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(Champion Remake) Fiora, the Grand Duelist

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A Darling Duelist

Nhan-Fiction Fiora by hyldenia-d6ye7pa

(Art by Hylednia.)

Hello there, visitor.

This isn't my first remake attempt with my favorite champion in the game, but I strongly believe Fiora Fiora is a few tweaks and reasonable buffs away from being completely viable in the current state of League of Legends. No joke.

However, as much as I love Fiora Fiora as a champion, it is clear she has some glaring flaws that need to be addressed, particularly in the laning phase. Like, don't get me wrong. When Fiora Fiora starts to snowball during a match, she is quite deadly and can take down just about anyone with ease. The real problem is getting there.

As a mana-based, non-tanky, AD-focused champion with no crowd control moves to her name, it can be tough to play as Fiora Fiora at times. For instance, whenever I even consider busting out Fiora Fiora in ranked games, I have to make sure I have a team composition that makes up for Fiora Fiora's shortcomings (such as an Amumu Amumu for hard CC).

Not to mention, it is easy to counter Fiora Fiora with picking tanky champs like Malphite Malphite or stacking armor during the laning phase. All of this makes it difficult for Fiora Fiora to get the snowball rolling. Therefore, it becomes hard for her to carry out her job as an AD assassin, which is to kill people.

Nonetheless, Fiora Fiora is certainly playable in her current state. A lot of players are content with a champion being playable, but compared to dominating solo laners like Riven Riven and other popular choices running rampant, it makes me feel sad I cannot pick my favorite champ more often.

My remake won't be groundbreaking by any means, but I think simple, small touches will spruce up Fiora Fiora while still maintaining most of her current design and play style. I based this remake primarily with playing Fiora Fiora as a top/mid laner.

Remake (Version 1)

Fiora RoyalGuardLoading

Note: All numbers can be changed. The concepts are key.

Duelist
Duelist

Fiora regenerates 7 / 8 / 9 / 10 + (1 / 2 / 3 / 4 × Fiora's level) health over 6 / 5 / 4 / 3 seconds each time she deals physical damage. Striking champions will cause this effect to stack up to 4 times.


Duelist
Duelist

Fiora regenerates 7 + (Fiora's level) health over 6 seconds each time she deals physical damage. Striking champions will cause this effect to stack up to 4 times.


Changelog for This Skill

  • Changed the numbers for Duelist.png Duelist .
  • Changed the base modifier for the stacks to be a base number plus (current level x another number.)
  • Regeneration duration scales with level, cutting its own duration naturally to half in the later levels.

Thoughts on the Current Ability Not many people are aware that Duelist.png Duelist is actually one of the strongest innate passives in the game. At least, it is definitely the case during the laning phase. The main point behind it is to have Fiora Fiora come out ahead in damage trades with her lane opponent.

The stacks you build up with Duelist.png Duelist reward Fiora Fiora for being aggressive against champions. If you engage and then come out even a few points of health ahead of your opponent, it is Duelist.png Duelist working its magic.

So as a laning tool, Duelist.png Duelist deserves more credit. It is not like a crazy amount of in-lane sustain by any means, but you always have the option of striking minions to trigger the passive for a bit of extra health your way. You're supposed to live on a razor's edge with close duels against your lane opponent.

However, Duelist.png Duelist just scales terribly throughout the game, to the point where it could honestly be disabled randomly and you wouldn't even notice.


Remake Thoughts

To address Duelist.png Duelist, I believed retaining the original flavor and theme of the innate was important. Duelist.png Duelist is not meant to be in the same vein as other passives like Nasus Nasus' Soul Eater.png Soul Eater. Otherwise, the passive might as well be glorified life steal.

The health regen is supposed to represent Fiora Fiora dueling with her opponent as a test of endurance, and duels of course entail some sort of duration or they would be unexciting.

My remake for Duelist.png Duelist does not really change much, but I think it is overall a lot more practical in terms of numbers. Its scaling into late game becomes quite relevant without being too overwhelming.

As the name of the game is still attacking enemy champions to build up stacks, the same strategy of Duelist.png Duelist still apply. By the time mid and late game rolls around, Fiora Fiora would be able to earn back a chunk of her health if she can build up max stacks.

