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Fiora Build Guide by Potent213



Updated on October 4, 2022
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League of Legends Build Guide Author Potent213 Build Guide By Potent213 750 29 724,564 Views 35 Comments
750 29 724,564 Views 35 Comments League of Legends Build Guide Author Potent213 Fiora Build Guide By Potent213 Updated on October 4, 2022
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Runes: CONQ

1 2 3 4
Legend: Tenacity
Last Stand

Second Wind

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2 3
TP + Flash
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Guide Details
x Introduction & Credentials
x Why should I play Fiora?
x Overview of Fiora's Abilities
x Pros / Cons
About Me

I'm Potent, a Challenger Fiora Onetrick from Algeria, I'm currently 19 years old and studying computer science in France.
I first started playing league in season 3 when I was little, and have been a Fiora main since the new Fiora came out.
Ever since leaving Algeria (better ping + better pc), I've been consistently Challenger, peaking rank 16 of the ladder, and a peak of ~1200LP in EUW, I'm regularly around 1k LP on EUW as of now.
A lot of people consider me to be one of the best Fiora players in the world, alongside JJKing or 14Fiora.
I have approximately 3,000,000 Points on Fiora on all of my acounts, and I stream on twitch now!
Anyways, I hope you enjoy the guide and let's get to it!
Fiora, The Grand Duelist
Fiora is one of the most fun champions in the game with also one of the highest skill ceilings possibly achievable, many players for example Drututt has said that Fiora is the hardest toplaner in the game to master, this makes it so satisfying and rewarding to learn.
Fiora is also insanely strong in the meta and overall is just a really fun champion and super strong in 1v1's, definitely a champ you won't regret picking up if you like intense 1v1 situations or even pushing the limits of the champion you play to the max!
"Precision and grace"
P - Duelist's Dance This is Fiora's bread and butter, mastering the use of her passive and knowing how they will respawn to hit them more effectively is important to becoming a better Fiora player.

Q - Lunge Fiora lunges and hits a nearby target based on a list of priority (list mentioned later in guide), it's important to use this ability as a tool for mobility, damage, and especially proccing vitals!

W - Riposte This is probably the hardest spell to use on Fiora, it can either be used to block a game changing cc, or you can whiff it and it does nothing while needing 24 seconds to come back. Unfortunately ping comes into play a ton, bad ping makes it nearly impossible to get good parries, especially for spells that are hard to react to.(ie... Garen R, Darius R, Cass R etc..).
Knowing when to use and when to hold your parry is key.

E - Bladework Fiora's E is a simple damage buff, nothing much to it, it acts as an auto reset, although you do have slightly higher range (+25) when using it, it can help you reach targets who are JUST SLIGHTLY out of range.

R - Grand Challenge Fiora's ultimate is your main fighting tool, being able to quickly proc all four vitals is very important, hence why I repeat that practicing is so important on this champion.
If you can proc your ultimate quickly you can maximize your damage and healing, and then be able to hit your next vitals sooner, speed is really important.

+ Insane Duelist
+ One of the Highest Skillcaps
+ Strong Splitpusher
+ Hyper mobile
+ Strong in early/mid/late game
+ Extremely Fun

Fiora is honestly one of the champions with which you can have the most fun, she is hyper mobile, has so much outplay potential in every single situation.
With Fiora there is no limit to how far you can push your limits there is always a higher level of play you can obtain because of how complicated the champion is fundamentally.
The game is so boring when I play other champions tbh.

- Matchup dependant
- Useless when behind
- No CC
- Hard in Teamfights
- Very hard to Learn

The issue with Fiora is that she is extremely matchup dependant, and comp dependant, if the enemy team picks champions that have a lot of range (ie. Jayce, Kindred, Ahri, Karma, Jinx, etc..), it becomes really hard to play the game, not only that but she is really weak when jungler weaksides or picks a scaling jungler.
So sometimes its hard to decide between splitpush and teamfight

Conqueror After conq + goredrinker nerf, Conqueror isn't the best runepage anymore for Fiora, so I would recommend thinking on whether or not you would want to take it into 99% of the matchups.
There are a lot of combinations for this rune page, if the enemy team has:
-Poke: Second Wind over Bone plating
-CC: Unflinching, if they have a lot of CC, you can go Legend: Tenacity as well.
-Short trades/Burst: Bone plating
-If they don't have CC you can take revitalize/overgrowth, though overgrowth seems to be the better option considering how op anti healing is right now.
-If they have double AD Top/Jungle you can go Conditioning and Tabi Rush.
It is important to understand what the enemy team comp has, typically the 2nd row in Resolve is lane specific, and the 3rd row is team specific. So if their team has CC you take unflinching, but don't take second wind if their mid has poke, but their top doesn't.

