Fiora Build Guide by Trilkin
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
| Health | 3040 |
| Health Regen | 20.7 |
| Mana | 940 |
| Mana Regen | 16.25 |
| Armor | 128.5 |
| Magic Resist | 119.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 419 |
| Gold Bonus | 0 |
| Attack Damage | 427.72 |
| Attack Speed | 1.015 |
| Crit Chance | 25%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 46.52 |
| 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Mastery Tree Is Outdated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
Introduction
A new revision is in the works!
I know I JUST posted this guide, but it was made from notes and other things that are about two months old. It's still valid, but after doing some science and working with a friend who is also a regular Fiora player, the potential builds have changed slightly. THIS BUILD STRUCTURE STILL WORKS and I still use it, but there are potentially better, match up dependent ones. Stay tuned!
TL;DR ALERT: THIS GUIDE HAS A LOT OF WORDS IN IT. PLEASE DO NOT DOWNVOTE WITHOUT AT LEAST READING SOME OF THEM.
So hi. This is my first, published Mobafire guide and it’s on a champion I very much love: Fiora. You’ll forgive me if there aren’t a lot of pretty peek-churs or a lot of fancy formatting due to my general philosophy that information is better processed with the fewest amount of distractions.
Also note that this is very text heavy. I believe a guide should... guide, rather than simply direct a player. As such, this can be very tl;dr for a lot of people. Please do not downvote this guide because you didn't want to read all of it. Please do not downvote this guide WITHOUT reading all of it. If you don't want to read it, than I would prefer you didn't vote at all.
My guide assumes you know some of the basic mechanics of LoL as well as things such as ward placement (and importance,) how to last hit and other things that are not in the scope of this guide. This guide is specifically about Fiora and how to leverage her strength. My guide also assumes you know how to mouse over icons to get additional information, so I'm not going to reiterate what the site already tells you.
My guide has sections labeled for what lane/role they are geared toward. As of right now, only mid lane-specific things are completed, but those builds can still be used for top lane. Top lane, however, may be best served with different builds for maximum effectiveness.
Before reading this guide, especially if you’re a newer player, I do suggest everyone take a look at BlackIceT’s guide to Fiora. It’s excellently put together and has a lot of very good information – especially in regards to the basics. I disagree with him on a fundamental basis regarding how to build her as well as some playstyle decisions, but I wouldn’t say my way is more valid than his. Definitely have a read of it.
Changelog
Revision 1
06/17/2012
- Beginning ground work to alter guide to include both more in depth top strategies, jungle strategy and some changes to core items and build possibilities.
- Changed SampleTop build significantly in preparation for above changes
- Added more match up information
- Probably some other minor changes and editing
First Release
06/15/2012
- Guide is complete! Yay!
What Is Fiora?
So what exactly is Fiora? What role does she play? She doesn’t have any inherent tankiness as, say, a Jarvan or a Garen. She does not have incredible sustain either despite what her passive may suggest. Her passive combined with her Riposte, however, gives an effect that is very conducive to what I believe is the proper play style of the champion: constant, overwhelming pressure with some of the aspects of an assassin.
|
Pros + Significantly bursty + Very good disengage mechanic + Can soft initiate + Respectable sustained damage + Good chasing mechanic + Extremely good harasser + Peaks early and can dominate come mid game |
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Cons - Escape mechanism (Lunging to a creep) is unreliable - Very vulnerable to CC - Easy to hard counter, although the pool of champions that can do this is small - Chasing requires an item (or red) for optimal effectiveness - Plateaus in effectiveness late game |
She acts, thus, very effectively as a cross between a ‘soft’ melee AD carry (similar to most any top lane AD champion) and an assassin due to her effective burst damage. This damage does fall off a bit later on due to the underwhelming AD ratio on Lunge (0.6) and the simple fact she needs to be at melee range to do damage (a significant problem for a non-bruiser,) but due to Fiora’s naturally high base AD (especially with levels of Riposte) and proper runing, one can easily build into a strong early game position that will take her well into the late game.
