Fiora's Rework: My Two Cents (New Placement!)

admiralcourvoisi·6/2/2015, 4:12:14 PM·1 votes·920 views

So, Fiora's officially getting a rework. Here's a concept I came up with.

My reasoning on this rework: Fiora currently fills a niche which is only shared by Riven, that of a high-powered, squishy-ish, feast-or-famine top-lane carry. I thought about this and decided that Fiora's current power comes from two things- her ability to do immense damage in team fights via Blade Waltz, and her single-target dueling capability. I decided that, since Riven already provides the teamfight threat from this niche, to focus Fiora on dueling/assassinating single enemy champions. Accordingly, I tried to tune up her power against single opponents (or possibly pairs of opponents) while reducing her ability to shred an entire team in a teamfight with the press of an R key.

Passive: Duelist Fiora's autoattacks and damaging abilities mark enemy champions with Duelist for three seconds (if a target is damaged multiple times, this refreshes the decay timer). While within 600 units of a marked target, Fiora's movement speed is increased by 5%.

Q: Lunge Cooldown- 15/14/13/12/10 seconds Fiora lunges to an enemy unit within 600 units, dealing 80/100/120/160/200 + 40% AD physical damage. If the target was marked with Duelist, Lunge can be cast again within 3 seconds and slows the initial target by 30% for 1/1.25/1.5/1.75/2 seconds.

W: Parry and Riposte Cooldown- 9/8/7/6/5 seconds (begins after the active times out) Passive: Fiora takes 2/3.5/5/6.5/8% reduced damage from targets marked with Duelist. This passive is lost while the ability is on cooldown. Active: Fiora blocks the next autoattack from a source marked with Duelist within the next 2 seconds. Fiora's next autoattack against a target marked with Duelist within the next 3 seconds after the blocked autoattack deals 100/120/140/160/180 + 50/60/70/80/90% of the damage blocked (before resistances) as bonus damage.

E: Press the Advantage Cooldown- 12/11/10/9/7 seconds (begins after the active times out) Passive: Fiora deals 2/3.5/5/6.5/8% bonus damage to targets marked with Duelist. This passive is lost while the ability is on cooldown Active: Fiora gains Advantage, a self-targeted buff, for 5 seconds. Autoattacks against a target marked with Duelist during this time interrupt channeled abilities, slow the target by 20/25/30/35/40% for 1 second (autoattacks after the slow is applied refresh this timer), and grant Fiora 5/6/7/8/9% attack speed, which can stack up to five times.

R: Coup de Grace Cooldown- 50/45/40 seconds Active: Fiora's autoattacks and damaging abilities deal all their damage in true damage against targets marked with Duelist for 5 seconds.

Tell me what you think!

TL;DR: GO BACK AND READ IT, I PUT GOOD WORK INTO THIS!

4 Comments

67chrome6/2/2015, 7:45:02 PM2 votes

Not a huge fan of this.

It just changes to many things IMO.


One of my favorite things about Fiora currently is she just has massive damage numbers everywhere at the cost of CC, making her stand out as a high-risk, high-reward cannon capable of annihilating things. In particular her QWER combo (QQR) does more damage than the QWER of Zed, Talon, Riven, and Kha'Zix - and that's assuming 1% HP for finishing moves and applying the %AD/%damage amp steroids in those combos.

I'm not a huge fan of this rework moving Fiora's 1200+346% combo to 580+86.4% damages.

(QWER damage tend to be ~1000 @18 for most champions with a burst rotation BTW, with ~2.2 AP scaling or 45 AD scaling).

Another thing I like about Fiora's current kit is that she's in a very select group of champions that has 2 AA steroids with neither being tied to an ultimate's cooldown.

Yasuo Vayne Riven Aatrox MasterYi Olaf Poppy basically all need to ult to get their second. Jax needs to at least hit 6 before he gets his. Having both on QWE allows close to 100% up-time for Fiora, which is nifty because melee AA's are more of a spur-of-the moment thing than something you really plan to happen. Also in environments where you can legitimately run a melee ADC and be better than a ranged ADC (Treelines and Dominion), low cooldowns and 100% up-time on AA steroids are much better suited for such environments and play-patterns.

True-damage AA's is really cool and would be fun to play around with, it would also allow Fiora to lane vs. a lot of fighter/tanks that can currently just counter-build her and walk all over her: but I'm not sure they'd be worth everything else that's been removed from her kit in your rework idea.


My last complaint, and this is a big one: Light fighters that actually get to deal sustained damages while being light fighters tend to have something truly amazing in the defensive direction. Like untargetability. Or a wind-wall, undying rage, diplomatic immunity, spell shield, invisibility, mirror images, invulnerability, etc. Things that are maxed out of defense and don't scale with defense at all. Or at the very least an HP shield that scales with your primary offensive stat via Riven or Diana.

Your rework removes pretty much every defensive skill Fiora has, save for Riposte...which is terrible outside of a few specific match-ups. All champions need to survive long enough to do their job. Mages get range, Assassins get mobility, makrsman get a mix of both: and tanks and fighter/tanks usually get close to nothing and have to build their own defense.

And that means 1 of 2 things:

  1. Her kit doesn't work and she's not viable because she can't survive long enough.
  2. She goes the Irelia route and becomes a fighter/tank instead of being an assassin, building heavy defenses so she has the defenses necessary to function.

With your rework you're Probably looking at the Irelia route. The common trend with fighter/tanks is usually they don't get much more than Grave's defenses, but they get a ton of free damage that's essentially impossible to counter-build: usually through highbridized physical/magical/auto-attack/ability kits, along with some true damage, %HP damage, or free armor/MR pen thrown in the mix: Warwick Nasus Darius Olaf Renekton Shyvana Sion Udyr Volibear Also: Gnar Elise IreliaXinZhao are tanky-derps with how the meta uses them in competitive play despite appearing as lighter champions.

Give a medicore defensive boost through more HP, gaining armor/mr when diving in, Tenacity, or reducing incoming damage by 8%: and you're looking at scaling really well With defensive items over giving defense that allows a champ to build into more of a sleek glass-cannon pattern.

Darius in particular is worth looking at for your proposed re-work: As he does get 0 defense in his kit and his ult does a substantial amount of true damage if he can keep close and smack an opponent a few times. He builds near full-tank to pull that off.


Anyways - for positives, the lunge re-set requiring you to already run up an AA someone first seems cool even though you're cutting back on Fiora's mobility. More counter-play and all that.

Duelist not being terrible and marking things also strikes me as interesting, and opens up more room to play against Fiora in engaging ways.


TLDR:

Less burst - not a huge fan. AA steroids harder to access - also not a huge fan. Defensive mechanic limited to Riposte and 8% DR - will likely change Fiora's itemization/roll/play-pattern completly, becoming a tanky derp like Darius/Irelia over an agile assassin.

kJs6/2/2015, 4:17:23 PM1 votes

Not Bad. Until I read the Ult. It seems OP.