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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Threats & Synergies
Malphite
This lane is absolutely terrifying. If you have a nice team, try to ask for a lane swap. His kit is so simple that unless you get a kill off of the jungler your lane is practically lost automatically. Start reju bead 5.
Introduction to Fiora Top [And Rework Info :( ]
So the time has come for Fiora's full update. Riot has left no ability untouched meaning it will be necessary to relearn everything about Fiora. This guide will be in the process of adapting to the new build paths, mastery setups, runes, and matchup with the new abilities. One thing is for sure though, the new Fiora will definitely be much more mechanically demanding and will rrequire a lot of time to fully understand and utilizes to its full potential. The general Hydra build path will also likely be abandoned for a new buildpath featuring Botrk, Tri Force, and Infinity Edge. Considering the new kits basis on vitals, Fiora will definitely be much more high risk but also a much higher rewardwith efficient skirmishing.For now I will leave it at that until I am able to get a feel for this new concept and establish the best ideas to try and help you all on your journeys up the ladder :).
Flash is a Blink mobility spell, that enables Fiora to move 475 units in any direction immediately. An excellent spell to use to hop over terrain or to secure a kill that hid under tower as well as a great way to put some distance between you and the enemy CC. I absolutely recommend this spell over Ghost in most situations.
Ghost
Ghost provides Fiora with an additional MS boost, which is excellent for chasing down champions with high movement speeds ( Master Yi using Highlander). It is excellent in combination with Burst of Speed and Furor making it an excellent escape mechanism. It's draw back is that it is susceptible to CC particularly strong slows like Wither or hard CC like Charm. If your a newbie and don't yet have/like Flash I recommend Ghost.
Ignite
Ignite lights up an enemy opponent dealing damage over time and halving their healing factor. This spell can give you some extra damage during a lane fight or gank to kill an opponent. Use this spell when they flee under their tower to get the kill.
Teleport
Teleport is a handy spell to have if you are one of these situations:
Saving a Tower - Tower is about to be over-run by a split-pusher or minions and you use Teleport to save it.
Countering the Counter-Gank - Jungler has ganked bottom only to be counter ganked by the enemy jungler. You use Teleport on a minion or ward to give back-up and make it 3v4. Opportunity to push tower usually occurs if gank successful.
Farming Advantage - You've just killed the enemy laner. You go to shop and stock up on items and now use Teleport to instantly return to lane and get ahead in CS, zoning your opponent a little more.
You may even opt to take a 9/21/0 mastery page when in team comps that require you to be bulkier.
Soft Leash:
A soft leash is the most common form and simply requires you to do draw aggression from the jungle Monster and deal damage to it. No more than 3 auto attacks will be needed.
Hard Leash:
A Hard leash requires you to draw the aggression and deal significant damage to the Monster in order to spare your Jungler from sustaining too much damage. During a hard leash you need to damage the Monster at least past 50% health.
Invasion:
An invasion is a high risk, high reward tactic of leashing. If pulled off it puts the enemy Jungler behind in both experience and gold and also deprives them of the buff. An added option is to lie in wait for the enemy Jungler and catch them off guard at the second buff at 2:55 (roughly). It is important to note that if you are not participating in a leash or an invasion then you are guarding the other buff, placing a Stealth Ward at 1:50 to give vision of the buff in case of an ambush or steal.
Throughout the laning phase pay attention to your opponents' positions and listen to your teammates' pings. Since Fiora has no escapes it may be beneficial for your jungler to ward the top side river whenever he/she gets the chance. Keep buffs warded at almost all times and try to be near them when fights break out(map awareness).
The New Fiora relies heavily on her team come mid or late game. Her current teamfight is rather weak so it is almost always a good idea to let your team initiate and then use your grand challenge on a dying target. Pick champs work especially well with the new fiora as well so be prepared to initiate on a sole target.
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