get
prime

Fiora Build Guide by IZabimaruI

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.


29K
Views
14
Comments
8
Votes
League of Legends Build Guide Author IZabimaruI

The Jungle's Apex Predator

IZabimaruI Last updated on March 15, 2012
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

4
14
15
17
18
Ability Key Q
1
8
10
12
13
Ability Key W
2
3
5
7
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: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Introduction



Fiora is a melee attack damage champion that excels in 1v1 combat and dealing massive damage, very quickly. I have been personally using Fiora steadily since her release, and loving every minute of it.



This guide will outline how I use Fiora in the jungle, and carry mid/late game with her after doing so. This is a first time guide, so it may be rough around the edges. Criticism is encouraged, so please leave some if you down-vote. If you like the guide, please up-vote. Without further delay, here it is.


Guide Top

Updates

Any and all updates to Fiora and this guide will be kept here. Check back for new postings.


Guide Top

Pros / Cons

Pros / Cons

spaaaaaaace
Pros


+ Amazing carry potential
+ Great survivability with passive/lifesteal
+ Very mobile/Good chaser with Lunge
+ Decent tower diver
+ Ult makes you untargetable
space
space
Cons


- Early game can be iffy
- No CC
- CC can shut her down
- Often focused (in my experience)
- Not the best ganks
- Can be mana hungry, especially early


Guide Top

Ability Breakdown

Ability Breakdown


  • Duelist: Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.

    The health regen is great for jungling, as well as 1v1 encounters.


  • Lunge (Q):Fiora dashes forward to strike her target, dealing 40/65/90/115/140 (+0.6) physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost.

    This is your movement ability. Lunge is a great gap closer, and the first step of a gank. Always try and use the second dash, otherwise you waste a free attack. Great for suprising a long ranged champ ( Kog'Maw, Corki, etc.). Just Lunge to a minion, and then to the champ.


  • Riposte (W):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 (+1) magic damage back to the attacker. Works against champions, monsters, and large minions.

    Riposte is a really useful tool in Fiora's arsenal. The passive AD is great, and the parry is awesome in 1v1 to surprise your opponent with a bit extra damage. Can also be used to turn that pesky lane harassment back at them ( Ashe, Caitlyn, etc.)


  • Burst of Speed (E): 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.

    Burst of Speed is Fiora's bread and butter. The attack speed boost allows you to kill enemy champs VERY quickly, especially while critical hitting. Great at pushing down towers, as well as back-dooring. The movement speed gained from hits is enough to keep up with ghost, and makes for an amazing chase/escape tool, if used properly.


  • Blade Waltz (R): Fiora dashes around the battlefield striking random champions 5 times for 160/330/500 (+1.2) physical damage. Successive strikes against the same target deal 25% damage.
Blade Waltz is a great 1v1 and team fight ult. One thing a lot of guides mention is the invinicbility during its duration... YOU ARE NOT INVINCIBLE. You can still be killed by DoT abilities, and possibly AoE *not confirmed*. That tid-bit aside, Fiora's ult gives her great damage and makes her briefly UNTARGETABLE. 1v1 it will easily secure you the kill, and will follow a champ if they flash during its duration. Be careful who you ult, as you will end up beside them when it finishes. Don't open a team fight with this ability. Save it for when you are at roughly 1/4 health, and lifesteal will bring you up quite a ways by the time it ends.



Guide Top

Skill Sequence

Skill Sequence

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

> >

You want to focus on capping Burst of Speed first. It is a very strong steroid and will be your most used ability. Riposte is second because of the passive AD bonus you get from it. The active is useful for interrupting an opponent's auto attack, but because it scales off of AP, it doesn't do high damage. Lunge is last because overall its damage isn't fantastic, and it has no passive to boost your stats. Naturally, a point should be put into Blade Waltz whenever it is available.


Guide Top

Summoner Spells

Summoner Spells


Exhaust:


This makes ganking infinitely easier. The slow, as well as the damage debuff, are great to have on Fiora because of her lack of CC. Also great to use against slipperier champs to insure you get that kill.
space

Smite:


Your jungling spell. Every jungler should have Smite. It cuts down on clearing time, as well as secures buffs/dragon/baron well into late game.
space

Heal:


Completely optional, and not recommended. Take Heal over Exhaust if you are weary about the jungle, or really want the extra heal during Blade Waltz. Exhaust is much more useful imo.