Fiora's Skill Set
(P)
- Duelist
Remember that you keep the initial stack from attacking a creep if you then attack a champion, allowing you to last hit for a stack and then immediately go into harass to get a quick set of stacks. This passive is what allows you to harass so effectively with minimal risk early game. Do NOT look at this as a sustain ability – it is not one and it isn’t meant to be one. Remember, if you go in to harass a champion, they ARE going to strike back (along with whatever minions are in the vicinity.) What this does is allow you to do so without having to pop a health potion afterward. This is the half of the reason why Fiora is built for aggression. Leverage it at all opportunities.
(Q)
- LungeThis is your bread and butter ability. This is what makes most of Fiora’s early game burst and it is what makes you extraordinarily frightening to AP champions. With this, their ability to outrange you is nearly useless except in the cases of very long ranged champions such as Lux or Xerath, but those champions tend to come with the caveat of expensive spell costs while Lunge stays consistently cheap at 60 mana. There are a few ways to use this ability, mostly depending upon the stage of the game and what your aims are.
For burst and harass, it is generally best to use both ‘charges’ of Lunge twice in very quick succession. If you wait the briefest moment to get an auto attack in (or if you have high enough attack speed where you will auto attack between Lunges anyway,) you will be able to gain three stacks of your passive nearly immediately. If you already have a stack from last hitting a minion, you have your four stacks of Duelist just by mashing Q. You’ll have done a significant amount of damage in the meanwhile, but remember that this leaves you somewhat vulnerable as you lose your mobility. Until you have a point in Burst of Speed, keep an eye on the map and make sure you aren’t about to get ganked if you dive using double Lunge. If you suspect or see the jungler coming, it may be best to Lunge onto a minion and get out instead.
For later game chasing, it is best to wait between Lunges in order to stick to your target. If, for example, you are chasing a Gangplank and have a
(W)
- RiposteThis is the other part of what makes your harass so strong and significantly safer than other melee champions. This is also a leading reason for your dominance early game as Fiora – the additional damage is what makes her ‘work’ early on, otherwise her harass would be significantly weaker. The passive is straightforward, but the active is often overlooked and especially so by her opponents. In general, it blocks autoattacks and anything that is physical, targeted and passes on weapon effects. Thus, it will block
One thing to keep in mind here is that you will still be affected by most onhit effects that do not augment the attack damage of the attack. For example, you will not get hit by the additional damage afforded by a
(E)
- Burst of SpeedThis is an ability that I believe is simultaneously overvalued and undervalued. While many seem to focus on the attack speed buff it gives, my concern, especially mid, is with the movement speed buff. It’s there that this ability shows its greatest value and is a very key part to Fiora’s ability to harass safely in a lane. The attack speed increase is actually not very impressive until the ability is maxed out – something that is not inherently valuable if you do not have any damage or additional attack speed to benefit from it. As a result, in all of my builds, this ability is ALWAYS leveled last. You still take a level of this early, however, for the movement speed buff. I’ll go into more on effective skill use in another section, but do not overvalue the attack speed buff this gives and do not undervalue the movement speed.
(R)
- Blade WaltzFiora’s ult is her party piece and is the foundation that makes her, as a champion, work as well as she does. This is what gives her her early kill power, her ability to keep a team fight presence even if focused and allows her to kill in certain situations and survive them where other champions simply could not. There are quite a few uses for this ability, with one of the more obvious being a tower dive into an early game kill against a weak opponent. This is the ability that will make less experienced players think she’s broken just because of the sheer amount of power it has. It, however, like anything else, has a few caveats:
- The damage reduction on subsequent strikes is very high, so don’t expect a kill from full HP with this alone from any, but the most underfed and underleveled of champions. It’s generally a very stupid idea to dive in to a full health AP hero at their tower and opening up with this. This is your finisher in one on one situations. Treat it as such.