Press the Attack This is now a very viable runepage to go with Stride + Botrk as mentioned in the ITEMIZATION section.


You have tons of burst and damage, you can cheese level 1.

You must play for short trades otherwise you will lose, it's super strong, you can even play with ignite and go the cheese with sorcery, I'd recommend trying it out, it requires a lot of confidence, and you need to play super aggro.

You can legit oneshot people instantly, it's so strong when u get 2 items.
Just because you are going aggressive doesn't mean you can't go Dshield into poke matchups, like Jayce for instance.

Grasp of the Undying Now that conqueror has been nerfed, Grasp has become a very good option into a lot of lanes, considering that it is easier to execute is less punishable and requires a playstyle that is less greedy.

On top of conq nerfs, goredrinker also got nerfed and due to that conq not as good because one of the reasons why conq was taken so often is because it had such good synergy with goredrinker (spite effect).

So now divine with grasp is a very viable option for most players, although I still think to carry games, conq is still the most viable option, grasp is good if you want to be more consistent and have more power in lane.

I'd recommend going precision or sorcery secondary, usually the tenacity in precision would be the most attractive feature in that page, so look out for that, or you can go scaling with sorcery, (Gathering Storm + Absolute Focus or Transcendance if you want the early spike with Goredrinker!).

Grasp is a good option in lanes where you struggle (Akali being one of them) although I do not think it is optimal for learning as it forces you into a safer playstyle.

Many secondary pages are possible with Grasp, sorcery being the most viable.


Mythic Items:

✦ Goredrinker

With the buffs it is insanely strong versus bruiser/tanks comps paired with conq, really insane, going DD 3rd makes this even better really cracked build right now.

As of now this is a viable option for SoloQ, it has very strong Teamfight and sustain as well as very good outplay potential.

It is the strongest in lane as well due to getting iron spike whip, being able to proc vitals and the raw ad is really nice, Conqueror synergizes really well with Goredrinker making you insanely strong in extended trades.

In teamfights you can facetank and heal up insane amounts of hp, and if the enemies for some reason don't have anti-healing, you can heal up to 1k in teamfights.

I'd recommend taking it versus Bruiser/Tank comps!

✦ Stridebreaker
Bork buff just makes this build even better into squishy comps.

This is the build I go the most right now, it's super strong and has tons of damage, this has become a really viable built vs a lot of squishy comps.

Essentially this build allows you to just proc your vitals super quickly and get tons of damage off, you need to be really cheesy with this build tho.

Very nice build versus enemies that you want to rundown as the stridebreaker slow is really effective against enemies with a lot of mobility that are hard to chase.

It also works very well when split pushing to rundown your opponents in the long lane and get catches on enemies who aren't expecting the huge slow.

Good option into a lot of matchups where you want to close gaps or get quick vital procs and be able to kite your opponent while dealing tons of damage!

✦ Divine Sunderer
A decent Fiora item, and now very viable especially with grasp and versus tanks.

Combine it with Titanic , and you're really dangerous in teamfights, if you can also go Hullbreaker for splitpush power.

Good Option when enemy team has multiple tanks or bruisers (2-3+) and when you want to teamfight, building Titanic + Steraks makes for a very scary build when completed.

Overall, Goredrinker offers more to the skilled Fiora player, but it's a good option if you are new to Fiora and want to try it out, it has weaker components than goredrinker, but a good completion spike and works wonders versus tanks.

✦ Trinity Force
The item is now a good option with hullbreaker when you know 100% that you will be splitpushing, especially as a counter to the current Janna/Karma top meta, you take demolish and those 2 items and just ram it down on sidelanes.

Very good Item once completed, but the sub items are very weak and provides little utility compared to other items (Slow or Heal).

It's a turret shredder and synergizes very well with Manamune if you plan to scale.

With hullbreaker you become a monster on side, but as stated previously, it lacks utility and is too weak early.

✦ Immortal Shieldbow
This build is no longer viable after the nerfs to the domination page healing.

As well as nerfs to shieldbow + essence reaver.

Though if for some reason you want to buy it, buy it when enemy team has squishy targets and when u can splitpush well, helps a lot with the infinite mana and sustain.

✦ Prowler's Claw
Any other mythic item is not viable and shouldn't be considered, Galeforce, prowlers claw etc.. are really just meme items.

