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Fiora Build Guide by Riida

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League of Legends Build Guide Author Riida

[5.15] [S4 Platinum] Guide to the *new* Fiora! (WIP)

Riida Last updated on August 18, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Fiora with this build

Show all
Threat Champion Notes
Rengar Pretty easy lane where you simply deal more damage to him than he does to you.
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Hi everyone! I'm Riida, and I play on the OCE server under the alias 'Serendipity'. I started playing in Season 2 and reached my peak rank of Platinum IV on one of my accounts in Season 4. I have since then mostly moved on from the game but I hope to share any of my experiences which may be helpful to others and will continue to stay fairly updated on any reworks or major updates to the game. I was very excited about the Fiora update and upon release I found it to be much more fun and challenging to play than the previous 'press R and pray' Fiora, with a completely different playstyle and mechanics. I feel that the update helps her to be more competitive against the tankier population of top lane, with her passive Duelist's Dance dealing percentage max health true damage and also removes some old weaknesses that she had, such as a sub-par early game against most matchups, little to no reliable methods of getting away from ganks and a heavy reliance on her ult which is not as effective in a full-blown teamfight as the damage is spread across all members instead of just the one that you want to focus.

This is my first guide on MOBAFire and I would appreciate any feedback that you guys might like to provide.

I would also like to thank jhoijhoi and her guide to making a guide as most of the structure of this guide is taken from that.

Silly Fun

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Pretty self explanatory except for possibly the one point in Fury instead of Dangerous Game . This is my personal preference, as I believe that a small extra chance of getting a kill is more reliable than a small extra chance of surviving after the kill, which would be of no use if your opponent gets away with barely any hp. One point in spell weaving is also my preference, but you can choose to put the point under Dangerous Game or whatever else you feel is necessary.

I use 21/9/0 as the offensive masteries help Fiora deal damage as an AD top laner. I feel that nine points in defence benefit you much more than nine in the utility tree, giving you a small amount of extra survivability rather than a little movespeed or slightly better potions.

You can substitute any points which you believe do not provide enough benefit for others.

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Greater Quintessence of Attack Damage

Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Mark of Attack Damage and Greater Quintessence of Attack Damage to boost the damage of your passive. Also helps with cs.
These are my preference as opposed to armor penetration since your passive provides a noticeable amount of your damage throughout the game in true damage, ignoring all defences.

Greater Seal of Armor provide early defence and tankiness, which I think runes are all about - getting an early edge. These are used rather than health seals as the small amount of flat health that you can receive from them are not too impactful and the scaling ones provide practically nothing in the early game.

I take Greater Glyph of Magic Resist as usually my build caps out my CDR, but you may like CDR glyphs if you prefer the use of other boots. I do not use scaling for the reasons listing above.

These, again, are interchangeable to your preferences.

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Summoner Spells

Pretty much seen on every champ, as it should well be. This summoner can be used as an escape, a way to catch up to a low health enemy and even a way to get the last ult proc to activate the heal.

My preferred summoner to use with the all-important Flash. It gives you map presence, allowing you to arrive to a massive fight in bot lane or buy items early without letting your opponent gain an experience lead.

Another viable summoner spell that provides a little bit more damage and reduces healing significantly for a time that provides a bit more kill potential. I prefer having map presence from Teleport but both can work.

Any other summoner spells are less useful than these in the overwhelming majority of games.

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Ability Explanations

  • Duelist's Dance(Passive)
    Fiora identifies the Vitals of all nearby enemy champions, marked as an arc around their character. Basic attacks against Vitals deal a percentage of the target's maximum health bonus true damage, heal Fiora and grant her bonus movement speed that decays quickly.
    This passive makes Fiora stronger against targets with a high health pool, so tanky matchups become much easier. It scales on AD and contributes a lot of damage, making AD an important stat to build and lessening the importance of buying Last Whisper.
  • Lunge(Q)
    Fiora dashes a short distance in the target direction, then deals damage to a nearby enemy if one is present. Lunge deals physical damage, applies on-hit effects and prioritizes Vitals and enemy units that would die to the strike. If it hits an enemy, the cooldown is reduced by 60%.
    This is Fiora's harass and mobility ability, and allows her to move around efficiently while in fights because of the cooldown reduction. When running away, attempt to use this on a neutral or enemy unit such as the Rift Scuttler to get the reduction. This ability can also be the target of some useful and simple tricks which will be outlined further below.
  • Riposte(W)
    Fiora parries all incoming damage and hostile CC for the next 0.75 seconds, then deals magic damage to all enemies in a line. The first enemy champion struck also has their movement and attack speed slowed. If Fiora parries at least one immobilizing effect, she will stun the target for the same duration instead.
    This ability fits the theme of The Grand Duelist much better than her old W ability. This ability isn't as useful for its damage instead shines because it provides immense utility to Fiora and can turn the fight on a small and large scale, being able to bait multiple major spells from enemies. If you are able to do something such as dodge Riven's Wind Slash, the fight will most likely turn majorly in your favour. However, do not use it for no reason, or it could put you behind instead as it provides no real impactful damage.
  • Bladework(E)
    Fiora gains attack speed on her next two attacks. Her first attack slows the enemy, and the second is guaranteed to critically strike (for less than 200% until max rank).
    This ability provides damage in the form of an auto attack reset when you first use it, an attack speed steroid for your next two attacks and some extra damage with a crit before the effect ends. It also provides a slow, helping you catch up to Vitals. Overall, a pretty simple ability to utilize.
  • Grand Challenge(R)
    Passively increases Duelist's Dance's movespeed. Upon activation on an enemy champion, all four of their Vitals are revealed for the next 8 seconds. If Fiora attacks all four Vitals, a strong area of effect heal will be created that heals allied champions scaling on her bonus AD. While moving around the target and in the heal zone, Fiora gains her passive's movespeed buff.
    This ability can potentially allow you to completely refresh your health after a fight, and is a massive tide-turner in teamfights. You want to use this when you can instantly proc one Vital or more with auto attacks and Lunge, as they will likely run when they see that you have used your skill. It can provide a large amount of burst from the Vitals to finish off an enemy and immediately activate the heal, however you probably want to make use of the damage most of the time.

