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Fiora Build Guide by ilostmyname

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League of Legends Build Guide Author ilostmyname

Fiora: Waltzing around the Jungle - Season 4 (Updated!)

ilostmyname Last updated on March 25, 2014
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 25

Legendary Guardian

Defense: 5


Utility: 0

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Hello there, I'm Lost (aka ilostmyname) and this is my first written guide for League of Legends. I apologize in advance for the poor layout and possible spelling and grammatical errors in this guide, please comment to point them out if you spot them so i can make the improvements.

While i have dabbled in other roles, jungle is where i feel most comfortable, i wont pretend to be an expert on jungling and there are many other junglers out there that are far better than i am. I have used MobaFire extensively to learn new champions and roles, mixing and matching different guides and adding my own twist as i go along, this is what i hope you will all do with my guide.

This guide is in no way perfect but it is one of very few guides for playing Jungle Fiora so i hope that it can be a decent reference point for those of you wising to pick up this fun champion.

My other guides:

Sejuani: Chilling in the Jungle - Season 3

Thanks to:

Jhoijhoi for her Guide to making a guide!

SirSpankAlot for his Jungle Skarner Guide so well written i just had to write a guide of my own.

Apotheosis for the warding section, taken from his tryndamere guide.

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Pros / Cons


+ Great Mobility
+ Early Ganks
+ Nice Burst
+ AOE from Tiamat works with ult
+ Snowballs well


- Blue Buff Dependant
- Slower than some other junglers
- Hurts to be counter jungled
- Lack of CC
- Irritating voice

I have found surprisingly few flaws in playing Fiora in jungle which makes it shocking for me to have never seen a jungle Fiora before and to only see one guide for this brilliant champion.
Her passive is rather helpful in jungle but my favorite of her abilities from a jungle perspective has to be her passive from her Riposte making her snowball well.

Using Tiamat (and later Ravenous Hydra) in her build makes for interesting team fights when using her ult, the splash damage from the item mixed with the damage from her ult can easily turn the tides of a fight in your team's favor.

Her biggest problem is her absolute dependence on Blue Buff early and mid game, late game i would recommend still picking it up whenever it is available but it isn't as entirely necessary.

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Summoner Spells

Recommended Spell Choices

These are my recommended spell choices for Fiora it also happens to be the summoner spell combo i use on all of my Jungler builds, there are other viable choices though.

Flash is arguably the best summoner spell in the game, allowing for easy escapes and closing range for ganks and to prevent escape. When playing Fiora i use my flash to escape from a team-fight if my Blade Waltz takes me further in than expected, it also can be handy for closing distance on a target and jumping on them with Lunge

Smite is a must for Fiora as her damage and sustain early on isn't anywhere near enough to take blue buff without it, most junglers will always take Smite, it also can be nice to secure enemy buffs or dragon and baron later in the game, if warded, a well timed Lunge + Smite + Flash can take a baron from the enemy.

Viable Spell Choices

These are spells that i think are viable replacements for Flash but i believe they are not as powerful as Flash.

Ghost can be useful in some situations, as an escape mechanic or for closing a gap that Flash wouldn't have closed, but generally i prefer flash, i find that the choice between Ghost and Flash is entirely down to personal preference.

Exhaust can help to get an assassin away from one of your squishy team-mates (don't we all hate it when Talon starts running after your squishes), it can also be useful to secure a kill for the team, slowing the target helps your entire team get to them. My preference still goes to Flash though.

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  • Fury : 5% Extra attack speed makes for a slightly faster jungle. (up from 4% in S3)
  • Sorcery : 5% Cooldown Reduction really helps out on this ability spam champion :)
  • Butcher : Additional creep damage for early game jungle.
  • Brute Force : More late-game damage! :D
  • Feast : More sustainability for early game jungle.
  • Martial Mastery : More early game jungle damage.
  • Executioner : Makes your ganks that much more potent.
  • Warlord : Because snowballing out of control is just too fun.
  • Dangerous Game : Mainly for mana regeneration to help with mana problems, but extra health is always nice too.
  • Devastating Strikes : Armour penetration and Magic penetration are a must.
  • Havoc : *See "Warlord"* - Snowball!


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Skills Explained

Passive - Duelist:

Fiora Regenerates health over 6 seconds each time she deals damage. Striking champions will cause the effect to stack up to 4 times.

