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Spells:
Flash
Exhaust
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Quick about me
First I'd like to say that this is the second guide I've written up. I do hope that you enjoy my guide as find playing Fiora as fun as I do.
I live in Australia and have the Australian spelling so please don't mind all the extra U's everywhere, quite a pain when it comes to writing 'colour' and 'armour'. I've played LoL for almost a year now and I thought it should be time for me to give back to the community that has helped me grow as a player.

Just released and I'm already writing a guide about her, shows how much of a fan I am of her.


This build will focus on boosting


Pros:
+ Amazing burst damage capabilities.
+ Can last hit easily with bonus damage from
Riposte.
+ Great at pushing through minion waves and turrets at higher levels.
+ High early game damage.
+ Good chaser.
+ Able to reflect attacks.
+ Dat ***.
Cons:
- Squishy.
- Although she's not mana hungry, if constant spamming her mana will deplete easily.
- A simple stun can shutdown your damage and leave you for dead.
- Thornmail will damage you greatly.
+ Amazing burst damage capabilities.
+ Can last hit easily with bonus damage from

+ Great at pushing through minion waves and turrets at higher levels.
+ High early game damage.
+ Good chaser.
+ Able to reflect attacks.
+ Dat ***.
Cons:
- Squishy.
- Although she's not mana hungry, if constant spamming her mana will deplete easily.
- A simple stun can shutdown your damage and leave you for dead.
- Thornmail will damage you greatly.
Runes




Runes, amazing little perks to increase your champions effectiveness in battle. I'm not a master at Runes but if you're unfamiliar with what Runes are and how they work then please check this guide to learn about them.
Marks
For Marks I chose


Seals
I've gone with



Glyphs
With Glyphs I'm unsure what ones would be best for



Quintessence
I have recommended Greater Quintessence of Desolation because it allows

Just to show with greater mark of Desolation(15 armour pen) and Greater Quintessence of Desolation (10 armour pen) you've already penetrated through the starting armour of most champions. With your masteries 21-9-0 this can lead to some amazing damage early game.
OFFENCE
+3 attack damage = Better last hits = More gold.
+2 damage to minions = Better last hits = More gold.
4% attack speed. Not a huge bonus but still beneficial, especially to get the next mastery which is...
10% Armour Penetration = More damage! This is very helpful against other champions.
+0.5 attack damage per level. +9 damage at level 18. Each little boost helps.
+3% more damage. A nice little boost to your attack helping you with +3 damage per 100.
+10% Critical Damage. Although this isn't beneficial unless you actually deal a critical strike, at late game when you can deal a critical strike every 2-3 attacks it really adds up.
+6 Armour Penetration. Just ignore any amour that enemy champions have and take them DOWN!
+6% damage to enemies below 40% health. If their health is low and still think they can hold their ground, finish them off.
DEFENCE
+2 Magic Resist. Not a life saver in any way shape or form but it will reduce magic damage that little bit.
+6 Armour. Again not a big boost but will help reduce damage from physical attacks that come your way.
+6 Health/Level (+108 at level 18). That little bit more survivability
Fiora desperately needs.
+30 health. More health means you can survive just that little bit longer.









DEFENCE





















Fiora's Abilities



For the first 4 levels I build W>E>W>Q for sustainability and the damage bonus from



















