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Fiora Build Guide by EraAegis

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League of Legends Build Guide Author EraAegis

[Actually Master][WIP][6.23]Top Lane Domination w/ Fiora

EraAegis Last updated on Yesterday
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 18

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 12



Threats to Fiora with this build

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Threat Champion Notes
1
Garen All matchup notes can be found under the Matchups section.
1
Jarvan IV All matchup notes can be found under the Matchups section.












Greetings, I am Aegis, a high diamond player in the TW region (Now a Master player in NA). Since Fiora's rework, I have played her whenever possible in ranked and normal games. I hope that, through this guide, you will be more interested in the champion and will have more motivation to practice and master this champion.

Fiora is a high risk, high reward champion. Requiring the player to hit the enemies from a certain angle to maximize damage. Fortunately, Fiora also has a high mobility kit, the movement speed buffs from hitting the vitals from Duelist's Dance and moving towards a target with Grand Challenge. Lunge is Fiora's gap closer which also helps proc'ing vitals. Although Fiora has to get deep into the heart of the battle to deal damage, her kit is not lacking when it comes to keeping her alive, the heal when proc'ing vitals Duelist's Dance, Riposte that can negate any damage(except for turret shots) for 0.75 seconds and the heal from Grand Challenge can often help her turn a losing fight around.

Fiora is very hard to master, but the feeling of success when making plays with this champion is definitely worth the time and patience. For those who like using high mobility champions ( Riven, Yasuo) and like to challenge themselves, Fiora is definitely the champion to go.


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I played my first game of League of Legends during Beta after a friend introduced me to the game, I had quickly lost interest to the game as I felt that I was not good enough (I would lose to bots). However, during Season 1, another group of friends convinced me to return to the game and I reached level 30 by Season 2.

From there, at season 2, I played my first ranked games and dropped to 900 elo, which was bronze at that time and I stopped playing. During season 3, I started playing ranked again in the NA server and struggled to climb out of bronze but ultimately succeeded and reached Gold mid season. This is when I discovered the existence of the Taiwan region and started playing there instead where I was stuck in low Silver for a long time, but something clicked in my head and I climbed to Plat 1 in 3 weeks time, but I could not reach Diamond because the system then only gives me one digit LP per win and losing a game means losing twenty something LP.

Season 4 and season 5 were when I would quickly reach Diamond in the first week and then just played normal games with my friends, there were not much motivation for me to play ranked as I thought I already was at the top, and then I moved to Canada in pre-season 6 and during season 6, I started playing in the NA region again, where I quickly reached high diamond/master rank.


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+++High potential damage++Continuously hitting vitals can maximize damage dealt and sustain through fights with the heal and movement speed.

+++High mobility++After level 9, Lunge has a CD of two to three seconds if she hits something, making her really mobile, and hitting vitals or moving while inside the range of ultimate will increase her movement speed.

+++Can often turn fights around++ Riposte makes Fiora invulnerable(except for turret shots) for 0.75 seconds as well as stun targets if they tried to hard CC her in the duration. If used well, it can negate most if not all bursts from a champion and can turn a rough fight in her favour.

+++Good survivability++The passive Duelist's Dance and ultimate Grand Challenge provides Fiora with heal and movement speed which helps her sustain through fights and reposition herself quickly.

+++Little counter++Due to Fiora's high potential damage and survivability, she often has ways to outdo her opponents with enough skills and experience, making her a hard champion to play against.

+++Good sustain++The passive Duelist's Dance and ultimate Grand Challenge both provide Fiora with a lot of healing, her core item Ravenous Hydra also gives life steal which helps her sustain through fights.

+++Good mid game to late game damage++The passive Duelist's Dance and Lunge both have very high scaling, 4.5% total AD and 115% bonus AD respectively, as well as the crit on Bladework which doubles her damage for one auto attack. The low cooldowns on her abilities also mean that she is able to do more spell rotations than other champions in a shorter period of time.

+++Low mana costs early game++Her main ability Lunge costs only 20 mana at level 1, 30 mana at level 3, which means she can spam the ability without being out of mana that easily.


−−+Mistakes can be fatal++Enemies can take advantage of your high cooldowns if you somehow miss a Lunge or used Riposte, as it leaves you little to no defense against engages.

−−+A pain in the arse to master++ Fiora requires a lot a lot of practice and experience to be effective, while she has high potential damage, the player has to have a lot of skills to turn the potential damage to actual damage.

−−+Bad bad wave clear pre-tiamat++No area of effect abilities means that her wave clear is bad, buying at least a tiamat is essential for her to put up more lane pressure.

++High mana costs mid/late game++ Lunge costs 40 mana at level 5, while Bladework costs 60 mana at level 5, coupled with the low cooldowns, spamming the abilities or after teamfighting usually leaves her manaless.

++High early game abilities cooldown++ Riposte and Bladework both have high cooldowns early game, being 24 seconds and 13 seconds respectively, even her Lunge at level 1 has 6.4 seconds cooldown even if she hits somebody with it. If the opponents bait the abilities out and then fight you, you will be at a great disadvantage without both Riposte and Bladework.

++Requires substantial game knowledge++ Fiora is a skirmishing champion, great for dueling and splitpushing. Knowing how to read the map greatly increases her effectiveness when splitpushing and dealing with incoming enemies.


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Greater Quintessence of Attack Speed++Taking these can let you have more chances at hitting vitals, have an easier time farming under turret and also helps stack Fervor of Battle faster, allowing you to deal more damage. Use these if you like to go all in in lane.
Greater Quintessence of Attack Damage++Taking these allows you to have a higher damage during small trades and pokes, use these if you like to bully your lane opponent.
Greater Quintessence of Armor++Taking these allows you to have an easier time in lane against AD-heavy enemies like Riven or Olaf, but will reduce your abilities to deal damage. Use these if you just want to farm and be safe.