- You will always end up at the person you targeted after the ult ends if they’re still alive. A smarter player will take advantage of this and ‘drag’ you backward into a more vulnerable position. This is an especially important point to remember in teamfights and especially teamfights with a significant healing presence. If your target does happen to die mid-ult, you will end up at the last person you jumped to which itself can be a very hazardous situation, but one you have little control over. If you’re able to, save your Lunge for a possible escape out of a bad position, but if you ult into an already poorly positioned teamfight, you are likely going to die without Flash shenanigans. Again, good judgment is important.
- Remember that the invulnerability and untargetable aspect of the ult is the same mechanic as
Sanguine Pool. It does NOT cancel dots on you. Keep this in mind if you decide to blow your ult to disengage at low health after being hit with
Ignite. You may end up dying anyway if you are low enough and/or will not be able to steal a significant amount of life if you have any lifesteal. - If your opponent becomes untargetable for any reason such as invisibility that you can’t see through (
Twilight Shroud or
Deceive, for example) or an effect that renders them untargetable for any amount of time (
Mirror Image, for example, poofs LeBlanc for a brief moment,) your ult will IMMEDIATELY stop if you have no one else to blink to. This is crucial to remember in lane against certain champions. If you wish to use your ult on them, you will have to somehow bait out the offending ability that causes this before going in for the kill. Also note that you WILL follow Flashing champions over a wall which may be a good or bad thing depending on your situation and intended positioning.
Why Fiora Mid? Why Fiora at all?
It's not a terrible question. Most League players in general will scoff at the idea and assume you're trolling, so if you intend on going mid with her, expect some dodging now and then.
Fiora is, however, a good mid due to her closing ability, her burst, and the survivability-through-harassment that is offered to her through her passive. You can and will do half of a typical AP champion's health in a single set of Lunges as early as level 3 (and oftentimes, even earlier for the squishier ones) and they will find it very hard to retaliate against it this early.
Because of these qualities, I feel that she is much better middle lane than she is top or jungle. She can't clear the jungle as fast as the top picks can and her sustain is not quite as good as other typical top lane champions. She is not inherently tanky either and her burst is somewhat less valuable against the more tankier/sustaining top lanes. She would have to play a more passive role here and count on her ability to snowball in the late game like a typical top AD would which, I believe, completely neglects a good deal of what makes Fiora, well, Fiora.
There are some match ups top lane that are in Fiora's favor, and I'm aware of the potential effectiveness of maxing E over Q for lifesteal sustain as I've mentioned before, but again, you are not leveraging Fiora's early game power doing this and she does not snowball nearly as well as, say, a Riven or an Olaf can.
In short, Fiora mid is essentially a counter pick to AP much the same way Talon is. Unlike Talon, however, Fiora has sustained damage in the late game that can make her EXTREMELY threatening in teamfights beyond simply popping squishy targets. She is a cross between a melee AD carry and an assassin and brings the virtues of both to a team.
Mastery and Rune Choices
Mastery-wise, there are only really two variations you'll be looking at for Fiora.
and
I, personally, prefer the former in most any given situation since it adds more effective health which is significantly more useful throughout the game than the Utility tree can offer you until the late game. In the late game, the benefit of being about to get up earlier from a death, having baron buff longer and the small increase to movement speed DOES end up being ultimately better. Either choice is valid, but the former gives you earlier power, allowing you to establish lane dominance easier.
In the case of the Defensive tree, having hit points over regeneration is primarily a manner of taste. I prefer the regeneration since it has better synergy with
Runes also have a degree of player preference involved, but...
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
...will never steer you wrong. Some other possibilities include the following:
Quintessences
Greater Quintessence of Desolation
There are more possibilities than these, such as CDR runes and crit runes that can work with Fiora, but you generally don't get as much raw value from them as you will from raw attack damage, attack speed, armor penetration and defensive runes. I generally don't recommend additional health regeneration or health nor do I recommend a more experienced player take mana regeneration runes, but no matter what you do, ensure that your eventual item build supplements your rune and mastery choices properly.
