This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Introduction
-Diving Power
-Potential to be either burst or sustained fighter
-Scales well into late game
-Early game nightmare when ganking
CONS
-No innate CC, items need to be purchased to provide slows
-No innate escape, again, must purchase items to provide this
-Not a meta jungle pick, if you screw it up, you will be blamed for choosing badly
-Needs a good leash to survive the first jungle run until she has the 450 gold for first machete upgrade
Hunter's Machete Health Potionx2 Stealth Ward
As a champion that relies heavily on basic attacks, Fiora works well with items that provide things on hit.
Stalker's Blade - Devourer
This item will dramatically increase on hit damage early on, as not only will it increase total damage, it increases damage as you farm and as you get kills. If you do well, this item will account for approximately 1/5 of your total damage, and with chilling smite, you actually have both a form of CC and an escape. Poacher's Knife - Devourer is better instead if the enemy team has no jungler, as it will increase total farm by 60 per run if you clear one side of the jungle and smite all 3 enemy camps.
Ravenous Hydra
This is a core item on Fiora, and should immediately be rushed after your jungle item. It has massive damage, provides AoE damage, lifesteal, has a nice active, and provides a little extra sustain out of combat.
Bloodthirster
This item synergizes well with the hydra, and comes with a shield. Very useful on Fiora.
Essence Reaver
More lifesteal, more damage, and an ability unique to it, which increases mana regained per hit. Blue buff is much easier to go without, and sustain in fights is now much better, since running out of mana simply doesn't happen.
Infinity Edge
Another massive damage item, and a little crit rate never hurt you, plus it makes those crits more valuable by increasing the damage they deal.
Blade of the Ruined King
Another lifesteal item, and this one increases attack speed. It also comes with a nice active that gives you a bit of crowd control and allows you to catch enemies.
Trinity Force
While it doesn't increase sustained damage by much, this item creates massive burst, since 2 of your abilities allow you to continue attacking while you use it, one of them is a gapcloser, and the last one applies on hit effects. Added bonus: It increases the damage riposte does by 30.
Statikk Shiv
Not a favorite of mine on Fiora, but still a pretty good item for the attack speed, crit rate, move speed and the passive lightning (which can crit).
Youmuu's Ghostblade
Good for when the enemy team can kite you, as it practically gives you a second Burst of Speed which doesn't rely on actually hitting the enemy to gain movement speed, which means it can also be used to escape.
Phantom Dancer
This item is definitely not my favorite on Fiora. Yes, it increases attack speed, crit rate, and movement speed, but the ability to run through units is only really useful early game, and even then, only when you don't have Lunge ready to just jump through minions to grab a kill. Not really worth it unless you really need to increase the magic damage rate from Enchantment: Devourer.
Mercurial Scimitar
If the enemy team has high CC, this item can save your life, and comes with its' own massive damage and some magic resist. The active effect cleanses you of all debuffs, and grants 50% move speed, so getting out of there is actually feasable.
Maw of Malmortius
If your team is facing a heavy burst AP champion like Katarina then this item is for you. Not only does it give magic resist, but it increases AD based on how low your health is. Extremely useful when the burst ends and you still have some health left to do that massive damage required to finish the job, and regain the health lost with the lifesteal you have.
An obvious pick for junglers. without this spell, you cannot buy a Hunter's Machete, and therefore cannot jungle effectively.
Flash
Good for stealing objectives, jumping over walls, closing in, escaping...doing jungler stuff.
Ghost
Nice alternative to flash with its lower cooldown and further distance traveled, but no jumping walls and still vulnerable to CC while using it.
Heal
If you don't feel confident early game, or find yourself getting executed while learning how to take Fiora into the jungle, take this. It's not as good for speed boosts as flash or ghost, but it provides sustain early on, and is perfect for jungle fighting if you are new to the jungle.
Move on to red. Kill the little guys first, and then take out the big guy. remember to use burst of speed and Riposte and time it to go between stuns, and you should finish him with about 200 HP.
The raptors are easy. Kill all the little ones with a burst of speed, and use riposte to keep the big one from doing too much damage. By then, the big one should be a simple matter. Smite it, and finish it off, and back for the Stalker's Blade and a refill on health.
Move on to the other side of the jungle, and clear out the camps in any order you wish. I generally do gromp (smite it for buff), blue, wolves (smite for vision).
After that, just keep clearing the jungle as camps respawn, and if you are good at timing riposte, you can take dragon by yourself as soon as you build your Vampiric Scepter.
You must be logged in to comment. Please login or register.