Greater Mark of Attack Damage++Standard runes for AD top lane, gives a little bit of extra Attack Damage for Q, passive and early game damage.
Greater Mark of Attack Speed++Some people take these and attack damage quints instead of attack damage marks and attack speed quints, they are essentially the same. Unless you plan on going 29% attack speed and go for the mid game to late game damage.
Greater Mark of Lethality++With the changes to how armor penetration works, it is not worth taking these anymore because it penetrates less early and only goes back to full value late game.

Greater Seal of Armor++The standard runes for top lane, gives more defense stats for trades, pokes etc. There is little to no reason not to take these.
Greater Seal of Scaling Health++Take these as an alternative if you have armor quints, also useful if you are against AP heavy champions and you take magic resist glyphs.


Greater Glyph of Magic Resist++Take a couple of these for more early game defense stats against AP champions.
Greater Glyph of Scaling Magic Resist++An alternative to the flat magic resist version, take these for more mid game/late game defense stats against AP champions.
Greater Glyph of Cooldown Reduction++Take 6 for 5% CDR + 3 magic resist runes, or 9 for 7.5% CDR.
Greater Glyph of Scaling Cooldown Reduction++Take 6 for 10% CDR at lv18, or 6 flat CDR + 3 of these for more CDR earlier. Often coupled with 3 magic resist runes.
Greater Glyph of Attack Speed++Not very efficient, but if you would like just a little bit more attack speed it is fine.


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Should you go 18/0/12 or 12/0/18?

Before the nerf to Titanic Hydra and Grasp of the Undying , going 12/0/18 was a lot more beneficial to Fiora due to the sustain and extra damage given by Grasp of the Undying , which benefits from the health given by Titanic Hydra. After the nerfs, however, Grasp of the Undying has fallen out of favor with Titanic Hydra not used anymore. While it could still be viable to go Grasp of the Undying , the extra damage from Fervor of Battle outweighs Grasp of the Undying in a lot of ways and the early Ravenous Hydra means that you can still sustain in lane.

If you intend to go 12/0/18, comparison has been made in the Resolve tree.

Cunning tree vs Resolve tree:

Some people take 18/12/0 instead of 18/0/12 or 12/0/18, due to the Cunning tree providing more damage than the Resolve tree. While it can be useful to secure a kill otherwise not able, I compare taking Cunning tree to going full damage build. If it originally takes you five hits each dealing 200 damage to kill a 950 hp champion, but after taking Cunning tree or building one more damage item, you now deal 230 damage per hit to the champion, it still would require 5 hits to kill that champion. Building towards defense in that case would allow you to survive longer possibly to dish out 2-3 more hits, rather than dying after 5 hitting the enemy. And besides, the 15% cooldown reduction for Teleport and Flash allows for more plays to happen.

But if you do intend to go down the Cunning tree route (I have never seen people go beyond 12 points in the Cunning tree), comparison has been made in the Cunning tree.


Fury vs Sorcery ++ Fiora is an AD champion, taking Fury gives her a little more attack speed for higher damage. Sorcery on Fiora only increases the damage on her Lunge and Riposte. (it's not worth it)

Fresh Blood vs Feast vs Expose Weakness ++ Fresh Blood gives you much higher poking power, since it equates to more than a Long Sword even at level 1, it is very beneficial and applies a lot of pressure on your enemy if you take this. Compared to Feast , which has 30 seconds cooldown, you can activate your Fresh Blood 5 times before you can activate Feast twice, which means you can deal at least 50 damage while healing only 20 hp if you take Feast . Expose Weakness is not suitable for Fiora because you are a skirmisher, which means that most of your fights would be fought alone rather than with teammates.

Vampirism vs Natural Talent ++Since you will most certainly build Ravenous Hydra, at level 18, your extra AD from Natural Talent will indirectly increase your life steal as well, plus the extra AD also scales into your Duelist's Dance, Lunge, Bladework and Grand Challenge(and Riposte). Vampirism gives flat 2% life steal since level 1, it is more favourable to take Vampirism for the early game sustain if you are less confident in laning.

Bounty Hunter vs Double Edged Sword vs Battle Trance ++ Bounty Hunter is an unreliable mastery to take since you might not be able to snowball every game, and when you do not, this mastery essentially becomes much more useless than the other masteries. Double Edged Sword straight up gives you 5% extra damage but you also take more, but compared to Battle Trance , which gives you 5% for fighting at least 5 seconds without any drawback, is a worse choice since every fight after your laning phase would most likely last more than 5 seconds, and you don't want to make yourself too easy to kill.

Battering Blows vs Piercing Thoughts ++Obviously the 7% magic penetration is more useful on Fiora than the 7% armor penetration, who needs armor penetration on a full attack damage champion anyway? In all seriousness though, don't take Piercing Thoughts .

Warlord's Bloodlust vs Fervor of Battle vs Deathfire Touch ++ Warlord's Bloodlust gives sustain through fights, but is only more impactful when you are at low health. With Fiora's high sustain, it is not often that Warlord's Bloodlust becomes useful. But it is still a viable pick as it gives more sustain through teamfights. Fervor of Battle gives a lot of attack damage in sustained fights, as Fiora can stack it up easily with her being a melee champion. 7.2 attack damage at level 1 is a Doran's Blade, 112 attack damage at level 18 is one and a half of The Bloodthirster. Deathfire Touch is for poke champions, are you a poke champion?


Wanderer vs Savagery++ Wanderer helps roaming and rotating, not very effective in fights, but useful for splitpushing by arriving a lane sooner. Savagery helps farming a little bit, also for pushing just a little bit faster.

