Fiora Build Guide by tehAsian
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| Health | 2230 |
| Health Regen | 20.7 |
| Mana | 1140 |
| Mana Regen | 16.25 |
| Armor | 171.19 |
| Magic Resist | 156.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 312.4 |
| Attack Speed | 71.015 |
| Crit Chance | 35%S |
| Crit Damage | 50% |
| Ability Power | 30 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
HeyHeyHey
Welcome to my
Fiora guide!
I wasn't going to make one for her at first, but that was before I saw her incredible destructive capabilities. I discovered
Fiora had the capability of being an Offtank doing Carry damage. That's insane.
I also discovered multiple ways of playing
Fiora. The builds in the cheat sheet represent the 3 most effective. They are, in order,
- Anti-Carry, aka Assassin
- Brawler, aka Tanky DPSer
- Or a standard Melee Carry
The first build makes use of
- She has a double gap closer, one to get into a fight and one for
Flashes. - She blocks a single hit. Your primary target should be the ranged AD, blocking 500+ damage is BIG.
Burst of Speed doesn't last long enough to be a long-term fighting ability, your priority should be squishies to forcefully extend the duration through kills.
Blade Waltz offers invulnerability.
The second build is just a regular tanky-dps build. Nothing too special about it. Just Wriggles/Atmogs.
The third is for all you die-hard "I listen to Phreak" people who insist on AD Carrying as a melee.
Now before I begin, I'd like to explain several things in the following chapters.
Common Misconceptions Needed to be Explained
Jungle Fiora
To put it simply:
NO.
She can do it, yes.
She has high sustain. She can kill anyone counter jungling her. She can kill SOME of the other junglers 1 on 1. But that's about it.
Let's take a look at her many flaws:
- She has no CC to a gank.
- She has no escape in her jungle, and only medium sustain. Strong counter junglers will wreck her there.
- She's a very slow jungler with low cooldowns, only slightly alleviated with a temporary attack speed buff.
- She is very squishy early game, and her ganks can turn on her quickly.
In short, she CAN jungle, but many other junglers can simply do a lot better.
Glass Cannon? AD Carry?
AKA Cookie Cutter AD build. For those of you who don't know, the build consists of (in no particular order):
1-3x
Choice of Defensive item, includes
You could even put in
Alright, seems legit. Why not build this way?
Your high DPS won't matter because you won't stay alive long enough to do it, is what I'm trying to say.
Alright, now that we've gotten over that, let's begin with the guide.
Alright, let's get started
I feel
Fiora is a very strong solo top, given a bit of farm and practice.
Ever since I've started playing her a bit, I can feel that she's a bit of a lane bully. Well, why not? She has a double gap closer, which can be used to de-initiate after poking your lane opponent given creeps are in the right position.
She has a Parry, which is practically a Spell Shield (think
Shroud of Darkness) that blocks a single hit and does damage. Since we are leveling it first, it's practically suicide to retaliate. This also doubles as a 35 AD Steroid, making our Auto-attacks HURT early game.
She's a strong duelist. Again, it's nearly impossible to 1v1 a
Fiora if she has her full spell combo with equal farm and the right items.
She's easy to last hit with. For those farm-fest lanes like
Cho'Gath.
A bad reason to put her solo top: She doesn't belong anywhere else. Jungle
Fiora, as already explained, is pretty bad in comparison to many other junglers, and she's not amazingly good in one category like
Rammus with his ganks to qualify as 'good enough'.
Now, why wouldn't you want to play her Solo Top?
There's not really a reason other than she's very vulnerable to ganks because of a lack of escapes. She can still juke pretty well and once she's 6 with lifesteal she can handle some 1v2s, so part of the issue is somewhat resolved.
Runes
I've never really understood as to why people would prefer 9x AD Reds and 3x AD Quints, but after looking through several discussions, it seems to be the best combined with
Weapon Expertise
's 10% Armor Pen, and
Sunder
's 6 Flat Armor Pen.
