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Fiora Build Guide by chrisorion

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One Step Ahead! - Fiora Top

By chrisorion | Updated on October 28, 2020
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Runes: Standard Runes

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

Resolve
Demolish
Bone Plating
Bonus:

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

Spells:

1 2
Teleport
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #54 in
Top Lane
Win 52%
Get More Stats

Threats & Synergies

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




Why Fiora

Fiora is a great duelist and split pusher, with her gameplay revolving around movement and positioning to hit specific sides of a champion to get the most damage out. Her kit has high mobility and outplay potential, while being very rewarding when played optimally. If you like high skill cap champions that revolve around movement like Yasuo or Irelia, then you should consider adding Fiora to your champion pool.


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 early 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 at its best when you have a lot of extended fights, where you can make use of the bonus ad and healing. Fiora is super great at extended fights, making this an obvious choice to take. It also lets you have access to the full precision tree.
Grasp of the Undying is a more early game type rune, excelling at short trades, poking, and sustain than all-in potential. Grasp of the Undying does well in matchups that you need extra sustain in lane and can reliably poke like Renekton, Akali, and Gangplank.
Fleet Footwork is a more utility rune, as it provides movement speed and sustain that doesn't need to hit a champion. Fleet Footwork works well in matchups that can kite you like Lucian or Vayne, where you can't get into range to poke with Grasp of the Undying without taking a lot of poke.
Press the Attack is the early game rune, synergizing very well with Bladework and it makes your level 1-3 very strong. It is best taken against squishy champions like Teemo or Vladimir, where they don't build armor early and lets you easily solo kill them with one good slide-parry. It gets worse as they have more armor though, so if you're not confident in winning your lane, then Conqueror will always be a better choice.



Precision Tree
Precision is the fighter path, with all of the runes allowing you to stay in the fight longer or improve your fighting power. You will go Precision in almost every game because runes like Presence of Mind and Conqueror are game-changing.

Currently the strongest rune in the second row in the Precision tree due to it solving her problem of having mana problems. The 500 extra maximum mana and the 20% of maximum mana restoration on takedown gives you the extra mana to shove out another wave in the early game, or the extra mana to use another Lunge to escape. This rune is mandatory if you're going to build Manamune.
Very good rune when you dive a lot or you build health items like Sterak's Gage or Spirit Visage. It will restore 12% of your maximum health on a takedown, making it an ideal choice for going deep into the enemy team. It is great while snowballing as the extra gold from takedowns adds up quickly.


Best taken when you're planning to build Blade of the Ruined King or the enemy team has little to no CC. It also gives attack speed from the start so if you're having trouble last-hitting this is a good choice.
This is essential into heavy CC champions like Ashe, Morgana, etc. Not worth taking if there's only one champion with CC on the enemy team.
The best scaling out of the three in the third row of the Precision tree. It's great into winning lane matchups like Kled or Aatrox, and the enemy team has little CC.


The rune that gets better the lower you get. It should be chosen in almost all matchups except against champions with executes like Garen.
Does less damage than Last Stand but only requires the enemy champion to be low, not you. This is ideal in matchups with executes like Garen or Cho'Gath. Coup de Grace is good in winning matchups also, as you'll more likely be ahead.



Sorcery Tree

Sorcery is about scaling and unique tools that no other path has. When you want to scale, or need some more utility, this is the path to choose.

Broken tier when combined with Ignite. The movement speed you get from using summoner spells is very good as movement speed in general is good to have. Take Nimbus Cloak with Ignite against other Nimbus Cloak users like Darius or Tryndamere.
Great into magic damage as it is a mini Hexdrinker. Take if the enemy laner and the jungler do primarily magic damage.
A worse Presence of Mind at the moment, but it gives you the mana faster than Presence of Mind would. Take if you're going Triumph but are worried about mana problmes.


The best option in the Sorcery tree, as cooldown reduction is essential to increase the damage and mobility of Fiora. It also allows you to overcap cooldown reduction, but won't come into play as often.


This rune is the scaling rune, giving you extra damage as long as the game gets longer. Take this if you're planning to go to 30 minutes, otherwise, you should probably choose a different rune.



Resolve Tree

Resolve is all about survivability, and it does that pretty well. This is the path you'll want to go if you want to survive the laning phase, or you want to be tankier.

Really good due to how destroying turret plating gets you ahead fast. It also boosts your tower taking by a good amount.


Against champions with a lot of poke early game or with a DoT effect, Second Wind mitigates a lot of damage from them. Take this against poke like Vayne or against DoT like Mordekaiser or Darius.
If you're facing a combo-oriented champion like Renekton or Riven, this is the rune to take. It will reduce their damage early, allowing you to win trades easier.


Gives you more health and increases your maximum health by a percentage. Take if you're going Grasp of the Undying or building health items like Randuin's Omen or Spirit Visage.
Increases your healing and healing given to you. Take with Spirit Visage or healing supports like Soraka or Sona.
Similar effect to Last Stand but gives you tenacity and slow resistance instead of damage. Go this if the enemy lane has a CC but isn't worth going Legend: Tenacity for like Nasus's Wither or Darius's Crippling Strike.



