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Fiora Build Guide by chrisorion

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One Step Ahead! - Fiora Top

By chrisorion | Updated on June 1, 2020
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Runes: Against Bruisers

1 2 3 4 5
Precision
Conqueror
Presence of Mind
Legend: Bloodline
Last Stand

Resolve
Demolish
Bone Plating
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Split pushing
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #54 in
Top Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies


Hi, I'm chrisorion, a season 9 gold player that started playing in season 8. I play top and have a good understanding of Fiora with over 250k mastery points on her. I made this guide to share the knowledge I gained from playing this champion.

Fiora is a bruiser, with great split-pushing and amazing dueling. Fiora is a hard champion to master as you need to hit specific parts of a champion to maximize damage potential. She's also squishy so mistakes cost you more than if you were playing more tankier champions. You also have one of the highest skill-cap abilities in the game in the form of Riposte. Fiora when played well will do tons of damage and healing in 1v1s. If you like high mobility champions with good dueling and split-pushing, then you should try Fiora out.


Pros

+ Strong duelist
+ Great split-pushing
+ High mobility
+ Excellent scaling
+ Tank shredder
+ Lots of outplay potential
Fiora's passive, Duelist's Dance is the reason for her great dueling and scaling potential. Duelist's Dance spawns weak points called vitals on champions. When the vital is hit, it heals you and does % health true damage to the opponent. The damage and healing scales well with AD so the more AD you have, the better your dueling and tank shredding is. Fiora can clear waves fast with Ravenous Hydra and how Lunge and Bladework apply on-hit effects. Fiora can take turrets fast with Lunge and Bladework also. With Lunge having a low cooldown, you are very mobile and can kite out slower champions like Garen or Darius.

Cons

- Mediocre teamfighting
- Weak when behind
- Bad against poke early
- Mana problems mid-game
- Hard champion to master
- Can be bursted down
Fiora doesn't have any AoE abilities or any reliable hard CC, while also not being very tanky to frontline. This limits you to either, diving the backline after the frontline engages, being the cleanup of a fight, or peeling for your carry by parrying any damage and ulting whoever comes close. This also makes it hard to be useful when behind, due to Fiora building mostly damage and little to no tank items. Fiora doesn't have any natural sustain early outside of hitting vitals, so poking her down is effective.
Conqueror is the best and standard keystone for Fiora as it provides her with more healing and ad, attributes that synergize well with Duelist's Dance. After the rework in the preseason, it became way more optimal for Fiora as she didn't need the true damage and wanted more ad and healing.
Grasp of the Undying is a keystone that focuses more on the early game trades than late game scaling. When you proc Grasp of the Undying it does 4% of your max health to the champion you hit, healing for 2% of your max health, and permanently increases hp by 5. Combine that with a Duelist's Dance vital proc and it will chunk and heal by a decent amount. It doesn't scale as good as Conqueror does, but will get you past the laning phase against hard matchups like Renekton.
Press the Attack is good against squishy champions in the early game to be able to early kill and snowball the lane. It falls off but Fiora doesn't necessarily need more damage as you have good scaling. You can proc this easily with an auto attack then Bladework and then with Tiamat.
Fleet Footwork is good into matchups where you get poked constantly and you can't all-in them reliably like Lucian and Vayne. This allows you to sustain on minions and gives movement speed so that you can stick on them better if you get the opportunity to all-in.
Precision Tree
The precision tree offers Fiora with stats that benefit her greatly. Triumph is great for the health restoration and bonus gold on takedown. It allows you to be able to outplay your opponents when outnumbered in fights or survive something because you got the health right before you took the damage. Presence of Mind is a better Manaflow Band as it grants 500 maximum mana and mana on takedown. It's also good for the Manamune build. Legend: Alacrity for better attack speed early and for a slightly faster waveclear mid-late. Legend: Tenacity against heavy cc comps like against an Ashe, Morgana, Malzahar team. Legend: Bloodline for more life steal and scales well into late game. Coup de Grace for the extra damage against low health opponents and for its consistent damage for all stages of the game. This is usually better if you're ahead. Last Stand does better in situations where you'll be at low health often like against Darius or Sett. This rune is better if you're even/behind as you'll be at lower health more often.
Sorcery Tree

