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Fiora Build Guide by Arguhl

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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.


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League of Legends Build Guide Author Arguhl

Fiora, the Royal Artist

Arguhl Last updated on March 5, 2012
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Ability Sequence

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



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

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Guide Top

Runes

9x Greater Mark of Desolation
These runes will give you enough armor penetration for the early game, allowing you to focus on items that don't provide armor penetration.

9x Greater Seal of Armor
The flat armor is very helpful with the early jungle. Without these seals surviving gets a lot harder. Don't take other seals, these are great jungle seals.

9x Greater Glyph of Scaling Magic Resist
Most of the damage you receive in team fights is magic damage. Since you're likely going to be focused in a team fight, you'll want to be a little more resistant to this.

3x Greater Quintessence of Movement Speed
Speed is the key in this build. Being faster in assassinations allows you to get to your enemy sooner and make a swift escape afterwards. These runes give a pretty nice advantage with early ganks when most people have Boots of Speed or no boots at all.


Guide Top

Masteries

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Guide Top

Summoner Spells

Recommended


Flash
This summoner spell is pretty much my personal favorite for most champions. It's a great escape move and gap closer, that saved my life many times or secured a lot of kills.

Smite
Always take Smite as a jungler. Very few champions don't 'need' Smite in the jungle. Not only does it help you clear the jungle faster, but it also helps your team to secure dragon/baron. No excuses, just take it.

Viable Choices


Exhaust
This spell can turn the enemy's strongest champions pretty much useless for a short while. You can use this spell both offensive and defensive, though I'd rather take Flash or Ghost to escape. Using this spell on the enemy carry often guarantees you (or your team) to get rid of this carry once and for all (or at least till he/she respawns :p). Depending on your playstyle, you might prefer this over Flash.

Ghost
Still a pretty good summoner spell to chase or escape, but Flash fits Fiora better in my opinion. This build has plenty of movement speed already, so the movement speed increase of Ghost doesn't add that much. The ignored collision is very helpful though, since it allows you to make less sloppy ganks en escape smoother.

Ignite


Less Viable Choices


Teleport
Cleanse
Surge

Never Take


Guide Top

Skill Sequence

> > > > > > > > > > > > > > > > >

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


Guide Top

Items

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Guide Top

Summary

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