[Rework] Fiora, inspired by none other than herself
Fiora, the actually Grand Duelist [A rework]
Hello League! Fiora’s one of my favorite champions and I’ve made a bunch of posts about her in the past.
Like this one about how she could become League's highest skill cap champion. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/97jhqmJF-i-feel-fiora-could-become-leagues-highest-skill-cap-champion
This time I want to share a little bit of my creativity with you again after I’ve been inspired to come up with another Fiora rework! This inspiration this time comes from the intense moments of combat that really get my blood pumping when I’m fighting enemies as Fiora. But even though I do love those moments, I've come to understand why Fiora snowballs so hard and falls behind so hard as well. That's why she's in need of a rework to average out her general snowball/fall behind potential. So do enjoy my design and the many thoughts that went into Fiora’s reworked abilities!
Duelist (Passive): Fiora’s first attack or lunge on an enemy champion marks the enemy champion for a duel for twelve seconds. Dealing physical damage refreshes the duel’s duration. During a duel, dealing physical damage to the marked champion or parrying the champion’s attacks/abilities will grant Fiora a stack of Duelist, which grants her bonus armor penetration and bonus healing from all sources, stacking up to ten times. When a duel ends, Fiora cannot initiate another duel for another twelve seconds. If Fiora wins a duel honorably by killing an enemy champion without help from her allies, the Duelist stacks can be carried onto a new champion immediately.
-Fiora’s Duelist passive as it currently stands is very powerful but underappreciated. It’s a lot of invisible stats that don’t really contribute to her duelist-style gameplay past the laning phase. And it’s also a lot of free sustain, which really makes Fiora quite unstoppable once she’s slightly ahead. This new passive accomplishes two things: firstly, Fiora can actually duel enemies that build tons of armor against her, granted she does so skillfully in increments before going all in; and secondly it allows Fiora to make the same dangerously low-health remaining kinds of plays with the extra healing granted from all sources. It has a window of opportunity for Fiora as well as a window of weakness for enemies to capitalize on, and requires that Fiora successfully win her trades in order to make full use of its power. All in all it’s a great passive for a great 1on1 duelist.
Lunge (Q): Fiora dashes 600 units in a direction, dealing physical damage to all enemies she passes through. If Fiora strikes at least one target, Lunge can be used a second time within two seconds before going on cooldown. If Fiora strikes more than two champions with the first Lunge, Lunge’s cooldown is entirely refreshed. The tip of Lunge deals 40% additional damage.
-A new lunge ability is crucial for Fiora, and making it a skillshot is a good step towards allowing enemies to play against Fiora when she’s ahead. The counterplay is simple: move unpredictably enough that Fiora can’t land Lunge to avoid taking tons of damage, and in the process render Fiora unable to use Lunge a second time. Good Fiora players can make use of enemy minions to land powerful Lunges, whereas mediocre Fiora players will be unable to line up her opponents for destruction. 600 range means Fiora actually has to get close to land it as well.
Parry (W): Fiora stands her ground in a defensive position for one second, preparing to parry the next single-target ability or attack, nullifying its damage and effects completely. If she successfully blocks an attack or ability with Parry, she can cast Riposte within two seconds.
Riposte: Fiora blinks behind the champion she’s dueling to counterattack, dealing physical damage. Riposte has a range of 700 units, so Fiora has to be within range after a parry to blink.
-Parry and Riposte, block and attack. It’s a simple principle and excellent ability for Fiora players to defend themselves or feign weakness with before turning the tide of battle. The best part is that the mistake lies with her opponents if they attack Fiora when she’s preparing to parry an attack. Otherwise, Fiora has no chance to blink behind you for a counterattack. Parry can also be used effectively to escape dangerous situations like an ambush from Twisted Fate with his stun card. This ability is much, much better than her current W, and looks better too (since Fiora moves into a defensive position).