Runic Affinity vs Secret Stash vs Assassin ++ Runic Affinity is useless if you are not getting buffs, which you are not. Secret Stash gives a little bit more healing from potions, just a tad more sustain in lane. Assassin is only useful for 1v1 or 1v2 trades, not reliable but useful for dealing with opponent during laning phase and splitpushing.

Merciless vs Meditation ++ Merciless allows you to deal more damage to champions with low health, which can give you an edge when you are both low or to secure a kill, but otherwise unreliable. Meditation gives more sustain, but with Fiora's low mana costs early game, it's not beneficial to take Meditation for the early game, but can be useful mid to late game where the mana costs rise.

Greenfather's Gift vs Bandit vs Dangerous Game ++ Greenfather's Gift has a cd too high for the effect to be worth, assuming that the enemy has 600 health, it will only deal 18 damage, which means a dps of 2hp/s, and it only goes down as your opponent has less health. Bandit compared to Greenfather's Gift is more effective if you plan on poking your enemies down, as it only has 2s cd. Dangerous Game is effective during 1v2s or simply keeping yourself alive in a fight, and I would recommend taking Dangerous Game over the other masteries.



Recovery vs Unyielding ++ Recovery for sustain, Unyielding for trades, taking either is fine since the benefit is too small to make a difference anyway. But Unyielding scales with armor and MR, both of which you will certainly get to be useful in the mid game to late game, while Recovery does not scale, which makes Unyielding more useful in the mid game to late game.

Explorer vs Tough Skin vs Siegemaster ++Since you're a laner, the benefit from Explorer does not come in play that often, unless you plan on camping the mid lane. Otherwise, taking Tough Skin can help a little bit against trades and ganks. Siegemaster is useful if you are going to be under your turret for the majority of the laning phase, for example, against Pantheon or Kennen.

Runic Armor vs Veteran's Scars ++ Runic Armor makes the passive Duelist's Dance and ultimate Grand Challenge more effective, as well as increase the healing done from life steal. Veteran's Scars is more effective for early game trades as you don't benefit as much from Runic Armor in the early game, having straight up + 45 health means you can take one or two more auto attack from the enemy.

Insight vs Perseverance vs Fearless ++As a top laner, I feel the need to emphasize the importance of keeping up lane pressure, which means the 45 seconds cooldown reduction for your Teleport from Insight is way more useful than the health regeneration that is only effective when you are at low health. Fearless is only more useful if you already build armor or MR, but since this is not going to be the case, it becomes less useful, plus, it can easily be proc'd by a poke ability and then you may be attacked after the effect has ended.

Swiftness vs Legendary Guardian ++ Swiftness means you get out of stuns and slows quicker, which helps if you intend to chase or run from the enemies who try to CC you, also useful in teamfights when you try to get to the enemy backline and they peel against you. Legendary Guardian gives more defense stats during ganks and teamfights, which can be enough to turn a fight or just to survive a bit longer.

Grasp of the Undying vs Strength of the Ages vs Bond of Stone ++ Grasp of the Undying gives a little bit more damage and heals a little bit every 4 seconds, which can be useful if you use it to the fullest extent and auto attack the enemy every 4 seconds. Also gives more trading power as it heals you during fights which can be enough to take one to two more auto hit during a fight. Strength of the Ages requires stacking, and is not as beneficial early in the game. Taking Strength of the Ages means you give up a lot of early game pressure and if the enemies use it to their advantage, you will have a hard lane. While Bond of Stone gives +4% damage reduction, it is not enough to make a huge difference and due to it supposedly being a support mastery, why are you considering it?


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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



Lunge start is the most usual and the most logical, since it is a dash without needing a target, it can be a versatile tool, either for escaping level one in case of an invade, early engages or backing off in case of a bad level one trade. It also has the lowest cooldown out of all her abilities, making her less vulnerable after she uses Lunge for farm or poke.

Riposte start is generally a bad choice because you can only hit one champion with it, and you cannot move in the duration, making you extremely vulnerable during an invade. And with its high cooldown, during level one trade, you will move certainly lose since you do not have your Lunge which is your main damage source early game. Smart enemies will take advantage of the long cooldown and bait out your Riposte and zones you out early.

Bladework start could be useful during invades since you can slow one champion down, allowing your teammates to catch up to them, but like Riposte start, you'll lose a lot of early game pressure and is usually not worth it unless you get a lot out of the invade.

Learning Riposte next helps you win level two trades since you can often negate one and even two spells from the enemy which is huge early game, or at least slow the enemy attack speed, which will easily win you a trade. And even after you use it, you will still have Lunge to trade or back off.

If you did not get Lunge at level one, level two should be when you get it, it applies a lot more pressure to the enemy and it helps you farm, a very useful ability to have.

Learning Bladework next is also viable if you know that you will absolutely win a trade even without Riposte, as it slows the enemy while still allowing you to move, plus the auto attack reset and the small crit allows more damage burst early game.

As with most other champions, at level three you should level up whatever spell you did not level up during at level one and two, which should be Bladework. Having all three spells at your disposal reduces the impact of mistakes where you miss an abiliity or two, plus it is often more efficient to have all spells at level one rather than have one at level two.

By this time, you should be able to start maxing out a second spell. The most usual spell to max right now should be Bladework, it lowers the cooldown on the abiliity substantially(from level one 13 seconds to level five 5 seconds), it allows you to slow the enemies even more and chase down running enemies with the already low cooldown Lunge.

Maxing Riposte next lowers the cooldown, but not by a huge margain(from level one 24 seconds to level five 16 seconds), it is generally not worth it as it only gives you a little bit more AP damage and the ability itself still has a long cooldown.

