Fiora Build Guide

Fiora - "The Top Lane Duelist"

Uploader Duc Wolfe
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Quintessence of Attack Speed (+4.5% attack speed)
Skill Order
Grand Challenge
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So you want to play the fastest and most deadly top lane AD carry, hmm? Well, you've definitely picked the right champion. At the moment, Fiora stands to be one of the most deadly top lane champions of the league due to her built in attack speed steroid (E), her ever increasing passive AD buff (W), and her absolutely destructive ultimate (R). This champion has pretty much been released to be played as a high risk, high rewards sort of experience; if you're uncomfortable and would prefer to passively farm as opposed to being up in your opponent's face swinging away at them with whatever chance you can, Fiora is not your kind of champion. As far as I'm aware, the only real downside to this champion is her lack of direct escape (such as a skillshot dash) and her lack of CC. With this guide, you'll learn how to use Fiora to her full potential, dominate your lane opponent, and most importantly, watch the tears flow off fellow player's faces while they cry "OP".

[title][img=skills/fiora/p.png] Passive: Duelist[/title] [number]Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.[/number] [title]Explanation:[/title] This passive is what essentially makes you the "Top Lane Duelist". By auto attacking your opposing champion, you regenerate health. I've had quite a few games now as Fiora and can comfortably say that although this passive seems weak, it causes your early game exchanges to put you on top. [title][img=skills/fiora/q.png] Q: Lunge[/title] [number]Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost. Fiora dashes forward to strike her target, dealing 40/65/90/115/140 (+60% attack damage) physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost. Cost 60 Mana Range 600[/number] [title]Explanation:[/title] This ability stand to be your gap closer and your only real escape. Unable to target friendly minions or champions, when dashing in towards somebody, also have an escape planned in case they choose to blow a summoner (like exhaust) on you and begin fighting. By stringing this ability together with E, you're quite capable of getting about 7 hits on somebody within a matter of moments. AA = Auto Attack [highlight]AA - E - Q - AA - AA - Q - AA - AA[/highlight] After a burst like that, your opponent will have lost a fair amount of health. That's the technique to Fiora's main harassment. [title][img=skills/fiora/w.png] W: Riposte[/title] [number]Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions. Passive: 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 (+100% ability power) magic damage back to the attacker. Works against champions, monsters, and large minions. Cost 45 Mana Range 20[/number] [title]Explanation:[/title] Not only does this ability work as Master Yi's W does, it also allows you the chance to block an auto attack damage. Keep in mind, this ability also allows you to reflect toggled onhit auto attacks such as Shyvana's Q, Garen's Q, and Nasus' Q. Deflecting an auto attack might not seem like much, but it can mean the different in a death or a kill when fighting somebody in a 1 on 1. [title][img=skills/fiora/e.png] E: Burst of Speed[/title] [number]Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed. 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. Killing a champion refreshes the cooldown on Burst of Speed. (Assists reduce the cooldown by half of the base amount.) Cost 55 Mana Range 500[/number] [title]Explanation:[/title] This ability is disgusting. At the moment, it stands to be the highest AS steroid in the game, and the fact that a kill on a champion allows the CD to reset makes it even more disgusting. Using this ability in the middle of harassing somebody with your AAs and Qs generally allows you to continue chasing after them providing them with a solid beatdown. Also, you can use this ability when running away from somebody and giving a passing by enemy minion a smack to gain movement speed. This is the ability that has me building very little attack speed items because with the runes and masteries I choose, at level 5 it's bringing me up a 1.907 attack speed on its own. Nerf Irelia. [title][img=skills/fiora/r.png] R: Blade Waltz[/title] [number]Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage. Fiora dashes around the battlefield striking random champions 5 times for 160/330/500 (+120% attack damage) physical damage. Successive strikes against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects. Cost 100 Mana Range 400[/number] [title]Explanation:[/title] This stands to be my favorite ultimate in the entire game. In a dual, it's absolutely devastating for the opponent as they pretty much have to sit there, eating the entire thing, and then continue fighting with whatever health that have left. Do keep in mind, and this is important: this ability works just like Master Yi's Alpha Strike: the target you start on and the target you finish on will be the same. Keeping this in mind, you need to think tactfully before using in a teamfight as ulting the carry is always a good thing, but it can sometimes land you dead smack in the middle of their team where you will explode. As this is also like a channel, you are able to use offensive Summoner spells such as exhaust or ignite during it. There's been many times where I've ignited somebody right as I'm just about to strike them for the fifth time just so they couldn't make any lifesteal as the fight continued. Also, timing this ability properly can have the enemy team crying "OP". Kennen players, for example, likely won't be amused to find out that the duration of their ultimate and the duration of the ultimate that makes you absolutely untargetable are almost the same.