*Other options*


Ghost Is a great chasing/escaping tool. Use if you want the escape over the slow/debuff of Exhaust

Ignite Is a good spell for securing the kill off ganks, as well as shutting down pesky lifesteal champs in team fights (I'm looking at you Warwick and Sion). Not overly useful on Fiora unfortunately, but make sure at least one person on your team has it.

Surge Is useful in early game tower pushes, as well as some decent damage on top of Burst of Speed. It's usefulness late game dwindles greatly, as you are hitting cap with your E.

Clarity Could be used to end the mana-hungriness early game, but in the long run it is really not worth it.

Teleport Is nice for moving quickly to save/pressure a tower. Crazy fun to teleport to a bush ward behind enemies for the gank.


Guide Top

Runes

Runes


Runes

Greater Quintessence of Attack Damage
3

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Mark of Lethality
9


Guide Top

Masteries

Masteries

Masteries
1/5
3/5
4/1
4/1
1/1
1/5
3/1
3/1
1/
3/1
1/1
3/5
1/5
1/1

Brute Force -> Extra AD... because extra AD
Butcher -> Jungle that extra bit faster
Alacrity -> For those times when Burst of Speed is cooling down
Deadliness -> More AD
Weapon Expertise -> Additional Armor pen for jungle/tanks
Lethality -> Early Crit chance can work wonders
Vampirism -> For survivability and sustain in the Jungle
Sunder -> More Armor Pen
Executioner -> Fiora doesn't have a solid execute, but this helps
Expanded Mind -> Gives a bit more mana wriggle room
Improved Recall -> You'll be recalling, why not do it faster
Meditation -> More sustain in the jungle
Scout -> For wriggle wards
Runic Affinity -> Ok. Yes the last 4 masteries were just pushing down to this. Makes those hard earned/stolen buffs last longer




Guide Top

Items

Items



*** Before reading ***


This build is not set in stone. If the game calls for something else, do not be afraid to branch out. Situational items are all listed below the main build.



[*] : All you need to start jungling. The lifesteal enables you to jungle without having to leave. Builds into Wriggle's Lantern

[*] : Should be picked up on your first trip back. Helps a lot with ganks, as well as lowers your jungle clear time by a bit. Builds into Berserker's Greaves

[*] : A very useful item on Fiora, and junglers in general. The passive procs mixed with Burst of Speed destroys jungle creeps. Replenishable ward good to protect your jungle, or ward river to help out a lane.

[*] : Extra attack speed is a welcome sight. Burst of Speed becomes a bit more ridiculous and your auto attacks get boosted up too.

[*] : Now that we have a bit of extra AS and some lifesteal, it's time for AD. Builds into The Bloodthirster

[*] : This is where the fun begins. Farm this baby up and you are looking at a huge damage boost, and a large amount of lifesteal on top of it.

[*] : The extra AS from Zeal boosts the damage gained earlier, as well as adds some critical hit chance. Builds into Phantom Dancer

[*] : Build an additional B. F. Sword before buying this. Gives AD, crit chance and increases crit damage, what more could you want? You will really start to see some extra damage from the critical hits. Lifesteal jumps up here as well. Expensive, but very worth it.

[*] : GG. PPhantom dancer will put your AS almost at cap range. Critical hits will become as plentiful as the health you are recovering from the retreating foes.

[*] : This is where the build becomes much more open. These last two items can be interchanged with a few others (which will be outlined below), but these are the standard ones for me. The Black Cleaver is the bane of all tanks. You should be capping your AS by this point. The passive, mixed with Burst of Speed, will tear tanks apart. Now no one can stand in your way.

[*] : Again, this can be switched out. With a second one of these, you will be lifestealing a stupid amount of health and dealing a ridiculous amount of damage. Enjoy the kills.





*Situational Items*




[*] : If the enemy team has a few pesky champs building health items ( Warmog's Armor, Frozen Mallet, etc.) then build one of these babies. The passive will proc on your already amazing AS and make quick work of them.

[*] & : If you join in on a team fight only to get burst down by enemy casters, then these items are for you. Hexdrinker is a useful, yet underused, item. It gives you the AD you want and the survivability you need. Wit's End works in the same vein.

[*] : If you prefer flat Armor Pen to The Black Cleaver's proc effect, then pick this up.

[*] : A good all-round option. The active effect works as an extra Burst of Speed and is excellent if you want to back-door or nexus rush your enemies.