Summoner Abilities
Recommended
Good Picks
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Ghost, coupled with a few stacks of
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Decent Picks
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CC is NOT your friend. Neither are dots. Generally, I'd suggest getting a
|
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Surge is not awful and stacks decently with
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Not Recommended
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I'm actually torn where to place this, but for now, it will stay Not Recommended. Fiora is an excellent tower pusher with her
|
[MID] Why Do You Max Q before E?
Early game, what is most important is your ability to establish a presence in your lane.
Burst of Speed is an excellent ability, as most attack speed steroids are, but it shines most when you already have some of your items and your autoattack damage is actually threatening. Also remember that at low levels, your attack speed, even with BoS, is just not that high. There are big enough gaps between auto attacks that your opponent will be able to respond with something in order to mitigate or completely neuter it. The moment you activate Burst of Speed is the moment you tell your enemy you're trying to engage on them and will give them ample time to respond.
Yes, you can
Lunge to them, activate BoS and start doing damage, but again, after the Lunge, they have a chance to respond to you. This severely cuts BoS' effectiveness early game against all, but the most inexperienced of players. Another thing is that you simply will do less damage in a shorter period of time at the early stage of the game maxing out Burst of Speed early. It has a relatively long cooldown (especially compared to Lunge,) for only a moderate benefit early in the game.
If you max Lunge first, however, you gain a significant amount of burst damage that is harder for them to respond to. For this, I -HIGHLY- suggest using smartcast, which I will go into in the Play Style section. This will allow you to double-Lunge onto someone nearly instantly. Oftentimes you will even get an auto attack between Lunges, especially if you wait just a split second before the second Lunge. This can end up being up to 3/4 of a champion's health in the early levels - even as early as level 3 once you get two points into it. The psychological impact this has is tremendous because it immediately makes your lane opponent scared of you and sends them back to the tower or, indeed, back to base before they're able to buy anything substantial.
This is the KEY to Fiora harass because it is this pressure that you must establish early and must establish often. They have little recourse against the double-Lunge and can only respond after the fact while, with a Burst of Speed pop, they can make that buff essentially worthless if they have CC of ANY sort. Fiora is -NOT- a bruiser and she is not meant to be played like one. She is not a true AD carry either and, again, is not meant to be played like one.
Aggression is the key and there is nothing more aggressive than doing 250-300 damage instantly at level 3 against most champions. You will burn through their potions very quickly repeatedly doing this or, if they were foolish enough to start with a Doran's item or a non-potion form of sustain, you will force them out of the lane or even end up killing them extremely early.
There is a merit to skilling up E over Q early, however, but only if you intend on playing a more passive early game as Fiora and utilize your E with lifesteal as part of your sustain. This is a different play style that is closer to the classic AD top mentality which I don't believe works with Fiora's kit. Fiora is meant to be aggressive all game - she is an all-in champion and should be built accordingly.
[MID] Building Fiora [Flowchart]
Note that this flowchart only includes items that I believe are optimal for Fiora. More situational picks will be listed and discussed in another section as well as where to place them in the flow loops. I will eventually make a visual version of this for quicker digestion, but I'm more concerned with finishing the guide as a whole first.
Standard build flow should be as follows:
START -> 2x
Doran's Blades -> BOOTS -> OFFENSIVE ITEM ->
Frozen Mallet -> OFFENSIVE ITEM -> DEFENSIVE ITEM -> LUXURY ITEM
Starting Items for Lane
Does your opponent have skill shots -OR- are you confident against them?
IF YES ...
Is your opponent AP?
IF YES ...
Your opponent is AD.
TAKE ...
First Base Returns
TAKE ...
Do you have enough money for wards?
IF YES ...
Do you have enough money for a second
IF YES ...
