The Issues with Fiora's Rework

Audiomancy·8/9/2015, 11:38:55 AM·3 votes·762 views

Let me start by saying I am not xfioramaster18. I'm not a pro Fiora player, just someone who likes the champion. The idea of the gameplay update was/is really cool; a quick, sharp duelist that strikes from the perfect angle to do as much damage as she can in the shortest time possible. It was well-thought out, but the implementation could have been better. What we've been left with is a champion who doesn't know when she is supposed to excel in a game. The main problems new Fiora has (that I've noticed) are as follows:

  • Laning. As a champion whose whole gimmick is single combat, you would think Fiora would dominate the laning phase. Unfortunately, due to how minion aggro works with abilities that apply on-hit effects, Fiora can't effectively skirmish without being bombarded with their attacks. This goes on to how method of sustaining herself. In order to regain HP, Fiora needs to strike a Vital. which will proc minion aggro, again. With how low Vital damage and healing is early game, it's just too high a risk for too little a reward.

  • ** Stickiness**. Old Fiora had little trouble staying in a fight when she needed to because of her double-Q and ultimate. You could argue that the updated Riposte and Bladework come with CC, but applying that CC that is a nightmare against a fleeing opponent. Lunge doesn't move Fiora to a target, nor does it apply Bladework's slow. Grand Challenge and a lucky Vital spawn are her only hope of staying on an enemy.

  • Counterplay. This is a pretty big problem. Old Fiora had too little, new Fiora has too much. While being able to counter her kit in some way is good, being able to stop her from using a large portion of it completely is not. Blocking Fiora's access to a Vital by standing against a wall is pretty good strategic counterplay and promotes thinking outside the box, but it does effectively lock Fiora out of her main damage source for a good while, which isn't particularly fair.

  • The idea of a late-game duelist. This is probably what I have a problem with the most. Fiora's new kit lacks damage early, but scales very well, and is almost completely single target-based. This is a problem because by the time Fiora can effectively duel someone, everybody has grouped up and started teamfighting, ruining the notion of a true duelist.

Not everything is bad however. Hew new W is an absolutely amazing ability and has given her the chance to thrive in mid lane as a perfect counter to CC and burst-heavy champions (Fiora vs Yasuo /Cassiopeia is a particularly awesome lane). Her Q gives her a neat little escape and her passive gives her the upper hand if the target is completely isolated. Sorry for the wall of text. I just think that this new Fiora has so much potential but needs the right tools to get there.

4 Comments

Hasztalan28/9/2015, 2:21:17 PM1 votes

Maybe try her with a bit tankier build and most importantly get cdR! MAX CDR! U'll realise how wicked things u can do with a 40% cdrd fiora.

Erockandroll8/9/2015, 2:45:53 PM1 votes

I would disagree about the stickiness. Rather about it's necessity. Old Fiora was practically an Assassin. And for an Assassin, you needed to commit to your kills. Personally, I never commit to my kills. That's an incredible risk if you have to start chasing them though your enemy Jungle. But rather I take what ever objectives I can while their retreating, and gradually starve them out.

Though using a wall to block a vital though does sound pretty lame. I would honestly Think that her vitals patter should be at least a bit more reliant.

Also, if you don't know how to use a late game duelist, then you never have seen a late game Jax. You have to split push. Your trying to draw members of the enemy team away from the main group. And you take objectives if they fail to do so.