Fiora Build Guide by vitalis09

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author vitalis09

Fiora - i'm not as squishy as you think

vitalis09 Last updated on March 3, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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I'm not squishy!!!

I was waiting for her since she leaked into the net. If you like to strike from shadows, kill your target and then get the hell out of battlefield: she's your girl!
As far as i found her, building her strait AD carry is a failure. She has got much better defensive scaling than for example Master Yi. She's full time bruiser, and in my guess: new queen of solotop.

With this build she is just one step in tankiness behind Jarvan IV while having both AD and At Spd high above Jarvan levels. She has got great sustain on her own, and boosting it with Wriggle's Lantern and The Bloodthirster boost her vampirism to 45 percent.

Mana is also not a problem on her, usually i got only 1..maybe 2 OOM's per match. Nothing a potion or 2 can't handle.

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Pros and cons

-both atack damage and attack speed included into skills
-can pop ulti in the middle of team fight and restore half of her health
-unique defence mechanism: Riposte
-great sustain

-no cc
-escape mechanism can fail sometimes: Lunge needs to have enemy target to jump to
-CC = dead
-ulti can take you into BAAAAAADDD places sometimes

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Build dat ***!



You got 3 choices here:
Mercury's Treads my favourites and number 1 here, they give you a bit of tankiness with 20MR but more important it gives you 35% shorter CC. And CCed Fiora is dead Fiora believe me. You'r main boots in draft/ranked games.
Ninja Tabi when enemy has no or little CC and like 2/3 AD carries then go for this one. 10% damage reduction is just too great to pass when so much carries are around.
Berserker's Greaves glass cannon build boots. Like for me with Burst fo Speed Fiora don't need those. IMO when anyone gets lvl 20+ glass cannons are bad (say hello to my yi build ;D ) , but if you like this kind of gameplay...those are yours. I would go against those.


Wriggle's Lantern

this is just to cool item to pass it. With 1600 gold you get 30 armor, 25 damage, lifesteal and infinite free wards. Since this build heavly epmhasis on lifesteal this is core item. And free ward on top lane - never a bad thing.

The Bloodthirster

your first main source of damage. Many people have the dilemma: The Bloodthirster or Infinity Edge ? Usually i would go for Edge but since we got no critical (no Phantom, no Yomuu's) this is a waste, and combined with your passive, your sustain even in teamfights will be sky high.

Frozen Mallet

700 hp? Hell yea that is what we want, combined with some additionat AD and a form of CC that Fiora lacks so much: another perfect item for her.

that goes for your core build, mid game is the goal for this build.

But we still got two slots left, how should we use them?

I mostly use:
The Black Cleaver+ Banshee's Veil this combo gives me additional punch from Cleaver and more important a way to deal with those late game armored beasts.
Banshee is always good thing, more mana more hp and spell shield. Preety standard carry defence these days.

Why The Black Cleaver not Last Whisper? Depends. When you got someone with 300 armor then go for Last Whisper. But when highest armor in the enemy is slighlty above 100 then The Black Cleaver will give you more. Why? Cause then you reduce armor from 120 to 80 you reduce 20-30% damage reduction, and that gives us reduction from "armored" state to "paper" state. And when reducing 40% of armour from 300 you reduce from "untouchable" to "armored" Reducing from 300 to 250...weell its still untouchable for you. And why you focus someone with 300 armor anyway? Thats why The Black Cleaver in my opinion is better. Not to mention that cleaver rises you overall DPS more than whisper.

Other items


not tested yet. But should do nicely comboed with mallet. Drawback is that Fiora without warmog got over 3k HP and adding this means you got over 4k HP and addional 45 armour, and 25 AD more than with The Black Cleaver. This was first combo that i though on Fiora but i was suprised how tanky she is without this. And building this might be kind of overkill and waste of he offensive potential. But i'll test this on weekend and than confirm or deny this theory.

aww yes, the claws. Well can be usefull but with already sick attack speed of her's i would avoid anything that contains Recurve Bow on Fiora. Its just a waste. Passive is tempting...but no. Let jungler or AD carry take it if you got someone with 6k hp against you.

if you like snowballs go for it. I don't like those and i think that beeing a melee fighter is just TOO much risk of dying considered to take this. Its just too inconsistent item to take anywhere near rankeds.

awww yes...the biggest looser of our today's lottery. Don't get me wrong: its very viable and tempting on Fiora and nr.1 on full AD build...but doesn't synergise with anything else on our build. Its just for playing fiora other way then I do it.

not tested yet: half of me screams "NOOOOOO!!!" when i see Fiora with PD, and other half see's this 2+ atk speed and 500 movement speed with E active. Same thing as with atmogs: will test it during weekend and post my results.