If you could not get both Dorans' at this point, make sure you get the second blade on your next trip back in addition to other items you'll be able to afford. Carrying two blades early will help you significantly.
Boots Choice
Is your lane opponent AD and doing significant damage to you?
IF YES ...
Does the enemy team have a lot of disable and/or AP?
IF YES ...
Do you want (A) increased attack speed or (B) increased CDR?
IF (A) ...
Do you want (A) out of battle loitering ability or (B) in battle mobility?
IF (A) ...
Note that you are free to change boots mid-game to match the current flow of the game. You can start with
First Item
Is your opponent threatening enough that you need something defensive?
IF YES + OPPONENT IS AD ...
Is your opponent building a significant amount of armor (at least 120 armor?)
IF YES ...
Standard Item Loop
Do you already have
IF NO ...
Do you already have
IF NO ...
Do you already have
IF NO + ENEMY BUILDING ARMOR ...
Get more damage, you goof.
GET
Defensive Item Loop
Are you getting focused with CC?
IF YES ...
Is the enemy team relatively balanced?
IF YES ...
Is the enemy team AD or AP heavy?
IF (AD) ...
IF (AP) ...
Luxury Item Loop
Do you already have six items?
IF YES ... DONE ... ELSE
Do you need more damage?
IF DAMAGE ...
Do you already have a
IF NO ...
Is armor an issue?
IF YES + HAVE
Screw it.
GET
[MID] Building Fiora [Explanation/Rationale]
This one is a bit trickier as EVERY player should be building situationally. There are a handful of core items that every Fiora build should have, but your defensive item should always change with the match up. Depending on how you're doing in a game, you may not be able to actually afford your core items when you need them either, so once again, you must adapt. Every match is different.
Starting Items
What your choose depends on your match up, of course, and what lane you eventually end up taking. As a general rule, the boots+pots combination is a great neutral starting set that will never let you down. The other options depend primarily upon your confidence against a certain champion and how defensive you want to play against them. In the case of champions that have skill shots, you will want to stick with boots to give you the increased ability to dodge and better bait out abilities.
I never recommend starting with
First Base Returns
An early
ALWAYS ward around your lane. If you're mid, that means warding both sides. If you're top, that means warding in the river near their jungle opening and, if able, your tribush. Regardless of where you are, ALWAYS be warding. The information will save your life and the lives of your team.
If you're particularly rich or are simply able to loiter in your lane long enough, you may be able to buy your boots at this point as well, which leads me to...
Boots Choice
This should be a relatively straightforward decision dictated by the current momentum of your match. Almost every set of boots (besides
First Item
Generally, in most games, you want your first item to be a
If you do end up getting a Phage early, unless you ABSOLUTELY need more HP, this is your time to at least get the
Another option here against a particularly troublesome AP enemy or one that is able to do constant damage to you safely (Ryze, Akali) is the
The reason I suggest this over, say, a
If your lane opponent is stacking armor very early (you'll see this especially in a Ryze or against some top picks like Malphite,) getting an early
Standard Item Loop
These are your core items. They're self explanatory and give Fiora all of the tools she needs to succeed by giving her much needed HP, damage and a slowing mechanism to give her sticking power. If the enemy team is being REALLY foolish and isn't building any armor (VERY rarely does this happen) then you can probably skip the
Defensive Item Loop
This is also reasonably self explanatory. It's a matter of building situationally depending on who on the other team is the biggest threat. If the threats are varied or you don't feel particularly threatened by anyone specific, the
Other than that, your defensive item choice should always be building toward what threatens you the most. If it's CC, a
Luxury Item Loop
For the most part, your last item will likely end up being an
[MID] Building Fiora [Other Possibilities]
Offensive Items
Defensive Items
Misc. Items
[MID] Play Style and Skill Usage
Play style wise, Fiora is best played very aggressively and deliberately, especially mid. I'll break it down roughly by game phase.
