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Recommended Items
Spells:
Ignite
Exhaust
Items
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Introduction






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My masteries are the same as seen in BlackIceT's very successful Double Edged Sword build. It gives you the standard melee bonuses and a little bit of defense for early game. It avoids critical damage boosts as this build does not focus on critical hits.

OFFENSE
- Tier 1:
Summoner's Wrath is an obvious choice if running
Ignite and
Exhaust (which this build does).
Fury is a nice compliment to
Burst of Speed.
Sorcery can take a few seconds off
Blade Waltz cooldown.
- Tier 2:
Deadliness will give a slight bonus early game and will mature to decent +12
- Tier 3:
Havoc , though not spectacular, gives a reasonable boost to your level 3
Blade Waltz damage.
Weapon Expertise will give a little bonus against tanks.
- Tier 4:
Brute Force gives a modest boost to early game AD.
- Tier 5:
Sunder also gives an early game boost to damage which makes
Fiora even more capable of getting level 1-4 kills.
- Tier 6:
Executioner helps most late into a team fight or when most enemies have been damaged by some AOE such as
Lux's
Final Spark,
Nunu & Willump's
Absolute Zero, or
Ezreal's
Trueshot Barrage.
Fiora's
Blade Waltz becomes extremely dangerous in this situation.
DEFENSE
- Tier 1:
Durability mostly helps late game with a decent +108 health at 18.
- Tier 2:
Hardiness gives a good boost to armor early game.
Resistance just to make it to Tier 3. 1 point is negligible.
- Tier 3: At +30 health,
Veteran's Scars increases
Fiora's level 1 health by about 6%.
Armor penetration runes are the best option for
Fiora, hands down. AD runes are nice as they can get you to high, early AD with
Riposte but is overwhelmed if an enemy starts with
Cloth Armor. With most melee champions starting at 30-40 armor, the 14.94 armor penetration from runes cuts this nearly in half. If the enemy does decide to go with
Cloth Armor as a starting item, your runes will negate this and maintain your high DPS. This is a bonus that will matter throughout the game as the amount of damage gained from armor penetration scales with your AD unlike the flat 15 AD from AD runes.




Runes




Greater Quintessence of Attack Damage gives a solid 6.75 attack damage.
- Greater Mark of Armor Penetration provides the biggest boost to armor penetration with 14.94.
Greater Seal of Armor gives
Fiora a little boost to her inherently low durability.
Greater Glyph of Magic Resist similarly boosts durability against ability power champions.
Alternatively, an AD-focused build +15.25 attack damage at level 1.[/center] I haven't tried this yet since it's hard to pass up the armor and magic resist boost, but using attack damage seals and glyphs will bring you up to +21.64 attack damage at level 1. It's not recommended but if you're feeling squirrelly and want max attack damage early on, it's a thought.
Once you get experienced with
Fiora, I recommend
Ignite and
Exhaust. Skillful use of these spells can easily score you some early kills and subsequent farming to get ahead in your lane. Here are the main reasons:
Ignite
Exhaust
ALTERNATIVES
Flash
Ghost
Teleport
Cleanse



IGNITE

- Key spell to getting kills early game. Most players run back to their turret with minimal health and ignite can be the only way to finish them off for
Fiora.
Ignite can be used while
Fiora is in the
Blade Waltz animation. This reduces healing from champions such as
Soraka who will most likely use their heals immediately upon seeing you use
Blade Waltz.
- With
Summoner's Wrath , gives +5 attack damage and +5 ability power while on cooldown. Don't be afraid to use it early on since there are secondary benefits.
EXHAUST

- Also essential for winning early fights.
Exhaust the champion you are attacking immediately to get the 10 armor reduction from
Summoner's Wrath . This will make your
Burst of Speed more effective. It also cripples their damage output since early on, much of a melee champions damage comes from basic attacks. The 2.5 second, 50% attack speed, and 30% damage reduction are difficult to overcome so early on.
- Critical for late game team fights. Hit the other team's AD Carry with this to weaken their damage, slow their movement, AND take them down faster due to the aforementioned armor reduction. This will inherently increase your survivability since the AD Carry will typically focus on you. Hard to live without this skill late game, especially if no one else on your team has it.
ALTERNATIVES
FLASH

