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(Champion Rework) Fiora, the Grand Duelist

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Fiora RoyalGuardLoading

A Darling Duelist

Hello there, visitor.

Fiora Fiora is my absolute, No. 1 favorite champion in all of League of Legends. It is a really random champion to have as your favorite, and I am 100 percent aware of this.

To be honest, I initially HATED Fiora Fiora as a champ. I hated her so much so that I wrote out a random remake of her on my personal blog when I wanted to vent about how bad I thought she was.

However, over time, something clicked. Perhaps it was the Canadian French accent, but I learned to love her as a champion over time.

Fiora Fiora is not particularly outstanding as far as tiers go in LoL. Though playable in the sense that she has the potential to snowball after a while, she simply is a tricky character to implement into competitive team compositions. The only noteworthy thing she brings to the table is damage, which other champs offer this and then some.

For instance, let's take Riven Riven as an example. Riven Riven is basically better than Fiora Fiora 9/10 times, and this isn't an exaggeration. Heck, I have to convince my teammates at champ select that I am not trolling when I pick Fiora Fiora.

It is an unfortunate stigma for "bad" champs in LoL, which is a real shame.

And this is what prompted me to put together this remake for Fiora Fiora. As much as I love her as my favorite champ, I just would like to see Riot buff her up in some fashion down the road.

I did not try to reinvent the wheel with my remake by any means. I kept it pretty simple as a whole. I think in Fiora Fiora's case, she is definitely not high-tier, but she isn't trash-tier either. I would put her somewhere in the middle of the pack and on the cusp of finding a reasonable niche as a melee, AD carry.

Please take note of the points listed below when looking through this "rework."

  • This is, above all else, just for fun.
  • I wrote this "rework" with the mindset of pinpointing the areas I think Fiora Fiora needs addressing.
  • I purposefully excluded numbers because I have grown weary of people trying to number shark concepts and whatnot. Sometimes, I honestly think people don't necessarily know better, and especially because even Riot gets their numbers wrong from time to time (I am looking at you, Yorick Yorick, and your awful stats upon release).
  • Take everything with a grain of salt. I don't necessarily believe EVERY single idea presented below should be implemented all at once. Many characters, whether underpowered or overpowered, often need minor adjustments to change their overall quality.
  • All remake ideas will be in yellow.

Abilities

Duelist
Duelist

Fiora's basic attacks restore x health when striking an enemy champion, where x is a percentage of the enemy champion's max health. On-hit effect.


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.


Thoughts on the Current Ability Duelist.png Duelist will receive the most "drastic" changes for this particular remake. Technically speaking, Duelist.png Duelist is currently an all right innate passive as far as innate skills go. The intention of the ability is to provide Fiora Fiora with a means for sustaining during laning and damage trades.

You are rewarded with additional Duelist.png Duelist stacks to emphasize this damage-trading purpose. In an ideal scenario, you attack an enemy champion to get four stacks of Duelist.png Duelist quickly, and then the health regen allows you to come out ahead in that given damage trade.

This is cute and all, BUT the scaling for the innate is terrible outside of the laning phase. If you are lucky, you might survive a team fight because of Duelist.png Duelist stacks later on. However, should this justify this innate being borderline worthless as a match continues?

Remake Thoughts

My idea for Duelist.png Duelist does away with the stacks completely in favor of something more straightforward - Fiora Fiora just restores health when striking an enemy champion. She restores health based on the max health of the enemy champion she is attacking, which will naturally allow her to survive a bit longer against foes with tougher HP bars to deplete.

More importantly, this would keep the innate relevant throughout the game. In addition, the innate would be kept in check because it only really improves if the enemy champs you are facing become stronger.

After all, Fiora Fiora is supposed to be competent during the laning phase. This ability remake still maintains the theme of Duelist.png Duelist, especially because it still entails you to focus your attention toward killing enemy champions. And sure, this innate would give up some health regen, but I am pretty sure most people would want to have instant health gain instead of some dinky regen.

Lunge
Lunge

Active: Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within x seconds at no mana cost. These dashes have additional armor penetration (this value increases based on the target's missing health).


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)


Thoughts on the Current Ability Lunge.png Lunge to me has always felt like it needed something else. In its current state, Lunge.png Lunge is a generic gap-closing skill that you can use twice in a row.

It is overly basic for all the wrong reasons.

Remake Thoughts

My remake for Lunge.png Lunge does not add much, but sometimes all it takes is a tweak or two before something becomes drastically better without going overboard.

The extra armor penetration for the dashes makes a lot of sense because Fiora Fiora is aiming for a weak spot on her target(s). The armor penetration value increases if her target has less health, which emphasizes how vulnerable they are for a killing blow from Fiora Fiora.