[*] : Widely known as a "troll item" on Fiora. The way I see it, a troll item is something used to make the other team mad as hell. Tiamat does just that, because it kills EVERYONE at once. The splash damage from stacking 2 of these makes your Blade Waltz a killing machine. Awesome AoE (albeit very small AoE) damage with all regular attacks that can make team fights very quick. Only replace The Bloodthirster and The Black Cleaver with these if you are doing very well, and like penta-kills.

[*] : If you want to be a bit tankier and have a bit better survivability, pick one of these up. Great for getting you back into a fight. Save your Blade Waltz until you've died and revived. Once revived, ult and watch as you life steal a good portion of your health back. Round two.




Guide Top

Jungling and the Late Game

A Brief Introduction
Yes, we are finally at the reason you decided to read this guide. Some have asked me "why would you put an AD carry in the jungle?!". Fiora is an amazing AD carry, but she can encounter some early game difficulties due to her squishiness. The best way to circumvent that little problem is to take her out of lane when she is at her weakest. It also allows your team to have a solo top lane, which creates more exp and a greater level difference. Thus we come to the jungle. Fiora's abilities naturally work well in the jungle, and she has the ability to leave the jungle and still be a HUGE threat to the enemy team.


Early Game/Jungle


Blue Golem (leash+smite) -> Wolves -> Wraiths -> Twin Golems (smite) -> Wolves -> Wraiths -> Twin Golems (smite)

This is a very basic and easy jungle path. Always target the strongest creep before the weaker ones. Start at the blue golem. A leash isn't a must, but it certainly helps a lot. Make sure to Riposte as soon as the blue golem turns to face you. Smite when the golem gets low enough and finish the two lizards.
Move on to the wolves. By now you should have Burst of Speed so activate it and ready a Riposte for the main wolf. It is possible to Riposte the smaller wolves, but only if they crit. Try to activate it so that the most attacks will be covered. This isn't always recommended, but while you have blue buff you can spam a bit.
After wolves move on to Wraiths with the same strategy. You can not Riposte the small wraiths so don't try.
After that go to the twin golem camp. Riposte will work against either of the twin golems, but make sure to parry the main golem's attacks before the smaller one. Your smite will be up, so use it to finish off the large golem.
After you complete the run the second time (without Blue Buff) You will be level 4. This is when you put your first point into Lunge and have enough money for Boots of Speed as well as a Cloth Armor and a Health Potion so pick them up.
Red buff is your ganking tool, as it gives you a slow. Whenever you want to gank, you can pick up red buff and head to lane.
An ideal gank would be one Lunge onto the enemy champ followed by Burst of Speed, a parry from Riposte and your second lunge as they try to run away. At level 6, your ult will make securing ganks much easier.
Once you have Wriggle's Lantern the jungle will be a breeze. You will no longer need to use smite (though you should) and your eyes should start wandering toward dragon. Soloing dragon is entirely possible, but at lower levels it is very dependent on wriggle's procs so it is best done with at least one other champ.






Mid Game

By this point, a couple towers have probably gone down and now the teams are looking to fight. In the early part of mid game, Fiora is still very squishy so don't be diving in. You want to be cautious and look for an opening or you will be CC'd by tanks and your teamfight will be watched impotently in black and white.
A good strategy is to pick off stragglers and people who get separated from their team. 1v1 is where Fiora shines, so use it (Watch out for Warwick though. He can give you some major headaches 1v1 without being ignited).
Another strategy, which works even better late game, is to use your Lunge to bypass the enemy tanks and attack their squishy carries. Be sure to use Blade Waltz if enemies start to converge on you and get out with Burst of Speed movement buff.
Fiora is an excellent tower pusher and back-doorer, so use that. Be careful not to push to far if the enemy team is missing. It may also be a good idea to destroy a tower and immediately recall to avoid retribution.







Late Game

This is where Fiora's items become optional, and where she becomes a monster. You will be able to destroy enemy champs and when you get to be low health, you can head into the jungle and farm a camp for full health.
Baron will go down quite quickly with Burst of Speed so get your team together and go for it. Continue looking for stragglers and ways to attack the squishy enemies and teamfights will be easy.
A single ace and Fiora has the power to push her team to victory, if they don't surrender first.


Guide Top

Coming Soon

-> Fiora vs the world= a look at the champs you will be facing.
-> Videos outlining jungling route, ganking strategy and cool stuff


Guide Top

Summary

Summary

There you have it, a guide on how to effectively jungle Fiora and still carry your team in the end.

Please remember to leave a comment with any up or down votes and help me to make this guide the best on Mobafire!


Credits to jhoijhoi for the template, which you can find here.