Q - Lunge:

Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost.

Tips & Tricks
  • You can use Lunge + the free second cast to close ground on someone running away.
  • In the jungle, use Lunge to engage your primary creep and attack a second one for a minor jungling speed increase.

W - Riposte:

Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions.

Tips & Tricks
  • Riposte deflects damage from the large minions in each camp, use it for bonus defense and damage.

E - Burst of Speed:

Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed.

Tips & Tricks
  • Burst of Speed is your main burst damage but has a low cooldown, you should be able to use it on EVERY creep camp.
  • Use Burst of Speed in teamfights, try to keep it active through auto attack, close gaps to keep auto attacking with Lunge.

R - Blade Waltz:

Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.

Tips & Tricks

Example of her ult working with

Ravenous Hydra & Frozen Mallet

Basic Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
> > >=

This is my standard skill sequence, it is likely that changes will be made on a situation basis, obviously you're priority is Blade Waltz. Maxing Riposte first for the passive attack damage makes for harder hitting ganks and faster jungle speeds, i tend to max Lunge second and Burst of Speed last but it depends on the enemy, if they have no real great escape mechanics then Burst of Speed is better than Lunge, Lunge is best used for initiation and chasing down.

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Life Steal

Greater Quintessence of Attack Speed

  • Greater Mark of Attack Damage
    I take these marks to increase early game jungle speed.
  • Greater Seal of Armor
    I take flat armour for early game jungle defense, it also doesn't hurt to have it there later in the game too, every little helps.
  • Greater Glyph of Scaling Magic Resist
    Most junglers will take Scaling Magic resist, it helps late game against AP carry's.
  • Greater Quintessence of Life Steal
    I take lifesteal to help my sustain in jungle early on.
  • Greater Quintessence of Attack Speed
    This is honestly mainly in here because i haven't bought another Greater Quintessence of Life Steal yet but it does serve as a slight jungle speed increase.

Viable Choices


Greater mark of armor penetration
  • Greater Mark of Attack Speed
    This mark CAN increase jungle speed, but the attack speed buff from Burst of Speed makes this somewhat useless in comparison, i find my speed to be much faster with Greater Mark of Attack Damage instead.
  • Greater Mark of Armor Penetration Greater Mark of Armor Penetration
    This mark is more suited for when you are fighting champions in late game, if you plan on spending less time in the jungle and more time ganking then this can be a suitable choice.


  • Greater Quintessence of Armor
    Just if you want to build even more tank at the cost of jungle sustainability.
  • Greater Quintessence of Attack Speed
    You can make all of your Quintessences attack speed rather than mixing them with Greater Quintessence of Life Steal for slightly faster jungle speed at the cost of sustain.
  • Greater Quintessence of Life Steal
    You can make all of your Quintessences life steal rather than mixing them with Greater Quintessence of Attack Speed for slightly slower jungle speed with more sustain.


This is just a small note, i have not tried out every rune combination, if you think that there are more viable choices then feel free to either comment or PM me what you think would be viable and why and i shall add it to this guide.

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Item Building Sequence

Item Sequence

Berserker's Greaves

Ravenous Hydra

Frozen Mallet

The Bloodthirster

Warmog's Armor

Enchantment: Furor
Please refer to the top of the guide for the exact purchase order.

Early Game

The items command compacts the build which is why the exact order isn't shown here.
I start off with a Hunter's Machete and 5x Health Potion, these are entirely necessary, i tried a match without either and had major problems even on the first camp, the Health Potions keep you in the jungle longer while the Hunter's Machete helps you with your damage output on the camps.

By the time you have chewed through all of your Health Potions then you should have enough gold to pick up your Spirit of the Elder Lizard, if something went wrong and you can't afford it yet then build your Spirit Stone first and go back for the Spirit of the Elder Lizard later. Next time you return you should be able to afford your Berserker's Greaves.

Mid Game - Late Game

Your first 'big' item is going to be Tiamat, build whichever part of this you can afford and/or need the most, if you are having health problems get the Rejuvenation Bead first else go for the attack damage parts. Once you have your Tiamat you will see massive increases in your jungle speed and teamfight ability, meaning that your next stop in base should have you building your Ravenous Hydra.

