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1 Growth 18 1 Growth 18
Health (+0) Attack damage 50.04 (+3) 101
Health regen. (+0) Attack speed 0.625 (+4%) 68.6%
Mana (+0) Armor (+0)
Mana regen.   (+0) Magic resist. (+0)
Attack range N/A Mov. speed N/A

(Note: This post is obsolete after Stashu reworked Fiora in V5.15. This rework tried to take her in a very similar direction, namely by making her a duelist above anything else and making her ult a one-on-one challenge, but the official one is by far the better one)

This is a tentative rework for Fiora, the Grand Duelist. As a melee light fighter, Fiora has all the tools she needs to function like a melee carry: she has mobility, situational defenses and really good scalings. However, her playstyle doesn't really correspond to her theme: despite being the Grand Duelist, her main contribution to fights amounts to building Tiamat item Tiamat and ulting the enemy team for massive AoE damage. She emphasizes precision and grace, but mainly works by rushing her target and spamming all of her abilities at once in an attempt to bully out a winning trade, or even snowball into a kill. She has tons of ways to enter a fight, but has a lot of trouble leaving them, and consequently tends to be fairly binary: if she gets ahead, she can singlehandedly kill multiple members of the enemy team without them being able to touch her, but if she gets behind, she dies after only providing mediocre damage.

The main goal of these changes is to make Fiora more focused on moment-to-moment reaction: she still uses autoattacks, but also relies heavily on spells to provide windows of defense or mobility for the right situation. Some of the abilities in her current kit have a pretty solid foundation (her Q is decent, parrying attacks is a cool mechanic), and some are just not good (her passive has nothing to do with her playstyle and is just there to give her top lane-grade sustain, and her ultimate deals a ton of damage with little counterplay involved), and I want the end result to be a Fiora who genuinely functions like a fencer, diving in, defending herself, and pressing her advantage to duel her opponents one at a time.

Abilities

Master Fencer
Duelist

Fiora's basic attacks deal bonus physical damage equal to 2% of her target's maximum health, stacking up to 4 times per target. Stacks last up to 5 seconds, and damage caps at 300 against monsters.

Info
Notes
  • No additional details.

Lunge
RANGE: 600
COST: 60 Mana
COOLDOWN: 8 / 7 / 6 / 5 / 4
Lunge

Active: Fiora dashes towards the target location, stopping at the first enemy she hits, dealing physical damage and applying on-hit effects.

  • Physical damage: 10 / 20 / 30 / 40 / 50 (+ 100% AD)

Info
Notes
  • No additional details.

Parry
COOLDOWN: 9 / 8 / 7 / 6 / 5
Riposte

Active: Fiora parries all abilities and attacks from non-turret units for the next 0.5 seconds, becoming immune to them for the duration. If she parries at least one ability or basic attack from a champion or large monster, she may cast Burst of Speed Riposte within the next second.

Fiora may cast Parry while performing a Lunge Lunge or Blade Waltz Flèche.

Riposte
RANGE: 600
Burst of Speed

Active: Fiora's next basic attack within the next second Disarm icon disarms her target for 1 second, rendering them unable to attack for the duration.

Riposte resets Fiora's autoattack timer.

Info
Notes

Riposte in its current form is an ability with a great idea, but one that's just not implemented as well as it could be. The overly long duration means Fiora can often intimidate her opponent into not fighting back as she dives and ults them, and the ability itself falls off so hard come late game, where autoattacks and spells are flying all around, that its main use comes from its passive AD steroid, which incidentally happens to be a large and unwarranted amount of power without gameplay. I want to shift this item's power around a little, by having it provide both a short, but much stronger window of attack/spell immunity, and the opportunity to land more damage and a unique form of crowd control if timed exactly right. By disarming her target, Fiora gets to temporarily convert her own timing into a window of opportunity when dueling her opponent, and against multiple enemies she could disable an autoattack-based threat while making a beeline for another victim. The on-hit effect's synergy with the rest of her actives, which work like basic attacks, means she can sacrifice the autoattack reset to disarm her target on the fly, provided she uses it at the right moment. That's also why I want Parry to be usable while she's using her other abilities: this is meant to provide her with a window of opportunity as she dives her target, so her cast animations shouldn't interfere with her situational defenses.


Flèche
RANGE: 475
COST: 60 Mana
COOLDOWN: 15 / 13 / 11 / 9 / 7
Blade Waltz

Active: Fiora channels for 1 second, during which she strides towards the target location, attacking three times in front of her. Each strike deals physical damage and applies on-hit effects to the first enemy hit.

「 Physical Damage: 60 / 70 / 80 / 90 / 100% AD 」「 Total Damage: 180 / 210 / 240 / 270 / 300% AD 」

The maximum range of Flèche increases with Fiora's bonus movement speed. Fiora completes her Flèche 0.5% faster for every 1% of her bonus attack speed, down to a minimum channel duration of 0.5 seconds. The distance traveled and number of attacks performed remains the same.

Fiora will stop moving during her Flèche while colliding with terrain, enemy champions or large monsters, but will not stop attacking.

Info
Notes

With Fiora losing both her attack/movement speed steroid and her Blade Waltz, I think she can afford to have a bit of extra mobility in the form of a semi-dash: it mostly just makes her walk faster, but it also allows her to attack faster as she does so. This could give her a bit of waveclear, and could complement her Lunge when moving towards the back line.

The reason I'm preventing Flèche from letting Fiora cross terrain is mainly because I think it's meant to work as an enhanced movement ability in combat, and not a "real" gapcloser in the same way as her dash (she doesn't need two freeform dashes). I also envisioned it as a waveclear ability, so while Fiora only applies on-hit effects to the first target she hits, she'd also damage everyone she pokes at ~250 length.


Duel
RANGE: 1000
COST: 100 Mana
COOLDOWN: 130 / 90 / 50
Weapon Expertise mastery 2013

Active: Fiora initiates a Duel with the target enemy champion, enhancing her other abilities. During a Duel, Fiora's attacks against her target earn her a point, and critical strikes earn her 2 points. At 10 points, Fiora wins the duel, dealing physical damage to the target.

  • Physical Damage: 500 / 750 / 1000 (+ 200% bonus AD)

During a Duel, Lunge Lunge and Blade Waltz Flèche refund 75% of their cost and cooldown if they strike Fiora's target. Using Burst of Speed Riposte against her target will cause her to dash to her opponent, becoming untargetable in the process.

If Fiora does not attack her target within the next 5 seconds, the Duel is canceled.

Info
Notes
  • No additional details.

Originally, I had another rework which basically consisted of giving Fiora more free utility at the cost of less damage, without altering her core kit (bleh) which is what most of the comments are addressing, but I replaced it with the rework you see here. What do you think of these changes? Would this benefit Fiora? Would it make fighting her more enjoyable? Is the playstyle encouraged by these changes the one you'd like to see on Fiora? Does it fit her theme? Comments and criticism are greatly appreciated. :)

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