Early Game
Early game is where Fiora's burst will really put the fear of God into people. It's usually best to wait until level 3 before you start
By level 4 you'll have
Activate
You activate Burst of Speed first to give you the movement speed you'll need to retreat after your initial burst. If you're able to continue to attack safely, you should do so and lay in as much hurt on them as possible, but generally, the moment you lunge, they will start backing off and toward their tower. For champions that have a snare of some sort, make sure they've already used it before you do this near their tower or you may well end up getting yourself killed.
Ultimately, your goal is to make sure that the mid lane champion that isn't you is not useful for the majority of the game and to keep them from being a threat. You want to make sure that they leave their lane as little as possible and keeping them unfarmed and underleveled will lessen their confidence in being able to gank.
Level Six
Once you hit level six, you can start really going for kills. Generally most people will try to linger in lane as long as possible for CS and exp. You'll probably be low on mana so they may see you as less threatening. The Lunges will be fewer and they'll get a bit more confidence that they can stay in lane without getting bursted any time soon. You only need 160 mana to finish off a champion at half health or lower at this stage in the game, though, provided they haven't gone back yet for a Doran's item or any other form of HP.
At this point, you can simply double Lunge, ult and
You will end up doing this a lot during the game.
Early-Mid Game
This is generally the point where a mid laner will start leaving their lane. This generally happens at about level 7 or 8, but for some champions, it can be earlier. KEEP YOUR EYE ON YOUR LANE OPPONENT. You will not be doing a lot of proactive ganking as Fiora this early unless an opportunity arises somewhere nearby (such as the jungle or in the river,) since you are concerned with keeping mid lane from farming while farming yourself. If they do leave, and they eventually ultimately will, it is your responsibility to follow them.
It is generally obvious where they'll end up going - just look at the map to see which of your lanes is overextended or who's at low health under a tower. Having wards is EXTREMELY important for this reason, among others. Calling MIA is also important, especially if you're unable to follow them because of low health or low mana due to the fact that most people tunnel vision by nature. Rather than argue about map awareness, just take the time to type 'mia mid.'
Mid Game
Generally by this point you have two of your items, towers may be down and you're probably getting ready to leave lane and do some ganking of your own. Your general rotation does not change here, although you may end wanting to save
NEVER forget
- Blocking Caitlyn's charged shots
- Blocking Vayne's
Tumble hits - Blocking Gangplank's
Parrrley - Blocking
Sheen,
Trinity Force or
Lich Bane charges
If you are chasing down a champion, particularly one that will not go down to your burst quickly, it is best not to use both charges of
Something to keep in mind is that
This is also the stage of the game where most team fights start to happen and thus, you will be acquainted with
During team fights your primary targets are squishies, so this will be the support, the mid laner and the AD carry. Your goal is to take the AD carry out of the fight as soon as you can and then likely either the support or mid lane, depending on which one is more threatening to your team as a whole. If the jungler is squishy (which they likely will not be,) they are also a fair candidate, but you should save them along with any bruisers or tanks for last.
Late Game
This is the point where good positioning during team fights and knowing when to engage REALLY starts mattering. A single bad team fight can end in a loss of either Baron or the game so you need to be extra aware of where you are, where your team is and where the enemy is.
Wards become a necessity in this stage of the game - even more so than earlier. You can never have enough vision of the map, so if nobody else is warding and you have the inventory room, you should do it. The information may win you the game by helping your team assemble in a better position to intercept the enemy team.
Positioning during fights is beyond the scope of this guide, but in general, as Fiora, unless you've built yourself specifically for the role, you tend to not want to be with the bulk of your team and initiating. You will want to come in along the side or from behind if at all possible and jump on their AD carry shortly after the initial engage. You will probably get focused at this point so, again, good judgment on when to use your ult is critical here for your survival and for the team's success. Fiora has only
Do not be afraid to leave a fight that you know is going to fail (usually due to bad positioning.) Do NOT help another teammate if they're caught by the entire enemy team and you are both alone. It sounds selfish, but you are likely only going to get yourself killed along with them. This is generally only a problem in low ELO public games, but do not allow yourself to be baited into a fight that can't be won by your own teammates. If they are engaging as a whole, you should join them, but if they are walking in single file, you are best not bothering.
