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Strengths: Early game damage, Sustain, Burst damage. Weaknesses: Low mobility, Predictable CC, Outscaled. Good ol' Aatrox. He has pretty good damage early but as long as you keep hitting your vitals you should be fine. Pick your fights when he has CD’s up and be sure to riposte the sweet spots of his Q's and his W right before it pulls back so you can land a stun. More specifically his 3rd Q. Whenever he uses his ultimate, feel free to ult him back because if you kill him, your heal will proc while he starts to revive. This gives you plenty of time to heal back up before he has time to damage you again. You will outscale him and you shouldn’t lose to him 90% of the time!
Akali
Strengths: High burst damage, Shroud, high mobility. Weaknesses: Hard to master, weak early game if E doesn't connect, Little sustain early. Start Doran's Shield + 1 pot in this lane. It helps to deal with her poke and her sustain in lane. If she does not start cloth armor + 4 health pots, abuse it because Reworked Akali has a base armor stat of 23 which is great for us. Try to abuse her early game and do not let her connect her E, this allows her to dictate when she want to go for a trade and an all in. When she lands a Q wait out her empowered auto attack and go in for trades when her cooldowns are up and she is low on energy. Her shroud is the only real threat in this matchup so keep track of when it’s down.
Camille
Strengths: Early game Trading, Mobility, True Damage. Weaknesses: Little sustain, predictable attacks. Camille excels at early game trades so try to avoid them with her. Just poke her down a few times with your vitals and riposte whenever she latches onto a wall and you're sure she is trying to land onto you and start a trade. This negates the initial damage and stuns her allowing you to go on the offensive. Hey! Another ult that Fiora can riposte! Her ultimate has a slight wind up when she goes into the air and that's the time to riposte it. This completely negates it giving you less to deal with. You could also use your riposte to cancel out her true damage from her Q in case if you mess up the riposte for her incoming stun or feel as though that damage is more important to negate in that situation. Do not fight her when she has her shield up early as it gives her a distinct advantage. Once she procs it, disengage unless you are committed to the extended trade and you're sure you'll come out on top. This is usually done by having an item advantage or having a larger minion wave.
Cho'Gath
Strengths: True Damage, Tanky, AP, Silence. Weaknesses: Low Mobility, Health Stacks, Predictable knock up. Be sure to poke Cho'Gath down often to wither down their HP. Be sure to parry the knock up because it’s his main form of engage and start for his combo of silencing you afterwards. You could also Riposte his ultimate Feast, which could certainly turn a fight into your favor but this is very difficult to do. His base damage is a bit high but the same goes for most tanks. Once you hit your two item power spike you can deal with him easily so don't feel to pressured to kill him early. Same for most tanks.
Darius
Strengths: Extended Trades, Tanky, Sustain. Weaknesses: Low Mobility, Out-scaled. Start Doran’s Blade and play aggressive. You have complete agency over how the lane plays out. He lacks the mobility to catch you unless he takes Ghost or Phase Rush so it’s all dependent on your spacing and how you approach the matchup. Bully him by using your passive movement speed to your advantage by taking short trades and poking him down. When he Q's, decide whether to run outside of its range or to step closer to not take the brunt of his damage. If you get far enough away, disengage far enough from his pull, if you step inside close to him, start attacking to get some damage off at least in the early game. Use your Riposte primarily for negating his W or an auto attack because the slow and damage on his W and the passive stacking are the biggest threats to you in the early game. When going for trades, typically don’t let him get more than 3 passive stacks on you, at the most 4 when prepping for an All-in. His ultimate is also negated by your W so keep that in mind. Lastly, if you Riposte his Q, although not recommended, if he hits you with the blade, he still heals and procs effects such as Phase rush even though you take no damage from it.