If you somehow did not max Lunge, now would be the time to start, the cooldown on this ability after leveling it up is extremely low(from level one 16 seconds{6.4 seconds if hit anything} to level five 8 seconds{3.2 seconds if hit anything}), and being the main damage source and utility, you should always have this ability leveled to level five as soon as possible.


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Duelist's Dance reveals a vital on enemy champions in one of the four directions, attacking the champion from the vital's direction proc's it dealing percentage maximum health true damage, heals and gives Fiora a movement speed buff. It is the main source of damage from her kit, with most if not all of her abilities being centered around this ability. ( Lunge for easier proc on vitals, Bladework for slows and auto attack reset, and Grand Challenge which reveals four of these passives.)

Hitting vitals also serve as Fiora's main steroid as it gives her moderate amount of heal, healing 25HP per hit at level one and 110HP per hit at level 18, which is often enough to tank two or three more hits during a fight, and surprise your enemies with the sudden burst of health. The sudden burst of movement speed it gives when Fiora procs a vital allows her to go for the next vital easier or back off after a poke. Hitting as many vitals as you possibly can can help you win a lot of trades, I have forgotten the amount of times I had messed up a fight because I could not hit a vital. Practice is the key here.

Assume that the arrows represent the directions in which vitals appear.
■■■
■■■
■■■
Assuming that if you never hit a vital and just let them disappear and reappear, they would appear in the following order:

or

They will always alternate between or , following that pattern. However, if you manage to proc the vitals, sometimes they will not follow the above pattern, and just alternate between and . So patterns like will occur if you hit the vitals instead of waiting for them to disappear and reappear.

Also, the first vital will always appear pointing towards or , therefore if you are blue side, you can take advantage of this to trade early when you arrive in lane. Or if you are on red side, you can try to search for the enemy top laner before the minions arrive so that when you both arrive in lane, the vital will be pointed towards or .

To start a trade, always make sure that the vital is pointed towards you, and you should try to use an auto attack to proc it instead of using Lunge, because using Lunge to proc the vital means that you cannot hit the vital that will then appear behind the enemy. So you should always try to auto attack to proc a vital, then Lunge behind them to proc the second vital, unless you are only trying to poke them.



Below is a map of the summoner's rift where green lines means you can dash through with Lunge and red lines means you cannot.


Lunge is a dash ability(the speed of which is determined by your current movement speed), which also deals damage(can target invisible targets as well) and applies on-hit effects(excluding auto-attack buffs from Bladework) on a single target nearby, priortizing vitals facing her, targets that would die from said Lunge, then champions and minions. Since you do not get to choose the targets yourself, you should not always rely on your Lunge to finish off your enemies.

For example, the enemy Darius is one hit away from dying, and you Lunge in trying to secure a kill, but the enemy Lee Sin came up and his vital is facing towards you, Lunge would hit Lee Sin instead of the low health Darius, but since you expected Lunge to kill Darius, you backed off instead of trying to secure the kill, and you missed an opportunity.


Hitting an enemy with Lunge will reduce the cooldown of the ability by 60%, therefore you should always try to hit a target to avoid the long cooldown, if you want to gap close to catch up to/finish off an enemy, but is too far away to hit them with Lunge, you should Flash first, then Lunge, or wait until their minions arrive or he runs next to monster creeps, then Lunge to them and Lunge again.

Since Lunge is the main damage source and utility for Fiora, ALWAYS make sure that this ability is up(or nearly up) before fighting the enemy, it provides damage, helps stack Fervor of Battle or procs Grasp of the Undying , procs vitals and is a gap closer, fighting the enemy with it on cooldown takes away half of your fighting capability, and will lose you trades or even get yourself killed.

Riposte has a 0.75 seconds cast time, negating any damage(except for turret shots) or CC(including Ignite, Exhaust and Smite) thrown at her while casting, then launches a projectile forward which will stop at the first champion hit, slowing both their movement speed and attack speed. But if she manages to get hit by any hard CC, like Lissandra's Frozen Tomb or Orianna's Command: Shockwave while casting, then the champion hit by the resulting projectile will be stunned instead of slowed.

Riposte is an ability that can completely turn a fight around when used in the right time, creating amazing plays. But since it has a really high cooldown(24 seconds cooldown at level 1, down to 16 seconds cooldown at level 5), it can only be used sparringly, and once it's down, Fiora becomes vulnerable to damage and CC, and competent enemies will take advantage of that to engage on you.

Even though Riposte is best used to counter the enemy's CC and stun them instead, it does not always have to be used this way. Hitting the enemy and avoiding damage should be the highest priority, even if it means not riposting their CC. For example, riposting Darius's Crippling Strike or Trundle's Chomp is often more useful than riposting their Apprehend or Pillar of Ice.


If the enemy is obviously baiting you into using Riposte, like Irelia or Rek'Sai, then just hold onto your Riposte, even if they do CC you afterwards, and you did not react in time to avoid it, riposting them after the CC is finished will still reduce their attack speed, and significantly lower their combat effectiveness, and you will be able to easily beat them after that.

Riposte is a very strong ability by itself because of the attack speed slow, even if you do not parry any CC. Therefore, you should always hit your Riposte to get the debuffs off, otherwise, you will be put in an extreme disadvantage. Focusing on stunning the enemies should be your second priority.

Bladework resets the auto attack timer and increase the attack speed of the next two auto attacks, providing the first attack with a movement speed slow(but cannot crit) and a second one with a crit(120% damage at level 1 to 200% damage at level 5). The attacks also gain 25 auto attack range, buffing her auto attack range from 125 to 150 for two attacks.

Bladework is best used after you use your ultimate Grand Challenge on an enemy, since the slow and attack speed buff allow you to hit the vitals easier and faster, and will give you a significant burst of damage. But before level 6, it can be used to give a little bit more damage for trading since it stacks Fervor of Battle faster, or to farm under turret.

