Fiora Build Guide by TheIvyX
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The Fiora Build
+11 Attack Damage or +18 Ability Power, Adaptive
Mid Game Items
Threats to Fiora with this build
|Kassadin||Kassadin before level 6 can be easily killed as he has no reliable escapes and his Q only blocks magic damage. After level 6 he's harder to chase and kill with his ultimate, but you should still be able to 1v1 him. Building a Hexdrinker here is very beneficial. You counter him throughout the whole game which is why I placed him at level 2 in difficulty.|
|Kayle||Kayle has the advantage at level 1 if she started with her E as she can kite you and out-trade you. After that you'll be able to duel her quite easily unless she plays very passively. Fiora's Vitals can still be hit through Kayle's ultimate, although it won't damage her. The AoE circle, however, can still appear if you hit all four Vitals. This makes it very easy to kill her even if she ults herself. Depending on the Kayle's build, you should parry her Q if she's going full AP or just parry her when you are dueling if she's going attack speed.|
|Talon||Talon's immobility early on makes his an easy target for Fiora. If he uses E and gets behind you, he is at a major disadvantage since he has no escape. His W has a short range so punish him if he tries to get close to you to W you or if he gets close at all. Figure out which ability he (usually his Q or W) and focus Riposte on that. If he ults, I would not recommend trying to Q where you think he might be as missing him will leave your Q on a much longer cooldown. Getting a red trinket will show his general location and make much more likely that you will hit him with Lunge. A Vision Ward can be bought to negate his invisibility completely.|
Author's Note: I've only updated the build's runes at the top but haven't gone in detail to explain why below. You can use this guide as a quick reference instead.
Click on the titles to go to that section -->
|From September 2014, the only screenshot I took of my LoLSkill stats back then. 238th Fiora in NA (during my second season :D)|
As of June 9, 2016
Fiora is an AD-based melee bruiser champion like Irelia and Riven . Fiora has the potential to outplay the enemy and hard carry...if played carefully.
In terms of difficulty, Fiora is definitely hard to master or even get good at. There is definitely a large gap between a beginner Fiora player to a veteran player. When starting out on her, it takes a while to get used to knowing when to use her abilities and misusing them will punish you hard as all of Fiora's abilities are relatively long early on. It's common for most people to not do well during their first few Fiora games. Don't worry about getting negative results early on; keep practicing.
Here's a quick list of all the advantages and disadvantages when playing Fiora:
The best summoners to take for Fiora are Teleport and Flash.
Teleport lets you gank bot lane if they need help. It lets you go back to your lane quickly and not miss out on experience from minions. Teleport also is great later in the game for objective controlling. For example, you can split push on one side while your team tries to take another objective like another tower or Baron.
Learning how to use Teleport effectively is a whole separate topic (unfortunately I will not cover it in this guide). It is very important that you have knowledge on how to use this spell correctly, otherwise you won't succeed as often.
Flash is the universal spell for all champions. It lets you instantly engage on someone, dodge a spell, or use to escape. Flash also has a bigger range than Fiora's Q and mechanically works in a different way so that you can travel over walls that are much thicker than the ones that Fiora can go over.
Ignite/Flash or Exhaust/Flash gives you an easier chance to snowball early on and are most useful against another duelist-style champion such as Riven. These spells are not recommended in Ranked play since you'll be missing out on all of the benefits from having Teleport, especially after laning phase. Ignite/Exhaust may be better to take on other maps or game modes such as Twisted Treeline or in a normal game.
As of Patch 6.10, Ghost's cooldown and movement speed were both buffed. You can definitely use this for Fiora as it lets you stick to your target and make it easier to proc Vitals. In the jungle, you can dash over walls with Fiora's Q instead of having to Flash.
