Fiora Build Guide by Yasmaste
Fiora the duelist Season 11
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Runes: Normal runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Champion Build Guide
Fiora currently has 2 different Keystones she can safely pick. It's not crystal clear how much one is stronger than the other but Conqueror Probably takes that cake, especially if you know what you're doing. The Reworked Conqueror has its True Damage part removed for better Healing. It now heals 15% of all damage dealt to champions when at 10 Stacks which is basically another Death's Dance Added into Fiora's Arsenal. Grasp of the Undying is also a viable option but it pales in comparison to the reworked Conqueror. Even then Grasp is not bad and you can carry games regardless of which Keystone you pick.
The New Conqueror is great on Fiora. Since the start Fiora never really oicked Conqueror for the True damage it used to offer. The Healing was what made it good and now that healing has been essentially doubled. Fiora already deals enough True damage thanks to her Passive Duelist's Dance and her Ultimate Grand Challenge. Fiora is one of the champions that benefited the most off of the Conqueror Rework and it's definitely overall the best Keystone to pick.
Conqueror now stacks up to 10 times. Your Lunge gives you 2 stacks of Conqueror meaning that the way Fiora stacks it up has not changed much. You poke your opponent with your Lunge repeatedly until you hit 4 or 6 Stacks. From there you simply All-in and Conqueror will Proc quite early in the Fight. The reason I did not recommend Conqueror before was because it was not that good during the laning phase. You were essentially playing without a keystone in the Early-Game but now that has changed. The healing from Conqueror can throw of your opponents and turn around fights even in lane. Plus The 15% Spell Vamp from Conqueror paired with Death's Dance, Ravenous Hydra, Sanguine Blade and Legend: Bloodline adds up to an absurd amount of Self Healing Late-Game
Grasp is Simpler to Proc and Provides a stronger Laning-Phase for Fiora. Difficult Match-ups like Renekton where you dont have the ability to Stack up Conqueror become a lot easier. Fiora can use Lunge to Proc Grasp and if you get a Vital along with it, it will Chunk Hard. You can pretty much Bully some champions out of the lane if you play it right. Although Conqueror Scales better than Grasp of the Undying, it doesn't mean Grasp doesn't scale at all. Each Grasp Proc increases your Maximum Health by 5. In the Long Run, Grasp will increase your HP Pool by Quite a bit. The Resolve tree makes you slightly more Tanky as well so you'll be looking a Fiora that is strong in Lane and can take more Hits later on.
*Don't bother taking Grasp of the Undying Against Ranged Match-ups since you wont be able to Proc it much.
I will Keep my Explanations as Comprehensive as needed and also Provide External Links to Videos you can watch to help you understand what I'm talking about. No matter how much I explain some things, you wont understand until you play the champion yourself.
Laning Phase[0-15 Minutes]
During the Laning Phase You're looking to Solo Kill your Enemy Laner depending on the Match-up. Since you took Ignite, you wanna get a few Kills in lane before the Laning Phase ends. You need to be aware of the Enemy Jungler's pathing at all times and make sure you're first to help if your Jungler gets invaded. If The Enemy Top-Laner Leashed for his Jungler make sure you put down a ward in the River Bush to avoid Dying to an early Gank. If you're able to Solo Kill your enemy Laner, it will create pressure in Top-Lane forcing their Jungler to come help his teammate. Your team can use this opportunity to Pick up a Free Drake .
How to get a Favorable Trade in Lane?
There are two things that will win you trades in the Early-Game. The First is Minions which deal a surprising amount of damage. You can use the to your advantage by building up a Large Minion wave of your own and Trading in the safety of your minions. Additionally, you can use the Bushes to reset Minion Aggro after Trading as it will considerably reduce the damage you take from Minions.