Because we will start with
Riposte, we get about 30 extra AD with it and Runes. Add in masteries and we start with over 90 AD. It's an incredibly strong boost to an early game, seeing as to how most ranged carries start with ~50 AD without items.
For Yellows and Blues, just take
Greater Seal of Armor for the Armor and
Greater Glyph of Scaling Magic Resist for Mres per Level. Options include going full Mres against champions like
Rumble, or full Armor against
Garen or
Renekton.
Masteries
Just go 21/9/0.
You may be building tanky, but your primary goal is to do damage.
Points in
Executioner
,
Brute Force
,
Deadliness
, etc give you a small boost.
Vampirism
helps you stay in lane. 3% of 90 is about 3 health gain per hit, which adds up over time. Combine with
Duelist and you have a LOT of sustain just from your Auto-attacks.
Summoner's Wrath
for
Exhaust or
Ignite.
I chose to put points into the defensive tree mainly because of extra tankiness.
The initial 3 points can be put into
Resistance
or
Hardiness
. Either is fine.
Durability
and
Veteran's Scars
are for the extra health, making you slightly tankier early game.
Honestly, I wouldn't recommend any other Masteries for
Fiora as I feel these fit her at a Solo Top role very well already. If you'd really like, you can go 9/21/0 for extra Tenacity, but that's about it.
Summoner Spells
Standard spells, just
Flash and
Exhaust.
Flash is always useful, and
Exhaust helps shut down the other laner and gives much needed CC to
Fiora.
However, you may see in Build 3, I have
Flash and
Heal.
The reasoning for this is simple: For Tower Diving Purposes.
Fiora is an amazing tower-diver with
Blade Waltz, being untargetable for a few seconds WHILE dealing Tons of Damage. The most dangerous part of
Blade Waltz is that it sometimes puts you in an unfavorable position, or more specifically at an enemy turret.
Heal can bring you out of that situation easily, using
Flash if necessary.
Another reason to get
Heal is to bait.
Blade Waltz is a GREAT bait tool and last resort trick. Getting tower-dived? R +
Heal to full. Simple as that. Be sure to get the mastery for it too~
Items
Item Goals
When selecting a certain set of items, I had a several goals in mind.
First, I wanted to be tanky. This meant 125+ Armor AND Magic Resistance so I could withstand damage and heal it back with life steal.
Second, I wanted 2.5 Attack Speed with
Lastly, I needed high AD to synergize well with my high attack speed and get the maximum benefits off life steal. All the above builds bring you over 350.
Core Items
My core items that make
That's it. The 3 items here serve three different functions.
- Durability. Being a very durable champion will allow you to have a higher chance of surviving ganks, getting your ult off, running away, tanking turrets, etc.
- Sustain. Coupled with Durability, whenever you find yourself a tiny bit too low, push E and heal yourself to full in literally 3 seconds. I've seen
Yoricks,
Cho'Gaths,
Maokais trying to push me out of lane, blowing 1/4-1/3 of their mana only for me to heal it off. - Damage. Having a mix of Magical and Physical damage from
Wriggle's Lantern and
Wit's End, combined with
Burst of Speed and her chasing power makes
Fiora very difficult to deal with in both running away and dueling.
So in a nutshell, taking these 3 items make
Starting Items
Depending on my lane opponent, I start either with
I start
Boot Choices
There are only 3 viable boots for
My boot choices really come down to the other team's jungler and top laner, with the top laner as priority, but if I identify the jungler as a bigger threat (because top lane got killed multiple times already) I'll itemize accordingly.
The decision mainly comes down to this:
Is there any CC I should be worried about?
No: Go to next category.
Am I stomping Top Lane, as in 3/0 or more?
No, I'm getting pwned: Doesn't matter, go to next category.
What kind of damage does top lane do?
Or something like that. You can never be too tanky for top lane to deal with.
I'm done with my Core. Now what?
Well, you'd want more damage, obviously :p
Don't forget the goal of this guide is to be a tanky anti-carry~
There are several choices of damage items. My personal favorites after my core are, like in build 1:
Assuming you're doing your job as an Anti-Carry, you should constantly have those procs going, meaning you'll do MORE and MORE burst damage instead of just regular sustained dps.