The sorcery tree provides more utility in that the viable runes either boost her good qualities or grants another tool that she can use. Gathering Storm will make Duelist's Dance damage better and overall, makes you scale harder than you could ever before. Transcendence gives more cdr in the early-mid game and gives ad if you go over 40% cdr. Manaflow Band is good if you're spamming abilities on the wave or the turret and need the mana regen. Nullifying Orb is good against AP matchups and will help in surviving early duels and magic damage that you wouldn't have survived without this rune. Nimbus Cloak is good only if you go Ignite, but if you do it grants a lot of movement speed to stick to your opponents easier.
Resolve Tree
The resolve tree consists of early game runes that are good for the laning phase and for being more tanky. Demolish allows you to snowball your lane by allowing you to take turret plating fast. Bone Plating is good against trade heavy champions like Renekton or Darius. Second Wind is for reducing poke from champions like Gangplank and Teemo. Overgrowth is great if you're building a lot of health items like Sterak's Gage or Spirit Visage. Revitalize is better in situations where you have a lot of healing like building Spirit Visage or you have a Soraka.
Inspiration Tree
The inspiration tree is mainly about having extra tools and gold that can allow you to snowball your lane. Magical Footwear is 300 free gold and the extra movement speed is a nice touch. Biscuit Delivery is a strong laning phase item and when combined with Time Warp Tonic gives a quick burst of health and mana in close fights. It also increases your maximum mana by 50 with every biscuit you use or sell. Cosmic Insight gives you less CDR then Transcendence, but gives you the CDR at the beggining of the game and it works on summoner spells. Time Warp Tonic is if you're going Corrupting Potion or Biscuit Delivery and it allows you to use the consumable and get the effects quicker.

SUMMONER SPELLS
-
FLASH: Flash is the go-to summoner spell for any champion, as it's the best defensive and offensive summoner spell to have. You can't go wrong with taking flash as it is so versatile.
TELEPORT: The usual summoner spell for most top laners, this allows you to have more map pressure at the cost of not having a summoner spell that you can use in a fight like Ignite or Exhaust. Teleport allows you to teleport to fights that can allow you to swing the fight in your favor.
IGNITE: Ignite is the alternative to Teleport that allows more kill pressure and snowballing in lane, but with the tradeoff of less map pressure. It became better when Teleport has a longer cooldown, but wouldn't recommend as the map pressure of Teleport is more useful in the long run then Ignite's kill pressure.

Starting Items

Doran's Blade
Doran's Blade is great for being aggressive as it gives you essential stats for the laning phase. You should start this if you're laning against a melee champion, or you're confident in your ability to win lane. A strategy if you didn't back with enough gold for Tiamat is to buy another Doran's Blade so that you'll have more stats to trade in lane.

Corrupting Potion
Corrupting Potion is for matchups where you get poked but can still trade with them. Corrupting Potion is stronger during trades where you can make use of the burn damage that it gives, but also allows you to sustain. Take this in ranged matchups that you can kill in lane like Teemo or Vladimir.

Doran's Shield
Doran's Shield is when you want to ignore the laning phase and farm up for the mid game. It better then Corrupting Potion in matchups where you receive constant poke like against Quinn or Lucian where you need the extra sustain or you'll get poked out of lane.



Core Items

Ravenous Hydra
Ravenous Hydra is core for Fiora as it gives a big chunk of ad and life steal. It builds off of Tiamat and gives you the waveclear that you need. A good strategy is to take trades with your opponent, then life steal back up on the next wave. It makes it so that they have to also have sustain or they will slowly lose health as they have lower sustain then you.

Trinity Force
Trinity Force is a core item for Fiora because it gives stats that benefit her in all aspects. But the unique passives are what makes this core. Sheen's passive boosts her split-pushing and damage by a good amount, while Phage's passive makes Fiora more mobile and better at sticking on people. The stats that make it good for Fiora is the CDR, the attack speed, and the damage.



Damage Items

Manamune
Manamune is alternative build path that gives more ad and mana in exchange for delaying your core items of Ravenous Hydra and Trinity Force. It is best built if you're ahead or you're in a matchup where it's hard to kill them in lane like Malphite.

Death's Dance
Death's Dance is currently a very good item on Fiora, as it gives ad, cdr, armor and magic resist. It is expensive but the strengths of healing and some burst reduction makes it a very good 3rd item to build.