The downside to taking Ghost over Flash is that you are not able to instantly initiate a fight or dodge an ability instantly. Flash is the safer option to pick in most games but you can try out Ghost in a Normal game and see how it works in your preferences. Ghost is best to take against immobile champions like Maokai and Akali as you'll be able to catch up to them, even if they burn Flash.
x9 Greater Marks of Attack Damage
|AD marks give you bonus AD which scale with Fiora's abilities and her auto attacks. Some people have mentioned taking armor penetration marks instead, but you won't do as much damage early on since you won't have as much AD for your abilities and your auto attacks. They are, however, better later in the game when you get items that give you AD but the early game damage from the AD marks are generally better overall.|
|6 flat CDR glyphs and 3 scaling give you a total of 10% CDR at level 18. The early CDR from the flat CDR glyphs helps with the long cooldowns on Fiora's abilities, especially on her W. You don't want to bring more or less CDR glyphs because all of the items that provide CDR and are beneficial for Fiora (like Black Cleaver and Youmuu's Ghostblade) have either 10% or 20%. There are NO items that gives 5% or 15%. This means that you can perfectly add up to 40% towards the end of a game.||
x6 Greater Glyphs of Cooldown Reduction
x3 Greater Glyphs of Scaling Cooldown Reduction
x9 Greater Seals of Armor
|Armor seals provide defense from champions, minions, and jungle monsters. The damage reduction adds up at the end of each game which makes them a very good rune to take on many other rune pages.|
|Attack speed quintessences are better than flat AD quints, in my opinion. It lets you auto attack a lot more especially when it comes to mid game, letting you stack the Fervor of Battle mastery quicker than you would with AD quints. It may also help with CSing early on. If you do not prefer AS quintessences, you can replace them with AD quintessences and give more bonus AD to your abilities (although the quintessences give less AD altogether than the marks do). You can compare playing with the quintessences and feel for which one is better suited for you.||
x3 Greater Quintessences of Attack Speed
Replacing the CDR glyphs with flat armor glyphs is great against heavy AD harassers like Pantheon. The extra armor helps protect against damage early on to stay in lane longer so you can have a smoother transition into the mid game.
The same mentality applies to the MR glyphs and seals. Someone like Zilean have long-ranged AP harassing abilities and can stay relatively safe away from Fiora. Picking up the extra MR prevents a large portion of this damage in lane.
These are situational because you need to also take in who the enemy mid laner and jungler are. If they have similar damage types to the enemy top laner (who should be someone that you have a hard time against) such as all AD or AP, grabbing these rune setups can make it more worthwhile.
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Whenever you're near your opponents, a small arc (called a Vital) will randomly appear on one of their sides (4 possible sides with there being up, down, left, or right).
This is what a Vital will look like when it appears on a person:
Hitting the arc will deal bonus true damage (based off the enemy's max HP), grant you bonus movement speed, and heal you. Hitting a Vital will spawn a new one. Vitals last for 15 seconds and take 1.5 seconds to identify a new one. This means that after a Vital disappears another one will appear but you are not able to proc it until after 1.5 seconds. Vitals can be activated with auto attacks, Fiora's Lunge, and Fiora's Riposte.
Quick Tip: Vitals will appear on the top or right side of the enemy or the bottom or left side. If you don't like the positioning of the Vital on the enemy, you can walk away far enough so that it disappears and then come back for the Vital to appear in a different location.
For example, let's stay a Vital is on the right side of the enemy which is facing away from you. In order to change its direction before 15 seconds, walk away far enough so that you see it disappear, and then walk up to the enemy so that another Vital appears on either the left or the bottom of the enemy.
You can't simply go inside a bush and have the enemy lose vision of you in order to switch the positions of a Vital. If you there's already a Vital on someone, the only way for it to disappear is to be far away from them.
Quick Tip #2: Vitals will not appear on the enemy if they do not have vision on you. You can use this to your advantage when hiding in bushes because you will know if it is warded or not by checking if a nearby enemy has a Vital.
Quick Tip #3: If you activate your ultimate on LeBlanc or Shaco before they ult, the clone will not have the four Vitals around them. Use this to your advantage to spot out the real version.
Quick Tip #4: The first Vital that spawns on the enemy is not random. It will be on the left or bottom of their character, giving Fiora a slightly better advantage if you start on the blue side (this is based on the comment of /u/Solinvictusbc on the FioraMains subreddit).