Other options include:
After Tons of Damage...
I get a
If you die? Revive and Ult. Coupled with life steal, you'll get enough health back to survive the rest of the fight.
You don't necessarily HAVE to get a GA though. Any defensive item is fine, really.
Choices include:
Or just flat out defensive items such as
End Game
Sell your
I usually favor even more damage at this point (so I can burst squishies. Duh.).
Items that give a lot of OOMPH are good. But chances are, you aren't going to be fed every game to go glass cannon.
For those specific games, you might need an extra defensive item.
There isn't really anything limiting you to building a certain way. If you're ahead, stay ahead with damage. If you're behind, get a defensive item so you don't fall behind any more.
Skill Sequence
First Point
Depending on my lane opponent, I'll max my skills out differently and start differently.
Most of the time I'll start W.
Starting with
Starting with W also allows me to last hit easier because I have 90 AD. Simple as that.
Starting with
Another reason to start Q is to juke. It moves you quickly enough to easily dodge skillshots or skills like
Again, it depends on the lane matchup.
I'll be more specific as I update this, but here is a general decision maker:
Are you passive or aggressive? If you're playing passively, start W to avoid damage and bait. If you're playing aggressively, start Q to bully lane phase.
Also take into account of your lane matchup.
Against champions like
Skill Order
For my priorities I max
If I want to bully my lane, I'll max
I usually max
I max
E is the best bullying skill in
I max
Never max Q first. It should be used for mobility, and most of the time you use the first portion on minions to get in range. It's just not worth it IMO.
Gameplay
Riposte Start
What you're going to want to do is at level 1 farm carefully. Wait for your opponent to engage.
When you see them try to hit you with an AA, hit
Riposte and auto-attack them back. Also, try not to get baited into doing so, because it will make you vulnerable for a while and waste mana.
Repeat this over and over as many times as possible or necessary.
If the enemy laner has some kind of CC that stops you from casting, try casting W earlier, i.e. If
Sion uses his stun, pop W before it lands, but late enough so that he has to stall a bit until he can hit you safely.
At level 2, take
Lunge. Whenever you think the lane is too quiet or if your opponent over-extends, you'll want to
Lunge into them, anticipate if
Riposte is necessary, and auto-attack them once. Then,
Lunge out toward a minion away from the enemy laner. This practically gives free harass, and is difficult to trade with because the enemy can't auto-attack you back.
At level 3, take
Burst of Speed. At this point, I start playing more aggressively, using pots to heal up any damage taken and harassing more often.
You're going to want to do what you did at level 2, except add in
Burst of Speed before you
Lunge.
Lunge applies a stack on
Burst of Speed, allowing you to continue slapping them with a small speed boost.
So basically, now you want to harass like so:
Burst of Speed and instantly
Lunge, auto-attack, auto-attack,
Lunge out, putting in a
Riposte if necessary.
You can also use the second portion of
Lunge offensively for extra damage, and rely on
Burst of Speed's speed boost to get out.
Although doing this is important, be careful to not use too much mana, you want the other laner to know you can repeat this over and over.
When you get your
Blade Waltz at level 6, if your opponent is at or below half health, you might want to try and kill him.
Now, this is important. Wait for him to come in for CS, but don't
Lunge at him yet. When he gets close to you, activate
Burst of Speed and start smacking him. Attempt to Parry any auto-hit damage, and when he starts running,
Lunge at him/her.
We delay
Lunge so long because it is a double gap closer and we can use it when they
Flash away. Doing so can catch them off guard.
Continue hitting them until the distance between you starts increasing. Before he gets out of range, use
Blade Waltz to finish him off. NOW
Flash out of tower range if necessary, or
Heal if you're using the Carry build.
You can also mix in an
Exhaust if you feel it's necessary.
If you didn't kill him, don't worry. Do not take unnecessary risks. Remember that you did that with little to no offensive items. Just farm up, go B, and try again. They missed out on farm and experience, and you didn't. That was a good enough success.
