Fiddlesticks rework idea.

CaptainSeto·8/14/2017, 8:08:31 AM·2 votes·227 views

So, Fiddlesticks has always been an odd champion I feel. He's a bursty mage who requires you to get close to your enemies, which can backfire if you don't have the best coordination with your team because of how squishy he is. He's vision reliant, and doesn't really have any escapes, so most of the time the hope is to try and either suck someone to death and live off the health you've gotten back, or pray that you can escape. My concept for the fix might be a good way to fix it, but don't expect it to be a perfect balance. Hopefully this will also give riot some inspiration to add to Fiddle's lore, and finally give him his Scythe. The one that is in most of his splash art.

(Sorry if there is some clutter to this post, if it needs fixing I'll try and do so but this post was made at like, 12:30 in the morning so)

P (Update): Fiddle's passive at the moment is poor. It's movement speed boost is not long enough for him to easily chase down anyone unless he starts close enough to fear them, and it doesn't help at all with his damage. My proposal is that before level 6, it remains the same as is now, but adds an immunity to CC effect as well during it's duration. Seeing how to proc it in the first place, he must be standing still, it would be a shame for him to get stuck in place as soon as he started moving again. Speaking of his Ult, once Fiddle obtains it, his passive now lasts for half of the duration of the Ultimate, including the immunity to CC. This would help him quickly catch up and kill the people closest to his landing zone, and stop him from being stuck in place. But that's not all.

A second part of his passive only becomes active once you've obtained 250 AP. Once this point is reached, Fiddlesticks will weaken the magic resist of all nearby enemies. This is an effect that'll likely be noticed by both teams after Fiddlesticks ults into a fight for the first time after it becomes active, and will likely force the tanks of the other team to try and build against it while allowing the mages on Fiddle's team to focus less on magic pen, and more on damage. It'll also encourage the team to help keep Fiddle's informed with vision placed more frequently, and also extra protection, which will be something I'll bring up later.

Passive Stats: Fiddlesticks gains a movement speed boots of 25/30/35/40% and gains an immunity to CC for 1.5 seconds before level 6 after remaining still or channeling abilities for 1.5 Seconds. Once Fiddlesticks has obtained Crowstorm, the passive remains active for 2.5 seconds permanently. Movement Speed boost increased to 35/40/45% if activated by an Ult channel.

If Fiddlesticks has 250 Ability Power, he emits an aura with 600 range that removes the magic resist of a foe by 5% of the enemy's current magic resist, and is increased by 5% of Fiddlestick's current Ability Power.

Q (Reworked) Scythe of Alluring Fear So, we all know Fiddlesticks was hurt by the update to fear. It causes his foes to run when he needs them to remain close for his main damage(His drain) to function. This ability idea intends to fix that, though it requires Riot to actually give him the scythe he has in his splash art. With his new Scythe in hand, Fiddles swings it in a cone, causing any enemy hit by it to be covered in a dim shadow and drawn closer to Fiddlesticks. After a time has passed, the enemy is then damaged and feared as the shaded cover is ripped from them by unseen forces and they realize how the danger they are in. If Fiddlesticks so chooses, he can reactivate this ability causing him to swing his scythe a second doing True Damage instead of Magic damage, but also fearing them and causing them to run away.

The main idea is that Fiddle's can get his drain off on his target safely as they are unable to attack him while moving towards him, and then being feared away so that Fiddlesticks can retreat if he needs to, or move back behind his team to let his cooldowns come back up. The reactivation is there for two reasons. One, Fiddlesticks needs a quick escape, so he CC's the enemy, deals damage, and forces them to backtrack and fall behind in the chase, or two, in combination with his already powerful Ult.

Q Stats: Cost: 80/90/100/115/120 mana on first cast, 15 mana on reactivation. Target Range: 574. Cooldown: 8/10/12/12/15 seconds Magic Damage on first cast: 120/140/160/180/200(+45% AP) Attract time: 1.5/2/2.5/2.5/3 Seconds Magic Damage upon the Attract expiring: 100/120/140/160/180(+45% AP) True Damage upon Reactivation: 100/120/140/160/200 (+45% AP) Fear duration: 1/1.75/2.5/2.5/3 seconds

W(Unchanged) His W should remain the same. It serves him well, and leaves him open to counter attacks. Not much needs to be done here.

E(Reworked) Crow's Cunning/Chesulloth's Call This one is completely changed, and has to do with an item Fiddlesticks will have by default. The first part of this ability is going to be used until he's meets the requirements needed to get Chesulloth. Crow's Cunning disables a random ability from a targeted enemy champion and silences them. This is an ability I expect some controversy over, as it sounds pretty bad, however Crow's Cunning cannot disable an ultimate, or passives. Spell shields will block Crow's Cunning effects, and cleanse will bring the disabled ability right back up. It also deals no damage.

Chesulloth's Call, on the other hand, is a bit less merciful. Upon using Chesulloth's call, any enemy champions within the range of the ability have a crow swoop in, disable one random ability(Including ults this time), silences them, and deals a DOT. This may seem powerful, and it'll be a massive hurdle for an opposing team to overcome, but there are ways around it. Once again, cleanses will instantly bring the disable ability back up, as well as clear the silence, but not the DOT. There is also 50% chance of the effect being disabled if a mobility ability is used as the crow flies towards you, allowing you to counter attack. There is a channel for Chesulloth's Call, as well as slight travel time for the crow's to reach the champions.

