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Spells:
Ghost
Smite
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Intro

If used properly Fiora is a very strong melee carry able to go all the way down to basically no health and come right back up to full health again to destroy the enemy team.
The key to this is lifesteal and continuous fast attacking with careful use of her ultimate.
People will attack you, and in teamfights they will lower your health thinking they are going to kill you, even chase you as they have full health and you have 10% hp, only to find that you come right back and destroy them because they don't realize that they can't take your health down faster than it goes up. That's Fiora basically.
Pros:
Cons:
-
Amazing in lower ELO
Hard carry
Massive attack speed and damage
Her lifesteal is like a juke basically
Excellent at 1v1 against most champs
Can turn the tide of teamfights
Great at sustainable jungling and counterjungle
Cons:
-
Not as effective in high ELO
Susceptible to CC - be cautious
Doesn't have CC herself - get red buff







*Do not initiate with this ability as it is a waste of its utility* Instead if you are getting focused or low on health, pop it and watch your health lifesteal back up while you deal tons of damage to the enemy team.
In teamfights: Also be careful who you target as you will finally land on whoever you target. You'll want to balance out who you target based on a few factors: escape, surprise, and chase. Your ultimate can help you escape from the radar in teamfights as people become confused as to where you went / where you'll end up, try and target someone who is in a position of tactical advantage (either in your team's vicinity or on the outer edge of combat), and try to surprise the team on your re-appearance. The key here is to confuse the enemy team and drop off the focus of attack & CC.
1v1 / Ganking: This ability doesn't have much range so be careful of that, but it can also be used as a gap closer in 1v1 *only as a last resort*. Also if you're tower diving wait till you get low health and pop this ability to let your health lifesteal/regen back under the tower and pick up the kill. The tower will lose focus of you when the ultimate begins. Don't initiate with this on a towerdive as it is a total waste of the utility.
When NOT to use

-
Don't use when initiating
Don't use when beginning a tower dive (use as your health gets low when towerdiving)
Don't use on a champ that can stealth (they will stealth and stop your ult)
Don't use on LeBlanc when her passive is still up (it will stop your ult)
Don't use on Shaco when he has his ultimate up (it will stop your ult)
Don't use on Vladimir or Fizz when they can pool or playful/trickster out of it.
Don't use on Jax when he can Dodge it.
Don't use on someone who will just activate Zhonya's Hourglass to be invulnerable to it.

-
To chase.
To counterjungle and escape sticky situations.
To solo push lanes and destroy towers with your Burst of Speed and get the hell out of there quickly.
To get into teamfights and ganks from the jungle quickly when you need to.
To keep in constant melee range during fights.

Other Summoner Abilities



















Sixth Item (before swapping Wriggles for Bloodthirster)
The sixth item really is more situational than anything. I choose

Basic Choice:









After the Sixth Item, consider swapping


I won't say much on runes here. They are designed to give you a very fast jungle. I picked up this rune combination and use it for for jungling most of my jungle champs from someone who claims to have worked out the math for the most effective jungle. It seems to work quite well for jungling quickly and sustainably, so that's why I use it.
As for masteries, these are designed to give you lots of attack power (the offensive tree) while giving you the fastest and most survivable jungle. We make sure to put points into masteries that will help in jungling, like additional attack damage to minions, additional armor, damage shield, and lifesteal. Maxing out the offensive tree also gives us additional damage. We also put 4 points into cooldown reduction in the offensive tree because Fiora has some pretty long cooldowns at lower levels.
As for masteries, these are designed to give you lots of attack power (the offensive tree) while giving you the fastest and most survivable jungle. We make sure to put points into masteries that will help in jungling, like additional attack damage to minions, additional armor, damage shield, and lifesteal. Maxing out the offensive tree also gives us additional damage. We also put 4 points into cooldown reduction in the offensive tree because Fiora has some pretty long cooldowns at lower levels.
Pick up a
Vampiric Scepter, and start at Blue Golem. We start with
Riposte for the additional damage and protection in our first fight to make it go quicker and make us lose very little health. After Blue Golem pick up
Burst of Speed for the additional damage in the jungle.
Next progress to wolves, wraiths, and Red Golem. After Red Golem pick up
Lunge.
At this point you will be level 3. Lunge will let you begin to gank. You can either continue to small golems, or gank. Check the lanes and look for opportunity to gank, or continue to jungle.
Fiora is very sustainable in the jungle with just her
Vampiric Scepter, so stay in the jungle until you feel you have enough gold that its worth going back to pick up some items (keep in mind that boots are especially helpful when ganking).
Keep in mind that it is always best to have Red Buff when ganking as Fiora has no innate CC. While
Lunge and
Burst of Speed are excellent at closing gaps and chasing, Red Buff really helps her pick up the kill. If the lanes you are ganking can help you out with CC you don't need Red Buff as much, but if they can't then it is very helpful.
While you have
Ghost up, consider counter-jungling. Take out the big jungle mobs (big wolf, big wraith, big golem, red/blue) and leave the little ones. This will severely annoy the enemy jungler and prevent them from jungling effectively. Because you're Fiora you may very well be more powerful than the enemy jungler and able to catch him by surprise and kill him, but be careful of teammates leaving their lanes to help. Use
Ghost to escape sticky situations in the enemy jungle.
Ganking
When ganking you'll want to make sure you can quickly get in range to
Lunge at the target. Surprise them from behind if you can. Try to focus lanes that have CC for you so that you can just let the lane CC the enemy while you jump on and destroy them. After Lunging use
Burst of Speed to increase your attack speed and movement speed for chasing. Pop
Ghost only if you have to to pick up a kill or get in range quick enough.
At level 6 you can potentially begin towerdiving when ganking (when
Blade Waltz is up). Keep in mind when towerdiving you don't want to initiate the towerdive with
Blade Waltz, you always want to take turret aggro first and use your ultimate for survival: to get the tower off of you and regain some health while picking up the kill. Be careful as the tower will likely re-focus you after your ultimate completes unless it has switched to a teammate.



Next progress to wolves, wraiths, and Red Golem. After Red Golem pick up

At this point you will be level 3. Lunge will let you begin to gank. You can either continue to small golems, or gank. Check the lanes and look for opportunity to gank, or continue to jungle.
Fiora is very sustainable in the jungle with just her

Keep in mind that it is always best to have Red Buff when ganking as Fiora has no innate CC. While


While you have


Ganking
When ganking you'll want to make sure you can quickly get in range to



At level 6 you can potentially begin towerdiving when ganking (when


I'd like this to be an evolving guide. Please feel free to make comments on what you find effective and when, what you find ineffective and when, and what can be improved, as well as special situations that are not accounted for in this guide.
Thank you, and enjoy
Fiora!
Thank you, and enjoy

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