Legendary Items:

✦ Hullbreaker

The item is only viable after the 2nd item, as it will lock you into being forced to splitpush.

So you should only buy this Item when looking to splitpush, if you can easily push in on side, can 1v2 the side laner and most people who come, able to dive enemy laner etc… these are many reasons why you should get hullbreaker on side.

So question yourself on whether it is good in this game before buying it, otherwise you suffer if you are forced to teamfight with it.

Now with the new patch and the buff to the scaling resistances and HP, this item is EXTREMELY VIABLE

Titanic Hydra
✦ Titanic Hydra
Good Item when looking for a beefier play style, has good damage and scales very well when you build HP.

Getting steraks and another tank item make you very strong due to the tankyness and damage from titanic.

Works well when your team needs a frontline to stall a bit, all while doing the classic fiora things.

✦ Sterak's Gage
No longer viable on Fiora anymore, AD and shield is just not worth it.

✦ Ravenous Hydra
Best 2nd option with gore especially now after the buffs, has a lot of damage, sustain and waveclear + CDR

Really core item when you want to play aggressive and heal up.

It helps a lot when splitpushing as well due to the waveclear and sustain allowing you to have a lot of constant pressure on side.

✦ Blade of the Ruined King
BORK is a viable item versus tanks and enemies that you want to rundown.

Synergizes very well with Stride breaker to chase and proc vitals really easily.

This makes it a solid 2nd or 3rd Item (usually 2nd unless you need a Maw or Death Dance to survive from damage) to build when looking to splitpush and rundown enemies on the sidelane due to the sustain and movespeed.

✦ Chempunk Chainsword
Very essential item versus a lot of teamcomps, especially considering how OP healing can be now.

I'd recommend going this as 3rd or 4th item when needed, you can even push it until 5th if other items are better, while you can get the weaker version earlier if you want even before item 1.

It works wonders against champs who heal a lot AKA Aatrox, Vladimir, Mundo and also a bit Wukong

If your support has the Chemtech putrifier and you're playing for teamfights you don't need to build it, but if you're splitpushing and the opponent that you're facing has healing, you probably wanna get it.

✦ Manamune
Really good item to buy when you know the game will go on for long and you will most likely be able to upgrade it, buy it when they have a lot of high hp/scaling champs, and you are mainly gonna play on sidelane, as the item offers no resistances so it's not as good in teamfights.

Do not make the mistake of buying it at the wrong time, it's really important to buy it in a way that won't hold back your snowball, and won't deny you from keeping your lead, I'd recommend either when u are ahead, after whip, or after gore.

If you need the extra AD to win lane, then don't buy it at all in early, especially in very even, close matchups.

Wit's End
✦ Wit's End
Not as strong as it was before, other items (Force of Nature, Maw) shine way more now in comparison, no real point to build this anymore.

✦ Thornmail
These are the defensive items you can go on Fiora as 3rd item, as you need atleast a base amount of AD.

Thornmail: If enemy team are AA based and you need anti healing.

Randuin's Omen: If enemy team has a lot of critical damage.

Frozen Heart: If enemy team have a lot of DPS/Attack Speed. Also goes insanely well with manamune, you get 10 ad just for having the item.

Death's Dance: *VERY OP NOW * If they have AD/AP Burst champions that you can also one shot, typically Assassin, ADC'S or Burst Mages.
The healing buff with AD is also so strong right now.

Guardian Angel: Is a good general buy when doing important teamfights, if your team doesn't have engage, and you will die too quickly, you can take GA to provide the engage for your team all while being able to revive afterwards.

✦ Force of Nature
These are the defensive items against AP Damage

Force of Nature: Go force of nature if they have a lot of AP DPS and you need to go on their back line or move a lot with the movespeed, not recommended vs burst.

Spirit Visage: Good if enemy team doesn't have anti-healing or if you have enchanter supports, Lulu Karma Janna etc.. also works very well with Goredrinker.

Maw of Malmortius: Really good into AP BURST especially with the buffs, really insane item rn if you go an ad oriented build

What boots to buy:

✦ Boots

There are mainly 3 options for boots.

Plated Steelcaps: Go these boots when enemy team are AA heavy, you can also build them early vs AA heavy toplaners especially if enemy jungle is also AD.

Also, very nice with double tenacity runes as any more tenacity would be useless.

Mercury's Treads: Build these when enemy team has a lot of CCs and AP Damage, very high value versus CC.
(Very nice if u only have unflinching, but with double tenacity loses a bit of value).

