It's time to take a look at Fiora and how we can improve her - a (relatively) small buff

JENSEN FANBOY·2/20/2014, 1:36:35 AM·2 votes·675 views

Fiora has some fundamental problems that need to be corrected without changing her concept or breaking her.

Let's take a look at who she is:

-mADC; low range, high risk, very high damage

-useless when behind, stomps when ahead

-Two dashes that convey the sense of dancing around the battlefield

-small speed buff when attacking with Burst of Speed activated - a little mobility

-kind of disappointing parry; good for its passive effect. Unique skill

-Invulnerability, AoE ultimate. Buggy but generally satisfied with this skill

One of Fiora's key points is that she must go all-in to trade. This fits with her theme nicely; fighting in short, aggressive bursts adds to the duelist aspect of her. However, after she uses her Lunge, she gets kited hopelessly until it's off of cooldown. It's unfortunately on a high cooldown, like her ultimate. Her ultimate cooldown is ridiculously long too, but I'm not gonna go into that.

I have two ideas that I think would benefit Fiora greatly:

I think Fiora would become a decent pick if her reset on Burst of Speed (E) was moved to her Lunge (Q). Getting a kill and having the ability to jump to her next target is much better than getting her E reset.

A second idea is to give her Q stacks, like Akali's R, that recharge over time. One of her Q's biggest problems is the fact that there is a very small window to use the second Lunge after activating the first one.

Thoughts?

6 Comments

NoxiousIce2/20/2014, 2:37:47 AM2 votes

I have a fairly different view of what makes Fiora weak, as well as what her kit gives to her in terms of theme.

First, Fiora is weak because her PQWE make her a duelist, but her R makes her a team fighter. Second, she is weak because her itemization isn't dependent on one or two stats, it is dependent on more like 8 stats.

Lets talk about her abilities first:

Passive - Her passive is kinda neat, but ultimately much of its power is hidden and dependent on her ability to survive through other means first. Fiora gains a life regen buff for every attack she makes that stacks a few times. This means to get up to full life regen she needs to have a high attack speed, and have already been in the fight for several seconds. But there is an inherent problem with that. She is squishy. She becomes easily burst down and if that happens she basically loses any benefit for her, she is a melee ADC, not a full fledged fighter, but this ability makes her dependent on being a full fledged fighter. In order to have this ability contribute to her kit she needs to buy HP, Attack Speed, Armor and Magic resist. For a passive, that's a lot to ask. If you want to fix this ability, you need to remove the over time component, and just give her life on hit.

Q - This is Fiora's gap closer but that's really the only reason she has this ability. It isn't supremely about fencing, it has a fencing name, but the actual thing she does in combat is very not fencing. So thematically it could go. However, we're in super high mobility land, and so she needs it. Unfortunately this ability is supremely hard to use as an escape because she can only use it on enemies, so its not really providing her the mobility that she needs for re-positioning as a melee ADC. She cant just dive in and not die like other fighters. In order to do its job this ability needs AD, Physical Pen, Movement speed, and potentially cooldown reduction. In order to fix this ability she needs to have the first use of her dash not require a target. This way she can create a gap fairly alright, but she is still REALLY good at closing that gap. Doing this would make the ability much less dependent on Fiora's movement speed to ever be useful.

W - This ability is actually the single most troublesome in her kit. While the rest of Fiora wants to build AD stats, this ability wants to build AP, Magic Pen, and CDR. This might be fine on a Fighter who would want to use some of those stats anyway, but Fiora does not, it is only for this ability. That needs to change. This needs to be made an AD ratio, and physical damage. But why stop there? This ability has so much potential for cool. This ability is Fiora creating a parry and riposte situation. This means that she deflects the attack, and creates an opening for attack. If we want to thematically make her into the awesome fencer she is supposed to be, this ability could use a touch-up. First, we need to shorten the timing window. 1.5 seconds may not seem like long, but for the power we're going to place in Fiora's hands in just a moment, that's a lot. 1s will do just fine. Next, the ability should apply a mark to the target that is affected. The mark lasts for only 1s itself, but it refreshes the CD of Fiora's Q, and if consumed provides a stun that is .75s long. The idea here is that Fiora uses this ability for punishing her opponents for an ill placed attack, and that her superior training and timing as a fencer allows her to not only parry but to really make an opening for herself. Because of the added utility and overall damage that this would add to her kit, the damage on this ability would likely need to be nerfed, but not only would this separate the good Fiora from the great Fiora, it would also really mesh well into her "I'm the best fencer there ever was" theme.