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Ability Sequence

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


Grand Challenge can greatly affect the outcome of a big fight and is a strong ability to all-in your lane opponent with, as it can be surprising how much damage and sustain you receive from the four Vitals.
Max Lunge as it greatly increases your ability to move around in a fight and makes up your harass in lane.
I put a point into Bladework before Riposte as at level 2, it will most likely provide more damage whereas her W has almost no impactful damage and is more useful for utility.

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Item Explanations

Doran's Blade is a great starting item which provides damage, health and sustain that scales well into later in the game, which is why I may consider buying an extra one if I am having trouble early even though it does not sell for much.

Ravenous Hydra provides a lot of sustain and damage and is usually the first major item that I complete each game. Without this item, you can not efficiently clear waves or splitpush. This is generally the first major item you finish every game.

Youmuu's Ghostblade provides some AD and armor penetration and has an active that amplifies your ability to take down turrets which can also be used for its extra damage and movespeed that allows you to proc Vitals. It is fine to not finish The Brutalizer as its stats are quite good.

The Bloodthirster has a bunch of AD and sustain that you might like, although it is better when you are more ahead as it doesn't have the wave clear of Hydra which serves the same purpose. The lifesteal from Bloodthirster does overflow into a shield, which can make you deceptively tankier.

The Black Cleaver is my preferred item to Last Whisper on Fiora. It works well with Ravenous Hydra, as you reduce the armor of all enemies hit by the AOE. It increases your mobility in fights and gives you health and a lot of CDR, meaning you don't need CDR boots to cap out.

Maw of Malmortius is a good item against AP which has a nice passive that can be lifesaving. Against an AP laner, it is very helpful to have a Hexdrinker early on.

Trinity Force is an item that gives a little bit of everything, and all of it can be utilized by Fiora except the AP from Sheen. The reasons that I don't like this item that much are that it is very expensive and not all of the stats can be utilised to their fullest.

Infinity Edge gives you a lot of AD and synergises fairly well with Bladework. I don't buy this item very often due to the same reasons as The Bloodthirster, which I also prefer over this item because of its sustain.

Last Whisper provides a bunch of armor penetration for a good price and is a staple item for many champions with high attack damage output. However, Duelist's Dance decreases the value of this as a big part of your damage will be true damage. I also prefer The Black Cleaver.

In my opinion, Frozen Mallet is not as good on Fiora as some other items. This is because Lunge already allows you to stick to a target quite well and it doesn't have enough AD to contribute.

I do not generally buy Blade of the Ruined King for the same reasons as Frozen Mallet. Duelist's Dance does percentage health damage in true damage and is pumped up by attack damage, which this item has substituted attack speed for.

Mercurial Scimitar is an item I consider to be more useful because of the active, which is a good measure against heavy CC. However, simply buying Quicksilver Sash will give you the active, and you already have an in-built defence against CC in the form of Riposte on a lower cooldown.

Sword of the Occult carries an extremely snowball-y passive which I consider to be too high risk for the reward. If you don't have stacks, you will be carrying around an item with a low gold:stat ratio and you can't always count on snowballing out of control.

Randuin's Omen is good because it provides all the necessary defences against heavy attack damage with armor and health, a small active slow and a passive for the enemy ADC. If you are having trouble with a fed Caitlyn or Ashe, this is a good item to go to.

Spirit Visage includes resistances, CDR and a passive that synergises amazingly with lifesteal items and the health you receive from Vitals. I buy this in most of my games if it goes on long enough. It's great if you need more tankiness and sustain.

Thornmail is cheap and has a whopping +100 armour! This item falls short because it is only effective against extremely heavy AD and it doesn't give you health, which is a universal defence.

Guardian Angel gives you a bit of both resistances and also a revive passive which can be useful to close out long games as it essentially gives you a larger health pool and discourages opponents from focusing you, but it has a lengthy cooldown making it better for one-time use.

Ionian Boots of Lucidity is my preferred 2nd tier boot upgrade. It will usually cap out my CDR but does not provide any other stats, so if you need a bit of extra defence, look to the other upgrades. You usually don't buy this with The Black Cleaver so that you don't go above the cap.

Mercury's Treads is the boot upgrade that you're going to want if the enemy team has a lot of magic damage or CC (especially CC as there are not many items that give you tenacity while there are a bunch of MR items).

Ninja Tabi is the upgrade that you want against attack damage. It blocks a percentage of the damage from auto attacks, making it effective against auto attack dependant champions.

Berserker's Greaves is probably the boot choice that you don't want. This is because the extra attack speed isn't as valuable as attack damage to Duelist's Dance and the benefits from other boots are better.

The items you buy don't have to be limited to these. If you find something that works better for you, play it! If there are any other particularly good options, please tell me and I will put them in.

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It seems like you have finished reading everything that I have put up so far. Sorry about this - I wanted a way for friends to read and give feedback on what is currently here. However, since I am not particularly busy, this guide should be finished in the next few days, so stay tuned :)