
PASSIVES
Flight - REDUCE THE SPEED, AT LEAST A LITTLE. This is way too fast for how much damage he can do a second.
Critical Hits - This could also go into the category with Flight, but Critical Hits will now do 20/25 damage if you hit them while flying instead of normal damage.
Health Bar - This will now optimize based on the amount of players in the lobby, having less health if theres less people, and more health if the lobby is full.
LMS Passive - In LMS, Fleetway will receive 1.25x more damage to attacks.
MOVES
Firstly, I wanna say that i do believe in Fleetway having I-Frames (I mean he is a glass cannon he needs them) but they really need to at least be slightly shorter or less of them on him. I believe that Fleetway should still do a lot of damage to you, but he still needs to use his moves wisely instead of using them purely to evade stuns.
Chaos Dash
Windup: 1.5s -> 1.7s
Damage: 12x5 -> 10x5
Duration: 5s -> 7s
0.8s endlag after use.
Laser of Destruction
0.7s of I-Frames on windup.
20-25 DPS -> 25-30 DPS
Windup - 1.5s -> 1.4s
Fateful Drain
Range Increase.
I-Frames only on first 0.5s of windup.
Survivors are ragdolled for less time after hitting.
Being countered with this will punish Fleetway with +0.4s endlag, in exchange the survivor who counters will be ragdolled for the normal time.
Burst
Can be used while stunned, but if nobody is hit while used, he will still be stunned for however long he was stunned originally.
Pretty balanced move otherwise.