Fiddlesticks Rework Concept

mzicio··1 votes·470 views

(English is not my mother language; you'll probably understand what I'm trying to say anyway, but be prepared to see some poor english.)

Passive: Dark cornfield When Fiddlesticks stays still for at least one second, he'll start channelling his passive. Right clicking when the passive is active will make him blink to the target location. The range of the blink increases the more Fiddlesticks channels. He can channel for up to 6 seconds. Max range of the blink is 800 units. Fiddlesticks' channel speed is doubled when he's in the fog of war or in brush. Casting spell while standing still does NOT interrupt the channel.

Q: Terrify Fiddlesticks becomes Haunted for 6 seconds. While haunted, each tick of magic damage he deals applies a stack of insanity to the target. At 3 stacks, the target will flee.

W: Drain Fiddlesticks tethers himself to the target enemy and channels for up to 5 seconds. While channeling, Fiddlesticks deals magic damage each second, and heals himself for a percentage of the damage done. The damage will increase over time. If the target breaks the tether by moving out of range, Drain ends immediately. If the target dies before the channel completes, reduces its cooldown by its remaining duration. Fiddlesticks can use his passive during the channel.

E: Chilling Wind Fiddlesticks creates a big circular area (think Kindred's W) where a creepy wind howls. Enemies inside this area will have their attack speed lowered and their cooldowns will be longer. This ability has a long cooldown and deals damage over time to minions and monsters. BONUS: While inside Dark Wind, the music will stop and a creepy ambient sound will be played.

R: Crowstorm A flock of crows will start circling Fiddlesticks, creating a RING (think Darius Q) that deals DoT to all the enemies inside it for 5 seconds. At the end of the five seconds, every enemy inside the crowstorm will take a percentage of its missing health as magic damage and fiddlesticks is healed for the same amount.

Let me know what you think.

7 Comments

AmetDeCrypt1 votes

I like it. probably will be something different when it happens but I wouldn't be adverse to giving him any amount of pre 6 ganking potential.

mzicio1 votes

I agree, S7 is too focused on the early game to make him meta right now. They nerfed him too hard with the mage update, his old passive made him super spooky.

AmetDeCrypt2 votes

I dunno I like the new passive making him a scarecrow, maybe keep that part so it's like oh a fiddBUH

mzicio1 votes

True damage was scarier. :C

AmetDeCrypt1 votes

:C sad to say I was young when I started and lost the account so I can't remember what s1 fiddles passive was.

mzicio1 votes

Actually, it stayed like that until the mage update that occurred in season 6. The passive permanently lowered the magic resist of the enemy each time you dealt magic damage to them. His new passive fits him because he's a scarecrow, but the old one was a lot more relevant.

FearTheScarecr0w1 votes

In season 1, Fiddle's passive was a buff effect for himself. It was a super OP capacity (for me). His passive was called Paranoia like Nocturne Ult but before Nocturne was launch. Paranoia give Fiddlesticks a chance to litterally ignore attack ! And all of them ! Like auto attack, tower attack, spell etc

Fiddlesticks' mere presence is enough to cause fear in his enemies, causing them to miss on their attacks. Enemies within his aura have a chance to miss on each attack. Works on enemy turrets and creep units.

Nearby Enemies within (1150 level 1 ; 1250 lv6 ; 1350 lv9 ) Miss chance 15% "

Then it was reworked in the RM reduction and then the little ms buff

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