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Fiora Build Guide by Kangdat

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League of Legends Build Guide Author Kangdat

Fiora - In Depth Guide with Mini Dominion Build

Kangdat Last updated on April 30, 2012
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AtkSp/ Jungle/ Off Tank/ Troll



LeagueSpy Logo
Top Lane
Ranked #21 in
Top Lane
Win 50%
Get More Stats

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

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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About Fiora

Adjectives to describe Fiora... "Fast, strong, AD carry, female, etc."

Read more for background and stuff...

As the youngest child of the noble House Laurent, Fiora always considered herself destined for greatness. The Laurents had dominated the dueling culture of Demacia's aristocracy for centuries, and Fiora's father was regarded as one of the finest swordsmen the nation had ever seen. Inspired by his tales of glory, Fiora began training as soon as she could wield a blade and quickly showed greater talent than any of her siblings. As she grew older, her self-confidence and rigid discipline only widened the gulf of expertise between Fiora and her peers. Her fellow duelists perceived her confidence as arrogance, but none could defeat her in combat, and each new victory only heightened her lofty self-esteem. Even so, Fiora never allowed herself to become complacent in her training, and she drove herself ever harder to become a worthy successor to her father's legacy.
Her devotion turned out to be misplaced. On the eve of an arranged duel, Fiora's father was caught slipping a slow paralysis poison into his opponent's drink. Following the incident, many of his past opponents came forward with their own accusations: envenomed weapons, bribery, blackmail, and more. In an instant, he had destroyed his family's honorable reputation. Fiora was outraged. Not only had her hero betrayed her ideals, but also Demacia's dueling elite now doubted her own ability. She desperately wanted to wipe the stain from her family's history but, even more, she wanted the world to acknowledge her mastery. She found her solution in the one arena where she could fight the world's strongest warriors without being accused of dishonesty: the League of Legends.

"Fiora's ego would be insufferable if it wasn't so... justified."
Jarvan IV

"Wherever your travels might take you here in Valoran, it's important to learn a little bit about the local colo'r. Take Demacia, for instance. While it might be picturesque, you might find it useful to learn they're famo'us for their dueling culture before you pencil any indignant remarks or uncouth villainy onto your vacation itinera'ry.
Fiora, the Grand Duelist, has even made quite the name for herself by dealing with any scramp',' scoundrel, miscreant, rogue, scalawag or rapscallion she runs across according to this time-honored Demacian tradition. If you happen to run into each other, it's probably best you keep your temper level if you don't want to find yourself star'ing down her sword point!"

"It's been quite a while since we've had the opportunity to explore the design space of a true melee carry in League of Legends. Fiora, the Grand Duelist, is our first all-out take on this type of champion since our initial launch, and our new addition to this role has let us really focus on a particular aspect: speed.

Not content to leave melee to the guys with oversized weapons, Fiora makes up for it in raw agility and lightning speed, using a fencer's grace to shred opponents apart and keep herself in the fight. One way she utilizes this is by parrying her enemy's attacks if she times it right. Parrying returns damages in the same swipe, making enemies think twice before directing attacks at her.

A melee carry must consider how to engage a fight, such as when to attack and how to stay on important targets with stuns, slows and snares flying around the battlefield. Fiora doesn't deal with these by being immune to crowd control, or being too stubborn to lose the last bit of health - that would be uncouth. Instead, her Blade Waltz moves her from target to target at light speed, making her so fast that no spell or weapon can lay a hand on her during its duration. Popping Blade Waltz early will give Fiora some additional up-front burst, but will leave her vulnerable to burst damage and counter attacks. This "de-aggro" timing is an important choice that can result in either a swift death or a Pentakill.

While all carries have a boost to help their auto attacks get the job done, Burst of Speed has a high effect, very short duration, and a moderate cooldown. To compensate this higher opportunity cost, it refreshes when Fiora runs an enemy through. This not only makes Fiora players consider their timing as when to use this powerful buff, but her enemies can also deny her the opportunity by saving their escapes and disables for when this is up, suppressing her massive damage increase.

Being a melee carry is no longer a boy's club - Fiora adds grace, class and a rapier wit to the group. While she may not be as large or overbearing as her contemporaries, underestimating her is an often fatal mistake."

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Ways to play Fiora

Glass Cannon- Full on attack damage, inflicts huge amounts of pain but dies very fast. However, that godlike lifesteal makes sure that you will win almost any 1 v 1 like a piece of cake. With the frosting on top.