The damage output of her
Blade Waltz is amazing at level 3 on a single target dealing 500 + attack bonus on the first hit then dealing 25% of that damage + bigger attack bonus! When she's against multiple targets the maths does get a bit tricky but here's some numbers to show you how much damage
Fiora is capable of with her
Blade Waltz. This is only calculated on how many targets she hits, not by how many targets there are. It could be a 5v5 team fight and
Fiora could only hit 2 or 3 of them so results will vary.
Calculated Damage result!!
Red = First Hit Damage
Green = Attack Damage Bonus
Blue = Consecutive hit damage
Orange = Total Damage
Now I'll have the enemy have 70 armour for damage reduction purposes.
Damage reduction = 70 Armor: 70/(100 + 70) = 41% damage reduction.
Fiora with 300AD against a single target with 70 armour
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 4)= 1720 + (180 * 4) = 2440
After damage reduction = 2440 * ((100 - 41)/100) = 1439 damage
Fiora with 300AD against 2 targets with 70 armour
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 2)= 1290 + (180 * 2) = 1650
After damage reduction = 1650 * ((100 - 41)/100) = 973
Target 2
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Total overall damage = 973+ 740 = 1713 damage
OR
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 3)= 1505 + (180 * 3) = 2045
After damage reduction = 2045 * ((100 - 41)/100) = 1206
Target 2
First hit = 500 + 360 = 860
Total Damage = 860
After damage reduction = 860 * ((100 - 41)/100) = 507
Total Damage = 1206 + 507 = 1713 damage
Fiora against 3 targets with 70 armour
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Target 2
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Target 3
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Total overall damage = 740 + 740 + 507 = 1987 damage
OR
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 2)= 1290 + (180 * 2) = 1650
After damage reduction = 1650 * ((100 - 41)/100) = 973
Target 2
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Target 3
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Total overall damage = 973 + 507 + 507 = 1987 damage
Fiora against 4 targets with 70 armour
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Target 2
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Target 3
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Target 4
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Total overall damage = 740 + 507 + 507 + 507 = 2261 Damage
Thank you Pintash for showing me how to calculate damage reduction.
As you can see, for each target
Fiora has the base damage output increases by 465, and also the amount of times
Fiora hits a single target compared to how many targets she hits in total, the damage output doesn't change! If you're going up against a single target the skill isn't as powerful as it can be compared to attacking a group of enemies but the damage is spread over and may not be the result you wanted.
Please correct me if you believe this is incorrect or I've done the maths wrong.




Calculated Damage result!!
Red = First Hit Damage
Green = Attack Damage Bonus
Blue = Consecutive hit damage
Orange = Total Damage
Now I'll have the enemy have 70 armour for damage reduction purposes.
Damage reduction = 70 Armor: 70/(100 + 70) = 41% damage reduction.

First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 4)= 1720 + (180 * 4) = 2440
After damage reduction = 2440 * ((100 - 41)/100) = 1439 damage

Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 2)= 1290 + (180 * 2) = 1650
After damage reduction = 1650 * ((100 - 41)/100) = 973
Target 2
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Total overall damage = 973+ 740 = 1713 damage
OR
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 3)= 1505 + (180 * 3) = 2045
After damage reduction = 2045 * ((100 - 41)/100) = 1206
Target 2
First hit = 500 + 360 = 860
Total Damage = 860
After damage reduction = 860 * ((100 - 41)/100) = 507
Total Damage = 1206 + 507 = 1713 damage

Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Target 2
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Target 3
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Total overall damage = 740 + 740 + 507 = 1987 damage
OR
Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 2)= 1290 + (180 * 2) = 1650
After damage reduction = 1650 * ((100 - 41)/100) = 973
Target 2
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Target 3
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Total overall damage = 973 + 507 + 507 = 1987 damage

Target 1
First hit = 500 + 360 = 860
Consecutive Hit = (860 / 25% = 215) + (720 / 25% = 180). 215 + 180 = 395
Total Damage = 860 + (215 * 1)= 1075 + (180 * 1) = 1255
After damage reduction = 1255 * ((100 - 41)/100) = 740
Target 2
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Target 3
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Target 4
First hit = 500 + 360 = 860
Total Damage = 860 + 0 = 860.
After damage reduction = 860 * ((100 - 41)/100) = 507
Total overall damage = 740 + 507 + 507 + 507 = 2261 Damage
Thank you Pintash for showing me how to calculate damage reduction.
As you can see, for each target


