Krie, its obvious he is," said Trace irritably, "How else would he know about somethin' like this?"
"Because of my dad..." said Ray humbly, he reached into his pocket and pulled out a piece of parchment that looked to be of great age and torn out of a book of sorts, "My dad had meet that Karthus guy in a bar not too long before the guy had went to the isles... he gave this to 'im before he left on the journey..."
They all looked at the parchment carefully but suddenly, the are around them went cold, almost frozen, and a sense of dread creep-ed over them whilst a shadow loomed over them.
A haunting voice suddenly spoke, "Tell me more about this... Karthus....."
Slowly they all looked up...
Many miles away, blood-chilling screams overlayed with the cawing of crows could be heard.
Friends:

Enemies:
