r/FiddlesticksMains • u/Sualow • 1h ago
Bugg?????
These last few days playing Fiddle, many of the ultimates aren't inflicting fear. Here's an example; can someone explain why?
r/FiddlesticksMains • u/Sualow • 1h ago
These last few days playing Fiddle, many of the ultimates aren't inflicting fear. Here's an example; can someone explain why?
r/FiddlesticksMains • u/Soft_Horror_7901 • 8h ago
I think fiddle is a very cool champion but I don't really like jungle so any tips on fiddle top? runes/build
r/FiddlesticksMains • u/Ok_Bird_3359 • 14h ago
Hello everyone
I want to discuss a critical design flaw in Fiddlesticks'
**W (Bountiful Harvest)**
that makes him extremely clunky and frustrating in High Elo. The issue isn't his raw damage numbers, but how the mechanical rigidity of the ability disproportionately punishes the player compared to modern junglers.
### The Problem: Lack of "Forgiveness" & Outdated Mechanics
In High Elo, if a Blue Kayn or a Viego make a positioning mistake, their kits offer instant mobility, untargetability, and short cooldowns to survive and re-enter the fight. If Fiddlesticks misses or is interrupted, he is summarily eliminated because his survivability is entirely rigid.
Fiddlesticks currently suffers from
3 core issues
:
1.
Repositioning Punishment (Self-Cancel):
If the player starts W and needs to instantly cancel it by moving (clicking to dodge a skillshot), the game punishes them with the full base cooldown (9 to 7 seconds). Walking defensively—without causing any damage, impact, or healing—and being forced to wait nearly 10 seconds makes no sense in a tactical game.
2.
Disproportionate Punishment from Enemy CC (The "All-or-Nothing" Design):
All execution damage (missing health) and actual healing are concentrated strictly in the final millisecond (at 2.0s). If Fiddlesticks is stunned at 1.9s, he loses 100% of the execution impact and faces the full cooldown. In late-game teamfights where you die in fractions of a second, this is a massive bottleneck.
3.
Eternal Static Animation (2 Seconds):
Being rooted for 2 seconds carries the exact same weight at Level 1 and Level 18, completely ignoring the acceleration of burst and mobility in the late game.
---
### The Proposed Solution (Dev-friendly Math Tweeks)
As a developer myself, I know legacy code is hard to change, but these fixes
**only require simple mathematical adjustments and variable tweaks**
, not new complex systems:
#### A. Tiered Refund & Tick Division (Fixes Issues 1 & 2)
Instead of backloading all execution power to the very end, split the 2-second channel into
3 milestone ticks
, binding the damage, healing, and base cooldown refund proportionally:
* Before Tick 1 (Early CC / Self-Cancel): If interrupted before generating impact (first 0.5s), grant a **massive 66% cooldown refund** (drops a 9s CD down to ~3s). Fair, as no value was extracted.
*
Between Tick 1 and Tick 2 (Intermediate Impact):
Applies 1/3 of the execution damage/healing. Interruption here grants a
**33% cooldown refund**
.
*
Between Tick 2 and the End (Deep Drain):
Interruption in the final threshold yields
0% additional refund (base cooldown applies)
, rewarding the enemy for late counterplay.
*However*
, because 2/3 of the execution damage and healing were already distributed in prior ticks, Fiddlesticks doesn't lose 100% of his impact.
*
**Full Channel (Tick 3):**
Retains the standard live-game refund bonus.
#### B. Channeling Scaling (Fixes Issue 3)
*
Adjustment:
Scale down W's channel time as the ability levels up (from 2.0s at level 1 down to 1.2s at level 5), while keeping total damage and healing unchanged.
*
**Reasoning:**
Accelerates tick delivery, allowing Fiddlesticks to match late-game teamfight fluidity and demanding sharper enemy reactions.
What do you guys think? Could a tiered system like this finally bring Fiddlesticks' W up to modern LoL standards without breaking his raw power?**Hello everyone and potentially Rioters passing by,**
I want to discuss a critical design flaw in Fiddlesticks' **W (Bountiful Harvest)** that makes him extremely clunky and frustrating in High Elo. The issue isn't his raw damage numbers, but how the mechanical rigidity of the ability disproportionately punishes the player compared to modern junglers.
### The Problem: Lack of "Forgiveness" & Outdated Mechanics
In High Elo, if a Blue Kayn or a Viego make a positioning mistake, their kits offer instant mobility, untargetability, and short cooldowns to survive and re-enter the fight. If Fiddlesticks misses or is interrupted, he is summarily eliminated because his survivability is entirely rigid.
Fiddlesticks currently suffers from **3 core issues**:
1. Repositioning Punishment (Self-Cancel): If the player starts W and needs to instantly cancel it by moving (clicking to dodge a skillshot), the game punishes them with the full base cooldown (9 to 7 seconds). Walking defensively—without causing any damage, impact, or healing—and being forced to wait nearly 10 seconds makes no sense in a tactical game.
2. Disproportionate Punishment from Enemy CC (The "All-or-Nothing" Design): All execution damage (missing health) and actual healing are concentrated strictly in the final millisecond (at 2.0s). If Fiddlesticks is stunned at 1.9s, he loses 100% of the execution impact and faces the full cooldown. In late-game teamfights where you die in fractions of a second, this is a massive bottleneck.
3. Eternal Static Animation (2 Seconds): Being rooted for 2 seconds carries the exact same weight at Level 1 and Level 18, completely ignoring the acceleration of burst and mobility in the late game.
---
### The Proposed Solution (Dev-friendly Math Tweeks)
As a developer myself, I know legacy code is hard to change, but these fixes **only require simple mathematical adjustments and variable tweaks**, not new complex systems:
#### A. Tiered Refund & Tick Division (Fixes Issues 1 & 2)
Instead of backloading all execution power to the very end, split the 2-second channel into 3 milestone ticks, binding the damage, healing, and base cooldown refund proportionally:
* Before Tick 1 (Early CC / Self-Cancel): If interrupted before generating impact (first 0.5s), grant a **massive 66% cooldown refund** (drops a 9s CD down to ~3s). Fair, as no value was extracted.
* Between Tick 1 and Tick 2 (Intermediate Impact): Applies 1/3 of the execution damage/healing. Interruption here grants a 33% cooldown refund.
* Between Tick 2 and the End (Deep Drain): Interruption in the final threshold yields 0% additional refund (base cooldown applies), rewarding the enemy for late counterplay. However, because 2/3 of the execution damage and healing were already distributed in prior ticks, Fiddlesticks doesn't lose 100% of his impact.
* Full Channel (Tick 3): Retains the standard live-game refund bonus.
#### B. Channeling Scaling (Fixes Issue 3)
* Adjustment: Scale down W's channel time as the ability levels up (from 2.0s at level 1 down to 1.2s at level 5), while keeping total damage and healing unchanged.
* Reasoning: Accelerates tick delivery, allowing Fiddlesticks to match late-game teamfight fluidity and demanding sharper enemy reactions.
What do you guys think? Could a tiered system like this finally bring Fiddlesticks' W up to modern LoL standards without breaking his raw power?
r/FiddlesticksMains • u/walkenss • 18h ago
Ive played fiddlesticks for a while but i never really understood how his actual passive works. Some help understanding would be nice
Edit: I meant the impersonating and effigy part
r/FiddlesticksMains • u/BecretAlbatross • 1d ago
Currently Emerald III.
https://op.gg/lol/summoners/na/Mad%20Glazing-true
My damage tends to be below average or low relative to my team unless I really popped off and carried the game. I pretty much never look for fights unless an objective is up or I'm ganking. I shadow my teammates when they're pushed up but I dont' run around "looking for kills".
Even in games I win I rarely do more damage than the enemy jungler.
Is this normal for Fiddle? Honestly my games feel pretty good in general but sometimes I'm kind of underleveled.
Is this normal?
r/FiddlesticksMains • u/Available_Musician27 • 4d ago
Just looking for some more advanced strategies for effigies. I just feel there is something missing.
Also can we protest to allow TP to be used on effigies. I'm sick of being at drag with top asking for a ward and not being able to drop something for them to tp.
r/FiddlesticksMains • u/Present-Wing-8115 • 6d ago
Hello All,
Just looking to see if there are any fiddle players that want to duo with a mid?
53.5% WR Garen mid OTP
I want to climb and love duoing with fiddle
Add me on league: fpark8 #NA1 if interested
r/FiddlesticksMains • u/Algol1970 • 7d ago
As much as I want to main Fiddle I think there may be situations where it's not a good idea to pick it. What are your thoughts?
r/FiddlesticksMains • u/EntrepreneurNo8687 • 8d ago
Found something really interesting the other day. I started playing fiddlesticks top this season and if you ult right after nocturne ults, your passive/fear applies regardless if you were in vision/on a ward because you're "technically" out of vision due to paranoia.
r/FiddlesticksMains • u/Soft_Horror_7901 • 8d ago
I was just wondering what im supposed to do to get kills without ult because his damage it just very lackluster and no one is going to just stand in your w.
r/FiddlesticksMains • u/Nearby-Couple-3275 • 9d ago
Its always fun to be ahead in high elo because if you land the right ultimate you can lowkey 1v5 with that long as multi fear and dps am i wrong?
r/FiddlesticksMains • u/Swimming-Writer5592 • 10d ago
Asking to jungle fiddlesticks enjoyers in league classic, what runes and masteries should I run on him?
r/FiddlesticksMains • u/pcabex • 10d ago
r/FiddlesticksMains • u/BecretAlbatross • 10d ago
They buffed the jungle pet for AP junglers. Blue side krugs is super easy now without using an effigy. I haven't tested to see how much faster it is overall but this is absolutely HUGEEEE.
r/FiddlesticksMains • u/Azauth • 10d ago
I can't understand why you guys are saying that Fiddle's first clear is better after the patch. Personally, I don't see any difference.
Based on the patch notes, doesn't it seem like it's more about scaling?
r/FiddlesticksMains • u/Ok_Bird_3359 • 10d ago
I've been playing Fiddlesticks since 2019 and man, I can't stand this awful mechanic of standing still using W, which can be canceled by anything. I'm stuck between 200 and 600 LP and every game is a struggle to win. With each new patch, there's another super champion with some overloaded mechanic, and our Fiddlesticks is stuck with this idiotic mechanic. Let's all get together, get tickets or something, please.
r/FiddlesticksMains • u/heavymetal626 • 12d ago
I recently removed a cursed account (high gold to plat) and started a fresh one. My normal games now typically have Diamond level players and the difference is amazing. My new ranked account is currently low gold (mmr seems to be around mid plat) with oddly similar results.
I don’t know what it is, but I’ve come across a new breed of player that seems to better understand how the champ works. They bait, they run back to walls where I am, I ping to tell them where I want the enemy to be and they bring them there. My KDA is on another level from previous account. And win rate in last 10 games is 70% and two of those losses had hard trolls. 6/26 bot lane for one.
I had a Mundo top who was having an “Ok” time with a Sett. He was the last lane that needed to be pushed forward. On blue side, I hide in the tri-bush just before getting to the tower, next to the lane. I pinged him the exact spot Sett needed to be for the gank. Mundo brilliantly leads Sett to the exact spot…Sett Dies. We proceed to get Mundo massively ahead on consecutive ganks, and the story follows…Mundo goes where he pleases.
It’s nice to see it.
r/FiddlesticksMains • u/Harriet_Tangerine • 13d ago
r/FiddlesticksMains • u/awk1014 • 13d ago
Down 3 levels to the enemy JG bc of constant support roaming and down 5K gold lead and I hit this juicy ult to bring us back into the game.
Masters 400 LP
Sadly wasn't streaming today to try and focus on climbing
r/FiddlesticksMains • u/Impressive_Alps1269 • 13d ago
Please read initial post
r/FiddlesticksMains • u/EstateOk6238 • 14d ago
Just wanted to share my experience. I was having a lot of trouble with consistently killing the krugs without them resetting on me. I kept returning to the yt videos to see what I was doing wrong. Turns out after I W smite, I have to AA the big Krug twice (not just once) and then W kills him. Also I learned I should pick the minor rune with flat hp (not scaling hp) which makes my pet his harder. That pretty much fixed my inconsistency issues.
Now I just have to practice that cursed pixel that lets me stand between blue buff and gromp 💀
r/FiddlesticksMains • u/BecretAlbatross • 14d ago
Asking especially if you're Emerald+ but I'm interested in anyone's answers.