Ionian Boots of Lucidity: Build these boots you need neither Steelcaps, Swiftness or Merc Treads, as it has the most value if none of the other ones are viable. (Very niche situations not viable usually).

Boots of Swiftness: Good versus comps with a lot of slows (Zilean, Lulu, Nasus etc..).
Starter items

Doran's Blade
✦ Doran's Blade

The classic starter versus most melee matchups where you can do a lot of skirmishes and extended fights, provides the most damage and healing but not very good versus poke.
Go this when u dont need Dshield and the matchup isn't free enough to go longsword.

Doran's Shield
✦ Doran's Shield
Best starter item versus champions that have dots or poke you down, for example all ranged matchups, Teemo, Darius, Singed, etc...

It'll help you survive a ton, especially with Second Wind, it's basically essential, and even in some melee matchups where u can go for poke its amazing, obviously with Grasp of the Undying it does do very well as well.

Long Sword
✦ Long Sword
Good versus lanes where you win easily, and if you wanna go cutdown, particularly vs tanks, even better if you match it with refillable and win lane.

Allows you to get your items quicker and therefore have good gold efficiency.
Trading Patterns

Trading with Fiora is very unique due to the vitals that no other champion has, so its important to properly understand how to trade with Fiora speficially.

First of all its important to understand how vitals spawn, the simple way of explaining is, if its front next will be back, and vice versa, but realistically the way it works is f it is SOUTH or WEST, then the next one will be NORTH or EAST of the champion and vice versa.

So against a lot of champions when they have a front vital (typically if they are melee) then you want to auto attack the front vital and then Q for the back and and as you are running away hit the one that will appear, so Front > Back > Front.

If its a back vital you can Q it, drop an auto if u want and then AA the vital as you're running away. Back > Front.

But to properly master this, it's important to fundamentally understand that vital spawning has a certain range, meaning if you get a back vital you can get out of the range and reset it so it becomes a front vital, essentially one that is easier to proc for you.

So manipulating vitals in your favor and running back to reset a vital is key IN EVERY GAME you play on Fiora.

With this information, it's important to have proper pathing when hitting vitals, you want to after hitting a vital, to then move to the closest path leading to the vital, either clockwise, or counter clockwise, it's pretty intuitive if you think about it, here is a video showcasing how you do it, see how the vitals always appear in front of me.

For example a tip I could give to a lot of current Fiora players, when you ult someone running away, always proc the vitals that are on the side of the direction they are running away to that way when you back off or when they are running you can hit the front ones afterwards, it makes proccing all 4 vitals way easier.

Proccing vitals efficiently:

LEVEL 1: You want to poke with your Lunge and potentially look for all in, but you usually lose the mid trades, either an in and out, or a long trade.

Level 2: Here you typically level up Riposte and want to block an important spell or an auto from the enemy, you can also combine Lunge + Riposte for an engage, in some situations especially with PTA you can level up Bladework for high burst damage and getting a surprise kill, it has surprisingly tons of damage.

Level 3: You usually wanna go for short trades poke and then all in with a hard engage when they are around 60% health, a bit more if you have ignite.

Level 6: Here it's basically the same thing but with your ultimate, just look for poking them down slowly wittle them down and go for a hard engage with your ult.

Versus ranged champs, you can almost never proc back vitals, but often you can proc front vitals, when they are trying to farm minions.

Now for specifically range matchups but overall as well, Fiora loves playing in bushes, she loves going in bushes and going for a quick Q proc and moving back into the bush, also helps removing aggro from minions, but because of the nature of Fiora's spells, she is very good at hitting and running, and bushes just help you do that a lot as you can use vision to your advantage for jukes.

Otherwise you want to use the classic combos I mentioned in the 'Mechanics' section, you can find out how and when to use them in the description of each of the combos.

What wave states favor Fiora?

Fiora loves to fight while having a frozen wave for the most part, on Fiora, either you freeze or you crash to setup a dive, Fiora is exceptionally well at hard engaging versus most champions so you almost always want to freeze or crash.

That's why performing a cheater recall is INSANELY important on Fiora, you crash the 1st 3 waves, if you farm well you get a Long Sword + a Refillable Potion and then come back to a frozen wave, but if their enemy toplaner has a lot of waveclear you might need to TP back to maintain the freeze, for example an Irelia or a Graves.

The good thing is, after a cheater recall you don't need to recall, you can go for a roam, possibly kill the enemy jungler while he is doing a buff, or even roam mid, they always expect a recall so they never see it coming!

