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Spells:
Ghost
Cleanse
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Getting Started
Really enjoying all of the comments and suggestions, thanks guys!
Today you have decided to play Fiora, the Grand Duelist. What sort of information do you need to know in order to be successful? It is rather simple, really, so here is a short list to start the day.
- Fiora is a MELEE ad carry, so you'll need to play like one to be efficient. (and no, she's nothing like
Master Yi)
- She has a strong early game if she's prepared. Abuse this and generally the rest of the game will follow.
- Glass cannons are good for AP or champs with escape mechanisms, Fiora is neither. Again, you are not
Master Yi, do not play like one.
- Relax and pay attention to what you are doing!
- It's /joke... if you're wondering. Remember... drawing Teemo is a great way to distract your enemies.

Mountain Comics
Runes
Greater Mark of DesolationGreater Mark of Desolation


Greater Quintessence of DesolationGreater Quintessence of Desolation
Other runes, such as attack damage, can supposedly be useful on her as well. I have found that Fiora is much better suited for burning armor rather than attacking through it... but this is just a guide and is also not written in stone. It's written on the internet.
Fiora does not need mana, mana regeneration, or anything related to mana. If you spam, you will deplete your pool... this is about true for every other mana champion. Think smart and burst when you need to.
Health runes are viable. Early game survivability... This includes both flat health and health regeneration. Per level runes don't give Fiora a strong early game, but they can help her slowly "adapt" as she levels. We're trying to build for her early game here.
Dear god.. we don't need AP runes. Don't.. just don't. I have never found myself wishing for Ability Power, cool-down reduction, or magic penetration. If you play a few games with Fiora and feel a little extra CDR will make or break your game - replace the glyphs and let me know how it goes.
I was kind of hoping the masteries section would be rather self-exclamatory, but I suppose I could vaguely define the selection.
Selecting only 20 points in offense allows me to reach that additional 6 armor penetration from


The 10 points in defense are aimed at improving my overall health and general survivability in early game. I suppose this part is self-exclamatory.
Let's discuss

Personally... I don't think it's all that amazing. This particular mastery will help you later in the game increasing your DPS (Damage per second) by nominal values... but every little bit can help. Honestly, it's entirely up to you if you wish to take



(DeviantART user WakaBee)
To be honest, the answer is rather... difficult. Has anyone ever told you "Map awareness, bro, it wins games"? Well, in part with map awareness, you need to be aware of several aspects of your current game. It defines selection choices and order.
What champions are you facing?
- Do they have a lot of CC (Crowd Control)?
- Are they heavy on the AD (Attack Damage) or AP (Ability Power) side?
- Do they have heavy brawlers?
- Does the enemy team composition have champions with a lot of escape mechanisms?
Given the first few minutes of actual gameplay (where you are fighting in lane and farming), take this opportunity to evaluate a few things.
- Know your enemy! In your lane, you need to understand both how the champion works and how the person playing them utilizes them.
- Know yourself! Understand Fiora's skills and how they work. Learn their synergy effects, such as
Burst of Speed and
Lunge.
- Know your friends! You have to rely on these people in mid to late game, after all. Take the time to see how the players themselves are doing.
Anyway, here's a quick little tree for base items and what we want to eventually turn them into.
Simple Item Tree
* Only sell if this is not being used for the Tabi.
** High priority item.
The Breakdown
Alright, let's do this!So we've hit that giant Start button and entered the queue... and we've found a game!
Virum: "Greetings, fellow League players. I calleth top-solo, if none mind."
Other LoL Player: "Very well, good sir, I shall go mid. Best of luck to you!"
Virum: "And to you, as well!"
Okay, no, it doesn't actually go like that... but wouldn't it be nice? Anyway, we've got the top solo position and choose Fiora. Game Start! Let's see, the enemy top solo is most likely "Blah" and is AD based...





