Views: 1581 Champion Rework Ideas: Fiora
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So I played
Fiora for fun for a few games, and decided out of boredom that I'd throw out some ideas for potential reworking of her abilities to make her kit smoother while still retaining her gameplay. This is an idea I made up in about a couple of hours.
Duelist - Every time
Fiora lands a basic attack, her ability damage to her target is increased by 1% / 1.5% / 2%. Every time
Fiora damages a target with an ability, her basic attacks damage to the target is increased by 1% / 1.5% / 2%. The debuff lasts 3 seconds can stack up to 3 times on the same target and only one target can be affected at any time.
Let's be real here,
Fiora's passive sucks. Health regeneration is only useful in the early game and it doesn't give enough at that stage to qualify as sustain. It doesn't even make sense as part of her kit, since duelists don't randomly heal their wounds by backing off in combat. I was inspired by S4's masteries,
Blade Weaving
and
Spell Weaving
, and thought they fit
Fiora greatly as a hybrid of assassin and DPS. this was the idea I resulted with, significantly better than her current passive.
Lunge -
Fiora dashes forward to strike her target, dealing 60 / 90 / 120 / 150 / 180 (+0.8 per bonus attack damage) physical damage. Within 2 seconds,
Fiora can dash again for 20 / 40 / 60 / 80 / 100 (+0.4 per bonus attack damage) physical damage at no mana cost.
Cooldown: 16 / 14 / 12 / 10 / 8 (same as live)
The problem I always had with
Lunge was that the equal scaling assumes that you'll get both dashes off on the enemy. With this change, using
Lunge as a harassing tool in lane becomes more effective, as you'll have more damage on the first dash and lose less damage when using the second dash to get away. If you do decide to deal damage with the second dash, you'll still have the same overall damage as live
Fiora. This does weaken
Fiora's damage to multiple targets, but she's a 1v1 oriented champion anyway and there's rarely a reasonable situation where you'd want to spread damage on
Lunge anyway.
Riposte - When activated, Fiora parries the next basic attack within 1.5 seconds and reflects 20 / 55 / 90 / 125 / 160 (+0.8 per enemy total AD) physical damage back to the attacker. If an attack is parried, the attacker is stunned for 0.5 seconds and the ability's cooldown is halved.
Riposte can only parry attacks from champions and large monsters.
Cooldown: 18 / 16 / 14 / 12 / 10
These changes to
Riposte serve several functions: to make it more rewarding to actually get a parry, to have the parry deal meaningful damage, and to make it slightly more reliable in lane. The increased cooldown means
Fiora can't just run at a target and zone them every 6 seconds with the ability maxed out as the threat of the stun and damage prevents enemies from retaliating. Since
Fiora's new passive provides her with quite a bit of damage, the passive AD can go.
Many people want
Fiora to reflect either the entire or part of the damage of their opponent with a successful parry. I personally think this would be a little overpowered, since it could mean a ranged carry could deal 1000 damage to himself with a badly timed critical hit on top of being stunned. But I do agree it should scale with the opponent somehow as a 'punishment' ability. Therefore I put an enemy AD ratio on the ability, but this means that the ability doesn't have the same level of effectiveness for all targets. The 0.5 second stun, which I feel serves more as an interrupt, is meant to give it some use against all opponents, and I feel fits the 'duelist' theme - disabling a target after they lower their guard.
Burst of Speed -
Fiora gains 40% / 45% / 50% / 55% / 60% movement speed for 2 seconds which diminishes rapidly and is immune to slows for the duration. If
Fiora lands a basic attack or
Lunge for this duration, she gains 10% / 14% / 18% / 22% / 24% attack speed for the next 4 seconds, stacking up to 3 times. Every cast of
Lunge increases the duration of the attack speed buff by 2 seconds. If
Fiora scores a kill, she gains
Burst of Speed's full effects for 4 seconds.
Cooldown: 14/14/14/14/14
This just gives
Fiora some semblance of an escape and switches the order of priority for her steroids around so she gets the movement speed first, then the attack speed. The amount of attack speed she gets is cut significantly in exchange for a potentially much longer duration if
Fiora combos her
Lunges and autoattacks properly. The reset effect has also been changed so that less annoying micro-management is needed to constantly reset the ability during teamfights.
Blade Waltz - Fiora dashes around the battlefield to strike random enemy champions 5 times, dealing 150 / 300 / 450 (+1.0 per bonus attack damage) physical damage per strike. Successive strikes against the same target deal 25% of the damage, up to a maximum of 300 / 600 / 900 (+2.0 per bonus attack damage) physical damage on a single target. Each strike applies on-hit effects. Fiora avoids any projectiles targeted at her before
Blade Waltz is activated and can deactivate
Blade Waltz by reactivating the ability. If
Fiora's initial target is killed before
Blade Waltz ends,
Fiora returns to her original position before using the ability.
Blade Waltz applies full stacks of
Duelist to each target before dealing damage.
Cooldown: 110/100/90
Honestly, I think
Blade Waltz's concept is fine as it is. It's powerful and gives
Fiora a means of staying alive in teamfights while still dealing damage. It just has so many usability issues that it's not as good as it could be. For example, it should make any targeted projectiles on
Fiora disappear. I mean,
Fizz can dodge abilities by jumping on a frickin' pole, and yet a master duelist who attacks so quickly you can barely see her movements still gets hit by
Soraka's autoattack? That has to go. I also made QoL buffs including allowing you to deactivate the ability in case you feel you're being put in a bad position. I've lowered the damage output a bit just to account for damage gained from
Fiora's new passive as well as the fact that the ability is more reliable now.
TBH I'm not sure what this would do with
Fiora, but it just looks cool to me. I get the feeling it would either not change a thing or make her stupid OP. Thoughts?




Let's be real here,







Cooldown: 16 / 14 / 12 / 10 / 8 (same as live)
The problem I always had with







Cooldown: 18 / 16 / 14 / 12 / 10
These changes to



Many people want








Cooldown: 14/14/14/14/14
This just gives











Cooldown: 110/100/90
Honestly, I think






TBH I'm not sure what this would do with

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