Here is a video that explains how to do a cheater recall:

Combos + Mechanics

To no one's surprise Fiora is a very mechanical champion, she is one of the most complexe champions mechanically with so many possibilities, so here is a list of some of the tricks you can do on Fiora.

Though the most important thing: PRACTICE IS KEY, I REPEAT PRACTICE IS KEY!
You need to grind it out hard in PRACTICE TOOL and perfect your mechanics and combos, it's especially important on Fiora because it requires both muscle memory and precision.

Q + AA:

This is the classic poke combo in lane.

You go for a Q on vital (doesn't have to be on a vital but typically its preferred) and then an AA, the auto following Q goes off really quick, so you can look for openings to land this.

Q + AA + Goredrinker:

Varient of the Q + AA, only works after you have gore (duh) can work as well with whip for poke, the healing is very nice as well.

Q + W:

The classic slideparry, there are so many options to when you can use this.

When your jungler is ganking the enemy, you can use the slideparry to chase the enemy down and land a parry especially when the enemy is playing safer.
In general, the benefit of using the slideparry is being able to use parrying during Q, so you dont feel the downtime from the W as much.

You can also use it when going through spells that will stun you (Veigar E, Caitlyn W, Wukong R, any incoming skillshot as well you can QW through it, etc..)

*Auto during QW*:

You can auto during QW, honestly im not exactly sure how this works, even other Fiora players have no clue, it seems like a bug and that even with a macro you can't get it consistently.

Q + AA + E(1) + E(2) W + AA:

This is the classic short trade Fiora wants to do, the W is optional based on champ, but typically this has the most damage in shortest amount of time.

AA Flash:

This is a little trick you can use to proc vitals on opposite sides.

You auto attack and flash as soon as the auto goes off to the side of the vital and it will proc it.
R + AA + E(1) Flash:

This is a little step to master and practice (with practice tool) when trying to learn to proc ultimate vitals really quickly (JJking style).

You auto attack one vital and E into Flash the 2nd vital.

R + AA + E(1) Flash + Q + AA/Whip:

This is the full combo and the continuation of the step mentioned before.

It requires you to do the first step (AA + E(1) Flash), and then Q the 3rd Vital and Auto or Goredrinker the last vital.

Note you should Q on the corner of the 3rd vital so the auto on the fourth one comes out as fast as possible.

Fast version:
Ult proc no flash:

This is the classic ult combo with no flash.
R + W > Ult Proc:

This is a trick to proc an easy 1st vital and with the slow from your parry you can easily proc the other ones with ease.

Works well if there is nothing to block

Q + R + W:

This combo is efficient to proc a vital during ur QW which normally isnt doable, good vs ranged champs usually or if enemies have low mobility, if u manage to AS WELL get the auto off during the QW (which makes it even harder) then u can maximize your dmg output and get TONS of dmg.

Walls you can Q over:

Map made by Azurean#7855 on Discord!

How to proc a vital on a wall:

Here is a trick to proc vitals next to a wall, basically, usually when someone is staying close to the wall there is always 1 vital you cannot proc, although with this trick you can proc it.

Essentially what you do is hit all 3 vitals that aren't next to the wall, and then for the fourth one, typically the enemy is attacking you while staying next to the wall, and that exactly is what you want to look to abuse.

So because the enemy is attacking you, it means they are right-clicking you, so if you WALK AWAY, they will FOLLOW YOU, because they are right-clicking so the champion automatically follows.

So you need to abuse that, they will follow you for around half a second until the player reacts and goes back to the wall, leaving a small window for you to either Q in, or Flash in for the auto.

Note this only works against melee champs not ranged champions as they don't have to move while staying next to the wall (Although ranged champions usually can't stay melee to a Fiora, or they just lose anyway).

You can't properly explain spacing in a guide, you need to see it, and then be explained it, it's all about movement, moving back and forth, staying at an exact safe distance to perfectly space in Q's while being safe, I cannot go over how INSANELY important this is for Fiora.

For example people with good spacing I would say are really high elo challenger players, but especially players like I or Dzukill, I recommend going on youtube and looking for a matchup between me and Dzukill, Yone vs Fiora, you will understand what I mean by proper spacing, movement, tethering etc...

It is something you need to see to understand and will elevate you to a higher level on Fiora and in the game in general.

Good macro is key on Fiora, it's hard to explain roam timing in a guide right, but I'll explain some main concepts that are important on Fiora, obviously you need to have decent knowledge of decent wave management, as poor wave management on Fiora can make you lose the game, because of how weak Fiora's waveclear is, she struggles a ton to fix her wave states or crash waves in time.

