Fiora Build Guide by Rastasafari
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.
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.
Hello everyone. I would like to show you how I play Fiora. Please keep in mind that
1. I don't claim to be pro, or the best.
2. You can use this how ever you like.
3. Opinions are welcome but please be nice about it :)
4. Oh and, this guide is my first! LOL.
Please use this guide for either solo top or as jungler - you can use it for mid and bot too but, this is purely focused on solo top and jungling. So please keep that in mind.
This guide is used mostly for ranked play since i build her abit tanky her, since those squishy tops don't work so well when you get abit higher in elos.
If you want to go the regular ad carry build, that will only work if you get really fed or probably a normal game.
I don't expect everyone to like my play style or my item selection. This is just my personal preference.
I know it's early for a good build, which is why I will be updating occasionally!
If you find this guide helpful, or if you like it.. please vote for it and leave a comment <3.
Fiora The Grand Duelist is the newest and only female melle carry in the game like:
Tryndamere, Gangplank and Master Yi.
She can fill two roles, either solo top or as jungler.
About the squishiness problem, i dont mean that she is really squishi.
I mean that if you got for example Fiora top lane, then lets say you have a Master Yi jungle? Then you dont have anyone to initiate team fights if not build tanky or have a tanky mid or support like Ryze/ Taric for example.
Thank you for your votes and support! If there is anything that can be improved please let me know in the comments!
Fiora The Grand Duelist
As the youngest child of the noble House Laurent, Fiora always considered herself destined for greatness. The Laurents had dominated the dueling culture of Demacia's aristocracy for centuries, and Fiora's father was regarded as one of the finest swordsmen the nation had ever seen. Inspired by his tales of glory, Fiora began training as soon as she could wield a blade and quickly showed greater talent than any of her siblings. As she grew older, her self-confidence and rigid discipline only widened the gulf of expertise between Fiora and her peers. Her fellow duelists perceived her confidence as arrogance, but none could defeat her in combat, and each victory only heightened her lofty self-esteem. Even so, Fiora never allowed herself to become complacent in her training, and she drove herself ever harder to become a worthy successor to her father's legacy.
Her devotion turned out to be misplaced. On the eve of an arranged duel, Fiora's father was caught slipping a slow paralysis poison into his opponent's drink. Following the incident, many of his past opponents came forward with their own accusations: envenomed weapons, bribery, blackmail, and more. In an instant, he had destroyed his family's honorable reputation. Fiora was outraged. Not only had her hero betrayed her ideals, but Demacia's dueling elite now doubted her own ability. She desperately wanted to wipe the stain from her family's history but, even more, she wanted the world to acknowledge her mastery. She found her solution in the one arena where she could fight the world's strongest warriors without being accused of dishonesty: the League of Legends.
“Fiora’s ego would be insufferable if it wasn’t so . . . justified.” – Jarvan IV
(passive) - Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.
- Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost.
- Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions.
- Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed.
(ultimate) - Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.
Health: 450 (+85)
Health regen: 6.3 (+0.8)
Mana: 220 (+40)
Mana regen: 7.25 (+0.5)
Attack damage: 54.5 (+3.2)
Attack speed: 0.672 (+3.00%)
Armor: 15.5 (+3.5)
Magic res: 30 (+1.25)
Mov. speed: 325
Pros / Cons
+ Good chaser.
+ Amazing damage if played right.
+ Can either jungle or solo top.
+ Huge gap closer.
+ Tanky with this build.
+ She has a very fast clear time in the jungle.
+ Her ganks are insanity.
+ Very good at backdooring towers.
+ Strong damage throughout game.
+ Amazing Passive/Ult for counterjungling.
+ Dat ***.
Duelist Lunge Riposte Burst of Speed Blade Waltz
- Very squishy when built to be so damaging.
- Absolutely no CC.
- Easy to gank since no real escapes.
- Very high cooldowns.
- CCs/Stuns are your worst nightmares.
- Bad early game = Fail.
- No Wriggle's Lantern means you have to buy more sight ward.
21-9-0 i would recommend to use as solotop.
You get the most important offensive stats for Fiora and some tankyness from the defensive tree. Switch the Hardiness to Resistance if you met a Ap champion top lane like Rumble for example.
21-0-9 i would recommend to use as jungler.
You get the most important offensive stats for Fiora and to get less cd on flash, longer buff duration for your blue/red/baron buff, less time spent dead and more movement speed from the utility tree.