Off-tank- Combining above average bursts with almost an unstoppable champion gives you this. Enough hp to dish out huge damage while at the same time having enough survivability to live to do damage.

Tiamat...- This item combined with your ultimate is insane. However, it's kinda tricky so I wouldn't exactly recommend it for ranked matches. However, if the other team is grouped up, you can ult in the middle and destroy everyone. P-p-p-p-p-p-p-penatakill(s)

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+ Has a good chase/ escape
+ Big movement speed
+ Ult grants small period of invincibility
+ Good turret hugger
+ Can carry the average team
+ Good sustain in both lane and jungle with lifesteal
+ Is able to draw Teemo with a sword

- Takes some skill to play and master
- Needs items to be somewhat more effective
- Gets shutdown by cc
- Kind of squishy at the beginning

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These are pretty standard for all AD carries. When you are not jungling, take out the point in Summoner's Resolve and put it in Resistance .

Attack tree- Obvious armor penetration, as well as AD and crit damage. Attack speed and that last point in Executioner is super, helps secure the kill.

Defensive tree- Basically armor and hp to spare. When you are jungling be careful to put a point in the defensive summoner spell box for extra 10g when you use smite. Think about it this way. Smite's cooldown is 45 seconds. So, you probably don't use it every 45 seconds so let's say you use it about every minute. So a game that's 50 minutes long.... 50x10= 500g. It's really not that much... actually now that I look at the number it's freaking small. But still, it helps in the long run :) It's like equivalent to like 20 creeps?

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

Blade Waltz > Riposte > Burst of Speed > Lunge
- The chase/escape of Fiora's skill set. Does pretty minor damage, only useful for the dash. Notice that you can use it twice and if does apply to your Burst of Speed's move speed. Helps to gank/escape ganks. Max this last because it's only for the dash.

- This to me is the most important skill. It helps block a single move and return it in magic damage. And even better, you get a good amount of AD. This skill is really about timing. It tells you the difference between bad players and good players. Bad players will simply activate it as soon as they jump into a battle. Good players will wait until they see the opponent use a skill that applies a hit-on effect. I mean, this skill can block any hit-on effect, so it's better to block a Siphoning Strike from Nasus then block an auto attack and get hit by the extra damage. It's also really funny when you fight a Lux. A good Lux will auto attack after she gets her passive on you. Simply Riposte and give her a taste of her own medicine :D. Max this first, aside from the occasional point in Blade Waltz.

- This is the skill that gives Fiora a huge advantage in 1 v 1 fights, and helps chase other opponents or run away. The huge increase in attack speed gives Fiora a huge burst, useful in cutting down towers, opponents, and neutral monsters. It's like an instakill to squishies and low armoured opponents. When you are jungling, you want to use this skill whenever it's up, to improve jungle speed.

- Fiora's ult, one of the BIGGEST ults in the whole game to me. When used correctly, you can kill tower divers, save yourself, turn around fights, etc. Seriously. If you plan on playing Fiora correctly, you have to learn when and how to use this skill.

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Summoner Spells

Recommended Summoner Spells
- A MUST if you are jungling. Pretty much required for all junglers anyways. Derp if you don't know what it is o_o

- To slow down other champions so you can kill them or escape. Does wonders to other AD carries, allowing you to pretty much solo 1 v 1 anyone that isn't TOO fed

- To get faster, allowing you to either ult that group of enemies that's running away, run away yourself, basically for all your basic needs and purposes.

Viable Summoner Spells
- For the beginner player. Heal has been buffed since the first season, so it's actually pretty decent now. Use and apply when needed.

- This is good for finishing off enemies with that little chunk of hp left. I don't really think this is as good, just use exhaust and your op-ness to finish off your opponent.

- You could take this if you are solo top and want to get back in lane faster. You really don't need this though, your base speed is fine.

- You already have a gigantic attack speed, so this is really useless. The only time it might be useful is in early game, or securing that first blood.

- Hmm... I wonder why??? - -

Basically, anything else I didn't mention isn't really that good... you don't need it, trust me.

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Recommended Items

The part most of you only look at. Okay!

So starting items.

Cloth Armor - Your best bet when jungling and top. The only time I'd say maybe not is that if whoever is playing top is ap. If that's the case, just grab Boots of Speed and those 3 health pots.

On your first back, you want to grab Boots of Speed if you didn't already, then finish off your lantern or razors.

Core Build
BOOTS SELECTION - Mercury's Treads, Berserker's Greaves, and Ninja Tabi.

Treads- For the obvious 25 mr and cc reduction, useful if opposing team has a lot of cc. The recommended boots for this set.

