Fiddlesticks Rework Concept

RisenFromTheAsh·6/7/2019, 9:55:23 PM·2 votes·1,068 views

Hi! I wanted to make all the different styles of fiddlesticks still playable, while still keeping his spooky jump-scare vibe. I also focused a lot on his crow theme. Fiddlesticks has always been a fairly simple champion, and i wanted to keep him that way so i tried not to over load any of his abilities or add a bunch of new de-buffs/stacks. My rework has: -Jump scare potential -crows -sustain -variety in game play, being able to use his abilities in a couple different ways makes the game more fun and keeps the enemies guessing

Let me know what you guys think!

Passive Fiddlesticks Harvest: Killing a Large Monster or Large Minion heals Fiddlesticks for 5% of his missing health and restores 1% missing mana. Killing a champion Heals Fiddlesticks for 15% of his missing health and restores 5% missing Mana _ After 5 seconds of not moving Fiddlesticks will stand completely still and become a scarecrow_

Q Cooldown: 8 / 7 / 6 / 5 / 4 seconds Reap: Fiddlesticks throws a scythe in a line in front of him dealing 60 / 80 / 100 /120 / 140+ 50% AP. If the scythe kills a unit he can throw another scythe at no cost in the next 2 seconds. Reduced damage for each unit the scythe passes through down by 25% to a max reduction of 50% (max 3 scythes) (Stops after hitting 3 units)

W Cooldown: 22 / 19 / 16 / 13 /10 seconds Murder: Fiddlesticks summons an army of crows in a circle at target location that start to gather over a 1 second delay, then deal 50 / 65 / 80 / 95 / 110+ 5% (+1% per 100 AP) max health Magic Damage per second over 3 seconds and slows by 30%. Fiddlesticks can reactivate his W to blink and appear in the army of crows.

E Cooldown: 16 / 15 / 14 / 13 / 12 seconds Terrify: Fiddlesticks fears all enemies in a small cone in front of him for 1 / 1.25 / 1.5 /1.75 / 2 seconds, dealing 60 / 90 / 120 / 150 / 180+50% AP Magic Damage

R Cooldown: 120 / 100 / 80 seconds Crow-storm: Fiddlesticks sends a massive wave of crows after an enemy or ally Champion. Enemy Cast: Will chase after an enemy champion then swarm them, Grounding them for 2 / 2.5 / 3 Seconds, dealing 100 / 200 / 350+ 80% AP Magic Damage over the duration. Ally Cast: Will chase after an Ally Champion then swarm them, Shielding them for 75 / 150 / 300+ 80% AP for 3 / 3.5 / 4 seconds, while also dealing 50 / 75 / 100+ 15% AP Magic damage per second around the shielded target.
(Crow-storm travels around the same speed as Nautilus’ Ult, 50% faster towards allies)

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