Conceptually, it makes sense. And mechanically, it is very easy to understand. The remake for this skill would still maintain the same functions, but with a touch more justified power.

Riposte
Riposte

Passive: Fiora's attack damage is increased.

Active: Fiora parries all basic attacks within x seconds from certain targets, dealing magic damage to the appropriate attacker(s) (deals base magic damage plus a percentage of the parried attack's damage before reductions). Works against champions, monsters and large minions.


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)


Thoughts on the Current Ability Riposte.png Riposte at the moment is an underrated skill in my book. The passive attack damage is always great, and the parry effect is quite substantial as it acts as a pseudo-nuke that does good damage in the beginning. Early in the game, you can sneak in a lot of counter-harass with Riposte.png Riposte by baiting your lane opponent to attack you.

So what is the real problem with this skill?

Well, the parry is fine and dandy. You can parry like an AD carry's basic attack, but the relevance and scaling becomes less and less significant later on. You literally will get to a point where you just charge in and mash your W, without really thinking about whose attack you parry.

Remake Thoughts

My remake for Riposte.png Riposte maintains the passive attack damage, mainly because it is absolutely fine the way it is.

The active portion sees some significant tweaks. For one thing, I think Riposte.png Riposte needs to be able to parry ALL incoming attacks from enemy champs during the parrying window.

And you might be thinking, "But, Nhan, that's too overpowered!"

Pff, Jax Jax can dodge basic attacks with his Counter Strike.png Counter Strike , and his move ends with an area-of-effect stun.

And plus, despite me not including numbers, you can already assume the parrying window would have to be pretty reasonable in length, otherwise it would be incredibly broken.

The big thing here is that I wanted to make Riposte.png Riposte less random with the attack(s) you were parrying.

Oh geez, I accidentally parried the support's basic attack instead of the AD carry's. Less of that.

Instead, Riposte.png Riposte should be more flexible with its parrying window, and it would still bring personal satisfaction on the player's part for timing their W correctly.

In regards to the Thornmail item.png Thornmail-like tweak, this is to add more potential power to Riposte.png Riposte in a reasonable way. If you parry an attack of a stronger opponent, then it should punish them more.

Burst of Speed
Burst of Speed

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


Burst of Speed
COST: 55 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%


Thoughts on the Current Ability Burst of Speed.png Burst of Speed is actually a strong skill. Its steroid effects offer you lots of attack and movement speed.

However, I think it could be reasonably adjusted.

Remake Thoughts

For this ability's remake, I made Burst of Speed.png Burst of Speed give Fiora Fiora its movement speed bonus without the hassle of attacking an enemy first. I cannot tell you how many times I have found myself in a pinch because I would need to turn around to strike an enemy real fast for my E to give me movement speed, so making this a bit more convenient was the main focus.

The stacks are readjusted to build up the bonuses further as long as Fiora Fiora continues to attack enemies, as she should be. The cooldown reset/reduction is still kept exactly the same.

Blade Waltz
Blade Waltz

Active: Fiora dashes around the battlefield, becoming untargetable in the process and dealing physical damage to random enemy champion(s) x times. The first and last attack will be against the same target. Each strike applies on-hit effects. This ability immediately ends if no visible enemy champion is in range for Fiora to stike. (Removed the damage reduction to the same target).


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.

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


Thoughts on the Current Ability Blade Waltz.png Blade Waltz has always been the saving grace for Fiora Fiora, despite how unpopular Fiora Fiora is as a champ. Its stylish way of killing enemy champs is very cool.

And quite frankly, the skill could more or less be kept the same ... EXCEPT ...

Remake Thoughts

I hate how the skill does less damage to the same enemy champ. It really waters down the ability and makes it less exciting.

For those of you who do not know, Blade Waltz.png Blade Waltz is a ripoff of Juggernaut's Omnislash from Dota/Dota 2 (Oh no, Nhan is referencing Dota now!).

And yes, different games, but Omnislash in Dota/Dota 2 rewarded you for finding isolated targets by doing the full damage (granted, it was harder to use because creeps and other targets can be randomly selected as a slashing target ... But hey! At least Juggernaut could use items while in his Omnislash too).

So in short, I think Fiora Fiora should be granted the means to burst down a single target viciously if she manages to catch them alone. And this is why I think Blade Waltz.png Blade Waltz should do the full damage to the same target, no matter what.

Closing Thoughts

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

Like I said, I wrote this for the sake of fun. I do not think Fiora Fiora needs anything drastic to improve her standings as a champ. If anything, some minor buffs may be just the ticket.

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

Also, please be sure to check out my other custom champs as well. >^..^<

Have a wonderful day!


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