Your rune page, in the current standing of LoL, is pretty much the deciding factor as to whether your opponent gives you the first blood or you to him. Whether you value a stronger later game thus aim for scaling runes, or strive for completely and mercilessly destroying somebody in your early game, just how you choose to allocate your runes will be a very important factor. Here, I'll be explaining my rune choices in different situations while playing Fiora. [title] Against AD Carry/Bruiser Top:[/title] [imgext=] [highlight]ArPen Marks:[/highlight] Armor penetration on somebody that deals physical damage is an absolute core of a rune. Running these runes, you'll likely negate a lot of your opponent's early physical damage removal. [highlight]Flat Armor Seals:[/highlight] Early flat armor against any top AD opponent can be the difference of life and death. Running these early flat armor seals, you'll be able to take more of a beatdown when you're dishing a beatdown out. [highlight]AS Glyphs:[/highlight] Rather self-explanatory. These runes will make you hit things faster. [highlight]AS Quints:[/highlight] Same as above. [title]Against AP Carry/Bruiser Top:[/title] [imgext=] [highlight]ArPen Marks:[/highlight] Armor penetration on somebody that deals physical damage is an absolute core of a rune. Running these runes, you'll likely negate a lot of your opponent's early physical damage removal. [highlight]AS Seals:[/highlight] Rather self-explanatory. These runes will make you hit things faster. [highlight]MR Glyphs:[/highlight] These guys are going to, to put it blatantly, save your skinny fencing ass. AP opponents HURT in the beginning of the game and let's be honest here... they never really stop hurting. These runes will keep you from getting fried in the early game, mercury treads will help save you in the later. [highlight]AS Quints:[/highlight] Rather self-explanatory. These runes will make you hit things faster. [title]Against Garen:[/title] [imgext=] [highlight]Flat Armor Everything:[/highlight] I definitely stole this joke off some picture I seen awhile ago, but the point still stand equally: as Garen packs an unavoidable silence (even though your Riposte will deflect the damage), he's your worst nightmare. Hard silencing Fiora can be absolutely devastating to your damage output or escape as you've got nothing you can do. If against him, start cloth armor and avoid. Nerf Irelia.