These are tips that are universal, but they are always worth reiterating.
[MID] Match Ups
The stars are the difficulty of the match-up. More stars = more difficult.
REMEMBER, no matter what is posted here, player skill determines everything in the end.
- Fiddlesticks [*****]
Suggested Starting Items:
Null-Magic Mantle + 2
Health Potions
Between Fiddle's fear and life drain, he completely neuters Fiora's kit by just interrupting whatever she's doing (outside of ult, of course) and then negating it. He is VERY hard to harass out of lane until later when you start getting significant amounts of damage and usually by then, he's already gone and roaming.
I HIGHLY recommend an
Executioner's Calling very early (as in, first item) for this match up. I would even suggest it after getting your first Doran's and just skipping the second one. It is the ONLY way you are going to win this lane unless he ends up being bad or you get jungle support.
- Anivia [****]
Suggested Starting Items:
Null-Magic Mantle + 2
Health Potions
Anivia is almost as tricky as Fiddle for a different reason. She can burst you VERY hard, especially come level 6, and can do so while you're Lunging at her. This wouldn't be so bad if she didn't have her egg to complicate things since you could otherwise just dive her and take advantage of her squishiness. As a result, you should NEVER use your ult on her unless the egg is down or she is in a VERY bad position and you can kill her before she respawns. Having help would be nice too. This is a lane where you will appreciate jungle support.
- Mordekaiser [****]
Suggested Starting Items:
Null-Magic Mantle + 2
Health Potions
Mordekaiser's difficulty is in his shield. He can negate your burst as Fiora and chunk you pretty significantly in the process. If you can establish lane dominance early and don't allow him to farm you can win this lane simply by keeping your damage above his ability to sustain and keep his shield up. Start your aggression early and do NOT let up on him. This is a very winnable lane as long as he's afraid of CSing. Make him afraid and keep him zoned.
- Lux [***]
Suggested Starting Items:
Boots of Speed + 3
Health Potions
This is a potentially very boring lane. She will try to poke you out if you stay near your own creeps and then try to snare you if you move away from them. Bait out the snare - it isn't terribly difficult the first few times until she catches on. Stay out of the Singularity. It'll be fairly obvious where she places it since she'll want to use it to farm since it's very mana intensive early. If you see an opportunity to dive on her after she uses her snare, take it, but don't forget her shield.
I suggest starting with a point in W for this match up since, early on, you won't get too many opportunities to really dive into her until six. Just play patient and opportunistic. Your farm is more important than hers anyway.
- Xerath [***]
Suggested Starting Items:
Boots of Speed + 3
Health Potions
Xerath's raw range is very threatening to you - especially early when you may not have much MR. This is a match up where I would suggest getting an early
Hexdrinker if you find yourself having a lot of trouble with him. Early Merc Treads, however, are ESSENTIALLY to beat that stun. If you're playing Draft or Ranked and can see the Xerath ahead of time, taking Cleanse may even be a good idea here.
The only reason this is not a 4 or 5 star match up is because in order to really utilize that range, he needs to be immobile - generally not a good idea against an AD champion. As soon as you see him locking himself in place, start moving toward him and be ready to dodge the obvious bolt coming your way if at all possible. He'll either blow his load on you in an attempt to kill you - in which case, you can ult to avoid the worst of it if need be or, better yet, use a creep to Lunge or flash out of the way and make him waste it OR he'll pop out and run back.
This is a match up that may require some jungle assistance, but if that assistance is unreliable, you may have to stay getting your hands dirty and accepting some early damage to keep him pushed back. Like Morgana and Lux, though, he's able to farm safely out of your range if he absolutely has to.