Here's an example of Duelist's Dance in action
Activating this will dash you towards the mouse's direction, hitting a nearby enemy. Lunge also applies on-hit effects and can proc Duelist's Dance.
Q is prioritized first to Vitals, then enemies that would die by Lunge, followed by the nearest enemy, prioritizing champions (there is a current "bug" that sometimes targets champions without a Vital first before a minion that is low enough to die from the Q).
Hitting an enemy with Lunge will reduce the cooldown by 60%. The base cooldown is 16 seconds at Level 1, so use the Q wisely if you miss a target.
Quick Tip: You can use Lunge to dash over walls in the jungle. You can only dash over a short distance so don't expect to be able to jump over every wall.
Quick Tip #2: Lunge is able to hit invisible targets.
Here's an example of Lunge in use
Activating this will make you invulnerable to all hostile CC effects (such as slow, taunt, stun, etc.) and non-turret damage for the next 0.75 seconds. After the duration, Fiora deals damage to all enemies in a line.
The first enemy champion hit by Riposte has their movement and attack speed slowed by 50% for the next 1.5 seconds. If Fiora blocked at least one immobilizing effect (snare, stun, suspension, etc.), Riposte will stun the target instead.
Quick Tip: Don't use W to block just auto attacks, since there are usually better ways to block damage (unless it is to lower attack speed such as in most duels). Remember, the ability blocks damage for only 0.75 seconds, which is usually just one auto attack.
Quick Tip #2: You can use Riposte while in the animation of Lunge to perform a Q+W combo. There is a visual bug with this combo as Riposte's damage and debuffs will only apply in the area that the ability was activated in.
You can use this combo if you know you're getting CCed while you're using Lunge. This avoid the CC and damage and also stun someone depending on where you used Riposte.
Quick Tip #3: Riposte can block the knock up from Baron and any of the dragons. You can use this to your advantage if you're fighting for one of those objectives (although it's a bit tricky).
Here's an example of Riposte in use
Activating this will give you 50% bonus attack speed for the next two auto attacks. The first auto attack is guaranteed to slow the enemy for 1 second, while the second auto attack is guaranteed to critically strike for bonus critical damage (the critical damage increases as you level up the ability). Bladework's slow and critical damage do not apply with Lunge's on-hit effects.
Quick Tip: Bladework also resets Fiora's auto attacks. Try to use it after you've auto attacked once so you get some more damage in your combos.
Quick Tip #2: Bladework gains 25 bonus attack range for its duration. This information can be useful in a clutch scenario.
Quick Tip #3: Bladework's critical damage does not work on structures, although you can still reset your auto attacks.
Here's an example of Bladework in use
Passively, the ultimate will give bonus movement speed to Duelist's Dance. Activating the ability will highlight all 4 Vitals on an enemy for the next 8 seconds. Duelist's Dance does not identify new Vitals on the target while this is in effect.
This is what activating Grand Challenge will look like on someone
If you hit at least one Vital before the target dies, a large circle is created where all allies are healed for the next 2 seconds, with 1 second being extended for each extra Vital that you hit (for a maximum of 5 seconds). If you hit all 4 Vitals even without the target dying, the circle is still created (for 5 seconds). The circle does not appear if you did not hit any of the Vitals.
Quick Tip: When the ultimate is activated on someone, the area of the ultimate (the blue circle) gives Fiora movement speed.
Here's an example of Grand Challenge in use
The majority of the time, you will start Q at level 1. There isn't much to do with Fiora's E at level 1 and W is leveled up situationally (for example, if your team is invading and you want to catch someone out by stunning them with the enemy's CC).
Max Q first in any situation even if you're behind. Fiora's Lunge lets you dash in to chase the enemy or dash away to avoid skillshots or juke an enemy jungler that ganks your lane. Lowering the cooldown of Q allows you to constantly keep your enemy on their toes. Its lowest base cooldown is 8 seconds which can be reduced to 4.8 seconds if you hit an enemy with it.