Please correct me if you believe this is incorrect or I've done the maths wrong.
I will show the benefits of using the main build.
Starting Items
--Recommend--
&
With this combo you have higher movement speed and you're able to chase your opponents and the
Health Potions will help you with keeping your lane, even if you're being focused.
Doran's Blade. Now I don't usually approve of Doran's blade because it usually requires 2 or 3 of them to become useful but wih
Fiora's amazing early game burst damage it helps her sustain her lane with more damage, health and small amount of lifesteal. Whilst the lifesteal isn't noticeable, it's more like having a higher amount of health regen.
&
This gives you the most survival when it comes to starting items. The added armor will reduce any damage taken from minions or enemy champion auto attacks whilst the health potions will keep your health up if you take any damage or you decide to attack.
Early Game
The Brutalizer is a great item for any AD champions that have spamable skills. Providing a bonus to damage, armour penetration and with a 15% cooldown reduction. With this
Fiora's
Burst of Speed will become much more useful and you'll be able to defend with
Riposte more often.
Mercury's Treads These boots will benefit
Fiora more then any other, doesn't matter what build you're trying to do. With these boots
Fiora will have slightly more magic resist and tenacity, which reduce the duration of crowd control effects, which are a major killer to
Fiora. I don't recommend getting
Berserker's Greaves because the added attack speed it not needed as other items and
Burst of Speed provide plenty of attack speed.
Mid Game
With this item you'll find that you gain some sustainability and you're now able to slice through minion waves much faster, granting you more gold and building up your
Bloodthirster.
Infinity Edge will give you the ability to have critical strikes which double your damage. With
Infinity Edge this will also make your critical damage deal an aditional 50% MORE damage! A truly godly item.
Late Game
Youmuu's Ghostblade Upgrade your
The Brutalizer into
Youmuu's Ghostblade.
Youmuu's Ghostblade gives you more attack damage, critical strike chance, better cooldown reduction, better armour penetration AND now it has a ACTIVE ability giving you more attack speed and movement speed to chase down and clean up the battlefield.
Phantom Dancer is a great way to give your damage output a boost with bonus attack speed and crit chance. They also increase your movement speed so you can lunge in and out of battle faster.
As you may have noticed this build leaves
Fiora a bit squishy, adding a
Guardian Angel gives you both defence and magic resist whilst also giving you a extra life once every five minutes. If you're getting focused first or need some help surviving attacks then this might be that little bit of defence you've been looking for.
Please give suggestions on what items you'd like to see included.
Starting Items
--Recommend--








Early Game












Mid Game





Late Game










Please give suggestions on what items you'd like to see included.
Damage
Phantom Dancer is a great boots to your attack speed, critical strike chance and movement speed. This item doesn't help much with survival but is a great way to boost your damage either way.
More attack damage, more health AND a slow! A truly godly item for AD champions. The added attack isn't much but still helps. The health boost is simply amazing for Fiora helping her to not be so squishy. The slow is also a good bonus to have, shutting down chasers and escapees.
If you started off with
Cloth Armor then building into a
Wriggle's Lantern is a great second item. Gives you more armour, attack damage, lifesteal and a active that acts as a Sight Ward. It gives you a little security with sight.
If you decide to get the
Frozen Mallet or a
Warmog's Armor then this will be of great use as it turns your maximum health into attack damage. At 2000 health this will result in 40 damage, giving you a good boost that's almost the same as a B.F. sword. The added critical strike chance and armour is also handy to have on hand.
This will give you bonus attack damage and attack speed whilst lowering your opponents defences every time you hit them. This item is great if you're versing a defence strong team or a lot of tanks.
Added armour, attack damage, attack speed and a proc effect that deals damage based on enemy health,
Madred's Bloodrazor will help against enemy champions that are building a lot of life. If you grab a
Cloth Armor early game you can build that into this.
Defence
Armour and Magic resist and what's this? An extra life? Amazing! This item will help you if you've been targeted by the enemy team and get taken out. Whilst your team takes the enemy down you'll come back like and deal the finishing touches like a angel from the heavens and score an ace.
If you're up against a AP strong team then this will help you by negating one spell. This is also good to avoid the stuns that could shut you down so easily. With added health and mana this will help you sustain your lane longer.
A lot more health on a champion that needs it.
Warmog's Armor is a survivalist item, if you're getting targeted all the time and get taken down in less then 3 seconds you might want to consider getting this.
Utility
zeke's herald This item gives
Fiora little bonuses in everything she needs. Added health, cooldown reduction and a aura to benefit your whole team, providing more attack speed and lifesteal to you and your team mates.
This is basically a get out of fail free card if you ever get stunned in the middle of a fight. It removes any crowd control effects from your character and also giving a bonus to magic resist.













Defence




Utility
zeke's herald This item gives


Thanks for reading my guide. I will be finishing it soon as I play around with item builds for
Fiora. If you have a item build you'd like me to try then please let me know and I'll gladly give my opinion about it or include it in my guide.
I'm open to any criticisms, hints, suggestions, praise, compliments, etc.. Please leave a comment below so I know how to improve and give me inspiration to write more guide for other champions.

I'm open to any criticisms, hints, suggestions, praise, compliments, etc.. Please leave a comment below so I know how to improve and give me inspiration to write more guide for other champions.
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