Try to use Bladework after auto attacking, as it resets your auto attack timer and can give a slight burst to damage. Also, due to the high mana cost later into the game(60mana at level 5), it is not advised to spam the ability before team fights, as you will most certainly run out of mana mid fight, and it will severely impact your effectiveness in a fight.

When activated, Grand Challenge places four vitals on an enemy champion, each facing a different direction, and creates a healing zone for all allies(similar to Janna's Monsoon when all four vitals were proc'd, or if they die(including when Aatrox's Blood Well, Anivia's Rebirth, Zac's Cell Division Zilean's Chronoshift, Guardian Angel are proc'd) after at least one vital is proc'd.

Grand Challenge is another one of Fiora's abilities where she can absolutely turn a fight around, since proc'ing a vital provides her with heal, and deals tremendous amount of damage to the enemy, proc'ing all four in quick succession usually means she can turn a dire situation to a favourable one. This ability allows Fiora to often 1v2 successfully during ganks or splitpushes.


Since the ability has a low cooldown, especially after Fiora's CDR core build, do not be afraid to use it, even if you only managed to hit one vital or none at all, it is better to use it just in case rather than not and miss an opportunity. But it should only be used when both your Lunge and Bladework is up, as they help you proc the vitals much easier with the dash and auto attack buffs, ulting without the abilities up means you can only auto attack to proc the vitals, and you will likely not proc them at all.

Be aware of enemy's positioning when you ult them, if they try to stick close to a wall after you ult them, you will have a very low chance of hitting that vital, thus preventing you from hitting all four and activating the heal. Also, keep in mind that if you stick too close to the enemy, the vitals will not be proc'd even if you attack from a certain angle.

Even though Grand Challenge is a really strong ability, it does not actually damage the enemies directly, often require secondary input from the player to be impactful. Therefore, practicing hitting vitals is very crucial to using this ability successfully.

Special thanks to SpookyNeedle for inventing this name in the Fiora Mains club conversation.

The fancy combo that is Lunge Riposte, casting Riposte while mid- Lunge allows you to block damage and cc while mid-air, useful against spells like Poppy's Steadfast Presence and Jinx's Flame Chompers!, as you can Lunge across to them and stun them.

Though, most of the time it is not recommended as stated above, Riposte should be used to block damage first and stun enemies second, if you Lunge Riposte, it means all you blocked is the said CC, and a disadvantage for being a squishy champion is that you will fall quickly if they focus you down.

Plus, the projectile of Riposte launches from when it is casted, the combo does not actually increase the range of Riposte even if the visual effects say otherwise. Therefore, it is actually very easy to miss the Riposte if you combo across Jinx's Flame Chompers! or Caitlyn's Yordle Snap Trap, and will put you in a very bad position.

However, since the combo reduces the time that your champion will be standing still, it is actually very useful if you are running away, as you can Lunge away while simutaneously casting Riposte to slow the enemy advancing towards you while escaping. Also, if your reaction time is fast enough, and you Lunge in to have a CC thrown towards you, just understand that you can still cast Riposte mid- Lunge, and that would have the same effect as if you are walking towards them and riposting enemy CC.


Assume that the Long Sword icon means auto attack. (Damn, they really need something to represent aa.)

If you are close enough, there is a very easy method of proc'ing all four vitals in quick succession. Ult them, auto attack one vital, then quickly move to an adjacent vital to quickly proc it with Bladework since it resets auto attack timer, then Lunge to the opposite direction of where the remaining two vitals are still standing, which will proc one more vital, then move to the last vital and proc it with the second Bladework attack.


This combo is useful if you are ambushing unwary enemies, or to catch enemies off guard while they are chasing very close to you. The sudden burst of damage and healing will quickly turn a fight around or kill enemies very quickly. However, this require a lot of practice to pull off, since messing up an attack means you need to take extra time to readjust and that will allow the enemy to react appropriately, and that can be fatal at times.


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Cheat Sheet for My Build




Starting items

Doran's Blade is a strong start since it gives health and AD, it provides you with a lot of early game tools for aggressive plays, useful for people who likes to play aggressive early game and apply pressure. However, this start is susceptible to poke champions, as you can only buy one Health Potion along with it. Hence, an early all in is recommended with this start.
Long Sword start allows the player to begin towards the first item earlier, whether it be Ravenous Hydra, Hexdrinker or something else. The extra Health Potions allow Fiora to have extra sustain against poke, or the Refillable Potion can be picked up for higher gold efficiency. But since Long Sword does not give as much stats as Doran's Blade, it is not advised for the player to go aggressive, and if the lane opponent chooses to play aggressively, there is little the player can do to hold against the pressure.
Corrupting Potion is a popular choice since it gives damage stats during fights, and has a lot of sustain and gold efficiency with its three uses. However, it gives no stats at all and will delay Fiora's power spike. This start is often used if the enemy can trade often in lane, like Trundle or Maokai.