Inspiration Tree

It doesn't have the scaling of Sorcery or the survivability of Resolve, but it provides a good balance of the two. Inspiration really allows you to snowball and hit item powerspikes sooner.

Allows you skip boots in your build so you can get to your core items faster. If you're going Inspiration secondary path, then this should be taken almost always.


Very strong sustain tool in lane, it allows you to basically have a mini Corrupting Potion alongside your starting item. This is rune you should take against Inspiration users like Irelia or Jax, or if you want a stronger laning phase before you first back.


The five percent cooldown reduction is good at all stages of the game, but the reason you'll want to take this is if you want 45% cooldown reduction. It also makes your Flash and Teleport/ Ignite and item actives shorter, which is always nice to have.
Makes your potions and biscuits have an immendiate effect, and gives movement speed when you use them also. It best taken when you go Corrupting Potion or Biscuit Delivery.

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 Gangplank.

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.



Situational Core

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 against a tank that built Bramble Vest like Malphite or Ornn.

Blade of the Ruined King
Blade of the Ruined King is strong as a first item or after Tiamat, against health stackers like Sion, champions that can kite like Lucian or Vayne, or other BOTRK users like Irelia or Renekton. Its main use is for the slow and the % health on-hit. If you're planning to build BOTRK, then go Legend: Alacrity and attack speed for the rune shards.



Survivability Items

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.



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 magic damage burst instead of physical damage burst. It does give CDR unlike Sterak's Gage but the passive is more situational, only being actived against magic damage. Get if there's an AP assassin threat on the enemy team like Akali or Ekko. You can get a Hexdrinker early if you're losing against a mage like Kennen or Vladimir.

Spirit Visage
Spirit Visage is if you need magic resist but they can't burst you down fast so you can utilise the extra healing that it gives. It has great synergy with healing supports like Soraka and Yuumi. Revitalize is also good to take if you're planning to go Spirit Visage.

Mercurial Scimitar
Mercurial Scimitar is usually only built as a last item if you bought a Quicksilver Sash early on. The passive is 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 skill up Lunge level 1 100% of the time as it allows you to poke vitals easily level 1 and some mobility in case you get brush cheesed or get invaded. Level 2 you should take Riposte as it is very good in early trades especially level 2. If you manage to parry an ability and hit your lane opponent, you should win the trade hard. Level 3 you'll skill up Bladework as it is your only ability you haven't got yet and it is a great trading tool due to it being an auto resetter and the second hit being a crit.

Lunge will be the first ability you max due to it being your main trading tool in the lane while being your mobility spell. The next ability you will max is Bladework. Maxing Bladework allows you split-push better and chase people down easier. Riposte you will max last as it isn't as useful than Lunge or Bladework early and generally you aren't going to get more than 1 Riposte in a fight. Max Grand Challenge whenever you can as it is your best ability for bursting champions down.





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 always be on the opposite side that you spawn on. Then it will follow this pattern of spawning 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. Vitals have a spawning animation of 1.75 seconds before you can hit the vital. Vitals can be proc'ed with actives like Ravenous Hydra and Blade of the Ruined King.





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 good at short trades, but her extended trades are super good due to your passive. 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 where split-pushing is most effective. Split-pushing is where you push on one side of the map in order to create pressure to force the enemy team to send people to deal with you, allowing your team to have an easier time with objectives and fights.

When split-pushing you want to be looking at the map at much as possible, looking at where the enemy team is and more importantly, who's missing. The worse thing as a split-pusher is to get 5-manned while your team doesn't get any objectives. If you see that most of the enemy team is missing, you should back off and wait until you see more people appear on the map. Patience is key while split-pushing, and you should know to play aggressive if the enemy team is on the other side of the map, and play safe when they're on the same side as you. Wards will help in tracking where the enemy team is.

When someone does answer to your split, you can look for flanks while they're stuck clearing the wave, or gain gold advantages by farming the enemy jungler's camps while you're waiting for the next wave. It's important to fight when you have a numbers advantage, and avoid fighting when you're outnumbered.




Fiora does good in the late game due to her fantastic scaling, but this the part of the game where mistakes can cost you a lot. You want to keep splitting but be very careful as you don't want to get picked off, or let your team get outnumbered at an important objective.

Teamfighting as Fiora mostly revolves around bursting an important carry on the enemy team, or peeling for your carries with Riposte, and then using your ult to burst and get the healing zone for your teammates. You should only try to teamfight if you can't end while splitting, or there's an important objective coming up, and you need to be there.

The most important thing late game is to not get picked off, as if you do the enemy team will have an easier time to get objectives or even end the game. As long as you're applying pressure without dying and keeping vision up, you are doing your job as a split-pusher.



That's the end of my Fiora guide! Any feedback is welcome. If you liked this Fiora guide, please consider liking. I do stream if you want to see some Fiora gameplay. My Twitch


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