Same to understanding rotation timings, min maxing taking minions and camps, knowing when to splitpush and when to teamfight, setting up waves before recalling, setting up waves for objectives etc...

Even jungle timings are important as a toplaner, knowing when they finish their clear, what type of jungler they are etc..

There are tier lists that explain what type of junglers like to do what, but it's pretty obvious if u have decent game knowledge.

Making a gameplan, most players have no idea what this even is about, because they go into each game autopiloting without thinking.

So I'm here to help you avoid dying to free ganks, to avoid being lost in the midgame, to have a PLAN going into your games, this is what helped me go from Masters 90 LP to Challenger 1200 LP in 1 season.

Essentially make a plan for the 3 states of the game, Early, Mid and Late.

In your plan the early section is important to put the most into as you have time to think for the midgame and lategame during recall timings, deaths etc..

You need to plan out how you will ward, what you want to do with the 1st 3 waves (if you want to cheater recall, let it crash in etc..), this all depends on whether you are weaksided, if the enemy jungler is a ganking jungler etc.. etc..

I plan on making a video on this to go more indepth, but essentially if you can get a cheater recall off usually thats the best situation as it avoids most ganks, but u need to ward incase enemy jungler skips a camp, but take into account if they have a ganking jungler, maybe you don't want to push, or if you have a jungler who can dive early, set up a dive on wave 3-4?

If you are weaksided and they can dive you, maybe dont use ur parry in trades and play it super slow so you don't lose HP, I see TOO MANY PLAYERS blaming their jungler when they just don't understand how the jungle role works it's really sad to see.

I recommend ALWAYS asking your jungler to STRONGSIDE you and not only that but to play topside and get you a lead early game, Fiora is a TERRIBLE champion when behind, but AMAZING when ahead, so capitilize.

Mid/Late Game:

Here, you want to focus on having a lot of presence and impact, essentially brining a lot of pressure on yourside to make the game harder for the enemies, and easier for your team!

Essentially you want to think about whether you want to be splitpushing or teamfighting, or even both sometimes, you can alternate, it's important to think of all the details about it though so you don't have to spend time thinking about it during the game and can focus on your gameplay and spontaenous things.

I talk about this more in the next section!

Overall I wanted to add this section as a part I will work on more as I update the guide as it's hard to explain how to make a thorough gameplan, a lot of it comes from experience and intuition.
Team Fighting & Splitpushing
Do I Teamfight or Splitpush?

This section is very important, Teamfighting with Fiora crazy right?
There is a big misconception with Fiora players in low elo, the amount of times I've heard, don't teamfight, Fiora cannot teamfight just go Hullbreaker and perma split and win on side, if your team doesnt respect your split GG.
If that happens, that is almost always your fault, you can't change your allies actions that much, but you can change your own.

Essentially, you need to be able to identify what is the best decision, to teamfight or to split?
The questions you need to ask are, can i team or split and which would give me more benefits, obviously with Fiora usually split pushing does a better job than teamfighting, because of the nature of the champion, she is extremely strong in 1v1's and 1v2.

So lets give some example situations to better understand when to decide, essentially you need to evaluate if your team can win a 4v4, or a 4v3 if you can 1v2 right.
So ask yourself these questions, can I splitpush, if so can I take the turret or dive the enemy laner, and then would it be better than teamfighting?

-Situation 1: Teamfight Bad/Splitpush Good

Well let's say their comp has tons of range, meaning its hard to teamfight, but their toplaner is a champion you can poke/dive or take the turret from, for example a Cho'gath who is behind in the game, well in this case the answer is obvious, you SPLITPUSH.

-Situation 2: Teamfight Good/Splitpush Bad

But now lets say they have a comp that isn't as hard to teamfight against, they have 3 melee champs, you can easily proc ultimate or get on their backline, but their sidelaner is Jayce, who is really hard to dive because he just pokes you down and melts the wave in seconds.
The answer is obvious, you want to teamfight as you won't achieve much on side, unless you are really ahead of the enemy sidelaner, especially with goredrinker you can do a lot in teamfights.

-Situation 3: Good Teamfighting/Good Splitpushing

In this situation, you can both splitpush and teamfight properly, now it's too situational to make a general rule, but usually you would want to splitpush just because Fiora is better at that, but if your team cannot 4v4, or you cannot punish their laner even if ahead, than you want to teamfight, but vice versa, if your team can 4v4 and you can casually 1v2 or dive their top, then you can definitely splitpush, but here you need experience, and logical thinking.