First Back

Another Doran's Blade gives a lot of stats for how cheap the item is, and is very useful for snowballing the lane. Get this if you had backed early, against other snowbally champions like Riven or Yasuo. But buying another Doran's Blade can delay Fiora's power spike, so only get this if you are not confident or just want an easier lane.
Gives 20 AD for only 700 gold, get this if you returned early and has enough gold. This builds into Ravenous Hydra or The Black Cleaver and can allow Fiora to reach her power spike earlier. But since this does not give sustain or health, it is advised to buy some Health Potions to go along with them.
Same gold efficiency as a Long Sword, get this if you have enough gold. Same as Long Swords, you should get some Health Potions with this since it does not give you health or sustain.
Get this if you have enough gold leftover, useful for Fiora to chase people down and proc vitals easier. Should be priortized if the enemy has already bought boots. But since it does not give you any combat stats, rushing boots is usually not recommended unless they also have boots or if you are very confident.
Generally not recommended as a first item because it gives only 20 AD for 1200gold, which is almost enough for a Pickaxe + Long Sword which gives 35 AD. But Tiamat can be bought to push lane harder and apply pressure, and the active gives Fiora slightly more burst.
Again not very recommended since it gives only 15 AD, and early sustain is not quite needed since that is the job for Health Potions. But it can be taken for more sustain against poke, lifesteal from this item, Doran's Blade and depending on if you have taken the mastery Vampirism grant 15% lifesteal total.
Buying these early gives you more health and movement speed, get this first if you wish to go The Black Cleaver first item and if you have enough gold for it. But since it does not give a lot of AD (15), and it is expensive, it delays Fiora's power spike a lot, therefore it is not recommended if you have a lead and wish to snowball the lane.
Buy these for early CDR and if you don't have enough for a Phage but wishes to build The Black Cleaver first. This item gives 25 AD and CDR, which are both essential for Fiora, and the cheap price (1100) makes it a very effective item on Fiora, but since this does not give health or sustain, buying these against poke champions is not recommended.

Priortized Items

The core item in Fiora's build, should be priotized or built second. Gives sustain in lane, wave clear which Fiora lacks, and 75 AD. After this item, Fiora hits her power spike and can easily duel other champions.
The second core item in Fiora's build, both items gives a little bit of health, 20% CDR and movement speed buff when attacking the enemies. But The Black Cleaver gives 50 AD and is a lot cheaper, plus it shreds armor which is very useful if they have armor. Trinity Force is more expensive and only gives 25 AD, but gives 40% attack speed which can be useful for proc'ing vitals. The sheen proc also provides a lot of damage since Fiora has really low cooldowns.

The Black Cleaver is often a better choice due to the armor shred and cheap price, since most teams run a tank composition, or they will at least buy an armor item against you, The Black Cleaver works great by allowing both you and other AD teammates to do more damage against them. Also, as Fiora, you can stack the armor shred up quickly due to your auto attack resets and Ravenous Hydra, which allows you to shred multiple enemies' armor.

Trinity Force should only be considered if you are ahead, as it gives only 25 less AD, meaning that your abilities will scale much less. The missing AD is compensated by attack speed, which helps stack your Fervor of Battle , and the sheen passive, which helps you deal more damage with your abilities.

But since the passive has a 1.5 seconds cd, you will need to use both your Lunge and Bladework to help maximize the efficiency of the passive, which actually contradicts the purpose of your Lunge which is to close the gap, and not to deal damage. If you use your Q to proc sheen by lunging 2cm, the enemy can take advantage to reposition by flashing or using an escape ability, and you won't be able to chase because your Q would be on cooldown.

Mid-game Item

Offensive Item

Youmuu's Ghostblade offers additional movement speed for 6 seconds, which is very useful for maneuvering around the enemy for easier vital procs. It is usually enough to kill an enemy in a 1v1 or get to the back line quicker during teamfight. The stats that it gives, which are 60 AD, 10% CDR and 20 lethality, and the active makes this item very useful on Fiora. The cheap price of this item also means that you can get this item finished way before you can with the other third items.
Maw of Malmortius is best used against AP heavy teams, as it gives magic resistance and a magic damage shield. This item has decent AD(55) and gives 10 armor penetration, and the passive gives 10% lifesteal and 10% spell vamp, which allow Fiora to survive in fights for even longer along with the healing from her ult.
Death's Dance gives 15% healing from AD damage, and turns 15% damage to damage over time, which can prevent Fiora from dying outright, allowing her time to lifesteal or heal the damage. The item also gives very decent stats, 75 AD and 10% CDR, and the lifesteal helps her sustain even more in fights along with Ravenous Hydra.
The Bloodthirster gives the highest armount of lifesteal in the game(20%) and 75 AD. From Ravenous Hydra's passive, the lifesteal gained from this item also applies to the aoe damage from Tiamat, allowing Fiora to heal a lot from just attacking the enemy. And the passive which gives her a shield allows her to initiate fights with more health. But since this item is very expensive, needing 3700 gold, it is advised to use this item only if you are ahead.

Defensive Item

Quicksilver Sash is a great item to buy if have cc which is hard to parry or if they have a lot of unavoidable cc, such as Malzahar's Nether Grasp. Plus since it gives a little bit of magic resistance, it is not unwise to spend just 1300 gold on this item, then continue building your other items. Although it is also fine if you upgrade QSS to Mercurial Scimitar which gives 65 AD, 35 MR and 10% life steal, and the movement speed boost alongside the cleansing effect, though it is advised to upgrade the item only if you have extra gold.
Dead Man's Plate allows Fiora to run faster and slow enemy with the first auto attack. It is very useful for splitpushing and dueling as it allows you to arrive at a lane faster and initiate fight with your opponent. It is also considerably cheap and gives defense stats which can be useful against AD champion.
Spirit Visage gives Fiora more healing, which can be very useful in teamfight as it allows Fiora to heal more from her passive Duelist's Dance and her ultimate Grand Challenge. The defense stats also give Fiora an edge against AP opponents, which can be useful if you are split pushing and they send an AP champion to stop you. The CDR is also very nice that it boosts Fiora's offensive stats.
Guardian Angel gives both armor and MR which are very useful during teamfights or skirmishes. And the passive allows the player to go more reckless during teamfights, and the enemy will usually be less willing to fight you. The cheap price means that it can be built very quickly, but the usefulness of this item makes it a very strong build for Fiora who is a melee champion.


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Please note: The threat levels only reflect the difficulty Fiora may have in lane, and does not reflect actual winrate against these champions.