Runes and masteries:


Armor pen marks and quints

Greater Mark of desolationx9+Greater Quintessence of Desolationx3: why? You will deal true damage early game and always more damage mid and end game. Only other viable option are marks/quints of AD but i feel that armor negation does more good than few additional AD points.

Armor Seals

x9 : armor is always good, especially on a bruiser.

M. Res glyphs

x9 : same as seals but to negate magic damage. Why per level not flat ones? two reasons: first your not gonna face as much magic damage on top than on mid. And second if you face it (and you will. face it sooner or later) magic damage scales into late game not early so you don't need as much MR on the start than you need it later.



Nothing fancy. Standard damage dealer masteries with some points in armor and MR. Only unusual thing is Butcher , but you need to have this small margin of mistake when last hitting as melee.

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Play dat ***!

Early game

Grab your scepter, your lunge and head your lane. You got one great advantage over you enemy: you can recorer from harrasment in a matter of seconds, and you will have to recover from this not once if you want to keep your CS on decent level.
But make them hurt by yourself! Lunge, riposte hit them once or twice and lunge to some minion to make some distance. Farm for your lantern and boots, if jungler comes lunge immediatly, pop burst of speed and try to take enemy down. When you hit 6 you may go for a kill yourself: harras until enemy is about 1/2 hp, then lunge, riposte and burst, lunge again to close distance and the dance the Waltz with enemy. On lvl 6-8 Waltz is guaranteed kill on weakened enemy.

Mid game

Your priority is farming. When team is MIA and you don't feel safe on your lane, tell your jungler you love him and go take a red, on one camp from him. When game is going well tell your jungler you love him even more and go counter-jungle with him. If you feel safe then farm on your lane. With lantern warding your lane is not a problem but knowledge isn't always enought to save you from 3 man, well coordinated gank.

Late game

Era of team fight's. You shoudn't initiate. Your role is to jump after initiation comes and then burst carry with your sick atk spd. If fight is going well but you feel your gonna be taken down: do. the. Waltz. You got 2 secs of beeing untargetable, while reaping their's team apart, and regaining massive health for yourself.

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Your skills and you

sustain skill. While it can be unnoticable unlike Vampiric Scepter which is instant hp restoration this skill restores hp over 6 seconds. But on lvl 18 after hitting enemy champion 4 times it restores 100 hp during 6 seconds. Not great but you will be suprised that you always have 10-20% more than enemy.

put 1 point in there and leave it it there. You just need this as a gap closer not damage. Max it last.
You can use this skill in two ways:
-as double gap closer: Lunge to minion then lunge to enemy.
-as harrasment: lunge to enemy, then lunge back to minion.

Here i show you some correct and incorrect uses of lunge:Here we got got example of correct harrasement with Lunge, we jump forward along red line,can use riposte to block any counter harras and lunge back along blue line. Fast clear and efficient.This is the example of closing large gaps using double Lunge, we jump to a minion then next to an enemy. Very long distance, good agains enemies that hide cowardly behind minion waves. Watch out that you have no escape after such a lunge other than burst of speed buff.And here is bad Lunge harasment, our retreat line marked in black here is unavailable cause we cannot lunge to our own minion. Our only retreat road marked violet takes us into enemy jungle and that is more tha risky.
great active shield reflecting damage, with your attack speed boost 1 blocked enemy attack equals 2-3 attacks from yourself. If you master lunge-riposte-lunge combo you can harras enemy champion without receiving any damage by yourself.
You max it second because of passive AD boost.

Yeaa....your main steroid. 120% attack speed and 45 movement speed? Just too good to be true. You max it first cause when activated you just become restless killing machine for 3 seconds. AND it refreshes on kills and assists. Max it first. Its like Yi ultimates that has literally no cooldown.

Thats is why Fiora was insta buy for me. It deals tons of damage to multiple targets during teamfights. You need to remember about few things when using it:
-it always ends on initial target, so you need to watch when you strike someone low and don't kill him cause you may end up under tower with whole enemy team between you and you mates.
-it is more effective agains multiple targets, damage against single target at rank 3 caps at 1000 dmg.
-it applies on hit effects: say hi to The Black Cleaver, Frozen Mallet and vampirism. Yes your 45% of vampirism will trigger here that is why you should not be as afraid to leap into a team fight as you would be on yi: if you are about to get stomped: pop your ulti and you got almost full hp again.

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Build versions and WIP

v. 1.0


build created.

v. 1.1


screenshot added, misspells correction.


Skill positionig screenshots.
Atmogs and phantom dancer testing.
Jungle viability routes and guide.