Most importantly, I think shaving off a few seconds from the actual regeneration duration proved important. Because, after all, who really has six seconds to spare at late game where fights are decided so quickly? By cutting down the regen time in half at the later levels, Fiora Fiora can actually have a passive that stays in pace with a typical LoL match.

Below are the current numbers of Duelist.png Duelist, with the old and new versions for comparison.

This is assuming Duelist.png Duelist stacks are at the maximum amount of four.

Current Duelist Health Regen Level 1 Level 6 Level 11 Level 18
At Four Stacks 32 52 72 100

As you can see, the current Duelist.png Duelist scales laughably into late game.

Now let's take a look at my proposed remake at my initial numbers.

Remade Duelist Health Regen Level 1 Level 6 Level 11 Level 18
At Four Stacks 32 80 168 328


The initial health regen value starts off the same, but then the scaling becomes significantly higher as the game progresses.

In addition, take note that the health regen duration gets naturally cut in half (from 6 to 3 seconds) to match with the faster-pace battles of late game.

After all, no one has time to wait around for health regen to kick in for a whole six seconds.

Lunge
RANGE: 600
COST: 50 Mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Lunge

Active: Fiora dashes forward to strike her target, dealing physical damage with additional armor penetration. Fiora can perform the dash a second time within 4 seconds at no mana cost.

  • Physical damage: 40 / 65 / 90 / 115 / 140 (+60% bonus AD)
  • Max physical damage: 80 / 130 / 180 / 230 / 280 (+120% bonus AD)
  • Armor Penetration: 8 / 11 / 14 / 17 / 20


Lunge
RANGE: 600
COST: 60 Mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Lunge

Active: Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost.

  • Physical damage: 40 / 65 / 90 / 115 / 140 (+ 60% bonus AD)
  • Max physical damage: 80 / 130 / 180 / 230 / 280 (+ 120% bonus AD)


Changelog for This Skill

  • Lowered the mana cost to 50 from 60.
  • Gave Lunge.png Lunge its own armor penetration.

Thoughts on the Current Ability Lunge.png Lunge is a decent skill, but it has always seemed to be missing a mechanic. Like, it has always felt like the design team forgot to tack on something when putting together Lunge.png Lunge .


Remake Thoughts

Sometimes, something plain and simple is all you need to improve something by a lot. My remake for Lunge.png Lunge just provides flat, extra armor penetration for the skill and nothing more.

And some may wonder, "But what if Lunge.png Lunge could do like a crit or ..."

But don't get me wrong. I have seen a lot of interesting ideas for Lunge.png Lunge , but I don't think the skill is actually that bad. It has always just needed something more, as in an actual effect.

By giving Lunge.png Lunge extra armor penetration, it makes the skill more appropriate in terms of the design theme. You are supposed to Lunge.png Lunge at something when you see an opening, pinpointing a weak spot to deal a decisive blow.

This is also easy to understand mechanically within LoL, plus it would help Lunge.png Lunge against lane opponents who come to lane with Cloth Armor item.png Cloth Armor or try to stack armor.

Finally, the extra armor penetration would provide Fiora Fiora more oomph when attempting to be the team's assassin/melee AD carry, especially against squishy targets.

Riposte
COST: 35 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Riposte

Passive: Fiora's attack damage is increased. This passive component is temporarily doubled for 4 seconds if Fiora successfully parries an attack with the active portion.

  • Passive Attack damage: 5 / 10 / 15 / 20 / 25
  • Doubled Attack damage: 10 / 20 / 30 / 40 / 50

Active: Fiora parries the next basic attack within 1.5 seconds, negating all damage and on-hit/secondary effects. Fiora then reflects magic damage back to the attacker (equal to base magic damage plus the parried attack's damage, including crit and before reductions.) Works against champions, monsters and large minions.

  • Magic damage: 50 / 90 / 130 / 170 / 210 (+100% AP)
  • Parry Damage: 30 / 35 / 40 / 45 / 50%


Riposte
COST: 45 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Riposte

Passive: Fiora's attack damage is increased.