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NOTE: Currently being rewritten for better clarity. Expect inconsistencies between matchup descriptions.



Kennen has both strong pokes and strong bursts, and his stuns cannot be parried. This makes him a very very tough matchup to the point where capable Kennen players will almost always win the matchup. Extreme caution is advised in the laning phase, and your goal should be to survive laning phase.







Jayce has more than enough damage to one shot you if you misstep, making this a very dangerous matchup. Since both champions are damage dealers, snowballing can happen to either side's favour. Careful positioning and capitalizing mistakes are essential in winning this matchup.






Pantheon's great poke and passive make him a tough champion to beat. Playing passive early game is highly recommended, Pantheon's early game prowess makes him one of the hardest early game matchups in the game. But his falling off in the mid game presents opportunity to turn the lane around quite easily.






Renekton relies on early game burst to assert lane dominance, his abilities allow him to deal substantial damage to his opponent without them retaliating. Trading early game is not recommended with his sustain from Cull the Meek, and just a slight mistake will lead to him snowballing the lane.







Irelia can kill you just as easily as you can kill her, at all stages of the game. This makes her a really tough matchup since it depends on only a small lead for either of you to snowball. Her abilities give her the mobility and CC that makes it hard for you to trade with her.

laning phase





Kled has enough damage and health to both withstand Fiora's attack and deal serious damage to Fiora if she makes a mistake. Knowing which trades to take is very important in this matchup, since Kled can snowball to the point where he can just demolish the Fiora player easily.






Lissandra's poke makes it hard to cs without taking damage, and his cc makes it hard to engage properly without tanking her full combo, as well as makes it harder to escape from ganks. Well-timed engagements and knowing how to avoid damage while cs-ing will allow the Fiora player to gain an upper hand in this matchup.






Olaf is an early game beast due to his low cooldown and passive which grants him unparalleled strength in one versus ones. Playing safe is usually recommended, but more daring players can gain an edge by correctly gauging both his and you damage to make opportune trades.






Riven matchup is very skill-based, since both champions require extreme mastery to do well. While you are equipped with tools to deal with the utilities that she has, which are your Riposte and mobility, a careless player will still find themselves in a struggle and allow the enemy player to snowball.






Tryndamere has one of the highest base stats of all champions in the game, his passive also grants him immense early game strength, sometimes being able to crit three times in a row. The matchup depends on if the Fiora player is able to take advantage of small time frames when Tryndamere is not at his full strength.







Gnar is an all rounded champion that can kite, poke and burst. But the flaw lies in that he cannot choose when to do either, and his playstyle has to be around his rage bar. The Fiora player must also play around the rage bar, and win the lane by well-timed engages.






Illaoi depends on her slow attacking abilities to deal massive damage, while they are easy to dodge especially with Fiora's mobility, a careless player will find themselves in a tight situation. Micro mechanics is important in this matchup to win trades.

laning phase

mid game to late game

teamfights and skirmishes



Jax's strength lies in his ability to negate auto attacks, which make up a bulk of your damage, for two seconds. This makes it hard to win trade if the Fiora player does not know how to react properly. This lane is hard because Jax can easily snowball with a small lead, with almost no way to turn it around.






Malphite is tanky enough to survive lane against Fiora, and if the Fiora player is not careful, Malphite can easily wither down her while still being able to survive the lane, making it very hard for Fiora to stay in lane. Surviving the lane is the goal for this matchup.






Quinn can be dominant in lane with her poke and disengage, a careless Fiora player will often be withered down while being unable to dish out damage of their own. Like the Lissandra matchup, knowing when to engage and avoiding damage will help out tremendously in this lane.






Rumble has quite a bit of pressure in lane due to his Flamespitter, which lets him deal constant damage just by getting close. A careful Fiora player will avoid as much damage as possible before delivering a well-timed engage to assert lane dominance.






Depending on the playstyle of the enemy Singed, the Fiora player will have to adjust their own playstyle as well to be effective. While Singed can apply an overwhelming amount of pressure, the Fiora player will have an easy time after going through the laning phase.






Vladimir has the poke and sustain to out sustain the lane and force you out. Coupled with his survival tools, it is very hard for the Fiora player to kill him in one fight to avoid that from happening. While Vladimir presents little threat unless you get close, if the Fiora player is careless, they will still find themselves recalling more than a few times.






Yasuo has one of the best starting stats in the game, with his low cooldown on Steel Tempest, shield from Way of the Wanderer and mobility offered by his Sweeping Blade, it can be hard in the early levels for Fiora to win trades. But since Yasuo lacks serious damage until after 2 items, the Fiora player will find it easier to win fight after the first couple of levels.







Darius is a champion that can punish mispositions very well, since he can keep you in range with his attacks. But he requires time to stack his damage, the Fiora player can attempt to disengage before he can rack up his damage meter.

laning phase

mid game to late game

teamfights and skirmishes



Kayle is strong early due to her disengage and ranged advantage, however, since her ranged attacks have a cool down, a Fiora player can play around it to avoid bulk of her damage. Engage timing is also dependent on playing around her Righteous Fury. While she does have a ranged advantage, her lack of dashes makes her very vulnerable to hard engages if she cannot kill the enemy within the ultimate's duration.






Similar to Olaf, Volibear excels at early game fights due to his passive and high stats. The Fiora player should be very careful about getting close, as it is very hard for the player to out trade a Volibear in the early games. However, Volibear falls off early without a lead, and the Fiora player will have a easier time after the first few levels.






Wukong has considerable damage, mispositions will lead to the Fiora player taking free damage or a bad trade. While he usually needs more than 1 to 2 rotations to kill you, him snowballing will still make him a dangerous opponent.







