Fiddlesticks Re-Imagined Ability Kit

Stacona··1 votes·191 views

DISCLAIMER: This is not an official rework of any kind! If you have any qualms with something then calmly and precisely say what it is, and it will help to give ideas to make the post better. The most important part is that this is a fun, little creative project of creating something different for Fiddlesticks that he is not currently.


Basic Attack Range: 550 units Movement: 335 units per second


Be Afraid (Passive): Range: 550 units When Fiddlesticks stands still for 1.5 seconds, he becomes perfectly still and readies Be Afraid.

When Fiddlesticks moves he unleashes Be Afraid for 1.5 seconds, causing enemies that get near him to become terrified for 1.25 seconds. The same target can only be feared from Be Afraid once every 6 seconds.

Scarecrow (Q): Cooldown: 26/21/16/11/6 seconds; Cost: 65 mana; Range: 2000 units Passive: Be Afraid's terrify duration is permanently increased to 1.5/1.75/2/2.25/2.5 seconds.

Active: Fiddlesticks creates a scarecrow at the target location for 3 seconds, granting a large amount of vision around it. After 1.5 seconds of being created it gains Be Afraid around it for its remaining duration.

Sap (W): Cooldown: 4 seconds; Cost: 60/70/80/90/100 mana + 10% health; Range: 600 units Passive: While Fiddlesticks is standing still and not under immobilizing effects, he drains life around him from champions and monsters for 20/30/40/50/60(+15%AP) magic damage per second and healing for the damage dealt. This damage is tripled against feared or silenced targets.

Active: Fiddlesticks saps a large portion of his health to deal 80/130/180/230/280(+90%AP) magic damage to nearby enemies, reducing Fiddlesticks' healing by 50% for 2.5 seconds.

Dark Wind (E): Cooldown: 10 seconds; Cost: 80/85/90/95/100 mana; Range: 1000 / 400 units Fiddlesticks creates a zone at the target location and summons a crow to bounce inside it at random for 4 seconds, the first time an enemy is struck they are silenced for 1.5 seconds and every time they are struck they are dealt 40/60/80/100/120(+45%AP) magic damage, dealing 100% increased damage against monsters.

Crowstorm (R): Cooldown: 140/110/80 seconds; Cost: 100 mana; Range: 600 units Fiddlesticks summons a murder of crows around him which the flock increases every second for the first 2 seconds, the storm of crows lasts for a total of 5 seconds. Fiddlesticks deals 50/75/100(+15%AP) magic damage per second, increasing by the same amount with every influx of additional crows, for a maximum of 150/225/300(+45%AP) magic damage per second.

While Fiddlesticks is standing still he can swap places with an active Scarecrow that has been in play for 0.75 second by right-clicking it.


5 Comments

Ratpie1 votes

I like the keeping of the crows for E

The ult would cause massive uproar as invisibility is already hated.

The rest of his abilities focusing on immobility would be very difficult with all of the mobile champs.

Stacona1 votes

The silence portion of the E is not random if you aim it properly, after that it is completely random, but in a controlled environment which offers more clarity for the opponent and allows for these like middlesticks to use it as waveclear or harass, jungle can clear single camps with it better, and support does not have the randomness to auto push the minion wave. The silence here sets up the fear to prevent dashes and flashes, creates equal opportunity among everyone that way, also scarecrow fear is fearing away from the scarecrow and if they are feared from fiddle then that is like a normal fear.

The silence is to prevent mobility spells into the fear (hence 1.5 seconds silence and 1.5 seconds delay before fiddle's or a scarecrow's fear). Also E is only one crow, I wanted to keep the random nature of it, but offer a lot better control for jungle and support fiddlesticks.


I just did not have a good idea for his ultimate, so I reduced its power as a placeholder. It is hard coming up with a good moment of power ultimate for fiddlesticks, that sets up his power to do well, while not making him busted. The idea with the invisibility for a short time rather than instant teleport and channel in place was to reduce power in solo queue and increase power against coordinated teams, since there is a MASSIVE night and day difference between these two settings, plus some skill expression since if he wants his fear when his ult pops he only gets 2.5 seconds to get into position because the fear has a 1.5 seconds delay.

If you can come up with an ultimate that: ~ Does not make Fiddlesticks broken ~ Grants Fiddlesticks that cool teamfighting moment of power he is known for ~ Help Fiddlesticks into the fight in some fashion, keeping in mind that first point ~ Equalize his power so he is not overpowered in low elo / solo queue and not useless against coordinated teams / players that know what to do against Fiddle


I do not think instant fears are healthy for the game, plus this fear makes him feel more like his scarecrow theme (that makes additional scarecrows), and it allows for his silence to play a more important role in his kit which is disabling abilities to allow the fear to turn on and land even against mobile champions. The Dark Wind crow will be like a short range line skill shot at first, but starts at the closest point to Fiddlesticks for the zone going to the farthest point, and then is completely random after that so Fiddle does not have control over the maximum damage like how the maximum damage works now (but everything is an AoE skill shot) allowing Fiddle to control his silence so he can combo it into a fear potential (a little more you need toi do for this, but you should get the general idea of the combo), which then the fear enables Fiddle for his W.

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