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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Introduction
(Here's Phreak beating fellow players around with Fiora)
Now, as for the phantom dancers, I very strongly dislike people buying phantom dancers with Fiora, she already has quite a bit of amazing attack speed, and doesn't need much more. By getting Beserker's Greaves and Black Cleaver, you'll have an additional 55% attack speed. Now, with burst of speed active you'd have 175% bonus attack speed added onto the base attack speed, giving you a total of around 2.3 attack speed, while the cap is 2.5. Not necessary to get much more, right?
Now for the topic of Bloodthirsters. I personally find Bloodthirster to be one of the best items in the game(for an AD character, of course), for several reasons, with a base of 60 damage and 15% lifesteal, and a stackable passive? Perfect. That'll cap you off at 100 damage and 25% lifesteal PER Bloodthirster, giving you 535 damage and 100% lifesteal (if you manage to buy everything).
Phantom Dancer - Not too bad if you really want that extra crit and attack speed, or a bit of movement speed.
Zeke's Herald Zeke's Herald - Quite a good alternate item, gives you health, cooldown reduction, attack speed, and lifesteal. Not to mention it provides your teammates with a little boost!(it has a passive aura that gives nearby teammates lifesteal and attackspeed)
Mercury's Treads - Extremely useful item, I cannot recommend it enough. This would have taken the spot of Beserker's Greaves if I didn't consider it situational. Get this if there are several AP's or disablers on the enemy team, this will reduce the duration of disables by 35% and is the only item in the game that does so. Highly recommended.
Guardian Angel - Situational, if you need that little bit of extra armor or a nice revive every 5 minutes, I say go for it.
Frozen Mallet - In case you need some HP or a nice permaslow.
Last Whisper - For that bit of extra armor penetration, not too necessary.
Flash - This is an obvious choice, very versatile and great for creating or closing gaps.
Smite - Helps in jungling, very strongly recommended if jungling.
Ghost - Removes all minion collision and increases movement speed for a short time, highly recommended.
Exhaust - Slows a target enemy for a short time and reduces attack speed, very useful for catching up to running enemies, and almost always assures you a kill if timed right. Very highly recommended if laning.
Useful Summoner Spells
Ignite - Very useful for finishing off enemies, reducing healing/regeneration effects, or just getting that extra needed burst.
Heal - Good for regaining health in tight situations, will make people mad.(Guarantee or your money back)
Teleport - Useful for holding a lane and getting places, very handy and works in combination with wards.
Bad Summoner Spells
Revive - In my opinion, a very bad summoner spell. Useful only in specific situations, and mostly not very good. The only time you'd need this is if you die a lot, in which case it's better for your team if you remained dead a little bit longer. Learn from your mistakes, don't run in with excelled movement speed and make them some more.
Clarity - Not necessary as you will rarely run out of mana.
Clairvoyance - Useful to have someone on the team with this, but doesn't exactly fit your role. Leave it to someone else.
When laning, try and keep your enemies at a good distance, zone them and make sure they miss out on the exp gain, or at least unable to last hit your minions. This will cut off a great resource of their gold.
(Zoning Guide)
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