Flash is extremely useful for closing the gap on enemies if they're running away, or for jumping over walls to escape from salivating enemies vying for your blood. Flash is a must on most champions with no escape mechanism. Flash is a fail safe, as well as being a strong offensive tool.
Ignite Helps pack that extra little punch at any point in the game. It can make the difference between a Health Potion saving a life and no one getting away safely. If you choose to run with the Ignite upgrade, Summoner's Wrath , that extra 5 AP/AD could go a long way.
Exhaust This summoner spell just guarantees that the enemy won't outdamage you/escape you, especially if they get to low health.
Smite IF YOU ARE JUNGLING YOU MUST TAKE Smite. Don't tell me Fiora can jungle without Smite. I can go swimming in the public pool with no clothes on too, but would I? Don't disadvantage yourself and leave your buffs/dragon/baron open to Smite steals.
Teleport is strong if you are being heavily harassed in a lane, or if you need to teleport to a dragonfight. Tell your support to always have a ward with him if a teamfight breaks out when you're not close, as you can teleport to wards aswell.
CleanseIt's the best spell to take against some team comps that are really CC heavy. Fiora can flee/chase easily if she isn't stunned or slowed and since it removes Exhaust and Ignite, you will work more as an initiator, to make them waste spells on you.
These are my personal runes that I use for lots of different champions. You are welcome to use other ones that you might think fit better with Fiora. It's up to you however do not feel that these are the only runes that will work well.
greater mark of desolation
With a full rune set of the greater mark of desolation runes you will have +15 Armor Pen which should allow you to bypass early game armor without too much difficulty. This is really good because it should be able to hold you over till mid game where you can afford to get a Last Whisper to help. Some people will argue that Attack damage runes are better than Armor Pen and I am not disagreeing with that it's all about personal style but I feel that the Armor Pen runes works great.
The Greater Seal of Armor give additional Armor at Level 1 of +13 with a full set. This is great and makes you able to survive more in your lane and give better protection against good very early game AD champions who have a tendency to get Doran's Blade as their first item.
So if you are going to go with extra Armor with the Greater Seal of Armor why not go for extra Magic Resist? Getting a full set of Greater Glyph of Scaling Magic Resist allows you to have +24 Magic Resist at Level 18. Like what I said above for the armor, having early Magic Resist works well for good early AP champions. These Magic Resist runes will also allow you to keep up with these AP champs as you progress through the game.
greater quintessence of desolation
For my Quintessences I take the greater quintessence of desolation. These quints give +10 Armor Pen right from the start. Combine this with your marks and you have +25 Armor Pen. You should have no problem doing early game damage with these.
Allows her to regen life while dueling, stacks on champs, flat on monsters.
Gap Closer, deals damage, can be cast twice
Cancels auto attack damage, deals magic damage to enemy.
Passively boosts her damage.
Increases movement speed if you attack, increases attack speed
A lot like Master Yi - Alpha Strike but more powerful.
One more thing to remember is that Fiora Blade Waltz can be ignored through some ways.
I will go through them now:
- If you use when Fiora Blade Waltz it will cancel the ulti.
- If another use Riposte it will cancel the ulti asweel.
- If use Playful / Trickster it will cancel the ulti asweel.
- And if use Sanguine Pool it will cancel the effect asweel.
Ability Order Reasoning
You takeR/Ulti Blade Waltz everytime possible.
I max Fioras W Riposte first beacouse of first of all you get passive free AD and you can parry 1 Autoattack back to the oppenent.
Great to use against power attacks such as:
Garen Q Decisive Strike (you still get silenced)
Wukong Q Crushing Blow (armor is still reduced)
Nasus Q Siphoning Strike
Gangplank Q Parrrley
Don't work against most abilities -- ie: Pantheon Q Spear Shot
Then you get her E Burst of Speed since you get a nice amount of Attack speed and movement speed so you can chase or escape.
Then last i max her Q Lunge since i dont use it for the damage. I use it as Gap Closer, to get close enough to the enemy.
For solotop i would start with Cloth Armor and 5x Health Potion if i was against someone like
Renekton, Riven, Gangplank, Wukong etc.
If i was against Sion, Garen, Rumble, Kennen, Vladimir etc.
I would start with Boots of Speed and 3x Health Potion.
In other words Vs most AD champions = Cloth Armor and 5x Health Potion
Vs most AP champions = Boots of Speed and 3 Health Potion.