As Fiora is essentially an AD carry much more than anything else, I prefer to go with a build that has a lot of damage output versus sustainability or general tankiness. Now although this might make some people upset, I'd hate to break the news now, but Fiora is not an off-tank and she is not a tank: she is a carry and therefore is to be built like one. Also, given that all of her one ability scales off AP is rather lacking in actual damage output, this champion is best built with AD. If you build AP you're a moron. [title]Starting Items:[/title] I personally prefer to start with a [imgsmall=items/long-sword.png] and [imgsmall=items/health-potion2.png] as it provides both early game dominance, and a fair opening into either the [imgsmall=items/madreds-razors.png] or [imgsmall=items/sword-of-the-occult.png] (depending on how you're doing). Remember, in order to start with both of them, you do need to wait at the pool for a bit to get the gold for a second [imgsmall=items/health-potion.png]. You can start [imgsmall=items/boots-of-speed.png] and [imgsmall=items/health-potion3.png] or a [imgsmall=items/dorans-blade.png], or [imgsmall=items/cloth-armor.png] and [imgsmall=items/health-potion5.png], but I personally prefer to take the more offensive start. After making some gold from farm and/or kills, recall and pick yourself up [imgsmall=items/madreds-razors.png], [imgsmall=items/boots-of-speed.png], [imgsmall=items/long-sword.png] (to later be turned into [imgsmall=items/the-brutalizer.png]) some more [imgsmall=items/health-potion2.png], and [imgsmall=items/sight-ward2.png]. Not only will this recall continue to have you at the top of the tower in top lane, it will also allow you more sustain and vision of incoming ganks. Also, never be afraid to pick up a [imgsmall=items/dorans-blade.png] or two to help keep you on top of exchanges with your opponent. Always, always, always pick up [imgsmall=items/sight-ward2.png] on recalls. No exceptions. After you begin to make more gold, recall and pick up [imgsmall=items/wriggles-lantern.png], [imgsmall=items/the-brutalizer.png], and [imgsmall=items/mercurys-treads.png]. If you had to recall earlier and didn't make enough gold, just buy the more important ingredients from the lot and keep those in inventory. These items are an absolute core to Fiora's early game. The [imgsmall=items/wriggles-lantern.png] will provide you with enough sustain so you won't be needing [imgsmall=items/health-potion.png] anymore. From here, you're going to want to start building up a [imgsmall=items/the-bloodthirster.png]. A [imgsmall=items/the-bloodthirster.png] paired with [imgsmall=items/the-brutalizer.png] allow you to be doing MASSIVE amounts of damage to anybody on the map. If you do find yourself being a target of a lot of AD fire, it never hurts to start picking up the ingredients to your [imgsmall=items/guardian-angel.png] early. [title]Mid Game Items:[/title] Once the middle of the game rolls around, if you've been properly farming/making kills, you should have a build that's composed of something like [imgsmall=items/wriggles-lantern.png], [imgsmall=items/mercurys-treads.png], [imgsmall=items/the-bloodthirster.png], and the beginnings to either your [imgsmall=items/infinity-edge.png] or [imgsmall=items/last-whisper.png] depending on how the enemy team is building. If they are getting a lot of armor on them, definitely choose to build a [imgsmall=items/last-whisper.png] first. Ideally, you'll want to get most of these items up before the 30 minute mark, but if you can't it's alright. If their team isn't building near any armor, take a [imgsmall=items/youmuus-ghostblade.png] over a [imgsmall=items/last-whisper.png]. The toggle on a [imgsmall=items/youmuus-ghostblade.png] will allow you to close gaps in order to catch up to that pesky carry who's ghosting away. Or, if they are building a lot of armor and still getting away, I wouldn't recommend going a [imgsmall=items/youmuus-ghostblade.png] as much as a [imgsmall=items/frozen-mallet.png] and [imgsmall=items/last-whisper.png]. [title]Late Game Items:[/title] If you're having absolutely no issues with survivability as their team is paying no attention to you cutting them down, you'll want to have a build that looks something along the lines of [imgsmall=items/the-bloodthirster.png], [imgsmall=items/mercurys-treads.png], [imgsmall=items/last-whisper.png], [imgsmall=items/infinity-edge.png], [imgsmall=items/wriggles-lantern.png], and a [imgsmall=items/the-black-cleaver.png]. With these items, you'll have so much armor penetration that even their off-tank will be taking near true damage from your 450AD swings. Depending on their team composition, I do like to eventually sacrifice the [imgsmall=items/wriggles-lantern.png] for either a [imgsmall=items/quicksilver-sash.png] (CC heavy), or a [imgsmall=items/guardian-angel.png] (damage heavy). [title]Ideal Builds (and their preferred situations):[/title] [highlight]Against CC Heavy Team:[/highlight] [img=items/mercurys-treads.png][img=items/the-bloodthirster.png][img=items/infinity-edge.png][img=items/youmuus-ghostblade.png][img=items/quicksilver-sash.png][img=items/the-black-cleaver.png] [highlight]Against Armor Heavy Team:[/highlight] [img=items/mercurys-treads.png][img=items/the-bloodthirster.png][img=items/infinity-edge.png][img=items/last-whisper.png][img=items/the-black-cleaver.png][img=items/guardian-angel.png] Against AP Heavy Team: [img=items/mercurys-treads.png][img=items/the-bloodthirster.png][img=items/infinity-edge.png][img=items/quicksilver-sash.png][img=items/guardian-angel.png][img=items/youmuus-ghostblade.png] [highlight]Stacking Sword of the Occult:[/highlight] [img=items/mercurys-treads.png][img=items/the-bloodthirster.png][img=items/infinity-edge.png][img=items/sword-of-the-occult.png][img=items/last-whisper.png][img=items/guardian-angel.png]