The Second way to win Trades is to learn the Cooldowns of your enemy laner. You can abuse this quite easily especially in Low-Elo. If a Jax uses his Q to kill a minion you can walk up and trade since he has lost considerable Kill Pressure until he gets his cooldown back. You also need to Learn to trade Quickly(Check out some Combos you can do with Fiora at the bottom}so that you can do the Maximum amount of damage in the shortest amount of time and then back away.
This is going to be your main way to Rack up a CS Lead, Set up successful ganks and create pressure in the Lane. Here's a video explaining Wave Management.
Freezing is a great Strategy you can use to Rack-up a CS advantage or Set up a Gank for your Jungler. Here's a Video explaining All About Freezing. The Magic Number for a Perma Freeze is 4. If you get 4 Ranged Minions right infront of your turret, you can Freeze the lane Indefinitely provided that you do not have Tiamat.
Advantages of Freezing:
Denies EXP and CS if You have Kill-Pressure on the Enemy Laner.
Forces Enemy to Over-extend in Lane making Ganks Easier for your Jungler.
Creates Pressure which may attract the Enemy Jungler to your lane just to break your Freeze
Safety from Ganks.
Slow Pushing is another wave Management Technique. Once you get Tiamat you will generally be unable to Freeze the wave for much time. In this Scenario you want to Slow Push. Slow Pushing is basically Racking up a huge wave of your own to Crash into the enemy Turret. This Strat is great to stop Nasus from Free-Stacking off the wave as it will die to turret shots. You can achieve Slow-Pushing by killing the enemy Ranged Minions and Only Last Hitting the Melee ones.
Advantages of Slow-Pushing:
Your Large Minion wave Forces Enemy to avoid taking Trades.
Minions do a ton of damage to the Enemy Laner if they try to Trade.
Provides time to Roam or put Deep wards in the Enemy Side.
Split-Pushing Starts during the Mid-game. Before you Run to a Side-Lane and start pushing, remember that your job is Not just taking Turrets. Turrets are important but taking "Objectives" is what you're actually supposed to do. Slow-Push a Wave into the Enemy Turret and Ping your Jungler to Help take the Rift Herald . Usually at around 15-20 Minutes no one is going to walk near the Rift Herald unless they want to take it. Your Lunge allows you to easily Pop the Eye and your Ravenous Hydra will allow you to sustain through its Damage. The Best Place to use the Herald is the Mid-lane as it cuts off a great deal of Path the enemy can take without being Seen. Using Rift Herald in a lane in which the Enemy Snow-balled hard is a great way to Shut them down.
At 20 Minutes the Baron Nashor Spawns. Your Job now is to create Pressure in a Side-lane so that your team can take the Baron. The Side-Lane you want to push is going to be the Bot-Lane. Why? Because if Multiple people from the Enemy team come to deal with you in the Bot-lane they will be a LOT further from the Baron Nashor and your team can easily take it without much Hinderance. Make sure you have Vision around the Important parts of the Enemy Bot-Side Jungle using your Farsight Alteration and Control Ward so that you do not get Killed. Split-pushing is just Intentional Feeding if you keep on Dying to the Enemy while doing it. If you're somehow able to take the Bottom Inhibitor of the Enemy team then your team will have a much easier time doing Baron Nashor since the Enemy now has to deal with Super Minions in their base.
When to try and take turrets during a Split-Push?
If you Mindlessly push waves into turrets and try to take them down you're only asking to be killed. Here the game will test your prowess of looking at the Mini-map. If you see 4 people on the map who are not in your vicinity, then you're free to push-up to the turret since there's only one person who can come to stop you. The Number of people you can simultaneously take on in a side-lane depends on your items/match-ups. The more people you can force to come to you, the better it is for your team.
Here's a video on Split-Pushing. It focuses largely on Pro-Play but you should still get something useful out of it.
Where to ward during a split-push?