E - This ability while thematically a little weak is honestly just fine. If the other changes I've suggested are made then this ability could be left alone, its already one of the largest steroids in the game.

My word count has run dry so I'll expand in reply.

NeroUS2/20/2014, 4:40:28 AM2 votes

My view: fiora has everything she needs already and should actually be in line for a nerf.

Her global win-rate is somewhere between 51% and %53 and this puts her on the overpowered side of things. She seems to get a bit weaker in lower mmrs but never falls below the 50% mark.

In my experience, Fiora's lategame is too strong. It punishes players too much and she is too hard for other champions to duel. I would decrease the duration of her ultimate or give her more counterplay in some way that would be effective even at higher mmrs.

JackAqua2/20/2014, 2:57:55 PM1 votes

Since Yasuo's release Fiora is just a massively weaker Yasuo.
(Sorry for the advertisement) But I still think Fiora should be somewhat similar to this, especially the proposed passive. Because normally Fencer's block more often.

Hinagiku333/4/2014, 1:28:32 PM1 votes

As a dedicated Fiora player since her release, I feel the need to clarify a couple things:

  1. Fiora is NEVER invulnerable. Her ult makes her untargetable but she can in fact take damage during it from AoE abilities. Last game I played Fiora I died 5 times during my ult because they had a lot of AoE and I can't control how Fiora jumps once she starts. It's like spy-checking in TF2, you can't hurt your team so drop AoE on Fiora when she ults - especially AoE CC like stun-Tibbers (ugh).

  2. Burst of Speed is a critical skill for Fiora and moving the reset off it will severely hurt her. Lunge is one shot of damage, if you get a kill you can Lunge once to an enemy...then realize your ult, E, and likely W are on cooldown. An ammo system and refresh on Lunge is just trying to force Fiora into being an AD Caster which doesn't really make sense since she has only 1 physical damage/AD scaling basic ability - her strength is auto-attacking and E is a fantastic and under-rated ability for that.

Also can we please, please, please stop trying to give Fiora a stun? Fiora has DPS like Master Yi if she builds carry instead of trying to be an ult-bot, would you like it if Master Yi could stun you for any length of time?

@NeroUS

What on Earth would you nerf on Fiora that wouldn't render her unplayable? She already has a bunch of weaknesses to counter-play her:

  1. No ranged poke/last-hit
  2. No utility
  3. No CC
  4. No escape
  5. No innate tankiness
  6. Her only sustain requires her to hit you in melee range while being squishy
  7. Her ult can be stopped during it's cast time, cancelled by AoE CC effects, she can be killed during it by AoE and DoT, is stopped by dodges like Panth passive and Jax E as well as spellshields like Nocturne's, and it can be ignored by Zhonya's, stealth, blinds, and dashing/flashing out of range (yes, even in a 1v1 you can flash out of it if you time it)
  8. No wave-clear, pretty much forces her to get Tiamat
  9. Can't block on-hits with her defensive tool
  10. Her only sustain is heavily delayed so she can be easily poked down from range
  11. Her defensive mechanic only works on auto-attacks and has enough of a cooldown where you can poke her down after she uses it
  12. Uses mana and has decent costs, she will go OOM if she trades a lot
  13. Long cooldowns, especially early game

She gets to deal absurd damage late-game because if she didn't she'd be literally useless. If you think she is too strong, where would you like to nerf her and what compensation would be get?