Fear Factor: A Fiddlesticks Rework
A lot of people have been submitting Fiddle reworks lately, so here's mine!
Fiddles has a great theme, with...ok execution. While his ult and W are super amazing abilities, his Q and E leave a lot to desire, essentially just being point and click CC. This rework seeks to alleviate that issue, and like the Shen rework, give Fiddle the greater complexity he deserves. In addition, this rework seeks to give a use to the bird that always follows Fiddles around.
Mana costs and cooldowns are unchanged from live
##New Passive: Effigy##
Fiddlesticks is nothing more than a spirit of fear, and has multiple bodies at his disposal
In lieu of a regular trinket, Fiddlesticks has Effigy. Effigy functions as Warding Trinket does, and leaves Effigies (which look like Fiddle on a stick, like a regular scarecrow) instead of Stealth Wards. Effigies act like Vision Wards, with the same health and vision given. Only 2 can be in play at one time. If within 5000 range of an Effigy, Fiddle can switch places with the Effigy after a 2 second channel. In addition, Fiddles will change to look like an Effigy after standing still for 2 seconds.
Based on this thread on the LoL Boards, Effigy is a passive based entirely on mind games and freaking out the enemy, especially with Fiddle being able to look like an Effigy. Imagine this; you see an Effigy on your blue side jungle. You're a little scared, but you laugh at yourself and go back into lane. Then you hear a laugh behind you. You turn around. The Effigy isn't there. You're getting scared now. There it is again, in front of you. You try to run away, but there's another Effigy. What's happeni...CAWCAWCAWCAW! The possibilities for messing with enemies with Effigies are near endless
##Q: Terrify##
Fiddlesticks attacks the mind of his enemies, shooting fear energy in a line. It stops at the first enemy hit, dealing (40/65/90/115/140 (+40% AP) terrifying them for (1.5/1.75/2/2.25/2.5) seconds. If it hits the Crow, the fear is reduced by .5 seconds, but becomes AOE.
Crowstorm Effect: The line becomes wider and fears every champion hit (Like Taric's new E for reference) for a .5 second reduced fear.
Fiddle's fear becomes a skillshot with a twist. The fear is only slightly extended, but if it's paired with his Crow, it can be devastating, provided fiddle uses both skills wisely.
##W: Drain##
Fiddlesticks tethers himself to the target enemy and channels for up to 5 seconds. While channeling, Fiddlesticks deals (60/90/120/150/180 (+40% AP) magic damage each second, and healing himself for (60/65/70/75/80)% of the damage done. Fiddle can target the Crow, causing the drain to be AOE for 50% of the damage to each enemy.
Crowstorm Effect: Cannot be cast, but causes Fiddlesticks to gain 10 (+ 1% for every 100 AP) Health Regen for every enemy Champion in Crowstorm's AOE
Virtually unchanged from live, Drain now simply has effects for Crowstorm and Dark Wind.
##E: Dark Wind##
Increased Cost and CD
Fiddlesticks launches his Crow at a target location, dealing (80/100/120/140/ (+45% AP) Silencing enemies in an area (AOE is similar to Karma's empowered Q). The Crow remains at the location until the ability comes off cooldown, and interacts with his other basic spells.
Crowstorm Effect: The bird jumps to another target (half range of original skillshot) rather than stopping. E effects for spells cannot be used.
The spell with the most changes of all, Dark Wind introduces a new mechanic with Fiddle's bird. Proactive use of E can allow you to combo your spells with more effectiveness.
##R: Crowstorm##
After channeling for 1.5 seconds, Fiddlesticks blinks to the target location with a murder of crows flying wildly around him for 5 seconds, dealing (110/210/310 (+50% AP) magic damage to nearby enemies each second. During those 5 seconds, Fiddle's spells gain different effects.
Crowstorm now gives fiddles greater scaling and combo potential, at the cost of lower base damage. With Crowstorm effects, Fiddle can hopefully provide more than single target CC and DOT.
Tell me what you think!