Fiddlesticks rework concept
As we all know, Fiddle's rework is in the making, so I wanted to share my ideas for how you really make Fiddlesticks the scary and mind-gamey champ that he should be. Below, i have listed my ideas for a new kit as well as my thought process for each ability.
Passive: Looming dread - If Fiddlesticks stands still for 3 seconds he will leave behind a scarecrow clone. He can have up to 3 clones at once and they are visible to enemies when in their vision and display his last known stats and items when hovered over. Enemies can target these clones with auto attacks and abilities, but the clones wont be damaged unless Fiddlesticks is possessing them (read Q for reference). These clones cannot be targeted by allies, do not grant vision and will not proc on-hit effects (enemy spellthief's, enemy klepto, thornmail if fiddle builds it, exc.) Thought process: Down with Q, since they work in tandem with each other.
Q: Possession - Fiddlesticks targets a clone hes left and channels for 2.5 seconds if the channel is completed fiddlesticks transfers himself into the clone he automatically pings "on the way" to alert allies that hes there. There is no visual indicator to enemies however so even it its warded they wont know he's there. The possession range is somewhere around max rank eve charm distance. It has a 2 minute long cooldown but it's cooldown is refunded when fiddlesticks get a kill or assist. Thought process: This is the key to how Fiddlesticks should inspire an unsettling feeling all game, a watchful scarecrow that could jump to life at any moment, for those wondering the counter play, enemies can poke them whenever they need the peace of mind that fiddle isn't there yet, and they can also be displaced, so say an enemy poppy is so on edge that she resorts to ulting the clone JUST to get it out of sight, then that should be perfectly reasonable. The long cooldown is to punish bad ganks by relieving the entire enemy team of the major Fiddle threat for a while.
W: Drain - Fiddlesticks roots himself and tethers to an enemy champion dealing damage every .25 seconds for up to 4 seconds. Fiddlesticks heals for 25% of the damage dealt (scaling up to 75%). If the target is feared then the healing is increased by 25%. (Looming dread will not proc while drain is being channeled). Thought process: I wanted to keep Fiddlesticks as a jungler that can stay healthy, and drain is a pretty iconic ability. Not much else to say here.
E: Drawing near - Fiddlesticks launches a ghostly crow forward, stopping at the first champion or large monster hit. If he hits a champion the target becomes nearsighted and fiddlesticks can recast the ability. When recast, fiddlesticks chooses a spot around the target to blink to and begins channeling for 1 second. Enemies will have a small arrow pointing to where fiddlesticks is apparating. If the target is facing fiddlesticks when he appears they are are feared for 1 second (scaling up to 2 seconds at max rank), If his target is a monster, fiddlesticks blinks immediately and the fear's duration is increased by 50%. Thought process: Obviously, Fiddlesticks is gonna need a fear. The problem with his current one is that its point and click, as well as not at all scary to be on the receiving end of. When ganking, making the enemy choose between facing the enemy laner to avoid the fear, or haul ass to the turret and chance living through it.
R: Murderous flock - Fiddlesticks expels crows from himself a a long, thin cone, dealing damage every .5 seconds for 2 seconds (scaling up to 4 seconds at max rank) and slowing enemies by 20% (scaling up to 50% at rank 3). This ability has no cast time, but it takes .5 seconds for the crows to reach max distance. Thought process: I heavily debated whether or nor to put a cast time on the ability, but in the end i decided the jumpscare of the lanes resident scarecrow suddenly blasting out crows without warning is the kind of scary fiddle needs, so i went with the max distance delay.
If anyone has questions or suggestions, let em fly.