- Ryze [***]
Suggested Starting Items:
Null-Magic Mantle + 2
Health Potions
Ryze can hurt. A lot. They also tend to build armor, so you may need to get an early Last Whisper for him, but getting your Merc Treads early is more important to mitigate the Rune Prison. You can't avoid it and you WILL take damage harassing him so the best you can do is make that damage as little as possible. You CAN play this lane passively, but if you do so, you're allowing him to farm. If you can stay on top of him early, he'll have a hard time catching up.
- Kennen [***]
Suggested Starting Items:
Null-Magic Mantle + 2
Health Potions
Because of his ability to chunk you with his dash/zap combo, he can be threatening if he's particularly aggressive. In general, though, it's safest for them to try to poke you with shurikens - something you can easily dodge. A smart Kennen will probably be able to read your harass dives and return the favor thus the suggestion to start with a Mantle. Dodging shurikens is fairly simple as long as you stay behind creeps or stay in constant movement, even without boots.
After six, you will be able to tower dive him relatively safely. Most Kennens, upon getting tower dived, will panic and ult - perfect for you as his ult doesn't hit you while you're ulting making you a rather effective counter to him in lane. Just remember that he has the speed to leave lane to gank unexpectedly, so keep your eyes on him.
- Morgana [**]
Suggested Starting Items:
Boots of Speed + 3
Health Potions
Similar to Lux in that you want to bait out her snare, but she's much easier to deal with because she doesn't have any potential burst. Not only that, but her shield is worthless against you. The only thing that makes her remotely threatening is her snare, really. Her ult can be scary as well, but generally not in lane if she's alone.
The most aggravating thing about facing a Morgana is that she will typically, especially after she gets some AP, simply pool your creeps then walk back to the tower. There is very little you can do about this outside of coordinating with your jungler to tower dive her and make sure that she is unable to farm so safely.
- Akali [**]
Suggested Starting Items:
Null-Magic Mantle + 2
Health Potions
She's really not very tough... as long as you have a pink ward with you post six. You can treat her like any other AP hero with the same diving rules as long as you have a pink ward to negate her shroud. She'll likely try poking at you with her Q, thus the suggestion to start with a mantle. Use your Riposte to block her auto attacks if she tries to dive in after Qing and tear into her. Don't be afraid - you burst harder than she does early on. Just mind the shroud.
- Brand [**]
Suggested Starting Items:
Boots of Speed + 3
Health Potions
Also not a very tough match up. Almost everything he does is clearly telegraphed with a loud grunt from him. His ground blast has an indicator before it goes off and is easily escapable while the fireball is slow and easy to dodge. The smart Brand will keep his targeted nuke available so he can quickly combo that into his fireball to stun you once you get into melee range, so be aware of this when diving into him.
If at any point you notice any two of his spells are on cooldown (he's used them in rapid succession) to farm, that is your time to dive in on him and do damage. Since his ground blast is his most dangerous ability (outside of his ult,) you can also be a bit bold while that's on cooldown as well. The fireball itself is not threatening except for the stun so if there are no ganks coming, he has no other real way to damage you - just don't get caught under the tower.
Conclusion
So that's it. It's a LOT of words. As my friend said:
thats like
hide and seek, 8:42:01 PM:
war and peace
hide and seek, 8:42:05 PM:
for a champ Ill never play
I do hope this helps people with their Fiora play, however. Remember that this guide will constantly change as I and others discover better combinations of items and better tactics that better leverage what is considered by most competitive players as a mediocre champion.
If this does help you and you found the information in it useful, please upvote it! If you have any suggestions or criticisms, feel free to leave a comment. I would ask that you allow me to response first before you commit to a downvote and only downvote if you really feel my answer is not to your satisfaction or is way off base from reality. In the future, I will link replays (I have QUITE a few to zip up) to demonstrate how I play Fiora and the multitude of builds I've used on her.
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