(R) Grand Challenge (remade):
ACTIVE: Fiora challenges the target enemy champion, dealing triple her normal Vital damage for the next 8 seconds to that target. The ability also creates an area around the target, in which Fiora gains Duelist's Dance's bonus movement speed.
If she triggers one or more Vitals before her target dies, she gains 5 / 10 / 15% bonus attack damage and 25% bonus attack speed for 5 seconds, and creates a victory zone that provides both her and her allies with Duelist's Dance's bonus movement speed for 2 + (number of vitals procced on target) seconds. Additionally, Fiora heals for (2 x Number of Vitals Procced on Target x Passive Heal amount) over 5 seconds.
If her target is still alive after 10 seconds, or if Fiora dies, Fiora's target instead heals for all of the True Damage Fiora dealt to them during the challenge over the next 5 seconds plus a flat 100 healing over the next 1 second.
(Passive) Duelist's Dance:
~~ 3%~~ => 0% (+ 4.0% per 100 Bonus AD) of target's maximum health as True damage.
Damage:~~ 65 / 75 / 85 / 95 / 105 (+ 55 / 70 / 85 / 100 / 115% bonus AD)~~ => 65 / 85 / 105 / 125 / 145 (+ 55 / 70 / 85 / 100 / 115% bonus AD)
Cooldown: ~~16 / 14 / 12 / 10 / 8 ~~ => 20 / 17 / 14 / 11 / 8
Reduction on hitting ~~any enemy~~ enemy champion: 60%
Movement and attack speed slow: 50% => 0%
~~90 / 130 / 170 / 210 / 250 (+ 100% AP) Magic Damage ~~ => 90 / 135 / 180 / 225 / 270 (+40 / 55 / 70 / 85 / 100% bonus AD)
>#What does this do?
Fiora is not a tank. Fiora is not a support. Fiora is a killer, but one with finesse.
By removing her flat % HP true damage, we strongly discourage full tank or almost full tank builds. By increasing the base CD at low levels, increasing the base damage at high levels, and making the CD reduction only occur on champions for her Q, we're limiting her mobility significantly more than at live without decreasing her late game potential damage (actually increasing this) and without decreasing her potential late game mobility. Riposte no longer gets free attack speed reduction (what was this doing here?) or movement speed slow; if you want to use this for CC, block enemy CC. Otherwise, this is useful to avoid damage and to deal damage. Removing her magic damage makes her less generically difficult to itemize against; now stacking hp/armor is effective against everything except her vital procs.
All of these changes go toward making Fiora a mid to late game splitpushing monster with modest benefits in a teamfight. Why? Fiora is a DUELIST. THE duelist, in fact. It makes no sense that her allies are healing from her ult and no sense that challenging someone makes it easier to hit their vitals. Instead, Vitals are just as difficult to hit as before- but much more rewarding. Hitting a vital deals significantly increased damage, giving both you and your opponent the ability to play around the vitals that exist. Instead of providing Fiora with up to 330 initial bonus healing (from her passive+ R, 3 free vital hits so 3x passive), she gets extra healing for all the vitals she hit if she wins. Killing your target will give your team a small bonus- some move speed- but will give YOU a large one that is useful both in a teamfight and possibly while splitpushing (dmg could help you take a tower).
On the other hand, failing to kill your target- or instantly dying- will heal your target. The idea is that this is a _challenge_. It should be rewarding to whoever wins it. But we don't want to make it so rewarding to the enemy team that Fiora feels bad about using it at all- so it mostly just heals the damage Fiora did, and prevents them from dying to an Ignite or minions if they kill you first. Fiora should feel awesome after killing her target- thus allowing her to perform better than she normally could. Her allies should be happy she won, but shouldn't just automatically win because of it.
Fiora should be weaker in lane- especially pre 6- because of the removal of her flat %HP true damage, and because of her increased Q cooldown, and because of the removal of the attack speed debuff. Why did I do this? Because in League of Legends, we have power spikes, not power "im always better in a 1v1"s. We have to choose- we can either be better early game, OR better late game, not both. She certainly still has some tools to win her lane, but she should be punished for Qing away or failing to W something important more heavily. Also, lane bullies should have much more realistic chances to keep her down- because she should no longer be an early game lane bully.
Anyway, this is probably far from perfect or perfectly balanced, but I feel that the ideas behind this type of skillset are much more healthy than the BS mechanics that Fiora currently has.
And BTW, this has nothing to do with whether Fiora is currently balanced or not- it's about how she goes about winning, what she's good at, and what she's rewarded for.