  • Attack damage: 15 / 20 / 25 / 30 / 35

Active: Fiora parries the next basic attack within 1.5 seconds and deals magic damage to the attacker. Works against champions, monsters, and large minions.

  • Magic damage: 60 / 110 / 160 / 210 / 260 (+ 100% AP)


Changelog for This Skill

  • Mana cost lowered to 35 from 45.
  • Slightly weakened the base AD bonus from the passive component of Riposte.png Riposte , but added a doubling effect if the active portion is used correctly.
  • Riposte.png Riposte now negates all on-hit/secondary effects from a successful parry.
  • Changed the damage component of Riposte.png Riposte to be a base magic damage plus a mini-Thornmail item.png Thornmail effect, but much stronger at the later ranks.

Thoughts on the Current Ability Riposte.png Riposte should be more interesting as a skill. The passive AD bonus is great, but the active portion has a lot of iffy elements.

For instance, a lot of people probably do not know that the blocked attacked from Riposte.png Riposte still lets on-hit effects like Teemo Teemo's Toxic Shot.png Toxic Shot seep through and affect Fiora Fiora.

It is just stupid and silly. Do you know how weird it is to see a Garen Garen run up to you with Decisive Strike.png Decisive Strike , and then you Riposte.png Riposte correctly. However, you end up blocking the attack and still ending up silenced. It is nothing more than an oversight, programming-wise.

Imagine if Spell Shield.png Spell Shield for Sivir Sivir just halfway blocked a spell? Weird, right? Then how come Fiora Fiora has a skill that does not work 100 percent correctly?

Not to mention, there is not enough emphasis to parry a specific attack outside of the laning phase. Later on in a match, you will end up mashing "W" over and over again in team fights to use your Riposte.png Riposte as a glorified nuke.

You can't practically count on using Riposte.png Riposte against an ideal target (i.e. the enemy AD carry) instead of parrying the attack of a support, for example.


Remake Thoughts

I kept the passive component to Riposte.png Riposte , but I added a bonus effect if the player used a parry correctly. This is to create an incentive for using the parry with a bit more thought, rewarding Riposte.png Riposte with a significant damage boost that is justified.

As to the active portion, I believed giving a reasonable tweak to Riposte.png Riposte was necessary. I felt on-hit effects breaking past the parry does not make sense.

Riposte.png Riposte is relatively unique within LoL because it is essentially a spell shield for basic attacks, so Fiora Fiora might as well get the full benefit of the parry instead of just most of it.

Finally, though potentially extreme in certain situations, I thought making the parry's damage component into a really strong Thornmail item.png Thornmail reflection was appropriate.

I can imagine enemy AD carry players in particular pulling their hair out when they potentially hit themselves for 1,000+ magic damage when their crit gets reflected.

Overall, this is all to encourage players to seek isolated targets to trigger duels, allowing for Riposte.png Riposte to parry a dangerous attack right back to opponents.

Burst of Speed
COST: 45 Mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Burst of Speed

Active: Fiora gains additional movement speed for 3 seconds. Each basic attack or Lunge she lands during this time increases her attack speed for 3 seconds, stacking up to 3 times.

Killing a champion refreshes the cooldown on Burst of Speed. Assists reduce the cooldown by half of the base amount.

(Using this skill still resets Fiora's auto-attack.)

  • Movement speed: 21 / 27 / 33 / 39 / 45%
  • Attack Speed: 20 / 25 / 30 / 35 / 40%
  • Max attack speed: 60 / 75 / 90 / 105 / 120%


Burst of Speed
COST: 40 Mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Burst of Speed

Active: Fiora gains additional attack speed for 3 seconds. Each basic attack or Lunge she lands during this time increases her movement speed for 3 seconds, stacking up to 3 times. Killing a champion refreshes the cooldown on Burst of Speed. Assists reduce the cooldown by half of the base amount.

  • Attack speed: 60 / 75 / 90 / 105 / 120%
  • Movement speed: 7 / 9 / 11 / 13 / 15%
  • Max movement speed: 21 / 27 / 33 / 39 / 45%


Changelog for This Skill

  • Lowered the mana cost from 55 to 40.
  • The movement and attack speed bonuses are now flipped to give the movement speed first, while the attack speed comes afterward as stacks are built up.