Maxing W first doesn't make much sense because the lowest base cooldown it can have is 16 seconds which means all of your abilities (Q, W, E) will be on a long cooldown and you won't be able to duel very well. Even the 60% cooldown passive from hitting your enemy with your Lunge will knock it down to 9.6 seconds at level 1. 9.6 seconds is very long especially during the time you've put your final point into W (assuming you've maxed it first) which is at level 9.
Maxing E first lowers its cooldown to 5 seconds and increases the critical strike to 200%, but then you wouldn't have your Q up as much to chase the enemy. It also doesn't do as much damage as Lunge if you had maxed it first.
At 40% CDR, level 1 W has a 14.4 second CD. Level 5 W has 9.6 seconds. 5 seconds is a lot, especially for an ability like Riposte where you can block damage and slow the enemy's movement/attack speed.
Bladework also doesn't scale in slow (which if it did I would likely prioritize this over W) so it'll always stay at 30% slow, but has a lower CD and increases critical damage. At that point though, you'd already have enough damage coming from your Q and Vitals from your ultimate and your E would do some more damage, but not significantly enough than having Riposte up more.
When you get out of laning phase, which is generally when you are over level 8 (when you start maxing W or E), you'll start to 1v1 more and/or team fight more. In either situation, you'll be outplaying the opponent more as Fiora which I why I would take Riposte over Bladework. Especially against someone like Riven, which is my most played against matchup and my most favorite matchup (even before Fiora's rework). Riven vs. Fiora is mostly skill-based and the person who can outplay the other better will win, which is why having Riposte up more will help you win in that matchup.
If your Riposte is on cooldown and you decide to duel someone you'll likely lose the 1v1. It's a big part of her kit as it allows you to block damage and lower the enemy's attack and movement speed and even stun someone if you can time your Ripostes correctly.
Tiamat's main feature is the extra AoE it provides every auto attack. Buying the item allows you to push your wave so you can roam to other lanes. It also builds into Fiora's main item, Ravenous Hydra. Don't rush this item if you do not want to lose the ability to freeze your wave as it becomes difficult or even impossible to freeze with AoE for every attack.
A Vampiric Scepter can be purchased instead of a Tiamat if you are not wanting to force push your wave but you still want to rush a Ravenous Hydra. The Vampiric Scepter gives you some life steal to sustain yourself to make it easier to freeze minion waves.
Hexdrinker is highly recommended against most AP-based opponents as it provides some base MR and a great shield that can save you when fighting. The best situation to purchase a Hexdrinker is against multiple AP laners in the top lane, middle lane, and jungle. Champions like Ryze or Vladimir who you are likely to fight in lane a lot are examples of when Hexdrinker is beneficial.
If you're not looking to force push your wave but you also don't want to rush Ravenous Hydra, you can opt to go for Black Cleaver instead. Caulfield's Warhammer and Phage are both built into Black Cleaver and all of its stats (Black Cleaver) improve your 1v1s. Phage is better to buy for a 1v1 because it provides more HP and a passive to move around your opponent better. Grab a Caulfield's Warhammer if you have enough gold to purchase it but not enough for a Phage.
If you haven't gotten a Doran's Blade yet and are in a matchup where you're both very close when 1v1ing, buying a Doran's Blade will give you the stats to win the duel.
Getting a Control Ward when you have a little bit of extra gold is nice in order to spot out the jungler. Don't place it if you're being pushed back to your tower as your enemy laner can freely kill it while you're killing minions.
In Patch 6.6, Titanic Hydra was nerfed from 50 AD to 35 AD. Ravenous Hydra provides 40 more base AD (a B.F. Sword's worth) than the Titanic Hydra and gives a lot of life steal that helps you throughout a game. Titanic Hydra makes you a bit tankier but you lose out on a lot of damage and sustain. Titanic Hydra is better for those who stack more HP such as Dr. Mundo.
With this in mind, Ravenous Hydra is better for Fiora.
Titanic Hydra should be built if you are behind and haven't bought a Ravenous Hydra yet. It should be sold and switched to a Ravenous Hydra when you have enough extra gold to compensate the losses.