Sterak's Gage
Sterak's Gage is great for the health and the damage that it gives. The most important part of Sterak's Gage is the shield. The shield makes it easier to survive large amounts of burst. Get if there's a lot of assassins like Zed or Talon.

Bloodthirster
Bloodthirster is essentially an old Death's Dance in that it gives more ad and no cdr. When you life steal over your maximum hp, you'll get a shield that stays on you for 25 seconds. This makes Bloodthirster good against poke, as you can life steal off of minions and you'll have a shield to tank some damage with.



Armor Items

Guardian Angel
Guardian Angel is good for situations where you are fed carry on your team and you don't want die to give up your bounty. It's also good when there's going to be a big teamfight where having a second life is great.

Randuin's Omen
Randuin's Omen is a good buy against 2 or more crit champions like Yasuo or Tryndamere. The active is good for the AoE slow and helps to stick on people.



Magic Resist Items

Maw of Malmortius
Maw of Malmortius is basically a Sterak's Gage that's good against AP burst instead of AD burst. It does give CDR unlike Sterak's Gage but the passive is more situational, only being actived against AP damage. Get if there's an AP assassin threat on the enemy team like Akali or Ekko.

Spirit Visage
Spirit Visage is if you want more healing and cdr and the enemy team doesn't have a lot of burst damage so you can make use of the healing in an extended fight. It has great synergy with healing supports like Yuumi and Soraka.

Mercurial Scimitar
Mercurial Scimitar is usually only built as a last item if you bought a Quicksilver Sash early on. The passive is super good against hard CC that if you got hit by you'll die like Morgana's Dark Binding or Malzahar's Nether Grasp

ABILITY
SEQUENCE
1

Q
2

W
3

E
4

Q
5

Q
6

R
7

Q
8

E
9

Q
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W
#1.
Grand Challenge

6 / 11 / 16

#2.
Lunge

1 / 4 / 5 / 7 / 9

#3.
Bladework

3 / 8 / 10 / 12 / 13

#4.
Riposte

2 / 14 / 15 / 17 / 18
> > >


You will level Lunge first as it allows you start trading and At level 3 you will level up Bladework because that's the ability you haven't leveled up yet, you max this second because the lower cooldown helps in split pushing. Keep maxing Lunge until level 6 when you level up Grand Challenge, this you will max whenever you can like most ultimates because it does more than your basic abilities.





Duelist's Dance





Fiora identifies the weak spots - or vitals - in the defenses of all enemy champions she comes close to. If she manages to attack her enemy's weak spot, Fiora deals 2.5% (+4.5% per 100 bonus attack damage) of the target's maximum Health as bonus true damage for that attack while gaining 40-115 (at levels 1-18) Health and 20 (+10 × Grand Challenge's rank)% movement speed which decays over 1.75 seconds. Fiora reveals a new weak spot whenever she attacks one, or if 15 seconds pass without it being attacked.

This passive is the main damage source of Fiora's kit so the whole kit revolves around this. This passive shows a weak spot or a vital on one of four sides of a champion. The vital can spawn on the north, east, south, or west side of a champion. Hitting a vital gives does percent health true damage and heals you, then another vital will spawn. Your goal with Fiora is to hit as many vitals as possible in a fight to get a favorable trade or kill the opponent.

Tips and Tricks
You can Flash after you auto attack to position yourself for a vital. Vitals spawn in a pattern. The first vital will spawn either left , or down , then the next vital will spawn either right , or up . It will keep alternating in that pattern. Vitals only spawn if an enemy champion has vision of you in a certain range, so if a vital spawns while you're in a bush, then they have vision in the bush or on you. You can use this to your advantage to manipulate where the vital spawns by going out of vision and going back in. If you spawn on red side of the map you can get vision of a enemy champion then back out of vision to make the first vital in lane facing you. Vitals have a spawning animation of 1.75 seconds before you can hit the vital.





Lunge





Fiora lunges in a target direction before striking a nearby enemy, dealing 70 / 80 / 90 / 100 / 110 (+0.95 / 1.0 / 1.05 / 1.1 / 1.15 per bonus attack damage) physical damage and applying on-hit effects. Lunge prioritizes enemy champions, and tries to hit enemy weak spots.