Thoughts on the Current Ability Burst of Speed.png Burst of Speed is no doubt one of the best steroids in the game for its stats alone. Not many skills can compare to the movement and speed bonuses Fiora Fiora receives at max stacks.

And one cannot forget about the chance to cut down/reset the cooldown completely with champion kills/assists.

But as great as the speed bonuses are, I think Fiora Fiora needs a lot of help in the laning phase with Burst of Speed.png Burst of Speed .

In regards to top lane, it is too easy to gank Fiora Fiora. At the moment, one of the options you have as a player is to turn on Burst of Speed.png Burst of Speed , attacking an enemy to trigger stacks and then using the stacks to gain movement speed to run away (hopefully.)

Not exactly impossible by any means to execute, but it seems like such a roundabout way when characters like Jax Jax can just leap to a target unit.


Remake Thoughts

My Burst of Speed.png Burst of Speed remake just flips around the bonuses, but the maximum values are still the same at three stacks.

Basically, I think Burst of Speed.png Burst of Speed should give Fiora Fiora more convenience in running to and away from fights. One could argue that reversing the bonuses would sort of detract from the "all in" focus of Fiora Fiora's kit, but I would strongly disagree.

I can picture a lot of situations where I wish I could be just a tad closer to my target to use Lunge.png Lunge . There are also circumstances where I do not have the luxury to attack foes with Burst of Speed.png Burst of Speed , so outright retreating would be ideal.

Besides, Fiora Fiora does not have much use for the attack speed increase unless she is striking anyway.

Blade Waltz
RANGE: 400
COST: 100 Mana
COOLDOWN: 120 / 110 / 100
Blade Waltz

Active: Fiora dashes around the battlefield—becoming untargetable and spell immune in the process—dealing physical damage to random enemy champion(s) 5 times. Successive hits against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects.

  • Physical damage: 160 / 330 / 500 (+120% bonus AD)
  • Max single-target damage: 320 / 660 / 1000 (+240% bonus AD)


Blade Waltz
RANGE: 400
COST: 100 Mana
COOLDOWN: 130 / 120 / 110
Blade Waltz

Active: Fiora dashes around the battlefield—becoming untargetable in the process—dealing physical damage to random enemy champion(s) 5 times. Successive hits against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects and may crit.

  • Physical damage: 160 / 330 / 500 (+ 120% bonus AD)
  • Max single-target damage: 320 / 660 / 1000 (+ 240% bonus AD)


Changelog for This Skill

  • Lowered the cooldown to 130/110/90 from 130/120/110.
  • Added spell immunity as the ultimate is in use.

Thoughts on the Current Ability Blade Waltz.png Blade Waltz is a cool ultimate for LoL, but it could use a bit of help with some simple touches.


Remake Thoughts

By giving Blade Waltz.png Blade Waltz spell immunity during its use, Fiora Fiora gets some leeway with her ultimate. I have read various Fiora Fiora guides that claim she is invincible while she is ulting, but this is untrue.

The regular ultimate just makes her untargetable, but certain things like tethers and damage-over-time spells can still affect Fiora Fiora mid-ult. For instance, Nether Grasp.png Nether Grasp will literally pull Fiora Fiora down from her ult and stop her.

It is just silly that Fiora Fiora can be stopped like this with her ultimate in this case. I just think she needs to be spell immune for the duration.

Remake (Version 2)

This is another take on remaking the Grand Duelist.

Fiora OriginalLoading

Duelist
Duelist

Each time Fiora deals physical damage, she regenerates 7 + (Fiora's level) health over 6 seconds and takes 1 less damage from champions during the duration. Stacks up to 8 times. Striking champions will grant 2 stacks instead.


Lunge
RANGE: 600
COST: 50 Mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Lunge

Active: Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost. After each dash, Fiora's next basic attack within 2 seconds will gain additional, armor penetration percentage.

  • Physical damage: 40 / 65 / 90 / 115 / 140 (+60% bonus AD)


  • Max physical damage: 80 / 130 / 180 / 230 / 280 (+120% bonus AD)


  • Armor Penetration: 8 / 11 / 14 / 17 / 20%


Riposte
COST: 40 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Riposte

Passive: Fiora's attack damage is increased. This passive component is temporarily doubled for 4 seconds if Fiora successfully parries an attack with the active portion.