When Splitting you should have both a Control Ward and your Farsight Alteration. Farsight will be your primary barrier against incoming Flanks. You should Place your Farsight deeper into the enemy Jungle as it has more range which you can utilize to run away if needed. The Control ward should cover any other path you are vulnerable from. If you see people disappear from your mini-map then you should probably back away to a spot you from where you can easily escape until you can see the person again. Ofcourse if you're splitting in bot-lane, you dont have to be wary of someone in Top-lane disappearing from your mini-map unless it's a Pantheon or a similar champion that can basically Teleport to you. Champions like that Make Splitting very hard since you can be outnumbered within seconds.
"Just because the enemy hasn’t found Control Ward, doesn’t mean it should stay there forever. In fact, it probably means that it’s not in a good spot if no enemy has managed to see and kill it." -FNC Hylissang
Fiora Scales Quite Well into the Late-game. After the 40 Minute Mark everyone One-Shots everyone so even if your Champion scales well, you dont want to let the game drag on for too long. Mistakes can be fatal and turrets gets destroyed within seconds.
Once you hit the 40 Minute-Mark, your Gathering Storm should be giving you 48 AD. This is enough AD to Switch One of your Damage item to Defensive Item and Suffer almost No Damage-Loss. If you've gone the "Suggested Build" Route, The Damage item you will Replace is going to be Spear of Shojin. You can Replace it with Spirit Visage if the Enemy has a lot of AP Champions OR with Guardian Angel if they have too much AD. Frostfire Gauntlet is also an Option if you have taken Black Cleaver as your Core item. The Passive on Frostfire Gauntlet and Trinity Force is same and they will not Stack so Never Pick Both.
Split-Pushing Should be done before the 40 Minute Mark because it is not as Effective from Now. By this time you should have taken Atleast The Tier 1 & 2 Turrets of All Lanes and you're gonna need your team to take those inhibitor turrets. Splitting during the Late-game is not a good idea unless you have Teleport. You're better off Sticking with your team and Peeling for your ADC. Your job is to make sure no one can walk up to Melee Range of your ADC without losing all their health. ADCs like Jhin Varus Ashe that do not have Escape Skills will Definitely Need your Help. Again, this may seem like Baby-sitting but There's not much that can be done. If you don't want to be doing this, Either take Teleport OR End the Game before the 40 Minute Mark. If your teammates are Playing Badly and you refuse to Team-up to protect them they will die and you'll lose the game trying to Split-Push.
Here are some Tips on how to play Fiora, Click Here. I also recommend ForgottenProject a Fiora main who excels at split-pushing and I recommend going through a bunch of their videos since that's how I got most of my game knowledge. Even if you don't understand just by looking at their gameplay, they are usually nice enough to explain it to you during it.
Fiora Q map
All of the locations marked in green are easily passable, while yellow and orange are much harder to Q through. There is almost no game where I am not dashing through walls to either engage on an opponent out of position or if I am trying to escape a team. Into the late game, your Q is on a really low cooldown, so you can zoom around the map using these locations.
Fiora Vital Mechanics
It is simpler to use a compass to display how Fiora's vitals work Duelist's Dance . The first concept to understand, is that there are a total of 4 possible vitals, and they are broken into 2 sections. One section is grouped with N and E on the image above, and the second section is grouped with W and S. This means, that if there is a vital on W, there is no way that a vital will apear on S. This works vice versa, where if there is a vital on N, there can not be a vital on E next. As of the most recent patch, Fioras vitals will always start on the opposite side of you.So if you are starting on blue side, then the vitals will either start on N or E. If you are on red side, the vitals will start on W or S. Knowing this can help you to predict where to position yourself for the next vital. There is also a way of "forcing" vitals. This can be done by hitting a vital on a corner. For example, say there is a vital on E. If you were to hit that vital closer to the N side, then the next vital will appear on S. The vital goes towards the opposite side of where you hit, so the farther on the side of the vital, the farther the next vital will appear.
WEELL, this is the end! If you enjoyed this guide leave a +1 and drop a comment!