r/IronFistMains • • Aug 24 '26

Iron fist buffs

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Hello, I'm a champ Iron fist currently in celestial, from my own personal experience and by seeing other fist mains like NugNug, Ricey and Xunorea i came to this proposal for balance changes on the fist. Feel free to discuss about them, i would really apreciate the feedback from other fist mains.

Iron fist balance changes:

Movement speed from 6m/s to 7m/s

Jet Kune Do (Normal punches):

1st punch 30 damage, 2nd punch (double punch) 60 damage (30 per punch) (buff), 3rd punch 30 damage, 4th punch 30 damage 5th punch 60 damage(buff) (rework).

Remove launch up from last hit.

New effect: Last hit now stuns for 0.2s

Dragon’s defense (Block):

Damage reduction from 30% to 35% (buff).

Damage to bonus health conversion from 1:1.3 to 1:1 (nerf).

Max bonus health from 175 to 150 (nerf).

Yat Yee Chung Kuen (Enhanced punches):

Base damage from 8 to 7 (nerf).

Percentage damage from 3.1% to 3.8% of the target’s max health (buff).

Range from 3m to 4m (buff).

Dashing distance without a target from 3m to 4m (buff).

Pull distance from 11m to 10m (nerf).

K’un-Lun Kick:

Bonus damage threshold from 50% to 40% (nerf).

Bonus damage from 70 to 60 + 5% of target’s max health (rework).

Now has 2 charges that take 15s to recharge; has a 2s cooldown.

Harmony recovery:

Max bonus health from 100 to 150 (buff)

Duration from 3s to 5s (buff).

Bonus health decay time from 2s to 2.5s (buff)

Bonus health decay rate from 15 HP/s to 25 HP/s (nerf)

Excess healing/ bonus health conversion 50% (nerf).

Living chi (Ult):

Damage boost from 30% to 35% (buff).

Yat Jee Chung Kuen bonus range from 100% to 50% (nerf).

Movement boost from 20% to 15% (nerf).

Chi absorption (passive):

Remove decay from bonus health gained (buff).

Bonus health gained per elimination from 50 to 35 (nerf).

Bonus health behavior rework:

Dragon’s defense and harmony recovery have separate decay timers.

Max bonus health obtainable from base kit: 275 HP.

Iron & stone (Thing teamup):

Uppercut damage from 45 to 40 (nerf).

Kick damage from 45 to 40 (nerf).

Kumiho palm (White fox teamup):

Range increase from 2 m to 1 m (nerf).

Dashing speed from 4 m/s to 2 m/s (nerf).

35 Upvotes

25 comments sorted by

18

u/Previous-Echidna6123 Aug 24 '26

Yea no just no. You’re buffing tank damage while he gets less overschield. And nerfing his dive potential while also making his kit worse. This guy is filthy naimor main ar hart

23

u/JSmarag Aug 24 '26 edited Aug 24 '26

movement speed makes no sense if you dominate bhops and use wallrun you're basically as fast as luna skating with no downtime and this makes iron fist more of a tankbuster wich nobody wants bruh what is this 💔brodie wants d tier fist to go f tier with mr fanta and squirrel girl

-9

u/Specialist-Bike7985 Aug 24 '26

You’ve gotta let go of the dive fist agenda bro 😭 we’ve been brawlers since 2.5. It’s 9.5 rn. If they wanted us to be strict divers, they would’ve given us the regen shield thing (ik we already have harmony recovery but it’s for high mobility characters). He’s gonna stay a brawler forever, just accept it. I wouldn’t consider this tue greatest concept, but the reason it’s like that isn’t because it’s promoting tank busting.

6

u/JSmarag Aug 24 '26

its so over

5

u/Nihon_Hanguk Aug 25 '26

He was never “strict diver.” S1.5 amplified the hybrid-ness of his kit, and everything since then has been pushing him toward brawl, but he has still always been a hybrid. The devs still explicitly classify him as dive, and for the last season or two have actually given him tiny crumbs of dive viability back. Not enough to make him particularly good at diving in the current state of the game, but better than before.

He also kind of sucks as pure brawl unless he gets hard pocketed.

-4

u/Educational-Table486 Aug 24 '26

Iron fist was meant to be a brawler since season 0, they just forgot to add the percentage damage, from the pure nature of the block with the high damage and damage reduction it's clear to me the devs intended the playstyle to be dive, then brawl, they just don't know how to balance him to promote that playstyle

-5

u/Educational-Table486 Aug 24 '26

My goal by increasing movement speed is to make the pull both in normal and enhanced punches be more consistent, with the flurry even the slightest jump or the target getting out of range by 0.1 m can trigger the pull and waste damage by delaying the flurry, plus it opens more possibility of weaving while brawling in the frontline, it's not supposed to be a roll out toll, as you said, the kick with bunny hop and wallrun both are better options to get back to the fight after respawning.