As jungler i would start with Cloth Armor and 5x Health Potion or a Vampiric Scepter.
30 Armor, 23 Attack Damage, 15 Life Steal. UNIQUE Passive: 20% chance on attack to deal 425 magic damage to a minion/monster. UNIQUE Active: Places a sight ward with 600 cast range. 3 minute cooldown. Great to have as sustain in laning phase but i only recommend to buy it if you are jungling or are getting owned solo top. If you are owning your lane rather skip it and get your build faster.
25 Magic Resistance. UNIQUE Passive: Enhanced Movement 2 Tenacity: 35. Get it if they have a cc or AP heavy team
25 Armor. UNIQUE Passive: Enhanced Movement 2 , Reduces the damage taken from non-turret basic attacks by 10%. Get it if they have a heavy ad team.
Wit's End: 40 Attack Speed, 30 Magic Resistance. UNIQUE Passive: Your attacks deal 42 bonus magic damage and increase your magic resistance by 5 during 5 seconds (stacks up to 4 times). Great overall item, You get abit of tankyness especially if you lane against someone like WW for example, some attack sped and some magic damage added so they can' only stack armor to counter you.
The Bloodthirster: +60 Attack Damage +15% Life Steal Passive: Gain bonus +1 Attack Damage and +0.25% Life Steal per kill. Bonuses cap at +40 Attack Damage and +10% Life Steal. Bonuses are lost upon death. This item is the first item I built, early on if i dont get Wriggle's Lantern, thanks to your passive, you won't die much so you can definitely stack it to have a nice amount of life steal.
Frozen Mallet: +700 Health +20 Attack Damage UNIQUE Passive: Your basic attacks slow your target's Movement Speed by 40% for 2.5 seconds (30% for ranged attacks). This item grants you survivability, a little bit Attack Damage and a free CC, a 40% slow. Against a tanky team or a heavy burst team, you might want to pick this item as 3rd.
30 Attack Damage, 15 Critical Strike Chance. UNIQUE Passive: 15% Cooldown Reduction and +20 Armor Penetration. UNIQUE Active: Gives 20% movement speed and +50% attack speed for 4 seconds. Attacking enemies with melee attacks increases the duration by 2 seconds to a maximum of 8 seconds. (60 second cooldown). Great overall item, more arp, ad, some crit, cdr and when you activate it you get lots of Ms AND AS. Note: Always remember to activate it.
Guardian Angel: +68 Armor +38 Magic Resist UNIQUE Passive: Revives your champion upon death, restoring 750 Health and 375 Mana (5 minute cooldown). Now they have to kill you twice! Together with Flash you can escape and deal tons of damage after that. If you are going to buy this, buy it as last item. It also grants you much Armor and Magic Resistance.
The Black Cleaver: +55 Attack Damage +30% Attack Speed UNIQUE Passive: Your basic attacks reduce your target's Armor by 15 for 5 seconds (effect stacks up to 3 times). Against a normal team, you can buy this item. Reducing Armor together with attack speed and attack damage is a good item for a carry. Don't buy this when some of your enemy's have over 150 armor. It's better to buy a Last Whisper then.
55 Attack Speed, 30 Critical Strike Chance, 15 Movement Speed Multiplier. This is a bit expensive, and it simply won't do it for you, if you want attack speed, then take Wit's End. Oh, so your thinking of getting extra movement? Do you REALLY need that?
+30 Attack Damage +40% Attack Speed +25 Armor UNIQUE Passive: Your basic attacks deal bonus magic damage equal to 4% of the target's maximum Health. Buy this against a tanky team or a team with a lot of HP. I't grants you a bit survivability and DPS. Don't buy this against a squishy team as it will have barely any effect.
+40 Attack Damage UNIQUE Passive: +40% Armor Penetration. Use this against tanky team with a lot of armor, at least higher than 150, otherwise it's better to take The Black Cleaver which also grants some more Attack Speed. Together with the 25 Armor Penetration runes, you get: (Enemy Armor - 25 From Runes) * 0,6 From Last Whisper
+30 Attack Damage +30 Ability Power +30% Attack Speed +15% Critical Strike Chance +12% Movement Speed +250 Health +250 Mana UNIQUE Passive: Your basic attacks have a 25% chance to slow your target's Movement Speed by 35% for 2.5 seconds. UNIQUE Passive: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage (2 second cooldown). Does not stack with Sheen or Lich Bane. Gives you a bit of everything, good overall item, expensive but grants you boost you can use. Extra movement speed, more survivability, a good choice for Fiora.
