Fiora. And they say Irelia was overloaded...
Hello, lowly gold II Oceania top-laner here,
I've played against a Fiora (with various champions) a fair amount since her update and the ONLY champ I've had success with in lane is Poppy (stop the dash, proceed to bash). Hence I believe (in my humble opinion) that it's quite ridiculous how many things Fiora is good at:
UNCOUNTERABLE SUSTAINED DMG: TRUE %max HP dmg on low cd. Typically does about one third of a champ's HP (as I remember from death recaps). True %max HP is already something any tank player hates (typical counter to true dmg is supposed to be building HP). This makes it so that itemising defensively does not feel rewarding or effective.
TREMENDOUS STICKING POWER (and mobility): Extremely low cd on lunge. At max rank without CD, Fiora's 'LUNGE' is 3.2 seconds upon hitting an enemy. For reference, Vayne's 'TUMBLE' and Kindred's 'DANCE OF ARROWS' (with 'WOLF'S FRENZY) both have a 2 second cd at max rank. This is without CDR, but Fiora tends to build 40% CDR while the two aforementioned ADCs build 10% at most, leaving their dashes at 1.8 seconds and Fiora's at 1.92 seconds. At lvl 1 the CD on Fiora's 'LUNGE' is 6.4 seconds (without CDR) upon hitting an enemy allowing her to win against the vast majority of top laners at lvl 1. Together with her slows and speed boosts (to be mentioned later), it becomes very difficult to disengage from Fiora (god forbid you overextend against her with your outer turret down) which is a problem because she has...
EASY HARASS IN LANE: The low CD 'LUNGE' allows her to poke and retreat freely on many melee champions. Hitting 'vital points' makes this all the more easier as it gives her a decent speed boost. Normally a counterplay method would be to engage after she pokes, but this doesn't work, as she has SUSTAINED DMG and STICKING POWER to chase, should you choose to disengage after inevitably losing an extended trade. Such trades are further discouraged by her riposte.
CAN BLOCK EVERYTHING: Riposte. While many argue that you can easily bait out this ability, THE SATISFACTION OF BAITING OUT FIORA'S 'RIPOSTE' DOES NOT EQUAL THE POTENTIAL FRUSTRATION OF HAVING CERTAIN ABILITIES/SPELLS COMPLETELY NULLIFIED. Many champs have predictable attacks which can be read easily (like Xin Zhao's third Q hit) and countered unless the opposing player is ALWAYS thinking about her 'RIPOSTE', but with all the things to manage, this can often slip out of the mind (especially in lower ELO). Also, not only does it block EVERYTHING, it also returns with a stun if hard CC was negated (although this is fairly unreliable), but if no hard CC was used, IT STILL RETURNS A MOVEMENT AND ATTACK SPEED SLOW. Thus it reduces the dmg output of AA-reliant champions regardless (if skillshot is successful).
SHE STILL HAZ CC: Despite having extreme dmg and mobility, she also has slows and situational stun. Makes it even harder to run OR chase, meaning Fiora gets to choose which fights to fight (what a cowardly duelist).
SHE ALSO HAZ SUSTAIN: Gets sustain from poking champions' vitals. This makes trader all the more difficult.
And then there is her ult. Now I'm assuming that the ult is what RIOT uses to encourage her to teamfight (coz I can't win a 1v1 against the 'Grand DUELIST'), but it makes her 1v1 dueling potential all the more oppressing, as you either have to burst her down (unlikely), run away (impossible without tower), or out-DPS the heal (okeh).
DECENT AT TOWER DIVING AND SURVIVING TOWER DIVES. Low CD dash allows Fiora to escape easily after successful tower dives. Holding onto Riposte disencourages vigilant divers and utterly thwarts careless divers.
Tanks can't tank. Kiters can't kite. Even burst champions can't freely burst.
I've beaten a few Fiora's early (like with Pantheon and Teemo) only to have the Fiora inevitably become stronger and carry mid-game. I've played strong early 1v1 laners (like Volibear and Renekton) and have been poked out and out-traded, eventually forced into tower-hugging. I've played low mobility champions (like Singed and Teemo) only to have their primary playstyle completely shut-down by Fiora's mobility (lovin' the mobility creep) I've had games where Fiora escaped easily from danger such as towers and fed Tryndamere (during his ult), because of her extremely low CD dash.
Now I just wanna run a comparison with IRELIA, who I BELIEVE (may be wrong) was said to be overloaded, leading to the BETTER NERF IRELIA stuff.
--FIORA--
- 1.9 cd skillshot dash (dodge/gap-closer/retreat)
- %maxHP true dmg on vital hit
- HP gain on vital hit
- ranged situational stun (skill-based) OR situational movement/attack speed slow
- minor AS steroid and guaranteed crit
- minor slow on hit
- strong but delayed conditional AOE heal
- movement speed boost on vital hit
- block everything for 0.75 seconds
- low many costs
- strong ALL throughout game
--** IRELIA**--
- 4.8 cd (20% CDR) targeted dash (gap-closer) reset on kill
- flat true dmg on hit
- Hp gain on hit
- situational stun (point and click) OR situational slow
- ...?
- ...?
- ranged AOE dmg with heal
- ...triforce proc?
- up to 30% CC reduction
- moderate mana costs
- strong mid-late
Overloaded?
On a side note, in ranked solo atm, according to LOLKING, Fiora is sitting at around 50% winrate for NA and Korea. Her popularity in Korea is almost double of that of her popularity in NA (~22% to ~12%). This 50% winrate seems to be similar across ALL ranks (LOLKING says 50.8% winrate as average), but for what people call a 'skill' champ, isn't her winrate quite high? (Riven: 46.4%, Rumble 47%, Renekton 48.4%; not only does Fiora sport a higher winrate than these champions, but she also has higher popularity than them as well)
I may be mistaken about some things, but I KNOW that Fiora is not fun to play against and I know that RIOT does not endorse frustration so please do something about her?