All of Black Cleaver's stats benefit to any 1v1. It gives a nice chunk of base HP and AD and passives that help you stick to someone and shred their armor at the same time. The armor shredding is very easy to stack on Fiora especially with the conjunction of a Ravenous Hydra.
Trinity Force's change in Patch 6.11 removed its critical strike chance and was replaced with attack speed. This makes it more viable on many champions who found the stats redundant if they did not build any other items that had crit chance. This includes Fiora. Compared to Black Cleaver, it does a lot more damage to squishier opponents but costs over 600 gold more. This means you should purchase Trinity Force over Black Cleaver when the enemy team has no or few tanks AND you're ahead.
Youmuu's Ghostblade provides good stats to improve your duels. It's best to buy if you're going to split push in a game. The bonus movement speed and attack speed that comes from the active lets you 1v1 whoever comes to defend the tower or you can use it run away if the enemy team decides to try to collapse on you.
Maw of Malmortius should be finished after completing your first item (usually a Ravenous Hydra) if you bought a Hexdrinker earlier on.
Randuin's Omen is best to purchase against critical strike users with high attack speed such as Yasuo and Tryndamere. Critical strike will also typically build attack speed so you'll be reducing their attack speed and damage from critical strikes from the item's passive. The active also lets you stick to an enemy much easier.
Sunfire Cape is great to buy for the damage it deals from the passive. It's incredibly good for split pushing. Sunfire Cape also deals magic damage where most people would purchase armor against Fiora, letting you do more mixed damage.
If you've already gotten a Maw of Malmortius and need more MR, grab a Spirit Visage because it provides very good stats to defend against AP-based opponents and increases your healing from the item's passive. This means you'll be healing more from your Ravenous Hydra's AoE and just healing more in general.
Death's Dance should be bought if you would like extra sustain on top of the Ravenous Hydra. It also increases the healing you receive from the Ravenous Hydra's AoE passive/active. The passive can help slightly when fighting as you can heal up the DoT damage off a nearby minion or jungle camp.
Bloodthirster provides a lot more sustain than Death's Dance. You should purchase this if you want extra sustain but do not require the extra 10% CDR from Death's Dance if you have other items that already add up to 30% CDR (making the CDR cap to 40%).
Frozen Mallet sounds weird to build because not many people ever buy it. It's very good as a 4th or 5th item, possibly even as a third item. The item lets you stick to your target better than Black Cleaver or Youmuu's Ghostblade. It does not grant as much damage but provides a little bit more health. Frozen Mallet should be bought if you're having a hard time chasing some of the enemy champions. Some examples include Singed and Rammus. As Fiora you shouldn't have trouble having to stick to people which makes Frozen Mallet unnecessary to purchase in most games.
Frozen Heart is good to take especially if you're going to be in the middle of a team fight as you just need to be standing next to the enemy for their attack speed to be reduced. Randuin's Omen stacks with Frozen Heart multiplicatively for a total of 27.75% attack speed reduction. The item should be bought if you have problems with mana (unless you constantly use your abilities to farm which adds up over time) and need to use the armor and auto attack reduction passive to lower the attack speed of several champions at a time. If you already have another item that has 20% CDR such as Black Cleaver, you will hit the 40% CDR cap so you're going to lose some gold efficiency (because of the CDR from your runes).
A Quicksilver Sash may need to be purchased when the enemy team has long range CC that could catch you out or has hard CC. You can finish it into a Mercurial Scimitar later on but just having the QSS is enough to remove the CC.
Executioner's Calling is best against high healing enemies like Dr. Mundo, Aatrox, and Swain. Finishing it into a Mortal Reminder is recommended later as the passive from EC is enough to apply the Grievous Wounds status onto the enemy.
A Banshee's Veil should be bought against hard CC if a Quicksilver Sash won't be enough. Even though it provides a little bit more MR then Spirit Visage, Banshee's Veil shouldn't be seen too often unless you're in the situation mentioned above. Even though both items are very gold efficient, the extra HP and healing from Spirit Visage makes up for the -15 magic resistance of the Banshee's Veil.