Berserker's Greaves- The extra attack speed could help increase the effectiveness of your attacks and your Burst of Speed.

Tabi- If the opposing team has a lot of AD, such as Xin Zhao, Caitlyn, Ashe, etc.

Now after choosing your boots, I think the lantern is almost mandatory for this build. Helps so much in farming and all of the stats help Fiora a lot.

- Even though the lifesteal has been nerfed, it's still as good as ever.. In fact, you can (maybe) get two if you sell your Wriggle's Latern during late game. Gives huge damage and a good amount of lifesteal.

- The Rabadon's Deathcap for AD carries, makes you crit and crit very very very hard. You can pretty much destroy anyone 1 v 1 with this.

- Oh man, all the attack speed and crit chance you will ever need. If you add this with your Burst of Speed, you'll hit so fast it's not even funny.

Thats it for the MUSTS.

BUT now I will explain the attack speed items. As usual, the boots and the lantern but now you want to get Madred's Bloodrazor and The Black Cleaver (no order).

And next, for the off-tank set, you have to get the usual Atmogs ( Atma's Impaler and Warmog's Armor) with the Frozen Mallet. To be honest, there's really nothing worth changing in the off-tank section, most of her items are pre-set and necessary.

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Other Items That Will Do Great Things

- Gives you much needed hp and that passive is great, makes sure nobody escapes the pain.

- Oh mah gawd, that mr and spell shield, with that epic attack damage that gets higher the lower your hp gets. A must-get for the off-tank set, and I still recommend you take it if there's 3 or more AP users on the other team.

- Decent item, for the attack speed and mr.

- Great finishing item, crushes armor like nothing... get it if the opponent team is stacking armor to counter you or your team mates. IMO it's better than The Black Cleaver if the opposing team has a lot of armor, so yeah.

- Another great finishing item, good overall stats for Fiora. A typical finisher for an AD carry.

- A good replacement for Banshee's Veil and a great source of mr. What I like best is the passive, which is a free Cleanse but you have to use it at the right moment.

- A good overall defense item, great passive. I mean, who doesn't like coming back to life after they die?

- Anti-Right-Clicker, so that Tryndamere won't completely destroy you.

- Another good item for any AD carry.

- SNOWBALLING ONLY. If you aren't doing AMAZING like 7-0, don't get it. However when this baby stacks up to 20, your attack damage will rocket high and your movement speed will increase as well.

- This item is ALRIGHT, but I really wouldn't get it... the items you have give much more stats then trinity, and you don't really need the passive from sheen. I'd really only get this for fun.

Zeke's Herald- This item is decent, and your team will thank you for the aura. (The previous form was better... Stark's Fervor :/) However, you should leave this for your support to get, since this item is pretty ****py compared to all the other items.

As usual, get the three different elixers when your build is complete (which means the game is probably near 40:00+ minutes) and Oracle's Elixer for all sorts of reasons.
The list goes on, but I'm just gonna stop here cuz I am a lazy person.

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Just gotta do it.

Check out this guide by Panglot (

Trust me, it helps.

But if your too lazy to view it, I'll tell you the main part of it. Buy a ward or two when you go recall only if your playing top. Leave it in that bush to the south-east side and have good map awareness. Now if your jungling, when you get your Wriggle's Lantern you can ward many places, such as dragon or baron or wherever you need to.

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If you are using Tiamat. Simply wait for them to group up, then press "r" and watch them fall.

Otherwise, you want to focus the AD carry/ AP carry first. Take them down as quick as possible, then focus the squishies as usual. It's really no big deal to right click right?

Also, if you know you can't win, don't chase after those low-hp ppl... you know you'll just end up dead... Try to protect the AP carry or AD carry on your team as well.

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Jungle Guide

Well no video :(

BUT there's a semi-detailed explanation.

Wolves first, you might get some help with these from a teammate.

Next hurry on to blue buff, getting a leash.

Go on to wraiths, easy kills.

Finish off golems, don't use smite unless you have to.

IF YOU HAVE ENOUGH HP go for red, but I suggest you just recall and then finish red. On your first recall, you should get boots instead of the sword, but it's really up to you. Grab 1-2 health pots, nab red, then gank when available. If no ganks are available, go golems, wraiths, wolves, and repeat that until there is an opportunity to gank. Don't forget to ask your mid if they need blue buff. Get red when possible.

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Lol this is kinda fun... So do this. Try it maybe..