+60 Attack Damage +15% Life Steal Passive: Gain bonus +1 Attack Damage and +0.25% Life Steal per kill. Bonuses cap at +40 Attack Damage and +10% Life Steal. Bonuses are lost upon death. Another Bloodthirster is an awesome choice when you are doing well. This will make you almost unkillable because of the high life steal you get. 2 full Bloodthirsters grants you 200 Attack Damage and 50% Life Steal.
+375 Health +375 Mana +50 Magic Resist UNIQUE Passive: Gain a spell shield that blocks the next incoming enemy ability (45 second cooldown). This grants you more survivability, I would definately buy this if an enemy caster is dominating the game. Why choosing this over Force of Nature? Force of Nature only gives you Magic Resistance and Health Regen, but it's better to take less Magic Resistance and more Health and Mana.
zeke's herald 20% Attack Speed UNIQUE Aura: Grants nearby allied champions 20% Life Steal, 20% Attack Speed, and 30 Health Regen per 5 seconds. Reduces the Armor of nearby enemy champions by 20. It is always good to have an item like this in your team. Personally I wouldn't buy this, keep it for the support.
920 Health, 30 Health Regeneration. Passive: Permanently gain 3.5 health and 0.10 health regen per 5 sec per minion kill. Champion kills and assists grant 35 health and 1 health Regen per 5 sec. Bonuses cap at +350 health, and +10 health Regen per 5. Alot of health and regen, Yummy. Get it together with Atma's Impaler
45 Armor, 18 Critical Strike Chance. UNIQUE Passive: Physical attacks deal an additional 2% of your max Health in damage. Get it together with Warmog's Armor or Frozen Mallet.
1. The Rage: Now take a few seconds and really think about how many games you've actually won after you've told off that fail jungler, that feeder, that fail pick in champ select.
Well? I've barely won any after I've started raging.
Why is that? Well when I start raging -- I lose A LOT of concentration -- thus playing A LOT worse.
Do you honestly think the person you yell at will play better because you sit there raging at him? Never seen anyone play BETTER after such rage.
This is personally the biggest flaw when I play -- I rage thus I lose games. Just stop doing it.
2. Wards: You will single handedly win games if you ward the entire map. You might think it will get expensive, well it will get expensive BUT if you don't do it then your lanes will die to ganks thus losing the lane and eventually cost you the game.
An early Oracle on the jungler/support is pretty damn solid too. Wards wins games. Remember it.
3. Learn to CS / Farm: Next point is learning to farm properly. Best thing to do is start up a custom game -- farm for 20minutes and then look how many CS you got. Rinse and repeat.
Very good training and it WILL improve your gaming immensely if you do this a few times on each champion.
4. Adapt your build accordingly: The guides out there are really really good POINTERS on what to build on certain champions. But that's all it is, POINTERS. If for example a AP Carry gets fed early don't continue to buy armor, wont help you one bit -- instead just buy MR so you can survive against that fed character until he doesn't have as much of an advantage!
5. Do NOT overextend: I cant stress how important this is. If you are one of those people that don't ward your lane then you really cannot go near the mid of your lane. Overextending WILL kill you -- simple as that. It's like the rage part -- just don't do it.
Do NOT trade kills: This is something that happens way to often, WAAAAAY to often. The only time it's somewhat good to trade kills is when your opponent has doublebuff and you are 200% sure he will die. Other then that, never ever ever ever trade kills. Better to send him back with low hp so that he loses farm and experience then both of you dying. You get no advantage in dying going for a kill.
6. Champ select: If you do not get your pick, deal with it -- its already locked in and whining will only lessen the chance of you winning the game.
Do NOT play when you are on a losing streak. You are easily agitated, you whine more, you don't concentrate enough, you are also in a sour mood due to the losing streak.
I Have talked so far about Fiora Runes, Masteries, Skill Sequences, Summoner Spells, Item Builds and Ranked Play.
But one thing to remember is each player play different. So pick up the stuffs you think could best fit your own playstyle.
As runes and masteries are used for your early game.
You use the kind of stats you think could fit your play style the best.
Everyone play in different styles.
Thanks everyone for taking time to read my guide.
I hope you learned something and i will make changes/adapts and more guides:)
See ya on the Fields Of Justice!