Ionian Boots of Lucidity help add a bit more CDR to your abilities and reduce some time on your summoner spells. This is generally good although you should not consider buying it if you're going to get items that already add up to 30% CDR (this is excluding the 10% CDR from the runes).
Mercury's Treads give a small amount of magic resistance, but its main feature is the tenacity. Tenacity allows you to get out of CC slightly quicker so you can continue moving around. Best against hard CC opponents.
Boots of Swiftness are good for moving around faster than other boots and help reduce slowing effects. If the enemy team has a lot of slows but not much hard CC, buy these.
Ninja Tabi are best against an AD-based composition. If you're going to duel someone who is AD based, with Riven, Irelia, and Tryndamere being some prime examples, these boots should be taken into consideration. They will reduce a lot of their auto attacks and their abilities which makes it easier to win duels.
Guardian Angel can also be bought if you're very ahead early on. You get to be super aggressive while the enemy can only try to defend as best as they can.
Any item that provides critical strike chance is purely offensive and makes Fiora squishy. If you purchase any item with critical chance you will most likely need to purchase another item that also has critical chance because having low crit chance won't provide much damage for Fiora.
Guinsoo's Rageblade doesn't make sense for Fiora as you would be wasting gold for purchasing ability power. When fully stacked, the passive that triggers on-hit effects twice do very little for Fiora.
Blade of the Ruined King makes you squishy, provides little AD, and the price to purchase the item for its stats is overall horrible for Fiora. BotRK is best for those who highly rely on their basic attacks, and although you will be auto attacking a lot of Fiora, you don't have any attack speed steroids that would synergize with the item.
These are some example item builds just to show what a build may look like in your game. Boots should be bought after completing two or three other items. Note that most of these builds add up to 30% CDR to match the 10% CDR gained from the runes. Some may go over and will have less gold efficiency and are mainly just to show a certain situation when the build could be used.
Remember that your games will vary. This means your items builds will also vary.
|As you can see from the chart, Fiora has a higher win rate later in the game than early on. This means she scales well later in the game. However, this does not mean you will always lose early on. As Fiora, you can outplay the enemy at any time, snowball from that, and get yourself a win earlier than normal.|
Fiora's playstyle during the laning phase will depend on who you're up against. Most of time you should be aggressive so you can have the control and advantage in your lane. Keeping that advantage will let you snowball and be able to dominate your games.
In order to gain an advantage, you want to go when the time is right. This is a very broad tip and if you play a lot of games you'll learn when to go in at the best times. I'll give a scenario as an example. Let's say you're up against Jax and you're both level 1 and you're both coming into the lane. You started your Lunge on Fiora but you don't know what Jax started, but is it safe to go aggressive and trade? The answer is most likely no because Jax players usually start with their E which blocks your auto attacks and can stun you. You can, however, use Lunge to dash away from Jax as he has no gap closer at level 1 which makes for a good outplay.
Vitals help you a lot early on and you can proc them easily with a max range Lunge. They give you every that's good in a trade, which is dealing damage (true damage even), giving you a small amount of HP back, and a bit of movement speed to give mobility against the enemy. You'd want to hit the Vitals with a max range Lunge or just far enough away from the enemy so that they can't auto attack you when you poke them with Lunge. This is a good way to whittle their HP every time you see a Vital appear near you.
Once you gain an advantage it's easy to lose it, and if you keep dying to the same person then you should know to stop trying to 1v1 them. Instead, look somewhere else to get your control back or stay away from fighting until you can get a team fight rolling.
In some matchups such as being against Pantheon or Kennen, not having the advantage early on will mean that you have to wait a bit before being able to duel them (otherwise you'll just die if you attempt to 1v1 them earlier). It's better to 2v1 them with your ally jungler coming in to help you. That's only in the worst matchups though; most of the time you should be able to outmatch the enemy and have the ability to outplay them.
Fiora is great at split pushing because of her ability to duel and most of her damage comes from auto attacking. You should learn how to split push properly if you want to become better at Fiora. With items such as Trinity Force or Youmuu's Ghostblade and buffs such as the Glimpse of the Void from the Rift Herald, split pushing with Fiora becomes very effective in games.