This is your main way to hit vitals in fights. This is a dash so it can be stopped by abilities like Poppy's Steadfast Presence. In lane you will use this for poking at vitals to low their health for an all-in. The cooldown is high if you don't hit an enemy so try to hit a minion closest to your turret if you see their jungler coming for a gank.

Tips & Tricks

Don't use Lunge randomly to poke in lane. Use it when there's a better chance of them not trading back like when they go for a minion. Lunge will apply on-hit effects, so if you're fighting and you & your opponent are low, using Lunge can catch them by surprise and you could turn the fight towards your favor. Lunge's range is better than your auto attack range. You can do a max range Lunge by using it to go a small distance. This is useful if you want to hit a vital to poke so there's more distance between you and the enemy champion. Lunge targeting has priority and will always hit in this order if it's possible.
  1. Vitals of enemy champions that you ult
  2. Vitals of champions
  3. Enemy champions that you ult
  4. Champions who would die to Lunge
  5. The nearest champion
  6. Enemies that would die to Lunge
  7. Turrets
  8. Wards
  9. The closest enemy


Riposte





Fiora enters a defensive stance, parrying all damage, debuffs, and hard crowd control abilities for the next 0.75 seconds.

After she's done parrying, Fiora attacks in a target direction, dealing 110 / 150 / 190 / 230 / 270 (+100% of ability power) magic damage to all enemies in a line while slowing the movement and attack speed of the first enemy champion she strikes by 50% for 2 seconds. If Fiora parries at least one immobilizing effect, Riposte stuns the target instead.

This is your main way to mitigate damage and outplay people. It has a high cooldown so using it in lane and missing is the opponent's time to start a trade. It is one of the strongest abilities in lane as 110 base magic damage is enough to win most trades if you parry an ability with it. Make sure to use your best judgement with this ability. Don't Riposte as a panic option when you get surprised. This is a hard ability to master so don't be discouraged if you don't parry abilities perfectly 100% of the time.

Tips and Tricks
There is a mechanic called slideparry with Fiora. To do it, use Lunge and buffer Riposte in the direction you want to hit. This is useful against certain cc abilities that stays on the ground like Veigar's Event Horizon or Jinx's Flame Chompers!. With Riposte, you don't need to parry the cc every time in fights, it's better to parry the damage and take the cc, then it is to take the damage but cc them. Fiora is a squishy champion so you won't be living long in fights if you're focused unless you keep hitting vitals to heal. LIke with most spell blocking abilities, only use Riposte if you're sure you are going to get hit. Parry based on consistency and reliability. It's harder to parry Renekton's Ruthless Predator than it is to parry Cull the Meek.







Bladework





Fiora gains 50 / 60 / 70 / 80 / 90% bonus attack speed and 25 bonus range on her next two basic attacks. The first cannot crit but slows her target by 30% for 1 second, while the second is guaranteed to crit, dealing 160 / 170 / 180 / 190 / 200% damage.

This ability is your main way to take turrets and is a way to push in the wave while being mana heavy. It's an auto attack reset so it works well with Grand Challenge so you can reset your autos and slows your opponent to hit the vitals faster. It's gives 25 more range on your autos so it can help to kill the opponent if your auto attack range was not able to reach.
Tips & Tricks
The ability will always crit on the second hit so keep that in mind in close fights. Don't spam it because it has a low cooldown with a high mana cost. This allows you to do Fiora's burst combo which can look something like this:

- - - -




Grand Challenge





Passive: Duelist's Dance's bonus movement speed is increased to 20 / 25 / 30%.

Active: Fiora targets an enemy champion, highlighting all four of their Vitals and granting Duelist's Dance's movement speed bonus for the next 8 seconds. If she's able to destroy all four weak spots, or if she destroys at least one before her target dies, Fiora creates a large zone under her enemy that heals Fiora and her allied champions for 80 / 110 / 140 (+0.6 per bonus attack damage) Health per second over the next 2 seconds, plus 1 second for every Vital Fiora strikes beyond the first.

This ability is amazing for turning fights around. It's not an ultimate that does damage, it allows you to do a lot of damage. When in duels hitting all four vitals is essential for winning fights. When you either hit all four vitals, or you hit one vital and they die, it will grant a healing zone that you and your teammates can use.

Tips & Tricks
In teamfights you can ult the frontline tank or diver and proc the ultimate to have the healing zone for your team. If you're flanking or teleporting, ult the backline to kill as fast as possible. Below is a video on how to proc ult fast.