  • Passive Attack damage: 5 / 10 / 15 / 20 / 25
  • Doubled Attack damage: 10 / 20 / 30 / 40 / 50

Active: Fiora parries the next basic attack within 1.5 seconds, negating all damage and on-hit/secondary effects. A successful parry deals magic damage to the attacker. Works against champions, monsters and large minions.

  • Magic damage: 60 / 110 / 160 / 210 / 260 (+50% bonus AD) (+ 100% AP)


Burst of Speed
COST: 35 Mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Burst of Speed

Active: Fiora gains additional attack speed for 5 seconds, plus her attack speed cannot be reduced in this state. Each basic attack or Lunge she lands during this time increases her movement speed for 5 seconds, stacking up to 3 times.

Killing a champion refreshes the cooldown on Burst of Speed. Assists reduce the cooldown by half of the base amount.

(Using this skill still resets Fiora's auto-attack.)

  • Attack speed: 60 / 75 / 90 / 105 / 120%
  • Movement speed: 7 / 9 / 11 / 13 / 15%
  • Max movement speed: 21 / 27 / 33 / 39 / 45%


Blade Waltz
RANGE: 500
COST: 100 Mana
COOLDOWN: 120 / 110 / 100
Blade Waltz

Active: Fiora dashes around the battlefield—becoming untargetable in the process—dealing physical damage to random enemy champion(s) 5 times. Successive hits against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects.

  • Physical damage: 160 / 330 / 500 (+ 120% bonus AD)
  • Max single-target damage: 320 / 660 / 1000 (+ 240% bonus AD)


  • Gave Duelist.png Duelist more stacks and a damage-block aspect against champions for reinforcing the dueling nature.
  • Lunge.png Lunge now gives the next basic attack extra armor penetration. Mainly, this was to emphasize individual skill while still stressing that Lunge.png Lunge is all about creating an opening to exploit.
  • Kept my passive version for Riposte.png Riposte , but I changed the active damage effect back to dealing a big nuke (but now factors in bonus AD instead of just raw AP.)
  • Burst of Speed.png Burst of Speed was changed back to its normal version with slightly longer durations. In addition, there is an attack speed protection to create more of a niche.
  • Blade Waltz.png Blade Waltz received number improvements. I cannot tell you how many times I have not been able to ult because I was literally 50 distance too short from selecting my target.


Remake (Version 3)

I grew weary of people trying to rationalize Fiora Fiora's underpowered qualities, so I decided to put together another remake that gave a lot of love to the Grand Duelist.

Fiora NightravenLoading

Duelist
Duelist

Fiora triggers a Duel whenever she deals physical damage to an enemy champion, allowing her to build up Duelist stacks. Last 6 seconds. Cap of 4 Duelist stacks.

Duelist stacks provide different effects:

TALENT: Grants 2 / 3 / 4 / 5 armor penetration for each stack against the enemy champion in a Duel.

HONOR: Reduces 1 / 2 / 3 / 4 incoming damage for each stack from an enemy champion in a Duel.

DISCIPLINE: Restores 2 / 3 / 4 / 5% of Fiora's missing health over 6 seconds for each stack.

Any Duel is reset if Fiora deals physical damage to a different enemy champion.


Lunge
RANGE: 600
COST: 60 Mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Lunge

Active: Fiora dashes forward to strike her target's weak spot, dealing physical damage and inflicting Grievous Wounds (reduces healing and health regeneration by 50%) for 2 seconds. Fiora can perform the dash a second time within 4 seconds at no mana cost.

  • Physical damage: 40 / 65 / 90 / 115 / 140 (+60% bonus AD)
  • Max physical damage: 80 / 130 / 180 / 230 / 280 (+120% bonus AD)


Riposte
COST: 45 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Riposte

Passive: Fiora's attack damage is increased.

Active: Fiora parries the next basic attack within 1.5 seconds, preventing all damage and on-hit/secondary effects. A successful parry deals magic damage to the attacker and then applies an effect based on the type of attack used.