Start at wraiths and do it without using smite. Hit wolves and take it without using smite as well. Now this won't work if your opponent is Shaco, but it should work for anyone that DOESN'T start at red, so basically starts at blue. Most junglers go

> red buff. Now during that time where you finish off the first two neutral monsters, you want to hope that they will go for red buff. Now stand in the bush north/south of the camp and watch them (assuming they come) to take red. When red is low, smite it and ambush the jungler!! Punish him and try to kill him. If this works out well, you will end up with first blood or a kill and red buff and whatever buffs he has.

Now this is really risky, so I wouldn't really recommend doing this unless you know EXACTLY the other jungler's jungle pattern/order. If the other jungler starts at red like some Shyvanas, just start at wolves then go to wraiths and then head out to blue and wait for them. Don't hide in the bush near the camp because the other jungler will always pass through there.

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When Ganking

Ask someone to start it with a cc attack, then you Lunge in with Burst of Speed, then finish them off. Pretty simple. IF you are selfish and want kills for yourself, this is the urgency of ganks.

Bot (2 kills/as esssists) > Top (easier gank positions) > Mid (harder ganks unless you have someone who can cc big, such as Veigar or even Sion.

This is just my opinion, you might have a different way of looking at it.

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Farming at Top

Although it's easy to get carried away, don't forget to last hit in ranked and draft alike. Mid to late game, simply right click and your money will pile up.

If you aren't fed or didn't have a great early game, farm till you catch up. Most people try to go for ganks, but if that doesn't work out just farm.

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How do you know if you are laning against someone that counters you or not? Well...


1. Nasus- Ooh, if you let him farm, he will destroy your team. Not only that, his Wither will cut down your attack speed AND at the same time prevent you from chasing him/ running away from him or a ganker. And sometimes, just when you think you got him, he will ult, gain a chunk of hp, and then r@pe you. His passive is also annoying. It gives him so much sustainability in lane that you will have a hard time forcing him to recall. The times that you should attack Nasus is when he is low on mana or REALLY low on hp or when you have a ganker ready. Many Nasus players tend to over-extend since his Siphoning Strike is a huge damage dealer to minions, so you should ask for ganks if you are having trouble. Also, pay attention to when he uses his Siphoning Strike. If you time your Riposte right, you'll send his attack right back at him, giving him a taste of your own medicine. So basically, don't let him farm. You should also maybe grab a Madred's Bloodrazor if he is stacking health.

2. Renekton- You guys are pretty much on par. You can kinda counter his Ruthless Predator] with your [[Riposte, but the trick is timing. You also have to be careful for his ult and passive, which each allow him to deal more damage. It's kind of tricky to chase him, he's got a lot of tricks up his sleeve. But it's the same for him. Just don't feed him and you'll overpower him with time. You can even try to make him tower-dive you if you have low enough hp. He will think he has enough hp, dive in with Slice and Dice, try to kill you. Block the first shot and when he tries to go for the stun just run. The tower will hit him a couple times, then Lunge away to a nearby minion and if he is low on hp, he will ult and when that happens, you should ult if he gets too close to you. Overall, you should be fine though. Don't overthink it like me.

3. Renekton- Really, this guy doesn't have too much on you. You can counter his Mace of Spades with your Riposte. He will harass you quite often, so you should do the same for him. Just watch your hp, don't let it go too low. Also, keep an eye on his shield bar.

4. Master Yi- This guy is a joke. He's got nothing on you. You own his ***. You beat him in everything. Your Burst of Speed is more or less equal to his Highlander. The only thing he might do is when you almost kill him, he might ult and if you ult him while he's on his speed boost, he'll run to the turret then Meditate if he's smart. Your damage won't hit that much and if your too low the turret will kill you.

5. Sion- Although not as easy as Master Yi, he's still pretty weak. He can't catch you at all if his stun is on cd, and you just need to know when to fight or not. And if he ults, you run. Plain and simple, you can't beat him on his steroids. But until he hits level 6, you should be fine. Just don't let him farm TOO hard or his hp will rocket up.

6. Tryndamere - Don't get me wrong, he's strong. HOWEVER it depends on what items he buys and what if the player is aggressive or passive. Aggressive players are actually easier to deal with. They tend to dive and attack more. Until he hits level 6 and gets his ult, you should be able to deal with him pretty easily. If you harass him enough, you'll see the damage rack up. However late game is kinda different. He will destroy you with those extra 5 seconds of life. Be careful and if he gets too strong, buy Thornmail or Randuin's Omen.