Fiora's main goal in the laning phase is to farm well and poke out the enemy vital's before looking for an all-in. Fiora's level 1 isn't the best but your all-in is great due to vitals. Hitting as many vitals ensures a better chance at winning trades. It is your only sustain before you get items like Ravenous Hydra.

A huge part of top lane is learning the enemy's powerspikes and the major ones are right at the beginning. The main powerspikes in the laning phase with most champions are level 2, level 3, and level 6. Play aggressive if you'll reach a level powerspike first, and play defensive if the enemy laner will reach a level powerspike first.

General things that you look out for in lane before going for any poke or trade is to see what abilities they have to counter your poke or force a trade like Counter Strike, Disdain, or Facebreaker. You'll want to bait these abilities out so they can't use them when you go for the trade or poke, forcing them to take damage. If they use an ability on the minion wave like Cull the Meek or Decimate, look for a trade as they will be down an ability to fight you.

An effective way to poke the enemy laner is to use Lunge on a vital as they're going for a minion. They will have to give up the minion or take the damage. Remember that minions do a lot of damage at early levels, so you should drop minion aggro by walking into the bush or walking away from the minions to avoid taking unnecessary damage.

In ranged matchups that are hard like Vayne or Gangplank, it is vital to minimize the amount of poke you take from them. You can give up a few minions so that you don't take damage. In these matchups, you want to freeze the wave by your tower so that you can farm safely, and stay healthy so they can't snowball.


Wave Management

There are 3 main wave management techniques, slow pushing, fast pushing, and freezing. It is essential to learn how to manage the wave as it will help you in other aspects like avoiding ganks, winning fights, and gaining gold/experience advantages.

Slow pushing

Slow pushing is when you want a big minion wave. You can achieve a slow push by killing the caster minions and last-hitting the melee minions. This will lead to a big minion wave that the enemy laner can't trade in as they will take a lot of minion damage. Slow pushes are also good for pressuring towers as they will lose a lot of gold and experience and tower health if they don't clear the wave.

Fast pushing

Fast pushing is when you shove the wave as hard as you can so you can reset or quickly pressure a tower. If they're not in lane you can punish by fast pushing so they lose a wave of minions to the tower. Your minion wave will bounce back from their tower to pushing towards you.

Freezing

Freezing the wave is when the amount of minions is greater then yours but the wave is outside the tower range. The amount of minions that the enemy laner should have is 2-3. You want to freeze the wave if you want to play safe because the enemy laner has to walk more towards your side of the map to farm. You also have an easier time to all-in as they have to walk longer to get to their tower then you do. If you're stronger then your laner then freezing can be an effective strategy as they will have to overextend to get the minions and it leaves them open for ganks.





This is where Fiora shines the best and when she can start split-pushing. Split-pushing you should be doing 95% of games you play. You split-push to create pressure on one side of the map, and to get more cs/gold. To split-push, either shove or slow-push a minion wave on one side of map, preferably the opposite side of an objective. Using Warding Totems and Control Wards to get vision in the enemy's jungle so you can see enemy champions before they come. You should be able to duel anyone on the map because of items like Death's Dance and Trinity Force. Farming the enemy jungle camps to deny xp and gold to the enemy team is also another way to get a lead. You can also try to get rift herald and use it mid to open up the map for your team. Don't ignore potential flanks on the enemy team if it's available while split-pushing. If someone comes and clears the wave you split-pushed, you can go ward and flank to get a numbers advantage while they are stuck clearing the wave.




Fiora does good late game but split-pushing is more risk but also more reward as death timers are super long and games usually decided on who gets baron nashor , or elder dragon . You want to be split-pushing because you should still out-duel anyone but keep in mind it's late game and if your team gets engaged on and dies 4v5, you'll be in big trouble unless you were backdooring as the teamfight happened. Fiora doesn't build a lot of tanky items so frontlining for your team is not recommended. If you're in a teamfight, you should look to flank like in the mid-game, ulting a backline carry to burst them down, or peel for your carries with Riposte or by ulting whoever comes close to them.



That's the end of my Fiora guide! Any feedback is welcome. If you liked this Fiora guide, please consider liking this guide. I will try to keep it updated frequently.




Big thanks to Jovy for making the banners for this guide!