Fiora tweaks?

Reaper Review·8/9/2015, 1:16:31 AM·1 votes·214 views

I know it's silly to think of changes when a champ only just came out, especially considering I'm bronze and have played new Fiora exactly once in a normal game, but I figured what the hell. I mean, the worst that can happen is I get downvoted, big deal. Any idea unspoken is a bad idea by default since it gets no accolades, whereas spoken ones at least have a chance.


Passive: Vitals appear on large monsters. The %HP damage caps at some reasonable number against monsters, of course. (This has been suggested elsewhere, I'm sure. I just felt like including it because it's obvious.)

Q: Lunge's range increases with Fiora's boot tier, like Kalista's jumps. Not sure what exact numbers would be good.

E: If Bladework's first strike hits a Vital, the slow is empowered to 50 / 60 / 70 / 80 / 90% for 1 second. If the second strike hits a Vital, the True Damage dealt is increased by 50%. (That's 50% of the total damage, not 50% of the target's Max HP)

Somewhere: Ignoring unit collision situationally. Maybe when she triggers a Vital, maybe after Lunging or during Bladework, just somewhere. I'm surprised she wasn't given this somewhere seeing as she's reliant on careful positioning, which can easily be tripped up by unit-block.


At any rate, it is probably better to wait and see how Fiora does once people learn her a bit better. Opinion on her is a bit... turbulent, for lack of better word, due to how much her playstyle and itemization has changed, I'd imagine.

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