Talk:Fiora/Strategy/@comment-125.60.225.162-20120222035005

it's nice to have a melee carry once again, but still this champ is dull in gameplay, not that much enjoyable and strategic to play, it's like a right clicking to win also

i want to FIRMLY SUGGEST to remake something on her her passive can be good already and it's a unique one but becoz her TITLE IS DUELIST Add up to that is she's a FENCER so FENCING SKILLS is more adequate.. i suggest her passive should work out on defenses like armor or on offense like damage or more offensive damage example like shen's but definitely different to what shen's passive is --- Dash/Lunge - Fiora dashes 300 or 400 units to a target location (fixed, range is unresizable like riven's dash or renekton), she can cast the dash again but it should be an enemy targeted w/in 450 units at no mana cost w/c is the Lunge ability. Lunge damage depends on Fiora's current attack damage, apply on hit effects. (ability goes cooldown after Lunge ability is used or if the Lunge ability is not used for 3 seconds). Can Dash to thin walls.

(special suggested animation, for fencers, their mobility whenever they retreat or dodges their sight is always at their target or at front so dashing forward animation should be the natural dash animation, dashing backward animation should be a step back dash(if your playing castlevania, you will see how the back dash works and still Fiora's sight is upfront, dashing sideward should be a step-side dash, logical animation also on diagonal and other degree of dashes)

Mana: 40/ 45/ 50/ 55/ 60 Cooldown: 10/ 8.5/ 7/ 5.5/ 4 seconds

(this ability maybe weak for your concern you can use this ability to make incredible moves in the battle when it comes to jukes and counter attack and later synergy w/ her abilities) --- Riposte - Active: Gives her a stance that last for 2 seconds that parries the next MELEE attack of a champion or a monster and returns a (50/ 100/ 150/ 200/ 250 + 1.0 ability power) magic damage to the attacker, if the parried attack is from a RANGE attacker, Fiora then dashes to that attacker if the attack is close to her by 500 units and then stabs returning (50/ 100/ 150/ 200/ 250 + 1.0 ability power) magic damage.

Passive: Upon successful parrying, she gains 15/ 25/ 35/ 45/ 55 damage on her next BASIC ATTACK and desolate's target armor and magic resist by 25 last for 2 seconds (can be applied on Lunge abiilty, after Riposte, casting Dashing away then Lunge)

(ability goes cooldown if the stance duration ended or the parrying is success)

Mana: 50/ 60/ 70/ 80/ 90 Cooldown: 12.5/ 10.5/ 8.5/ 6.5/ 4.5 seconds --- Rapid Vitesse (Burst of Speed, Translated in French same in Riposte) - Active: Fiora buffs her movement speed for 6 seconds gaining 8/ 12/ 16/ 20/ 24 " FLAT " EVERY seconds that stacks up to 5 times. While Fiora is in this buff, her attack speed is increased INSTANTLY on her first attack right after this ability is cast by 140% for 3 seconds (if the 6 seconds duration ended while the 3 second duration of attack speed hasn't yet, attack speed buff is wont be continued). For 6 seconds also, Fiora gains a damage reduction from AOE abilities of enemies by 10/ 15/ 25/ 30/ 35%

Mana: 60/ 70/ 80/ 90/ 100 Cooldown: 20/ 18/ 16/ 14/ 12 seconds --- Quatre Pierce Blow - Active: Fiora's next 4 basic attacks (4 basic attacks become all stabbing animation) deals 80/ 110/ 140% of her ATTACK DAMAGE (1st stab is PURE DAMAGE but not damage on AOE is NOT and remaining 3 stabs are physical damage) that splashes the 40% damage (physical damage) from the stabbed unit AOE by 300 units. OR 4/ 6/ 8% + 1% every 80 ability power] of target's max hp as magic damage except for the 1st stab w/c should be PURE DAMAGE that splashes 40% magic damage (splash from the 1st stab is NOT PURE DAMAGE) from the stabbed unit AOE by 300 units.

Each stab from the same target decreases the damage by 10%. Goes cooldown after all 4 stabs are used or unused for 10 seconds. Can be proc on Lunge Ability.

Damage procedure is decided by comparing w/c has the greatest damage, if the physical damage of her ultimate is stronger that the magical damage then physical damage would be the one going to work and vice versa.

Mana: 100 Cooldown: 110

(i dont wanna a yurnero like or alpha strike yi ability again >A< uniqueness please! for a lot wont say they are just same or copy cats? get my point, innovation)


 * D let's make this new carry have a twist, even though the said jumping ultimate was remade, still this champ can jump around the battlefield and deal blitz damage by using her 1st, 2nd, 3rd ability in synergy together with her ultimate. She is still entitled as the grand duelist since she would have a decent defensive output in late game and an excellent offense as carry does. She may be weak at first but that's how CARRY ROLE works, and this champ is very ITEM DEPENDANT and LEVEL DEPENDANT also. Dodging skillshots, and eye awareness and positioning is this champ could be :D and can be also an AP type carry for all of us players would bored playing her again and again. I Dont see her can be imbalance since early game she can't be spammable becoz of cooldowns and on damage unless for a good lay of basic attacks and she's really an ability-dependant champ, and supposedly her manapool at early is poor just like other carry like vayne, tweaks are on stats also and she has no disable ability at all, only damage and positioning and the ability to get close in an instant on an enemy is her role, since she has no nuke, her damage always depends on her attack damage so building her pure damage is a must so she would not be a GP carry who can have a warmog but can retain the damage output from other synergy items like atma's.. so using her can't be

as carefree and right click champ to win :) i hope riot get have of this thoughts, i'm not expecting that every suggestion i made would be implemented, i just hope riot can make a champ that would allure everyone to play LOL, becoz I love LOL, FOR REAL!! >w< I even wanted to work with them in the future and that's my dream.