Fiora Build Guide by eskimobear
Not Updated For Current Season
Not Updated For Current Season
Hey guys, eskimobear here and thanks for checking out my Fiora guide.
Firstly this is a w.i.p, so expect mistakes and the guide to be updated frequently.
So fiora is a brand new melee champion released on 1/03/2012.
She's really fun to play, and imo she's a very strong carry champion.
She can be played either solo top or jungle.
* The item build will explained better in its own section, with other viable choices.
thanks for checking out the guide, and I hope it's useful!
(Note; i Have the same build on solomid - http://www.solomid.net/guides.php?g=19202&c=789171330617572#comments - incase you though it was a copy).
You can also find me on EUW as Eskimobear :)
Pros & Cons
Insane attack speeds with little to no attack speed items.
Double dash gap closer.
Good sustain with passive.
Great early game vs champs with on hit. (Garen/nasus etc)
Don't need blue after first to jungle early.
Can stack damage items and still have attack speed cap.
Seemilgy weak ganks. ( No CC Or slow, rely on lane partner for cc or slow)/ red reliant early
- Flat AD
- Armour Pen
- Flat armour
- Attack speed, for faster jungle clears
- Mres per level or flat mres
- Flat cooldown reduction.
- Flat AD
- Armour Pen
I find Flat AD marks + quints, flat armour seals and CDR glyphs work best.
Flash is still the most used summoner spell. It's useful for chasing or escaping.
Combined with your ult, and to dashes from your q combined it makes you a great chaser.
I find exhaust alot more useful than ignite. It will help you win early game duels and ganks, it's also counts as a soft CC which fiora lacks. It's also usefull for escaping you can exhaust the ganker/laner and flash away, or even win 2v1's as the 2nd enemys damage ouput is hugely reduced.
Ghost - Great for chasing after enemy's flash.
Ignite - For finishing off opponents or countering heal(s). (tryn/vlad etc)
Smite - If you're jungle.
Cleanse - Only if the enemy team has heavy cc. You can stick to the carry 24/7.
Heal - Dat heal bait.
Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.
This passive makes for insane lane sustain, especially coupled with wriggles.
It's also amazing in the jungle, coupled with a vamparic sceptre it makes for one of the safest jungle routes.
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 dashes forward to strike her target, dealing 40/65/90/115/140 (+60% attack damage) physical damage.
Fiora can perform the dash a second time within 4 seconds at no mana cost.
Cost 60 Mana
This is your gap closer spell. It doesn't scale that well into late game isn't really used as a damaging
move. You should pick this up 3rd and i should be the last ability you level.
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.
Passive: Fiora's Attack Damage is increased by 15/20/25/30/35.
Active: Fiora parries the next basic attack within 1.5 seconds and reflects 60/110/160/210/260 (+100% ability power) magic damage back to the attacker. Works against champions, monsters, and large minions.
Cost 45 Mana
This spell is amazing in the jungle and also against champions with next hit abilites such as nasus, garen, gp. (Note: While you won't take the damage from the next hit ability, if it has an effect it will still trigger. Example - Garen Q's you, you will be silenced but wont take damage. Gangplank Q's you, you won't take damage from the spell, but his passive will trigger on you.) This is great in the jungle fore extra damage with a low cooldown, or in a duel.
E: Burst of Speed
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.
Fiora gains 60/75/90/105/120% additional Attack Speed for 3 seconds. Each basic attack or Lunge she lands during this time increases her Movement Speed by 7/9/11/13/15% for 3 seconds, stacking up to 3 times.
Killing a champion refreshes the cooldown on Burst of Speed. (Assists reduce the cooldown by half of the base amount.)
Cost 55 Mana
This ability gives you insane bonus attack speed, as well as movement speed for ability's landed.
You should pick up this ability second and max it first. It gives insane attack speed, negating the need to buy attack speed items like a normal melee or carry, it's insane coupled with life steal giving you alot of attack speed early game.
R: Blade Waltz
Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.
Fiora dashes around the battlefield striking random champions 5 times for 160/330/500 (+120% attack damage) physical damage. Successive strikes against the same target deal 25% damage.
The first and last attack will be against the same target. Each strike applies on-hit effects.
Cost 100 Mana
Not only does it look awesome, it is awesome. Similar to Master yi's Q ability, you dash around to enemy champions dealing heavy physical damage. This ability triggers life steal, so use it when losing in health in a team fight or use it when being focused, disappear, deal damage and life steal = gg.
I take W first as it will allow me to trade earlier in lane with champs such as gangplank, garen nasus etc. Take r at 6 - 11 - 16 max E before that, W second and q last.
Alot of people say W is better to max first, in certain situations it may be but E is alot more reliable, W is easy to bait so E provides better dominance and sustained damage.
If you need extra hp/damage
- Extra DPS(easy lane)
- VS heavy CC or AP top
- Also viable
- Good early item to turn into endgame
- Main damage, usually rushed. Crit and alot of damage.
- Replace wriggles endgame, or stack with wriggles for alot of lifesteal.
- Great item, good damage, attack speed and works wonders with burst of speed.
- Extra attack speed, get early if against heavy ap/ap top.
- If enemy stacks armour.
- Good for ganking, gives you some soft cc. Adds to chasing potential.
- Extra attack speed and crit. Combined with besekers gives around 1.7 flat, with burst of speed should be capped.
- Devastating with ult and burst of speed, the on hit from sheen is nice, and all the stats are useful.
Early game we're going to farm as much as we can. Make sure to ward for yourself with your wriggles.
If the enemy is being offensive timing of your RIPOSTE is essential is it's on a very short timer. if you want to be aggresive as you feel you have an easy lane with less sustain/damage activate BURST OF SPEED then LUNGE into the champion(this gives you initial movement speed so you can chase after the initial q), and stick on them. If they retaliate make sure to use RIPOSTE . if they run harras them then use your second LUNGE to dash to away to an enemy minion.
Fiora has great sustain with the passive, so if you find yourself losing duels, try and farm and regenerate with your passive.
Wait for an initiate from either team, make sure you're not caught in the iniate or you will most likely get insta-gibbed. After the iniate you're going to want to dive on there carry with LUNGE activating burst of speed before going in( this will proc your movement speed instantly if they try to get away). Your job is to gib the carry. if you get focused use your ultimate as this will give you lifesteal and deal team wide damage. If you have to ult, try to ult on the carry as this will give you more damage on them, and if they run/escape from the team fight after your ult ends you will be ontop of them.
If farmed well, you can lunge - ultimate and a second lunge to insta drop ad carrys and supports or typically any squishy opponent, but if you think you need ult to sustain the teamfight it's normally not worth it.
Route - Wolves, blue, wraiths, red. IF you can gank here then put a point in lunge and gank, if there are no ganking opertunites put another point in E then carry on farming.
It is wise to get a early on if your team doesn't have much CC so you can gank easier, you lack cc so you rely on red or your teammate to bait/slow/stun them for a succesful gank.
Item build is the same as above, just leave a space for wards and rush a phage if you need the slow. Getting a mellet early is key for ganks if your laners don't have sufficient cc or slow because neither do you.
You can give away the second blue, as jungle should be fast enough and mana sufficient to just use burst of speed and wriggles for fast clears.