Aside from split pushing, in team fights you should look to use your ultimate on someone that you can proc your AoE healing circle quickly for your team. Someone with high mobility is a lot harder to proc the circle, so try to not aim for them unless you know they've used their mobility abilities/spells. Remember that the blue area in the ultimate gives Fiora movement speed so you have a slight advantage when running alongside someone.
Riposte (Fiora's W) is a big part of her champion kit as it allows you to block incoming damage and hitting someone with Riposte lowers an opponent's movement and attack speed while also having the capability to stun. This means you'll need to distinguish which champions you can use to stun with Riposte. The ability has a very long cooldown (with a base CD of 24 seconds at level 1) so you'll need to figure out the best times to use it. Using Riposte improperly can leave you stranded for the next 20 or so seconds, so be cautious.
This is what separates the lower elo players from the higher. Being able to know when the enemy has an ability up or not gives you a massive advantage. It gives you knowledge that you can use to factor in whether you should go aggressive and kill the enemy while their spell is on cooldown or if you should just stay back and wait for them to use their spell.
For example, let's say that the enemy Riven just use her third Q. Since you know it's on cooldown, you can use this to your advantage and go in while the ability is still down. Riven won't be able to do as much damage to you since you knew she just used her Q. This tip should be applied on not just Fiora, but when you play in general.
Being able to know enemy cooldowns helps you time your Riposte so you can use it at the best times, specifically the times when the enemy uses a hard CC ability on you. If you're able to predict when they'll use that ability, you can block it with Riposte and stun them with it.
(May add more here later in the future)
You can also determine how well you are by looking at what rank (S, A, B, C, D) you get every game. For example, I personally get higher ranks (A+ and higher) even with a low KDA because I usually split push and grab a lot of objectives. When I do worse in games, I get B and below and I know that I deserve that rank.
June 11, 2016: First time publishing guide.
June 12, 2016: Fixed text from Header 3 to Size 3 bolded. Added in the "About Fiora" and "Other Links" chapters. Changed some icon sizes from 32 to 48. Changed other icon sizes from 32 to 24. Centered a lot of text/images. Added additional info to sections if it lacked some.
June 13, 2016: Added in a "Advantages and Disadvantages" chapter. Finished unfilled champion matchups and edited some matchups to have a better description. Changed some info in some chapters. Changed titled from "[6.11] TheIvyX's Detailed Mobafire Fiora Guide" to "The Duelist's Guide to the League of Legends" to make the guide sound cooler. Hopefully it did.
June 15, 2016: Started completing revamping the guide. Improved quality of guide, reduced all chapters to one and created a custom table of contents. Added "Early, Mid, and Late Game" and "Fiora's Matchups" chapters
June 18, 2016: Replaced words in table of contents with images with text. Started on the "Early, Mid, and Late Game" chapter. Added a "Frequently Asked Questions" chapter.
June 19-20, 2016: Finished up on the early game portion of the Early, Mid, and Late Game chapter. Added in some extra stuff around the guide.
June 21, 2016: Changed some information in the "Items" chapter. Added and changed some information in the "Fiora's Abilities" chapter. Also changed the width of images in the chapter because it looked "misaligned". You're welcome Aegis Engarde (EraAegis on Mobafire. You can check out his Fiora guide here).
June 22, 2016: Revised and changed a lot of information in the "Masteries" chapter.
June 28, 2016: Minor changes to some items in the "Items" chapter.
July 12, 2016: Minor changes to some chapters.
July 17, 2016: Minor edits to some chapters (again). Finished the "Mid Game" portion of the "Early, Mid, and Late Game" chapter.
July 23, 2016: Added in some questions to the FAQ.
August 21, 2016: (Wow, haven't updated in a while.) Fixed some stuff, added Goals section.
October 16, 2016: (Wow I REALLY haven't updated in a while...sorry, very sorry.) Added a Tips section.
January 30, 2017: Updated info up to the "Runes" section.
January 30, 2017: Edited some info in the "About Me" section.
Head over to the Fiora mains subreddit if you're wanting advice from other Fiora mains.
I also have another guide at LoLKing here.
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