7. Xin Zhao - Another typical AD carry with lots of sustain... he can almost stay in lane forever with that passive of his. However, his damage is nothing compared to yours. In the beginning, he might win a couple battles over you due to his natural lifesteal. But once you get your trusty little lantern, his early game is pretty much done. In the later game, he might be on par to you depending on how he builds. You should still be fine, though.

8. Lee Sin - It all depends on the player. Good Lee Sins will rock you throughout the whole game, while bad ones will get completely shut down. Usually you see these guys at jungle though, so usually no worries.

10. Rumble - Oh man, this guy can be a pain in the ***... you just gotta do a some things to counter him. Late game he's no match, but early game he really bugs the **** out of you. One counter is to stay behind you minions to avoid his harassment. His flamethrower usually shouldn't be in range of you, so that one is no problem. The easiest way to get rid of him is to just keep attacking him. especially if he's on overheat. He goes down pretty fast from your attacks, shield on or not. Just constantly hit him and you will be fine.

11. Warwick - If you know Warwick, you know he's a pain in the ***. Throughout the whole game, this guy really wants to f*ck with you.. His ult leaves you so open to ganks, while his Hungering Strike gives him almost infinite sustain paired with his passive lifesteal. To make matters worse, he can constantly boost his attack speed to a point where it's better than your Burst of Speed in early game. And if you try to run when your low on hp, his Blood Scent will give him upgraded movement speed and he will r*pe you. Not only that, when he builds Madred's or Thornmail, you are totally f*cked and countered. Late game, depending on how tanky he is, he can shred you to pieces. Your only change is early game. Try to shut him down as much as possible and have your jungler try to gank more often at top. However good a character is, if you are much more farmed and have more kills, your champ will be stronger. You still have to know he can generate cs pretty fking fast though.

12. Yorick- In early game, his spamming of skills really piss you off... It takes off huge chunks of hp and leaves you underfarmed or low on hp. Late game, he's easier to kill but still hard. And when you fight him, you have to risk a 2 v 1 because he can create a copy of himself that will kill you if he dies... HOWEVER his power cuts off in late game so you should be fine. For the most part.

13. Teemo - This little yordle is a lot trickier than he looks. First of all, his blind is a real biggie and problem for you. This will disable your auto attacks... letting him pepper you with his auto attacks at the same time. However, you do have your Riposte so use that to your advantage. Also, try to get close to him. The only advantage this dart-shooting Yordle has over you is range. He can harass you easily and chase you down with his little speed boost. Don't let appearances fool you for even a moment. If he's fed enough, he'll cut you down without mercy. However, looking at the good part. Once you hit 6, it's over for him. He's done. Squishy as f*ck, you can really tear him apart mid-late game. However, watch out for his passive haha xD

14. Singed - This mad chemist is impossible to kill, especially if you don't have Madred's Bloodrazor. BIG NOTE: Don't chase him, or he'll kill you. He's pretty harmless besides that, but he's pretty annoying. He'll prevent you from getting a lot of cs with his gas, and he dominates his lane.

15. Shen - We all hate this ninja. That really likes to piss people off. And to make matters worse, he can teleport. Anywhere in the map. You've caught someone on low hp, they're almost dead. Then suddenly, they have a gigantic shield and a purple orb on them. Next thing you know, you get taunted and your suddenly dying. Yikes. However, laning shouldn't be TOO hard. You should be fine. Be aware that he is one hard f*cker to kill.

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Mini-Dominion Guide

Okay, you already viewed the items. Pretty similar to the regular, right? You have the Sanguine Blade for the AD and lifesteal, Phantom Dancer and Youmuu's Ghostblade for the nice active boost, critical chance, and movespeed. Entropy for extra health and slow, and nice true damage. Lastly you have Infinity Edge for that extra damage. You want to max your Burst of Speed first to make sure your burst is maximized. When you start, you want to grab the Prospector's Blade for the starting stats. The boots help with move speed, cause you know, Dominion is all about speed. Boots are totally situational. Treads are recommended, but you can grab Berzerker's for that extra boost (but you already have tons of attack speed) or Tabi for the armor and 10% less damage.

Usually at the start of the game, you want to head for the top capture point. Take that one for your team. After that just hold top. You want to work with coordination with your team. You are pretty much free to go anywhere you want, and if you ever find anyone you should have an easy time 1 v 1 them. IMO Fiora isn't suited for dominion, but that's just my thought. You can do plenty with a Fiora it all just depends on your skill.

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Thank You

I have to thank jhoijhoi for posting that guide about how to make a guide. ( )

Helped me tons. So yeah. Vote if my guide helped. Thanks!