At this point, if you pushed them back to base or is at their turret, port back and buy items. If you were farming correctly, you should have at least 1300+ gold.
Go ahead and buy any portion of your Core Items (
).
If you are dominating your lane, buy more offensively oriented items. If the lane is neutral or you are losing, buy defensive items. At this point, I usually pick up a
Vampiric Scepter for sustain and a
Cloth Armor or
Long Sword, or maybe a
Recurve Bow if I have enough.
Run back to lane and repeat everything if necessary. Farm up carefully, harass, and kill if possible. As you get to a higher and higher level, play more and more aggressively.
Fiora's mana costs stay consistent throughout the whole game, while her mana pool and regeneration gets higher and higher.
This means you are free to harass more and more, which translates to being more aggressive.
Effectively balancing how much you can harass at the given time is crucial to mastering
Fiora.
In team fights, remember you are an Anti-Carry.
Wait for your tank to initiate, locate that AD Carry, and
If they
If you get CCed out of it, you still have
If you are taking too much damage,
If you get knocked away again, remember
Once you get close enough, use
When you're done with the AD Carry (hopefully you're still alive and did your job), focus the AP Carry. This will be easier because you will have
Then kill the rest of the team ^_^ kill the tank last because they might have some
Additional Tips and Tricks
Lunge Specific
- You can jump to an enemy champion, then jump to a minion away from them for some quick harass.
- This has a ******edly long cooldown. Use it wisely early game.
- You can use this to juke through the brush. This can aid in escaping tight situations.
Riposte Specific
- Against a Ranged Champion, be sure to follow up with
Lunge so you don't lose out in trades. - Try not to spam this in lane either, you don't want to run OOM.
- Always activate this at the last second to avoid it being 'baited' out.
Burst of Speed Specific
- With high attack speed and life steal, you can activate this for a moment and attack back at your pursuers 3 times for the speed boost, then continue running.
Lunge applies to
Burst of Speed. Keep this in mind to determine when would be the right time to use this.
Blade Waltz Specific
- Be careful!! Using this incorrectly could get you killed (like in the Champion Spotlight)
- This doesn't have to be a finisher. You can use this to open up 1v1 fights with the Armor Shred on
The Black Cleaver, get your
Wit's End stacks up, or similar, or you can just use it for the damage. - This can save your life when someone tower dives you. Also, the lifesteal coupled with this can sustain yourself and you can bait quite hard with this.
WHY U NO MAKE PRETTY GUIDE?
Because color is overrated on everything except
Lux.
But honestly, what does COLOR have to do with how well a guide is written?
I decided to make a change, and not include colors for once. Just pure information and BBCoding, that's it. CasterMaster is doing the same, and Duff never put colors in his guides.
And before you say "You're just doing what the cool kids are doing." I am not >_>
I just realized, with a lot of other people on this forum,
Information > Visual Appeal
A guide on this site can look as nice as it can be. It will go up to 90% SOLELY because it has chapter headings and banners and is colorful and stuff.
Very few people will notice the mistakes, the
Just because the guide is pretty.
I'm not saying a guide with no information but a wall of text will get to the top. I'm not saying good information but a ****py cheatsheet will get to the top either.
I'm saying all a GREAT guide has to have is accurate, correct information that teaches the reader something that makes them improve their knowledge and/or gameplay on that champion.
It's that simple.
MAYBE I'll add in some when I have the time, or I feel like the readers deserve it. MAYBE. But it's not going to happen any time soon.
Peace :3
In All...
Fiora is a tough champion to play because of the lack of an escape, is overall pretty squishy, but in exchange for defenses she has a ton of offensive power that more than make up for her defenses.
I decided to harness that power into making her an Anti-Carry, winning fights solely because you force the other team to lose their major damage sources.
Doing so, you can easily carry yourself and your team through games.
Thanks for reading my
Fiora guide, and I hope I helped you learn how to get a better grasp of our
Duelist :3
Change Log
April 19, 2012
- Changed
The Black Cleaver into
Infinity Edge +
Elixir of Agility - Changed information in the item section accordingly
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