Cassiopeia has decent harass and zone, and her movement speed makes it hard to catch up to her, while she has enough consistent damage to punish bad engages. However, she becomes vulnerable once you are able to stick to her, and her mana pool makes it hard for her to stay in lane after a fight.

laning phase

mid game to late game

teamfights and skirmishes



Gangplank has a decent base stat to trade with you early, while having enough zoning abilities for lane control. However, his high cooldown makes him very vulnerable if you are able to dodge his attacks and engage him when he is without his abilities.

laning phase

mid game to late game

teamfights and skirmishes



While Graves has good wave clear and good burst damage, it is easy for the opponent to to abuse its auto-attack mechanics and reduce the damage dealt by Graves. His somewhat low mobility also makes it easy for the Fiora player to stick to him when trading.






Maokai has decent damage and tankiness to trade with Fiora at early levels, but his range and immobility makes him vulnerable if you are able to catch him off. Surviving the early levels to scale can allow you to win the lane pretty easily.






While Nasus may not be able to win trades at early levels, mid game he has enough damage and tankiness to kill the Fiora player if they are not careful. Therefore, you can try to zone him out early game to build up a large enough lead.






While Poppy has a good amount of damage, most of it is avoidable. The Fiora player should focus on avoiding the spells during trades, which will severely impact her trading power and help you win them. Proper positioning here is extremely important.






Swain applies lane pressure through zoning and harassing, but is very vulnerable if you manage to get close. A well-timed engage can easily push him out of lane and help you get ahead, but you should be careful of your positioning to not be withered down.






Teemo's harass can wither down the Fiora player for mispositions, while his disengages make it hard for the player to stick to him. But because of his relatively low damage, it allows for more room for error, therefore making it less punishing for mispositions and bad trades.






Trundle has good dueling capabilities, but is vulnerable to ganks due to his immobility. There are also plenty of cues to tell you when he is at his strongest, which you can use to gauge his strengths accurately to find trade opportunities.







Akali can dish out damage while taking only little in return, but it only happens if the Fiora player fights her in her zone of control. Proper positioning and knowing how to take trades will make her unable to take advantage of that and make the laning easier.






Dr. Mundo is tanky and has a decent sustain in lane, and he has a high enough base damage early game to punish players who get too close. But his damage falls off quickly in mid game, which makes surviving early game the goal of this matchup.

laning phase

mid game to late game

teamfights and skirmishes



Hecarim's trading power comes from his low cooldown and his ability to choose when to engage. While he cannot deal enough damage to kill you in one fight, he can instead use a series of engages to force you out of lane.






Shen has the ability to negate your damage while dishing out decent damage of his own, making it hard to win trades with Shen is able to disengage on his own terms. However, since he lacks sustain, a Fiora player can force him out of lane by playing aggressively.






Zac has high base damage and low cooldown, making him very dangerous early game, where you have relatively high cooldown. But he lacks consistent damage during mid game. Instead of trying to win early, a Fiora player can try to survive the first few levels and out-scale him.







Aatrox has strong trading power due to his sustain, while having a decent poke for careless players. But his sustain becomes less valuable once you have enough damage to kill him in one fight or have enough burst damage to out-class his sustain.

laning phase

mid game to late game

teamfights and skirmishes



Ekko depends on hit and runs to limit trade duration, which means that it can be difficult for the Fiora player to dish out respectable amount of damage before he runs out of range. However, he does not pose a large threat due to his low base damage, making it less punishing for misplays.






Fizz requires time to deal increased damage, which means that the Fiora player can abuse this by making short trades and disengaging quickly. But because of his mobility, it is very easy for a snowballing Fizz to give you plenty of trouble.






Karma has decent poke and disengage, but her damage falls off rather quickly. Playing safe early game and cs-ing under pressure is important to surviving early game. She becomes obsolete once the game hits mid game if she does not snowball hard.






Nautilus's strength lies in his tankiness and cc. While his damage is not that great, he can withstand and negate a great deal of damage with his shield. However, since he does not pose a large threat due to his low damage, simply surviving the lane will put you ahead in this matchup.






Tahm Kench's attacks are predictable and delayed, the Fiora player can utilize short bursts trades to take advantage of that. Quick disengages can allow only the Fiora to only take minimum damage, thus allowing for a lead to develop.







Cho'Gath's immobility and long cooldowns make him a very vulnerable target if he does not get the initiative. Playing aggressive and proper positioning will force him out of lane and get you ahead pretty easily.






Sion's damage is mostly avoidable, and his dueling is not that great with his long cast times. It is fairly easy to just survive the lane and outscale, but the Fiora player can also choose to be more aggressive by taking proper trades.







Garen is one of the easiest matchups because most of his damage is avoidable, coupled with his high cooldowns and low pressure, the Fiora player should find no trouble against Garen at all even with enemy jungle pressure.






Jarvan IV has little to no pressure due to his high cooldowns and high cast times. Abusing his cooldowns and trading frequently will push him out of lane pretty easily.




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First, I'd like to say that thank you all readers for taking your time to read this guide, without the readers, this guide will serve no purpose. I have put a lot of time and work into it, my goal has always been to help players and I realize I have the knowledge and resource to accomplish the goal.

Secondly, I'd like to thank my friends from League and the wonderful crowd of the Fiora Mains club (thanks to TheIvyX for shouting me out, his guide is linked here), I have only gathered the motivation to write this guide because of my discovery of /r/fioramains, I figured that I would share what I know with people who also share my enthusiasm.

Thirdly, I'd like to thank Riot Games for creating League of Legends, a game that I had played since Beta, and for reworking old Fiora into a champion that I enjoy playing so much today.

Lastly, if you had enjoyed the guide and would like to see more, please follow me at twitch, where I stream my Fiora gameplay. Also, please consider donating, it really helps! If you want to ask me a question etc, you can join our discord server.


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