- Also, if you have spare cash: sight ward +

At this point, you should have an understanding of the enemy team composition. If they have a lot of AP or crowd control, upgrade the






Boots are extremely situational. Never buy yourself into the "I have to get these boots always because (insert silly reason here)." Consider the above paragraph and how the game is playing out. This logistic is also used for the rest of the item composition.
I have to contradict myself here for this particular part, but Fiora, if you are running the current runes, absolutely NEEDS to get herself


Consider your lane difficulties and any other difficulties you are having. Are you sustaining too much damage? Perhaps a




Start with:


On first buy-back, aim for:



On second buy-back, make a judgement call on your boots:



Follow up with:



Manage your items by situation:



Fantastic! We now have a grand total of FIVE items. I know, right? Only five. It's like a guide that is totally unfinished, leaving you hanging by excluding the sixth item. This item could totally alter the universe by tearing the very fabric of space and time itself!
Not really. No... the last item I would like to leave up to you. This might seem a bit awkward, but it depends on how YOU want to play and how YOU want to finish your game.
Great items:
Infinity Edge
The kind of boring, yet obvious choice for the typical AD carry. Get one if you feel critical damage is important to you.Phantom Dancer
Because, someone is going to say, "Where's the Phantom Dancer!?"... I just KNOW it.Guardian Angel
A little survivability never killed anyone... twice... Great if you are getting focused in fights.Last Whisper
More damage, more percentage-based armor penetration, and more of a reason for your opponent to wonder why the armor they built is virtually useless.Maw of Malmortius
Decent basic attack damage bonus and a magic shield... and more attack damage if you're dying. It is quite a useful tool against any team with AP.The Brutalizer
Since you can't have TWO Youmuu's. Simple as that. You will increase your concrete armor penetration value.- A SECOND
Bloodthirster
Because sometimes one just isn't enough. Seriously though, this item provides the highest available attack damage (just need to stack it).
So.. "Why?" Right?
Much like any champion, the early game is where you can barely do any damage to minions let alone enemy champions. Give the above selection a quick overview. Notice what they all have in common? That's right! Armor Penetration and Armor Reduction. Each piece holds something that affects how you deal damage through an opponent's armor.
So here's the facts. With what we have alone, you will start off with 31 Armor Penetration with an additional 10% Armor Penetration. (I'm color coding armor penetration and armor reduction for a reason) In latter levels, you will have

Quick Math:
Reduced - 31(no items) = Actual ARMOR*
*Actual ARMOR cannot exceed 0 unless REDUCED below this value
This ignores the percentage of penetration available, but overall, armor "loss" on an individual you attack will generally exceed what many players are capable of handling.
OKAY - Let's take a look at (almost) everyone's ARMOR values!
(Please note that a lovely chart can be found here and also ignores runes, skills, and starting items the enemy may have.)
As you may notice from this chart (if you took the time to examine it), the starting armor values for every champion are under 31 points. This means that Fiora will be dealing True Damage to every enemy she hits.
Also, take note of the end values. Without the enemy buying any items, Fiora's damage is still respectable to most champions.
NOTE: Lv1 HIGH 24.8 - Lv1 LOW 10 - Lv1 AVG 18.3
NOTE: Lv18 HIGH 89.4 - Lv18 LOW 61 - Lv18 AVG 78
Here's some more fun facts for you. Armor Reduction is applied FIRST, then the Armor Penetration is applied (Also by concrete values FIRST with percentage based values SECOND).


Note: 10% bonus Penetration via

So what does this mean...?

Legend of Zelda

For fun:
255Armor - 51(Penetration) = 204Armor
204Armor * 0.9(10% Penetration) = 183.6Armor

In my humble opinion, Fiora does not need a lot of attack speed assistance in her items. If she can effectively ignore the enemy's armor while she attacks them, she will generally exceed the total damage output of another carry who is trying to pummel through the opponents blockade of


Let's take a quick minute to review summoner spells. Knowing what they all do can help you make a better decision!
Description: "Teleports your champion toward your cursor's location."
Notation: Basically the best escape mechanism available. (You are able to flash over walls.) Useful for either closing distances or creating ones in a blink. Description: "Your Champion ignores unit collision and moves 27% faster for 10 seconds."
Notation: High run speed bonus on top of ignorance to unit collision allows you to close distances or create them (also by running straight through creeps!) Ghost is similar to Flash in this sense, but lasts longer. Description: "Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%."
Notation: Great for dealing additional damage over time to a target you are attacking, or, as I use it, depleting the opponents capability to heal while you are attacking them. Description: "Exhaust slows movement speed by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds."
Notation: Useful in reducing your opponents total damage output, catching fleeing enemies, or forcing your opponent to walk slowly as you escape. Description: "Deals 420 + (lvl x 25) true damage to target enemy minion or pet."
Notation: A seriously helpful tool in the jungle. Helps in either securing buffs or dealing damage to creeps to expedite jungling. Description: "After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled."
Notation: A travel tool. It allows one to back safely to their base without worry of losing time to return to their tower. Also cross great distances to either aid your team or flee enemies. Description: "Restores 120 + (lvl x 25) Health to your Champion and 50% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs."
Notation: Basically a restoration spell for multiple targets in the radius. Helps you survive fatal incidents or save allies. It's a heal... do I really need to explain? Description: "Reveals an area of the map for 4 seconds."
Notation: That's about it. It's a super ward with a very short duration. Find things, prevent ganks, and uncover the opponent's positioning. Description: "Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds."
Notation: It's like having your own personal

