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Fiora Build Guide by ChronicRedEye

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League of Legends Build Guide Author ChronicRedEye

Fiora Jungle-Touché

ChronicRedEye Last updated on March 4, 2012
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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

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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This is a guide for jungle Fiora that can transition fairly easily into a top lane guide with-out changing much other than Smite.
Her ability to negate auto attacks is nice in lane but it's incredible in the jungle when trying to clear blue and red at early levels before you have Madred's Razors. There are not many champs in the game with a double gap closer and Burst of Speed is currently one of the best steroids in the game.
I just want to tell you a little about myself, I typically play solo top or jungle some of my favorite champs are Tryndamere, Wukong, Irelia top and i would jungle Udyr, Nocturne,and Gangplank so naturally when i saw fiora i was drawn in and picked her up on release. I think it goes without saying that right now(2 days after release) she's pretty broken but that could be due to nobody using their brains to counter her in all the games I've played with her seldom did the enemy get armor... they just cried op and lost.
Needless to say at higher Elo this probably wont be the case. Now that I've had a chance to play her a little both top and in the jungle its obvious that she can dominate early and mid and can transition into late game like a beast.
I have selected to require comment to vote because many times someone will down vote without any real reasons, with that said i want to encourage comments as i am always up for constructive criticism and brain-storming to get a different if not better idea. With her being the newest champ nobody really knows the best way to play/counter her yet this guide is most likely gonna change a lot in the next few weeks.

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Quick Breakdown

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

Greater Mark of Lethality

Greater Mark of Attack Speed

Greater Seal of Armor

Greater Glyph of Attack Damage

Greater Quintessence of Attack Speed

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Final Build

If all goes well this is what your inventory should look like

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Summoner Spells

Other viable options
  • Ghost-I've tried it but i feel very vulnerable with out a blink.
  • Exhaust-Good to make sure your ganks are successful.
  • Heal-NO.
  • Revive-See heal.
  • Surge-Haven't tried it,probably won't.
  • Teleport-Good for top lane dragon control and whatnot,useless on a jungler.
  • Cleanse-Could be very useful against hard cc.
  • Clarity-See heal.
  • Ignite-Good for securing kills.
  • Promote-...Dunno i wouldn't use it but hey maybe.
  • Clairvoyance-Better for your support to have

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Pros and Cons

  • High damage
  • Fast clear
  • Great gap closer
  • Insane damage at level 6
  • Highly susceptible to most forms of cc
  • No real escape without Flash
  • Easily countered with a lot of cc or armor
  • uhhhhh.... i guess we'll see what else

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Jungle Route

I tend to start wolves>blue>wraiths>(gank mid)>red>mini golems this is not mandatory but it seems to be good then after golems gank bot or mid depending on who is pushed and who is pushing. At this point its up to you to know what to do as a jungler good options are go buy(if you had a successful gank) or just run through and clear wolves wraiths and golems again then gank top. In my experiance with a vamp scepter you never really "need" to leave the jungle, just afk farming is an option if you want to make sure your ganks are good once you hit six. typical clear time is about~3:45(with no leash) and i can hit six before eight minutes (could probably be reduced with a good pull on blue).

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Skill Sequence

Starting with Riposte is the natural choice because of the added attack damage, and it helps negate some of the damage you would take just trying to clear blue. The main skills i focus on are Riposte and Burst of Speed, only taking a point in Lunge when i get ready to start ganking (usually around lvl 4 maybe 5 if all the lanes are pushed to the enemy tower). i max Riposte first because it helps alot when they decide they can just turn around and fight(they're wrong).

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There will be blood.
I have tried a few different starting items: Cloth Armor 5x Health Potion, Vampiric Scepter,and Boots of Speed 3x Health Potion, and Vampiric Scepter just really shines because of her innate sustain she can clear the whole jungle and be almost full health when she goes to gank. On my first recall i like to have enough for Boots of Speed and Wriggle's Lantern plus a few potions. From there you just build your typical ad/as i tend to rush The Bloodthirster but if i have to go back before i want to i try to get Vampiric Scepter and Zeal. As far as late game items it all depends on what kind of damage your up against and how well your doing i lean towards Force of Nature i love the extra move-speed and burst mages seem to be a big issue for her late game. If for some reason the enemy ap carry isn't much of a threat i like to go with a Guardian Angel because if they do somehow kill you the rebirth is about enough time for your spells to come off c/d and give you a chance to clean-up

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What I use, to each their own.
Honestly i haven't tried all the possible mastery set-ups but of the few i have tried this works best for me and results in the fastest clear time. So all-in-all i cant think of any reason to change them. They are pretty typical on most AD/AS champs and i don't think Runic Affinity or Bladed Armor are really worth all you would lose from the offensive tree.

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Runes are highly dependent on play style.
Pretty much self-explanatory but I'll go into a little detail anyway.

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Mid Game

The way I see the junglers role in a game is to do everything you can to get your lanes fed. In some games your team may fall behind early from a simple mistake, as the jungler your really the only one with the ability to make sure the enemy can't snowball this mistake into a victory. Sometimes you may need to abandon the jungle to camp top lane just to keep your Irelia from feeding Wukong any more kills. Although it may be frustrating it is necessary if you want to have a chance late-game. You should never completely give up on the jungle, if you do it's likely the enemy jungler can and will steal all your xp and buffs while you starve your lanes.

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Late Game/Teamfights

Your main role is more of an assassin, you want to hop in and do as much damage as possible but you do not want to stay in the same spot long enough for the enemy team to coordinate and focus you. A lot like Ahri if you ask me. As a jungler your probably not the teams main source of damage, but if your carry gets insta-gibbed you can pick up the slack and help a lot with clean-up. With your Lunge you can easily make your way past the tank line and onto the enemy carry pop Riposte then Burst of Speed you always want to save your ult for later on because if you blow it right away and don't kill them likely hood is your now stuck in the middle of their team with no real escape (other than Flash). If your team cries about kill steals simply reply with "kill secured"-always works.

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As the newest champ in the game naturally everyone is gonna cry op and rage, I disagree yea i believe she is incredibly powerful but so are a lot of other champs Graves Fizz and Rammus come to mind. Your basically there for burst damage you're not there to jump into a fight and stay there dealing damage like Yorick or Sion, you should jump in use your abilities on the carry and fade out only to jump back when they all come off cool-down(at least until you have your The Bloodthirster stacked and your healing faster than they can hurt you).