- Great spell to get into and out of fights. Useful to quickly get into range for
Blade Waltz if
Lunge is down and equally as effective for getting out once
Blade Waltz has ended and you're in the middle of a group or targeted by a tower.
- Since
Fiora has no inherent escape skill,
Flash is never a bad choice.
- If you're having trouble utilizing
Exhaust,
Flash is the best alternative.
GHOST

- Effective escape tool to supplement
Fiora's shortfall.
- If no movement boost is gained when using
Burst of Speed,
Ghost is a good back-up.
Ghost allows you to run through units which makes reaching AD Carries in team fights much easier.
TELEPORT

- Good beginner skill for someone learning to play
Fiora. Can be critical in keeping up on xp/farm if not able to maintain health or lose a fight.
- Effective gank tool if your teammates use wards properly.
- Big help when solo top. Allows you to out-level/farm your opponent.
- Can help you bounce back if you lose a 1v1 or get ganked.
CLEANSE

- This skill is meant primarily for late game. It grants
Fiora and critical tool to remain in the fight if stunned, blinded, etc. which she sorely lacks.
- Combined with
Mercurial Scimitar, it could make
Fiora very difficult to stop.
- I have not extensively tested this yet so it's just a theory, yet one that I believe to has great potential.
Learning
Fiora's abilities, like any champion, is crucial. Their effects are quite simple but the timing makes every difference.

PASSIVE
___________________________________________________________________________________________________






Q
___________________________________________________________________________________________________





W
___________________________________________________________________________________________________









E
___________________________________________________________________________________________________




R
___________________________________________________________________________________________________

Blade of the Ruined King

Gives all the bonuses

(very useful with tanks), and an instant lifesteal (critical when waiting for abilities to reset in a prolonged fight). Essential item that cannot be substituted in any situation.
Ravenous Hydra

Adds a critical element missing in







Mercury's Treads

This pick is situational.



Randuin's Omen

Excellent balance of HP and armor. The active ability is great when chasing down enemies while your abilities are on cooldown. The passive is key to 1v1 fights or sustaining against tanks since most of their damage comes from auto-attacks. When paired with lifesteal, tremendous defense items like


Mercurial Scimitar

This item is vital to survival against AP casters. The AD and MR ratio is incredibly high for a combo item and the active ability make it possible for



Frozen Mallet

Huge boost to HP for an AD item, giving all around survivability against AP or AD. The AD bonus is nice and the passive anytime slow is great when chasing fleet-footed champions like

Preferred Lane - Top Solo
Early Game
___________________________________________________________________________________________________
Take advantage of your high lvl 1-2 AD and charge your opponent if he is getting minion kills.








Mid Game
___________________________________________________________________________________________________
Once you hit level 6, it's time to get aggressive. At 160(+1.2 per bonus AD), using this skill on one champion will dish out around 400 total damage depending on your items and theirs. Not only does it do massive damage, combined with






Late Game
___________________________________________________________________________________________________
Late game, NEVER initiate team fights. Smart players will recognize your threat to their AD carry and focus you early. Hide in bushes, skirt around the main skirmish, or









If you're successful at killing either the AD carry or AP caster, immediately move to the surviving one of these two. If they're already dead, begin hitting the tanks to help your teammates who are most likely very weak after a long exchange with them. Even if you're low health, help your teammates with the tanks. They shouldn't be able to kill you if

Again this is my first attempt at a build and haven't been able to put the time into it I'd like to. Please comment and leave constructive feedback (preferrably based on actual experience/testing since I'm big on result based rating)so I can continue to update and improve this post. I'll be unable to respond until Sep 2013 but I'll be sure to delve into your comments as soon as i get back.
Things to come:
[*]Enemy Match-Ups
[*]Teammate Synergy
[*]Explanation of item progression
[*]Why alternate items don't work
[*]Why Top Solo works best plus Mid, Bottom, and Dual Top Strategy
[*]Improved slide layout
Things to come:
[*]Enemy Match-Ups
[*]Teammate Synergy
[*]Explanation of item progression
[*]Why alternate items don't work
[*]Why Top Solo works best plus Mid, Bottom, and Dual Top Strategy
[*]Improved slide layout
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