A Fiddlesticks rework Gameplay concept

mzicio·6/3/2019, 6:26:34 PM·1 votes·1,818 views

Some thoughts I've had about our straw man. Seems like a good idea to post them, since he's still in development and the devs seem to be consistently checking the boards.


Fiddlesticks is melee instead of ranged.

P: Ambush Standing still without attacking for a few moments turns Fiddlesticks into a scarecrow. Moving, attacking and being attacked while under this effect interrupts it and deals low damage in an area around the champion, fearing enemies (long per-unit cooldown).

Q: Harvest Swings, dealing damage in a small semicircle. If a feared enemy champion is struck, its current position is marked. After a short time, said champion is teleported back to the mark.

W: Drain Tethers to a target enemy, dealing damage over time, slowing and granting true vision. Damage scales with proximity, and Fiddlesticks heals for a percentage of the damage dealt.

E: Inhuman Gait Marks a target location and, after a significative delay, rapidly scurries towards it. The enemies can see the selected location as soon as the wind up finishes. Can be cast during Drain without interrupting it. (Works like a mini Kled ult with greatly reduced range)

If cast while Ambush is active, has bonus effects: -Both the wind up and the location marker are hidden -Much quicker: Fiddlesticks zooms towards the target, appearing as nothing more than a blur -The AoE effect is applied at the end of the dash

R: Crowstorm After a short delay, Fiddlesticks bursts in an explosion of crows, dealing damage in an area around him. For the next few seconds, a large flock of crows swarms around him, dealing damage per second.

The objective here is to take Fiddlesticks' most iconic abilities and build a kit that synergises with them. This implies keeping enemies closer to him. Additionally, this new kit greatly improves ganking and 1v1ing, but not to the point where they're the champion's main focus: teamfighting is still its niche.

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