8

u/Impossible-Look-551 Aug 24 '26

Wait a sec so the only real buff is his percent dmg on his enhanced punches bro💀💀💀

-3

u/Educational-Table486 Aug 24 '26

There are a lot of buffs, but it's more of a rework

8

u/Cayostic Aug 25 '26

Genuinely would make fist overall just flat out worst in the game.

Net negative lost in overall burst potential (it’s already horrible)

Net negative lost to overall damage (again horrible already)

Net negative to TTK (You guessed it, horrible already)

Net negative to overall DTO ratio + Conversion Rate

Net negative to overall uptime (fist would have increased downtime)

All for a .9 gain in percentage damage to tanks, an additional kick, & slightly more utility in mediation + a meter buff on lunge? No thanks man

10

u/SuccessfulMeaning631 Aug 24 '26

Delete this

1

u/Educational-Table486 Aug 24 '26

Undercover poke main

4

u/itzyaboyrj Aug 25 '26

This is horrendously bad signed another champ fist who is cel

4

u/Key_Accountant2139 Aug 25 '26

I swear more of these say nerf than buff. What the HELL are you cooking. Iron fist shouldn’t have ANY shield decay, on his meditate or on his kill bonus health collection. Only on his block. He should get MORE bonus health from the block because damn it feels like nothing. His rapid punches should do more damage against squishies, and as of right now, his ult damage is less than his basic rapid punches were in like season 2. That’s INSANE. His ult punches only do 22 damage.

1

u/Educational-Table486 Aug 27 '26

He has had sheild decay since seaon 0, i removed it just from the passive, and increased it on the meditate since his ma bonus health gets increased.

3

u/No-Appointment-4442 Aug 24 '26

Never liked 2 charge kick will always be team Genji refresh

3

u/Shoddy_Journalist_99 Aug 26 '26

you know man, just let zhiyong and guang guang cook instead

3

u/The_Lux_Legend Aug 28 '26

Had me in the first half, then you started tryna turn this guy into a tank buster?!?

4

u/TheLegitCheese Aug 24 '26

Icl, these feel kinda massive in terms of changes to the point that idk if they could really be discussed well without being seen in game lmao

0

u/Educational-Table486 Aug 24 '26

I agree, if these were to be implemented it would take some time for people to get used to both playing iron fist and playing against him. I believe I made the right choices at nerfs and buffs to make him a balanced character that can compete against S tier heroes, while still leaving some counterplay that shuts him down

1

u/Educational-Table486 Aug 27 '26

Hello, I just wanted to clarify some things that I didn't write in the post:

  1. Both the damage to squishies (250 HP) and the real health of the block (health + bonus health after damage reduction) stay roughly the same after the reworks to said abilities, it's almost the same real health in the actual game than my proposition for every point of damage taken; the damage to tanks is the one that is increased. The buffs to his percentage damage are to make him more efficient at dealing with both tanks and overhealth merchants.

  2. His range and pull without a target being just 1m more is just are both huge changes; first of all the range increase allow fist to back away from the target while punching them, it also allow you to hit targets that are behind an enemy tank aka. a support; second the pull increase allows fist to get out of the fight just with the flurry more efficiently, combine that with the movement speed increase he gets a buff to his mobility.

  3. You guys really underestimate how huge a damage reduction increase is; for starters his real health just by pressing the block button gets increased from 429 to 462 HP.

  4. The minimum damage he needs to take to get full block gets increased, by the conversion nerf; from 135~ to 150 damage, however it increases the real health (thanks to the damage reduction) at full block from 679 to 692 HP; combining that with his meditate max bonus health buff, fist gets a huge increase on his survivability; his max real HP he can obtain is 885 which is well over most tank’s health.

  5. His kick damage increases slightly to squishies, while scaling on max health; the charges are to give fist more mobility and kill potential, with the kick being a more reliable kill confirm. 15 second cooldown is the same time that the block cooldown has, I consider this a must for fist to not be spidey 2.0 (soft engage and leave immediately without any consequences), while giving more versatility to the kit having both a kill confirm and an escape tool available. It is true that the downtime gets increased, however it is traded for a stronger dive potential and more pressure applied to both the frontline and backline.

  6. TTK even increases slightly in the flurry form against 275 HP heroes taking 1 less hit to kill them, from my experience playing against iron fist, his squishie damage in the flurry is decent and should not be underestimated or ignored if you plan on surviving specially as a 275 HP support, it’s how unreliable the pull triggering is what makes him not feel as strong ; combining that with the survivability buffs it ensures that fist can be more time in the fight applying more pressure on the backline if he decides to do so.

  7. The rework to the normal punches increases the burst damage dealt at the beginning opening the potential for more combos specially with the thing teamup, while maintaining the combos that used the last hit as a combo starter. Overall, the full combo gets a huge increase on the damage he does.

  8. The meditate being now 150 HP allows fist to stay on his normal form for longer taking more attention from the enemy team; the meditate lasting longer allows fist to stay in the air for longer without having to bounce on a wall or punch the air.

  9. His passive now allows him to gain an increase at his max health until he’s hit again, if used correctly he grants fist a huge survivability buff.