-Situation 4: Bad Teamfight/Bad Splitpush

Similar to situation 3, you need to act based on your own experience and judge the game for what would seem the most logical, if their toplaner is grouping and being a menace because you fed him, maybe you can force him to go side against you and play super safe by splitpushing that way you can limit his impact, like wise if he can dive you, maybe try forcing fights when he isn't there.

Overall, it's up to you to communicate with your team what you want to do, when I'm smurfing 90% of the time they will listen to my "get away and play safe pings", and if they don't I will group, so it's also important to identify whether or not your team is listening to your pings, if they do listen and respect your split, continue if they don't then you need to adapt, don't always expect YOUR TEAM to ADAPT TO YOU, it's soloQ you need to be flexible!

Team Fighting

Now we get into how to play teamfights, fights can mainly be broken into 3 sort of situations, either you need to:

1-Kill a high priority target on enemy team.
2-Protect a high prioity target on your team
3-Get a quick ult proc.

In situation 1, usually that means they have a really fed carry that can carry teamfights, meaning you want to kill him during or before the teamfight, for example a fed adc, a fed midlaner that can hard carry teamfights, if you are even or ahead with Fiora you can definitely do a lot of damage and probably kill them if the situation allows it.

In situation 2 you have a fed Jinx, but now they have someone who is in situation 1, for example a Talon, who wants to kill the Jinx, or a Hecarim who wants to all in on your fed ADC, what you need to do is to avoid that to happen, think about the threats that bother you adc, and how you can do something about it, you can do it by parrying an important ability, killing or putting pressure on that important target.

In situation 3, usually you are playing front to back, or you can kill one of their engage champions, for example, a Xin Zhao, a Rell, or a Rek'sai after he engages, to ensure a quick ult proc and healing for your team so you can win the fight.

Logically if you can't do one situaton, then look to be able to do one of the other, sometimes buying a stopwatch and tanking a ton of dmg can be a way to carry a teamfight.

But then again, teamfights are very chaotic, you need to be able to make decisions with experience and intuition, sometimes playing for a flank is strong, or staying near your adc.

Knowing enemy summoner spells cooldowns, ultimate cooldowns, are very important.

Try to make a list in your head before hand of things you need to parry, and a plan for how to go about playing teamfights.

Split Pushing

Now we get to splitpushing, thankfully if you are splitpushing, it means you should be able to typically 1v1 the enemy sidelaner, possibly even 1v2, whats important is that you need to first decide on which side to splitpush, typically if you have TP you want to go to the opposite side of the current objective that is gonna be contested, that way you can bring pressure and TP when they need help, making the opposing sidelaner lose XP if they come and they will most likely be late to come or lose turrets if he goes straight to the objective.

So understanding which side to splitpush its definitely key, now you need to understand vision, vision lines are INCREDIBLY important to splitpushing and understanding the concept is very key, there are tons of videos that can explain that, but essentially you need a vision line that covers the points of entrance in the jungle, it can be your support or yourself who places it, typically you want a Farsight Alteration or a Stealth Ward, you can take Sweeping Lens for flanks after crashing waves on side if your support wards for you.

Now when splitpushing you want to maximize your gold, you need to take as much farm as possible, take enemy camps, get turrets, attempt to dive the enemy if possible, flank for teamfights, get pressure for your team so they can do objectives, etc..

What's important is to maximize your gain, WITHOUT DYING, I REPEAT WITHOUT DYING, IF YOU CAN GAIN 5 SECONDS BY DYING ITS NOT WORTH IT, ACTUAL GOOD DEATHS are rare, patience is key when splitpushing, don't forget that.

Especially now with Trinity Force and Hullbreaker, you can do so much while splitpushing, it's honestly not fair.

One key aspect about splitpushing to make it even more valuable is TEMPO, having good recalls timings and matching your recall timings with your allies is important, that means being able to match waves when they crash is important so that they cant move inbetween turrets to defend, not only that, but focus the lanes usually that have the least turrets taken, as its usually harder for enemy team to move between t1 turrets, than t2 turrets, and t2 turrets than t3 turrets, etc.. etc.. because of the shape of the map.

Good map awareness and understanding the position of the enemy champions is important to not make mistake, so you cannot autopilot!

Warding, one of the most essential things to avoid getting ganked and losing your game, whether you are preparing and objective, teamfighting, or even in lane.