E Stats Target Range:750 Cost for Crow's Cunning: 40/60/80/100 Cost for Chesulloth's Call: 60/120/140/150 Cooldown for Crow's Cunning: 9/12/15/15/15 Seconds Cooldown for Chesulloth's Call: 24/24/36/36/48 Seconds Channel Time for Chesulloth's Call: 1.5 seconds Chesulloth's Call Effect Radius: 800 units Crow's Cunning Ability Disable Effect: 4/4/6/6/8 seconds Chesulloth's Call Ability Disable Effect: 5/5/7/7/9 seconds Crow's Cunning Silence:2/2/4/4/6/ Chesulloth's Call Silence: 4/4/6/6/8 Seconds Chesulloth's Call Magic Damage Over Time: 50/100/100/150/200 per second (+5% AP)

R(Changed to compensate): Because of the slew of new utility and abilities he'll have, his Ult should have it's cooldown changed to be a 180/160/150 second cooldown, and have it's damage slightly decreased. With the addition of Chesulloth's Call, a full ability combo could easily leave a team down several members. Perhaps make him take more damage as well, leaving him extra vulnerable to any team brave enough to try and kill him. His immunity to CC will have him charging and his team close behind, or protecting his front and catching people with CC, so assassin's will be wise to take the risk and put him out of play. A Fiddlesticks going in with the intent to use all his abilities at once in a team fight is going to be taking a MASSIVE risk, and hoping for a massive reward. Again, I'm not going to be able to come up with the stats that'll hopefully make an ulting Fiddlesticks with his whole kit off cooldown not to overwhelming, but not too weak, at 1 in the morning. Hopefully I can get some suggestions from comments?

Unique Item: Egg of the Crow/Chesulloth the Crow An item Fiddle starts with every game.(Maybe make a joke because he's made of straw and sticks, a common nesting material) This is the key to helping balance this new terror, in a very odd way. It removes his ability to buy any starting item, and also removes his ability to buy any defensive items that increase armour or magic resist(Removing the biggest key item from him, Zhonya's). This is a massive downside for such a simple item, but it's not without the plus side. For it starts out with the stats of Doran's ring, Hunter's Talisman, Dark Seal, and comes with a unique ability. He can play the egg down as a control ward, doing so doesn't remove any of the stats it gives, and if it's destroyed, the item remains with the active going on a 60 second cooldown. It also asks of Fiddlesticks to get stacks.

For every 25 stacks, the base AP is increased. At 50 stacks, the mana given for killing minions is removed and replaced with a flat 200 extra mana, the 60 bonus health increases to 120, and the stats that come from Talisman are replaced with those of the Tracker's knife allowing Fiddle's to place two extra wards, along with the Egg. At 100 stacks, the egg hatches into Chesulloth who rests on Fiddlestick's shoulder as a visual indicator for his foes, and his team. Along with this indicator, Chesulloth works as a hybrid between a Control Ward, and a Sweeping lens, showing clear vision of an area, disabling wards, while also remaining undetectable by any means. Cooldown for Chesulloth's warding active is 200 seconds. Along with this, the item's Doran like stats get upgraded to a item 3165 (Not typing that out) giving Fiddle's a boost for his lack of the extra item slow Chesulloth occupies. 150 stacks will upgrade the Dark Seal to a Soulstealer, and the Tracker's knife to a Runic Echo's enchanted Tracker's Knife. 200 stacks brings a lot change. The effects of the Soulstealer and Runic Echo's Tracker's Knife, are removed, replaced with the passive of Rabadon's, Swifty Boots, and the stats of Lich bane. This is the final form of Chesulloth, and from here the crow counterpart to Beatrice becomes Fiddle's trusty scouting tool, a powerful upgrade to his E, a lot of power at the cost of any defense apart from pure health boosts, and the main complaint about this entire rework idea I feel.

Egg/Crow Stats: AP gained for every 25 stacks:5 Cooldown on Egg warding: 60 Cooldown on Crow warding: 200 Base health Egg ward;1 hit.

Final thoughts from me: This is likely going to give me a mixed bag of responses. I'm sure a chunk of it is going to be balancing issues, if I made him to strong or too weak, and hopefully those comments will be constructive in nature, giving me tips and stuff for how to balance this. There will be a small group telling me how this ruins the theme of Fiddlesticks, and to that my response is mostly "He's a scarecrow who kills people with his scythe and army of crows. He's terror incarnate". His theme to me is pretty open. I am aware that with Chesulloth, it's an idea that would work better with Swain and his Beatrice, but honestly I kinda think it would be funny for the two champions who always remind me of "The Birds" by Alfred Hitchcock to have something in common in more than just pure abilities. Maybe it's a crow Fiddles empowered with the power of fear, or it's a Phoenix in Crow form from where ever he came from.

I mostly just hope that at the very least, there are a few people who like the idea. I spent an hour writing this, 12 to 1 at night because it popped into my head before I went to bed and I figured why not post it. I feel like Fiddle's isn't a champion in huge need of a rework, but I also feel like his current Q is weaker and counterproductive to his Drain and his Ultimate, his passive is alright, but it's also pretty weak without anything to help make those seconds he can keep up with someone a lot more advantageous. Also, yeah, I was aware I gave him a lot of love and a lot of buffs. His E became a second ult, and one that would be hard to balance, but that is why I figured to add on the side effect of "No armor/MR items" and prevent him from getting stuff like Zhonya's Hourglass. Not having access to that one item leaves him really vulnerable and I think that's hopefully enough to help make this more acceptable.

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