Honor (E): Fiora salutes with her blade (she can move during this animation), granting herself bonus movement and attack speed for two seconds after a one second delay. The duration of Honor increases by 0.5 seconds for each attack Fiora successfully lands within its timeframe, to a maximum bonus duration depending on rank.
-Fiora’s Burst of Speed is her primary steroid, and should reflect as such. However, since Fiora has to use Lunge to trade effectively, it does mean that she has no escape when faced with imminent danger. Honor accomplishes what Burst of Speed could not by granting Fiora the burst of movement speed right away, but for longer if Fiora remains in combat to face off against her adversary in a duel. In response, enemies can see Fiora salute her blade in preparation for a powerful offensive assault, and can act accordingly (with crowd-control or by backing off before she can reach them). The refresh on kill and assist is removed so that some power can be lent to Fiora’s reworked signature ultimate, Blade Waltz, as well as the rest of her kit.
Blade Waltz (R): Fiora dances with her blade and parries all champion attacks and single-target abilities while striking random enemy champions five times. Each strike applies on-hit effects and deals 75% damage with successive strikes on the same champion. The first and last strike of Blade Waltz will strike Fiora’s target enemy champion. Blade Waltz deals bonus damage that scales with Fiora's missing health.
-Blade Waltz is Fiora’s signature ability, and it would be terrible to take that away from her. What would players who main Fiora currently do without it? The answer lies within removing some of its power and re-allocating into the areas where the ability’s theme lies. Blade Waltz is supposed to be the ultimate ability for the ultimate duelist. But its powers are too good for it to deal any extra damage. The solution therefore is to remove its excess power and put that back into its strength.
-Right away, the turret-diving mechanic of Blade Waltz is removed. Although it may be cool to some players that play Fiora, it is definitely not cool for opponents playing against her. Becoming untargetable while waltzing means enemies have no chance to react to the free damage from the ability. Instead, Blade Waltz parries attacks and single-target abilities so that enemies have a chance to strike back with large area abilities and attacks (such as Ravenous Hydra), but skillshots will still be difficult to land with Fiora dashing around so much. Second is a change to the damage reduction on each strike. What this does is directly nerf Fiora’s ability to lunge straight into the enemy team mindlessly and begin waltzing for free damage. Blade Waltz deals significantly reduced total damage to multiple enemies, meaning the counterplay to the otherwise overbearing point and click ability is to stay near your team.
-The damage from her ultimate will scale with Fiora's missing health, so if she charges directly at your 5-man team with full health your team will take minimal damage. Conversely, Blade Waltz’s power still exists where Fiora needs it: in duels and small skirmishes. For example, while Fiora is in lane, low on health, and has the Summoner Spell Barrier to save herself with, she can cast Blade Waltz on her opponent and their jungler for massive amounts of damage, all while healing herself up with her passive if she has any amount of lifesteal. When she duels an opponent 1on1, she can still save Blade Waltz for use as her trump card ability against her opponent in intense duels. With the turret-diving and teamfighting power of Blade Waltz removed, Fiora can afford to deal a lot of damage to her opponent with Blade Waltz, granted that she can survive her enemy’s assault while waltzing with 100% missing health. The rule is simple: if you don’t’ want to take tons of damage from Blade Waltz, try not to duel Fiora without an upper hand. She is THE grand duelist.
TL;DR -Lunge is a skillshot -Riposte is now Parry and Riposte. Parry blocks while rooted, Riposte gap closes for a counter if Parry is successful. -Burst of Speed is reworked into Honor. It grants movement speed right away but lasts longer if Fiora remains in combat. -Blade Waltz can't turret dive or teamfight for free anymore, but is an exceptionally powerful dueling/skirmishing ultimate ability.
EDIT: I didn't want any arguments to be made on numbers, which can be tweaked, so I've removed numbers.
Do let me know what you think in the comments below, especially you other Fiora players/mains out there!
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, would bring it up to probably 55%+ armor pen.
Oh yeah and
and armor pen. masteries and runes.
Armor? What armor? I don't see any armor.