It's important to not just randomly place wards when u have them, or just because you have no vision, placing good vision requires extensive thinking of which lanes are most gankable, if you are weaksided or strongsided, what angles you can get ganked from, where is the jungler on the current side.

Don't ward the bush because u saw him bot 5 seconds ago but now he is gone, obviously he can't just come top in that time, you need to wait a certain amount of time until it is possible for him to gank, or if its pushing in and you can't get dove, don't place a ward as it'll probably be useless, etc.. etc.. so you need to have good thinking when placing wards instead of just lazingly placing a ward, it's INSANELY important

Here are the wards from blue side in lane:

Here are the wards in redside:

Additonal note:

When you are freezing its important to play a pink in the middle bush of the lane, or just in general honestly, ive seen a lot of pros do it, as it allows you to see if the enemy roams or stays after shoving, you can see if they try to cheese, even if the jungler tries to lane gank you and get a cheese kill ruining your game.
How to predict a perfect Parry
How to read your opponent's mind

The parry, probably one of the hardest abilities to use in the game.

But you need to be able to understand how your enemy thinks, essentially force your enemy to think in a certain way, but first you need to understand what mindset the person is, is he scared? confident? aggressive? playing calmly? does he panic?

Noticing habits is key as it'll help you identify which mindset the player is in.

For example, Lee sin players tend to kick you, after you ult them and proc 2-3 vitals as they do not want you to proc all 4!
Same for example if you will kill a target, people tend to use their CC to save their friend instantly, and so you can predict it that way, that's an example of panic.

Some people are super confident so they tend to not make mistakes due to fear, so you can tend to predict that they might use their CC early.

Of course you can still see their habits, in low elo, when im coaching friends, 8/10 times I predict parries because they always do the same thing, Garen always insta Q's, Darius always auto W's, Pantheon uses W instantly etc.. etc...

Another example would be while escaping, people who hold their CC's until you parry, for example if you are gonna reach your turret, right before you reach it, they will use their cc, or possibly if you poked them under turret, they don't want you to leave turret range, so they will use it right before leave turret if they haven't used it yet.

Again for example your ally is low and you know that the enemy bard might Q, you can go in front tank it and possibly stun with your parry etc...

So it's important to understand how the enemy is thinking, see their habits, and force them into situations where they need to make a decision or else they will get punished, think how you would feel if you were in his place.

Just becareful, as using this spell poorly, can ruin your lane and possibly the game.

It's hard to give a clear answer when asked what to ban, as it often depends on elo, and each persons individual skill, the issue is that most players are below plat, so they struggle with different matchups, personally I struggle a lot with Akshan, Kennen, Graves and sometimes Jayce, but in lower elos people don't play those champions as well, I know of a lot of people who ban Nasus, which is a really easy matchup, or even Sett which is even right.

All in all, it's up to you, find out what champions bother you the most, and use my champion list as a reference to know if you are playing the matchup poorly or if its just not a winnable matchup.
Unique Interactions
Unique interactions

Blast cone interaction:

If enemy hits the blast cone while you are on it and you press W, your W becomes a stun.

But, if an ally presses the blastcone it does not become a stun.

This interaction also applies to Bard R, enemy bard = a stun on parry, ally bard = no stun.

Using monsters cc's as a parry:

You can parry herald bump, drake push and nash knockup.

You can identify clones based on the vital, if it doesnt change compared to the actual target (Shaco, Leblanc, Neeko etc...) then you know who is the real and false champion based on the vitals.

All items that deal damage (not DOT damage) can proc vitals, same for summoner spells, smite and snowball

Also, Ivern's E ability, his shield, upon explosion counts as damage from Fiora, hence also proccing vitals, I've heard that Lulu Pix damage might work as well, but I have yet to confirm it.


- Getting knocked up by reksai during W
- Double vital, sometimes even 3 vitals (there is only 1 actual vital)
- No vital sometimes even
Final Thoughts

Overall to conclude, it has been quite difficult and fun to make this guide, I originally wanted to make a guide to share the knowledge I have with all my games on Fiora especially considering im Rank 1 EUW on Fiora tons of people have asked me to share some information.

But then I also realized that most Fiora guides in the moment are either severely outdated, just show completely wrong info, or are completely unreliable and biased.

I genuinely believe there isn't a guide that has as much info and detail on Fiora as this one does, I think the guide turned out pretty well.

So im hoping with this guide I can help all you new, and old Fiora players to improve and reach your goals!

Thank you for reading until the end.


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Teamfight Tactics Guide