The trick to playing Fiora is to remain a massive and damaging threat for the entire game. If you're failing to do this, you're not playing Fiora properly. Undoubtedly this champion should be focused in every teamfight and be the first to get killed lest you watch your team get liquidated (as if the case with all carries). If their team seems to be focusing you, don't fret; take it like a compliment: you're enough of a thread that all of their efforts need to go towards bringing you down as quickly as possible. Here I will quickly go over the goals of each phase of a game and try and elaborate on how to enter and exit them best. [title]Early Game:[/title] Early game is going to consist of you harassing your lane opponent into them calling you overpowered and zoning them out of farm whilst making tons of it yourself. Fiora doesn't scale hugely well into late game if she's shutdown in the early game, so you must give it your damn best to prevent this from happening. Your biggest goal in the early game is to win the laning phase of your opponent to such a degree that they're rendered completely useless in the later game (or just... forced to remain top lane trying to catch up while you roam and counter-jungle or kill the other lanes). In this phase it's a great idea to always have a couple of wards on you to constantly have vision of the river and run off lest their meatheaded Olaf jungler come and smash you. Keep your wards up, keep your sustain going, and keep your opponent crying "OP" while he holds hands with his ever-comforting turret. [title]Mid Game:[/title] This is where things get exciting. With any luck you'll have come out of the early game on top of your laning opponent and left them rendered useless. In this phase you'll be responsible for working together as a single unit with the rest of your team is destroying and securing objectives whilst still holding the lanes in place. Allowing Nasus a solo top lane while you run around for example is only going to come and bite you in the ass. Keep up the pressure, but gank other lanes as often as you can as Fiora's burst damage is devastating. Keep warding and farming, and remember that this is the phase where you're going to be doing your optimal damage. Here you should be sitting on the core items of your damage output and maybe the beginning of your defensive ones. If you've fallen behind, stay to lane as much as you can and farm to try and catch up. Making a ton of CS can change your entire game around. [title]Late Game:[/title] This is the phase of the game where you should be a large enough threat that they're already crying that you're a broken champion, or where they're silently receiving their slaughter. Your build should be complete or very well nearing completion had you successfully gone through the first phases of the game. In this phase, securing and destroying objectives becomes the only concern for the team. Do not chase around stupidly trying to make kills; aim for objectives to win the game. If you're confident enough in your team, try and pressure teamfights under objectives that could result in the wiping of them. When wiped, push all their structures into the ground and win. [title]Teamfights:[/title] After watching so many Fiora's make the same mistakes over and over again, I can comfortably and confidently say that Fiora is NOT AN INITIATIOR. To initiate means receiving their team's CC, and to receive their team's CC means to receive their beatdown shortly after. As Fiora is a champion very strongly shut down by near any form of CC, it's best you let somebody else take a couple blows before jumping into the fight yourself. When about to use your ultimate, always plan on where you'd like to come out; the ideal position to come out is not in the middle of the fight, but more along the back where you can then attack and consume their squishy carries, or off to the sides. If you land in the middle. you will die.

[title]Explanation:[/title] Depending on who you're against in lane, you're either in for one of the easiest lanes of your life, or you're going to have a terrible time in which the best thing you can do is let them push and become familiar with last hitting next to your turret. Although the champion matchup alone plays a pretty huge role in deciding who's going to win the lane, it also comes down to player skill. In the beginning, test the waters a bit and see where they stand. [title]Easy Matchups:[/title] [img=champ/nasus.png] - Plain and simple, Nasus has absolutely no early game. Bully this champion as much as you can and take advantage of him early as in the later game he will begin to hurt... a lot. [img=champ/xinzhao.png] - Your burst outdoes his. Jump on him when you can, and when he goes to strike back, simply run away. Do not let him make auto attacks often as he can just regenerate all of his health back. [img=champ/shyvana.png] - Shyvana, like you, relies on jumping in and doing damage hopefully having the opponent run off. However, because of your burst in attack speed, you are able to out DPS her in pretty much every level of the game. Watch out for her level 6, though, as her base armor shoots up. This matchup really falls to player skill. [title]Normal Matchups:[/title] [img=champ/wukong.png] - This matchup is so dependent on player skill that it's sickening. If the Wukong is a good player, they'll likely be able to just W out of your initial burst, and then return the burst favor on your cooldowns. A difficult lane indeed, but play well and you'll win. [img=champ/volibear.png] - Volibear is... tanky. You won't be able to beat him for the first couple of levels, but once you break it into level 6 the lane is yours. Try and harass him frequently and save your ignite for his passive. [img=champ/riven.png] - Riven can be quite tough, but it against depends on who the more aggressive player is. If it's her, let the lane be hers and just farm, if it's you, zone her out. Her hard stun can be a bit of a pain, but your sustained burst does more damage. This is, in my opinion, the most balanced lane matchup against Fiora. [img=champ/udyr.png] - SustainDyr can be a bit of a challenge, but again you will likely come out on top of most exchanges. Watch out for his stun though, because as I've mentioned many times in this guide, hard CC is not Fiora's friend. [title]Hard Matchups:[/title] [img=champ/garen.png] - Meet the king of the top lane against champions with no ranged attacks (i.e you). This man will win in every damage exchange, so you're best to try and avoid him at all costs. If he does get too close and is going to silence you, Riposte off the damage and run. If you can, bait him into E'ing your minions so he pushes the lane and is more susceptible to being ganked. Start [imgsmall=items/cloth-armor.png] and [imgsmall=items/health-potion5.png]. [img=champ/yorick.png] - As far as I'm aware, the only real counter to this monster is Trundle's passive. Yorick is pretty much undefeatable in every way. Either pray for a terrible Yorick player or prepare to get rocked. [img=champ/rumble.png] - He spits out magic fire and melts anything and treads near. Stay away and wait for ganks.

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