A Fiddlesticks rework concept by a guy who has no concept of game balance

ViciousSummoner·5/3/2018, 5:09:37 AM·1 votes·1,450 views

Passive- Fiddlesticks gains increased movement speed while moving towards enemies. Fiddlesticks gains bonus movement speed while not moving for a short duration. Fiddlesticks becomes a scarecrow after standing still for a duration.

Q- Reap (Targeted Ability) Passive: When Fiddlesticks deals magic damage to a unit he heals for a portion of the damage dealt.

Active: Fiddlesticks throws his scythe towards his target dealing an initial amount of magic damage and then causes his target to bleed for additional magic damage for a short duration.

W- Crow Storm Passive: While this ability is on cool down enemies that are near Fiddlesticks are struck by passing crows every few seconds. Enemies struck by this effect are dealt magic damage. This effect prioritizes the closest champion to Fiddlesticks.

Active: Fiddlesticks charges for a short duration afterwards unleashing a murder of crows in a radius dealing magic damage to all targets hit.

E- Dark Wind (Is directed similar to Rumble's R or Viktor's E) Passive: Units that take magic damage from Fiddlesticks are applied a stack of Terrify for a short duration. Units afflicted with Terrify take increased magic damage based on the number of stacks up to a maximum of 3.

Active: Fiddlesticks summons crows that swoop down in a targeted direction dealing magic damage and silencing all units struck for a short duration.

R- Nightmare (Can be learned at any level) Passive: Damaging units with 3 stacks of Terrify cause them to become feared and slowed while fleeing from Fiddlesticks. Targets that have been feared by this effect and/or ability cannot be applied with Terrify for a short duration. Passive: The cool down of this ability is reduced every time Fiddlesticks applies fear to a unit.

Active: Fiddlesticks channels for a brief amount of time. Upon finishing Fiddlesticks blinks towards his targeted location fearing all enemy units within a radius. Units feared by this ability are cleansed of Terrify and take increased magic damage for a short duration.

Some insight/thoughts:

Long story short it's all about the thematics. His lore tries to make him out to be the big cornfield monster thingy, but his kit doesn't really reflect that. This makes him the monster that he's hyped up to be and much more. This should still keep his old identity of being a jungler along with being able to play in lane again outside of being a support. Fiddle should have a better early game and scale decently into mid game. At least that's the intention of this.

His jungle should be the same depending on numbers which I've left out because laziness. He'll have a much easier time clearing with the increased AOE. This should make him much better at ganking with his ease in clearing coupled with the bonus MS. This is also a reason as to why I made his R available at all levels.

As far as laning he should be fairly decent at controlling waves with his W and E. His Q adds for good harass that his old E brought. Coupled with his new E he now has more options to poke with when needed. The bonus magic damage from his E should make his dueling better.

Passive- I just threw on the extra ms to fill in the passive's downtime.

Q- Drain was too cumbersome. This allows Fidd to be more free about what he does. The reason why this is his "drain" is because of comfortability when it came to rearranging his abilities.

W- Caw caw and whatnot. Not as clunky as the old version. Has more versatility through not restricting your actions. Still takes time to use. Duration and radius scale with rank. Can still be canceled by heavy CC.

E- Less RNG. More direct impact. Overall trying to create fluid kit interactions. Brought back Fidd's old passive for this and R to make him more interactive around his team.

R- Not as powerful in some regards, but much better in others. Made it available at all levels to not be so restrictive. Long story short you won't have a fun time if it wasn't.

2 Comments

Trestani5/3/2018, 8:42:08 PM1 votes

Every ability doesn't have to have a passive tacked on