League of Legends Wiki

Comments30

Fiora QoL changes

Typhron August 19, 2013 User blog:Typhron

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Hey, I'm Typhron. I do these things. You guys know the drill.

Alrighty, truth time. In some strangely bad way, I think I'm good at Fiora and have some valid say on how she should be rebalanced if she ever gets a buff/nerf, thinking she's rather good. That's not a popular opinion. Infact, the perception right now is that Fiora is either a) sleeper OP or b) Tryndamere/Roll Tier with everyone being in either camp. Either way, she's a bit of a nightmare for folks. That's probably on purpose.

Honestly? She's oddly 'balanced', if needing an update here and there. Of course, there's also that melee carries got shafted this Season and the Yi rework makes highlights how much of a AD-centric copy of the old Yi she was. So here's what I think would make her fun-er, for what it's worth. Currently she is an Assassin/Carry people try to play as a bruiser (keynote: Don't ; 3;), so let's try keeping that theme/making it more straightforward. Most Fighters all have similar themes in common, which Fiora somewhat lacks in the same vein.

And as always, I'm open to suggestion.
1 Growth 18 1 Growth 18
Health 450 (+85) Attack damage 54.5 (+3.2)
Health regen. 5.5 (+.8) Attack speed 0.672 (+3%)
Mana 220 (+40) Armor 15 (+3.5)
Mana regen. 6.75 (+0.5) Magic resist. 30 (+1.25)
Attack range 125 Mov. speed N/A

I didn't change squat. :T

1 Growth 18 1 Growth 18
Health 450 (+85) Attack damage 54.5 (+3.2)
Health regen. 5.5 (+.8) Attack speed 0.672 (+3%)
Mana 220 (+40) Armor 15 (+3.5)
Mana regen. 6.75 (+0.5) Magic resist. 30 (+1.25)
Attack range 125 Mov. speed N/A


Duelist
Duelist

Any time Fiora deals physical damage she gains a stack of Enriched Technique, lasting for 6 seconds (up to 4 when striking enemy champions or neutral monsters). Fiora regenerates 2 + 1/6(Fiora's level) health every second, each time she deals damage, and when she activates Battle Tendecy.


*Switched her base passive and her W!passive with each other.

  • Changed the flat AD to a flat% of her total AD. On average it should be the same amount.
  • Reverted back to the regen version with a slight tweak.
  • New passive affects champions and neutral monsters.

The old passive was simply called "Duelist" and gave the vibe that Fiora loved to fight/had a way of staying in the battle longer than most opponents of her kind. Tried to keep that sense of feel while keeping in mind that Fiora is presented as an Upper Echleon Fighter that shouldn't be discounted due to their customs" (Dudley from Street Fighter comes to mind). To that end, switching around and modernizing the passives seemed like a good idea</strile>. After some feedback I've revereted the passive and altered it a bit.

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.


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

Active: Fiora dashes her target, repositioning herself. If the target is an enemy she strikes her target and deals physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost. Each strike applies on-hit effects.

  • Physical damage: 40 / 55 / 70 / 85 / 100 (+ 60% bonus AD)
  • Max physical damage: 80 / 110 / 140 / 170 / 200 (+ 120% bonus AD)


  • Q can now target allies while dealing no damage, akin to Shunpo Katarina's Shunpo.
  • Reduced the base damage of each strike.
  • Made it apply on-hit effects, as well as functionality with other abilities.

Lunge is still the same now without messing with the overall meaning of the ability. She's just as dangerous as she always was with this ability, only now she has a Renekton/Lee Sin-esque Dash in/Dash out thing for her to use.

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)


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

Passive: Fiora's attack damage is increased.

  • Attack damage: 6% / 7% / 8% / 9% / 10%

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

  • Magic damage: 60 / 110 / 160 / 210 / 260 (+ 20% AD)


}}

  • Change the flat bonus to a %, to make it better scale with gear.
  • Gave the active a spell parry/shield.
  • Change the scaling and damage type to AD

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)


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

Active: Fiora gains additional attack speed and flat movement speed for a 6 seconds.

Each basic attack or Lunge she lands during this time increases her a stack of addtional movement speed for the duration, 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%
  • Flat Movement speed: 10 / 15 / 20 / 25 / 30
  • Movement speed: 10 / 15 / 20 / 25 / 30


  • Raised the base speed bonus to 4 seconds.
    • Made the additional duration stack 2 seconds each
    • Overall of the movement speed duration unchanged. Overall attack speed duration outcome raised by 3 seconds.

Largely unchanged, except for adding what I thought it does now into the ability. Because I'm tool.

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%


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. Using Fiora's abilities or gaining a stack of Burst of Speed reduce the cooldown of this ability by 3 second.

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


* Blade Waltz can "crit". Shamelessly stolen from Alpha Strike  Master Yi's new Alpha Strike. To this end, the ability could be too random now.

  • Using Fiora's abilities (not necessarily landing damage with them) reduces the overall cooldown by 3 seconds.

Still a Yi/Juggernaut clone, but wth her ult. It doesn't crit due to the fact that the ability is, on it's own, very strong. Additional damage through an ability critical strike could turn a Fiora with 300 AD, an IE and the +10% crit damage mod, at level 16+ hit a squishy target for 2000 damage on a chance. Reducing the base damage would hurt critless Fiora, so it's easier to just not include it or find another way to add that functionality.

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)


So, how is this, anyway?
 
39
 
62
 

The poll was created at 01:40 on August 19, 2013, and so far 101 people voted.

Typhron's Gratuitous Fanfiction Custom Content

HEY, visitor! Want to see more of my custom content, writing pieces on LoL, and otherwise? Click the tabs to see.

They will all suck as bad as this, though. As a heads up.

  • Typhron, Marty Stu The Dark Paladin - December 5th, 2012
    • Character concept using my username (and WoW Character). As a physical damage-focused melee carry that uses a single Stance in conjunction with his manaless costs with a mana-centric focus, a bit like Ryze Ryze.
    • Character Traits: Carry | Secondary: Fighter, Assassin
  • Tess, Inciter of the Sands - November 26th, 2012
    • A champion of the "of the Sands" namesake (like Nasus Nasus and Renekton Renekton), being an animal golem person that is mechanically straightforward and thematic. One that is able to play as a Support or a Tanky Mage, with HoTs, HoTs, and utility being the focus.
    • Character Traits: Support | Secondary: Fighter
  • Montgomery, Meister of Zaun. - November 21st, 2012
    • Jayce Jayce and Viktor Viktor hating villain sue villainous tycoon who can be an AP OR AD carry, capable of building one way or another with ease. Built AP he's an Bursty Assassin and built AD he's more of a traditional Carry, being quite good at countering enemy builds no matter what they build.
    • Character Traits: Marksman/Mage

.:123456789012345678901234567890123456789012345678901234567890:.


Also on Fandom

Random Wiki