Notation: Revives you after death. Excellent for trolling. Description: "Promotes the nearest allied super minion to an anti-Turret Cannon, healing it, granting bonus stats, and causing it to grant the caster gold for its kills."
Notation: Makes pushing turrets easier. Makes one of your minions kind of scary. Doesn't make cookies. Description: "Restores 160 + (lvl x 30) Mana to your champion and 50% of that to nearby allies."
Notation: Gives you that little extra boost in lane to make the kill. Restoring your mana can help you sustain the lane just a little longer or prepare yourself immediately for another burst. Of course, you actually need MANA for this skill to even be viable. Description: "Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds."
Notation: Not much is needed to be said here. That's pretty much all it does and can be useful in certain situations. Also makes you giant.
Fiora - Viable Summoner Spells







Non-Viable Spells







Revive: Fiora Champion Review
If you are interested, Revive is working on making a dedicated series to new and old players alike to help them get better at playing League of Legends and to help them understand the changes that Riot makes to the game.
( Note: The footage of Fiora was donated by myself, so if you are curious about any gameplay, just take a look at this video.)
Revive covers most of Fiora's "tricks", if you will, and can help you better understand what she is capable of. I will not be going in depth with any of her skills for this reason. I have provided you a video which demonstrates and explains all of these aspects for me. You would do well to watch and listen.
Fiora's Skill Set
Let's take a look at what Fiora has available to her and let me try to explain why I max skills in the order that I do so.
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Duelist: (PASSIVE) Gives Fiora increased regeneration while in combat.
Maxes itself out as you level. Quite a fantastic passive for sustain. |
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Lunge: Allows Fiora to close or create a gap between her enemies.
Can be used twice before it goes on cooldown. Strong "nuke-like" skill. |
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Riposte: Blocks the next incoming attack and reflects some damage.
Doesn't block skills (unless it is a buff skill to a basic attack - still doesn't block status effects associated with said skills) |
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Burst of Speed: Amazing attack/run speed steroids.
Refreshes its cooldown on kill, half for an assist. Murder more things = keep attacking quickly. |
So now that we understand her skills...
I always try to grab all three initial skills for their utility by level 3. If you notice, I place an additional point in







Think of








**Further evaluation will be provided later. I'll attempt to mathamatically explain

Note: Synergy exists between






Take a look at the video heading this section for a deeper look into her skill usage!
This section is dedicated to explaining "Lane Dominance" and how to handle "Lane opponents". Now... instead of explaining every single champion match-up, I will first clump champions into their different styles. If I receive a comment asking for a specific match-up, I'll fully explain that particular matchup! Stay tuned for more updates :)
*Lane Dominance*
The Laners
I will classify each opponent into simple categories and attempt to explain how to handle each.
An amazing AD carry - although the melee approach can be a bit flaky at times.
Playing smart can result in early kills and lane dominance.
Hits hard in late game, even without an

Draws Teemo.
Guide:
Needs help. Give a ton of feedback and let me know what I can do to make this better!
- Published - Mar.25 2012
- Update(Mar.26 2012) - Added finished boots to cheat sheet. Added new section (in development, but the title is there!)
- Update(Mar.31 2012) - Split several sections up. Reformatted some things. Added link to Revive Show.
- Update(Apr.20 2012) - Included more text under skill section. Reworked cheat sheet.
Incoming Guide Patches:
- "Dueling the world" will define some top lane battles and how to handle enemy champions.
- "How to shot web" may be split into two separate chapters with more analysis into skill combos. [PATCHED]
- "How to shot web" will evaluate skill usage, synergy, and why skills are leveled the way that they are. It will have more stuff in it...
Special Thanks:
JhoiJhoi - the guide for writing guides - Here
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