MELEE: The parry stuns the attacker.

RANGED: The parry slows the attacker's attack speed by 50%.

Works against champions, monsters and large minions.

  • Passive Attack damage: 15 / 20 / 25 / 30 / 35
  • Magic damage: 60 / 110 / 160 / 210 / 260 (+40% bonus AD) (+100% AP)
  • Stun/Slow Duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5


Burst of Speed
COST: 55 Mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Burst of Speed

Active: Fiora gains additional attack speed for 5 seconds. Each basic attack or Lunge she lands during this time increases her movement speed for 5 seconds and allows her to ignore unit collision, stacking up to 3 times.

Killing a champion refreshes the cooldown on Burst of Speed. Assists reduce the cooldown by half of the base amount.

(Using this skill still resets Fiora's auto-attack.)

  • Attack speed: 60 / 75 / 90 / 105 / 120%
  • Movement speed: 7 / 9 / 11 / 13 / 15%
  • Max movement speed: 21 / 27 / 33 / 39 / 45%


Blade Waltz
RANGE: 500
COST: 100 Mana
COOLDOWN: 120 / 110 / 100
Blade Waltz

Active: Fiora dashes around the battlefield—becoming untargetable in the process—dealing physical damage to enemy champion(s) 5 times. Fiora may instantly change her strike target to a different enemy champion(s). Successive hits against the same target deal 25% damage. Each strike applies on-hit effects.

  • Physical damage: 160 / 330 / 500 (+120% bonus AD)
  • Max single-target damage: 320 / 660 / 1000 (+240% bonus AD)


Sandbox Ideas

The creative process can be a lot of fun in LoL. If you have ideas for any skills of Fiora Fiora, please be sure to share your ideas so we can work on trying to pinpoint the spots that Fiora Fiora needs fixing/adjusting the most.

Duelist
Duelist

Each time Fiora deals physical damage, she regenerates 8 / 12 / 16 / 20 + (Fiora's level) health over 6 seconds and takes 1 / 2 / 3 / 4 + less damage from champions during the duration. Striking champions will cause this effect to stack up to 4 times.


  • Gave Duelist.png Duelist more base scaling as the game progresses.
  • Added the 1-4 less damage reduction (stacks up to 4 times for 4-16 damage block) to give Fiora Fiora a bit extra sturdiness in trades.

Ideas by Willbachbakal.

Duelist
Duelist

Dealing physical damage to a target inflicts bonus physical damage equal to 1% of their current health and heals Fiora for the same amount over 6 seconds. Striking champions will cause this effect to stack up to 4 times, with the strongest healing effect overriding the weakest at max stacks. Caps at 150 damage versus minions and monsters.


Lunge
RANGE: 600
COST: 40 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Lunge

Active: Fiora dashes forward to strike her target, dealing physical damage and reducing their armor for 2 seconds. For the next 3 seconds, dealing physical damage reduces the target's armor by the same amount. This effect stacks up to 3 times and can be applied to multiple targets. If Fiora successfully parries an attack with Riposte, Lunge's cooldown is refreshed.

  • Physical damage: 30 / 50 / 70 / 90 / 110 (+ 60% bonus AD)
  • Armor Reduction: 6 / 7 / 8 / 9 / 10%
  • Total Armor Reduction: 18 / 21 / 24 / 27 / 30%

Final Thoughts

Fiora HeadmistressLoading

(I seriously feel super guilty for not getting the Headmistress skin when it was sold during that particular Halloween season, but this was at a time I didn't like Fiora Fiora at this point. >.>)


Thank you, visitor, for checking out my "rework" of Fiora Fiora, my favorite champion in LoL.

My attempt with this remake was to shore up Fiora Fiora's iffy (at times) laning phase by making her able to bypass tough defenses while still representing the "Grand Duelist" title. Overall, all of my remake ideas would help her scale more consistently into late game and thus continue to be relevant for her team. I wanted to have Fiora Fiora to do a lot more damage as an AD carry/assassin while still stressing her all-in style of play.

Honest feedback about your thoughts on this "rework"/Fiora Fiora in general would be appreciated.

Have a wonderful day, visitor!

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