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Spells:
Exhaust
Smite
Ability Order
Duelist's Dance (PASSIVE)
Fiora Passive Ability
Introduction
Introduction
This guide will outline how I use
Pros / Cons
| spaaaaaaace |
Pros
+ Amazing carry potential + Great survivability with passive/lifesteal + Very mobile/Good chaser with + Decent tower diver + Ult makes you untargetable |
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Cons
- Early game can be iffy - No CC - CC can shut her down - Often focused (in my experience) - Not the best ganks - Can be mana hungry, especially early |
Ability Breakdown
-
Duelist: Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.
The health regen is great for jungling, as well as 1v1 encounters.
-
Lunge (Q):Fiora dashes forward to strike her target, dealing 40/65/90/115/140 (+0.6) physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost.
This is your movement ability.
Lunge is a great gap closer, and the first step of a gank. Always try and use the second dash, otherwise you waste a free attack. Great for suprising a long ranged champ (
Kog'Maw,
Corki, etc.). Just
Lunge to a minion, and then to the champ.
-
Riposte (W):Fiora's Attack Damage is increased by 15/20/25/30/35.
Active: Fiora parries the next basic attack within 1.5 seconds and reflects 60/110/160/210/260 (+1) magic damage back to the attacker. Works against champions, monsters, and large minions.
Riposte is a really useful tool in
Fiora's arsenal. The passive AD is great, and the parry is awesome in 1v1 to surprise your opponent with a bit extra damage. Can also be used to turn that pesky lane harassment back at them (
Ashe,
Caitlyn, etc.)
-
Burst of Speed (E): Fiora gains 60/75/90/105/120% additional Attack Speed for 3 seconds. Each basic attack or Lunge she lands during this time increases her Movement Speed by 7/9/11/13/15% for 3 seconds, stacking up to 3 times.
Burst of Speed is
Fiora's bread and butter. The attack speed boost allows you to kill enemy champs VERY quickly, especially while critical hitting. Great at pushing down towers, as well as back-dooring. The movement speed gained from hits is enough to keep up with ghost, and makes for an amazing chase/escape tool, if used properly.
-
Blade Waltz (R): Fiora dashes around the battlefield striking random champions 5 times for 160/330/500 (+1.2) physical damage. Successive strikes against the same target deal 25% damage.
Skill Sequence
You want to focus on capping
Summoner Spells
Exhaust:This makes ganking infinitely easier. The slow, as well as the damage debuff, are great to have on |
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Smite:Your jungling spell. Every jungler should have Smite. It cuts down on clearing time, as well as secures buffs/dragon/baron well into late game. |
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Heal:Completely optional, and not recommended. Take Heal over Exhaust if you are weary about the jungle, or really want the extra heal during
Blade Waltz. Exhaust is much more useful imo.
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*Other options*
Ghost Is a great chasing/escaping tool. Use if you want the escape over the slow/debuff of Exhaust
Ignite Is a good spell for securing the kill off ganks, as well as shutting down pesky lifesteal champs in team fights (I'm looking at you
Surge Is useful in early game tower pushes, as well as some decent damage on top of
Burst of Speed. It's usefulness late game dwindles greatly, as you are hitting cap with your E.
Clarity Could be used to end the mana-hungriness early game, but in the long run it is really not worth it.
Teleport Is nice for moving quickly to save/pressure a tower. Crazy fun to teleport to a bush ward behind enemies for the gank.
Runes
Greater Quintessence of Attack Damage: The flat AD early game can turn you into a monster. Great damage output when mixed with
Burst of Speed.
- greater mark of Desolation: Armor Pen gives you a bit extra against jungle creeps, as well as taking down tankier champs
Greater Glyph of Scaling Magic Resist:
Fiora is very squishy, especially early game. Extra armor helps to keep her alive, especially in the jungle.
Greater Seal of Armor: Again, regarding
Fiora and her squishiness. Will help with survivability into mid and late game
Masteries
Burst of Speed is cooling down
Items
*** Before reading ***
This build is not set in stone. If the game calls for something else, do not be afraid to branch out. Situational items are all listed below the main build.
[*]
: All you need to start jungling. The lifesteal enables you to jungle without having to leave. Builds into [*]
: Should be picked up on your first trip back. Helps a lot with ganks, as well as lowers your jungle clear time by a bit. Builds into [*]
: A very useful item on Fiora, and junglers in general. The passive procs mixed with [*]
: Extra attack speed is a welcome sight. [*]
: Now that we have a bit of extra AS and some lifesteal, it's time for AD. Builds into [*]
: This is where the fun begins. Farm this baby up and you are looking at a huge damage boost, and a large amount of lifesteal on top of it.[*]
: The extra AS from [*]
: Build an additional [*]
: GG. PPhantom dancer will put your AS almost at cap range. Critical hits will become as plentiful as the health you are recovering from the retreating foes.[*]
: This is where the build becomes much more open. These last two items can be interchanged with a few others (which will be outlined below), but these are the standard ones for me. [*]
: Again, this can be switched out. With a second one of these, you will be lifestealing a stupid amount of health and dealing a ridiculous amount of damage. Enjoy the kills.
*Situational Items*
[*]
: If the enemy team has a few pesky champs building health items ([*]
&
: If you join in on a team fight only to get burst down by enemy casters, then these items are for you. [*]
: If you prefer flat Armor Pen to [*]
: A good all-round option. The active effect works as an extra [*]
: Widely known as a "troll item" on Fiora. The way I see it, a troll item is something used to make the other team mad as hell. [*]
: If you want to be a bit tankier and have a bit better survivability, pick one of these up. Great for getting you back into a fight. Save your
A Brief Introduction
Yes, we are finally at the reason you decided to read this guide. Some have asked me "why would you put an AD carry in the jungle?!".
Early Game/Jungle
Blue Golem (leash+smite) -> Wolves -> Wraiths -> Twin Golems (smite) -> Wolves -> Wraiths -> Twin Golems (smite)
This is a very basic and easy jungle path. Always target the strongest creep before the weaker ones. Start at the blue golem. A leash isn't a must, but it certainly helps a lot. Make sure to
Move on to the wolves. By now you should have
After wolves move on to Wraiths with the same strategy. You can not
After that go to the twin golem camp.
After you complete the run the second time (without Blue Buff) You will be level 4. This is when you put your first point into
Red buff is your ganking tool, as it gives you a slow. Whenever you want to gank, you can pick up red buff and head to lane.
An ideal gank would be one
Once you have
Mid Game
By this point, a couple towers have probably gone down and now the teams are looking to fight. In the early part of mid game,
A good strategy is to pick off stragglers and people who get separated from their team. 1v1 is where
Another strategy, which works even better late game, is to use your
Late Game
This is where
Baron will go down quite quickly with
A single ace and





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