Well done, you've built your Ravenous Hydra, the enemy team practically cowers in fear of your Blade Waltz now so it is time for you to show them the true meaning of fear, build your Frozen Mallet, if you can you should build Pickaxe first but if you find yourself focused then it may be a good idea to build Giant's Belt first instead.

Late Game

You're reaching the final parts of your build now, you may find that your damage output isn't what it once was but fear not, there's a weapon for that... and it's called The Bloodthirster get this and then head off into the jungle to mop up creep camps and get those stacks of attack damage and lifesteal, the increase you see from this item alone is crazy.

Find that the enemy has noticed your increase? fear not, Warmog's Armor should keep you alive a little longer, although i have yet to have a match last long enough while playing Fiora to build this.

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Your team and You

I actually made an extensive video a while ago (season 2) detailing why junglers are required and what your job is as a jungler, it can be found here:
Spoiler: Click to view

If you don't want to watch that then here is a quick few points that are essential information:

Your Job

  • Placing wards around the map.
  • Taking Dragon when possible.
  • Ganking when possible.
  • 'Lane sitting' when desperately required.

Your Team's Job

  • Still placing wards.
  • Helping you take Dragon when needed (early/mid game).
  • Not pushing when you come to gank.
  • Calling out when they need their lane sitting.


Video of jungle route and a gank.


Champions she ganks well for:

Please note that i have not played with all of these combos, comment if something is on here that is not viable, or something viable is not on here. Thanks.

Rather than writing down every champion with a stun, i will simply put down some tactics for champions with something more than a simple stun.

Alistar - Using Headbutt to knock the target towards YOUR tower the stunning with Pulverize should allow Fiora to Lunge in and easily assist in a kill.

Anivia - Usually in mid, a well placed Crystallize should wall off your target from getting to their tower. Ganking for an Anivia can be tricky if they are new to the champ, i've had ganks failed before from new players blocking me from the target with the wall.

Cho'Gath - A good Cho'Gath player is unlikely to need your help in a gank, but always be open to lending a hand to his feed. Have the target silenced by Cho'Gath as you lunge to them, then have Rupture placed in-front of the target as 9 times out of 10, they'll attempt to flash forward out of the way of Fiora's burst.

Vayne - Get your Vayne to position either next to or behind your target, have her engage as you do for optimal burst, when they start to run have Vayne use either Flash or Tumble (a combo of them both if needed) to get ahead of the target, then use Condemn to knock them back to you (preferably back into a wall if one is nearby)

Jungle Route

Use Pots when needed.
1. Take Wolves, you may need help from a team-mate.
2. Get help taking blue buff, make sure you use Smite.
3. Gank mid if possible, else move on.
4. Wraiths.
5. Golems.
6. Red buff if you have the HP and provided Smite is available.
7. Recall if needed, check for ganking chances and rinse and repeat.

Make sure that you always keep an eye out for potential ganks, if you are intending on ganking a lane you should warn those in lane that you are, preferably by saying in chat AND pinging whoever you intend to focus.

Everything in this sub-section has been copied from Your Tryndamere Resource, by Apotheosis via Sir Spank Alot's Way of Spanking With Skarner Season 3 so all credits go to Them. Go check their guides out!

Order of priority; Use Sight Ward and Vision Ward where necessary:

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff.

Note:I would recommend using Vision Ward for these locations, especially for the Baron at mid-late game. Oracle's Elixir is a great replacement for Vision Ward in case you don't like wards.

Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.

Team Privacy Wards:
These are crucial wards to put out if the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.

Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.

Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.

Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.

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Final Statement

Thank-you for reading my guide, i hope it has helped some of you out, if it has please up-vote it, if you do choose to down-vote it some constructive criticism in the comments would be appreciated. I would love any feedback at all.

Thanks again,

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Change Log

This section is to record any changes made to the guide.
Dates are UK format (Day/Month/Year)

06/03/2013 - Added Ganking section to "Jungling" chapter, as suggested by Exulant Pride.

10/03/2013 - Added supporting videos to Ganking section and Blade Waltz section.

14/03/2013 - Tided up and made a few correction, videos disabled temporarily as per request from my partnership studio. - Videos now back up with commentary (for copyright reasons)

14/03/2013 - Added Sejuani Jungle Guide.

09/04/2013 - Added "Pure Damage" build, corrected a mistake in the "Balanced" build, thanks to BoeFFeee to pointing it out.

25/03/2014 - Updated the build for Season 4.