Dr. Mundo
Strengths: Sustain, HP stacking. Weaknesses: Can't match Fiora splitpush, weak in lane, Tank vs Fiora. Honestly nothing much to worry about other than dodging his butcher knives. An easy matchup if you kill him early and prevent him from gaining too much HP through items. Just poke him down constantly while looking for vitals and dodging his Knives. If he tries to get on top of you, Riposte his Headbutt auto attack because it does the most damage and the attack speed slow crimples him. It is recommended to not fight him during his ultimate unless he is low and/or you have your ultimate
Fizz
Strengths: High burst damage, High Mobility. Weaknesses: Weak early, Ultimate reliant, predictable Riposte Timings. He isn't that difficult to deal with as long as you don't give him and early advantage. He can be a bit difficult to lock down with his dashes and his E making him untargetable which is always a pain. With a bit of practice, his ult shouldn't be that hard to time as it's predictable to riposte. As long as you don't give him a lead, you should be able to always 1v1 him.
Galio
Strengths: AP, abundance of CC, Teamfighting. Weaknesses: Predictable CC, Slow windups, Outscaled, Low mobility. Good ol' Galio. A pretty easy matchup for Fiora as his Justice Punch is pretty predictable and easy to Riposte, same goes for his ultimate. All you really need to do is focus your vitals, avoid his winds, and you should be fine because your damage becomes too high for him.
Gangplank
Strengths: High Mobility, Sustain, Outscales. Weaknesses: Weak early game, Squishy. A bit of an annoyance because he really doesn't have much CC to riposte. It’s mainly damage from his barrels that you need worry about. If you avoid enough of these, you should be fine. Be sure to put as much pressure and damage onto him because his sustain with his oranges are high and the passive movement speed makes him hard to lockdown with your only CC being your E slow. Your ultimate should make quick work of him and if needed, ask your JG for a gank to make sure he doesn't scale faster than you. The early game is his weakest point in the game so take advantage of that. Also, Iceborn Gauntlet isn't a bad option to try if you're having trouble locking him down.
Garen
Strengths: Sustain with Passive, Point and Click damage abilities, Q silence, True Damage. Weaknesses: Low mobility, Outscaled, predictable CC. If you don't snowball against him you should at least be able to come out on top of the lane for the majority of it. Garen's main form of damaging someone is to silence them so they don't retaliate, but with Fiora, you can easily riposte his silence and trade from there. Just don't think you're invincible against him and just stand next to him when he uses E because the armor shred could easily put the advantage over to his side during trades. Also, you can parry his ultimate, so if you find yourself low and feel like he might try to ult you instead of chasing you, have your W ready to riposte the damage. It is a lot harder to Riposte than his silence but if done correctly can save your life.
Gnar
Strengths: Ranged & Melee, Tanky, High Mobility. Weaknesses: Squishy in Mini Gnar form, Outscaled, Predictable CC in Mega Gnar form. He is a difficult matchup because of how much mobility he has and how tanky he can get. He can pick and choose when he wants to fight for the most part so be sure to fight him with caution. Try not to let his Hyper 3-hit passive proc as it does a good chunk of damage especially when he tries to do it repeatedly. You probably want to build black cleaver against him if you are both even as he can be hard to hold down because of his jump let alone if he builds Frozen Mallet. His Mega Gnar abilities are easy to read at least and are easy to riposte so use that to your advantage when he tries to start a fight with you while in this form.
Graves
Strengths: Mobility, Ranged. Weaknesses: Fighting in minion waves, Predictable abilities. High burst potential and has a dash that can make him hard to lock down but if you keep your distance and stand in front of a decent sized minion wave to block most of his damage, you shouldn't have too much trouble during the matchup. Try to side step his End of the Line and you should be fine. If he doesn’t get ahead, you can just run all over him for the rest of the game.
Heimerdinger
Strengths: Consistent damage from turrets, Hard to Dive, AP, CC. Weaknesses: Low Mobility, Squishy. He'll be trying to poke you down heavily early game so build a hexdrinker against this guy and after you gain a few levels start trying to remove his turrets to mitigate his potential damage output. You will eventually outscale him and deal enough damage to kill him in a 1v1 so play the waiting game and don't give him a huge lead. Once you have hexdrinker, you should be able to all in him once he is either low on mana or is on cooldowns. That is your chance to punish him and gain the lead that you need in the lane. Don’t be surprised if you have to give up your tower early, that’s just how the matchup can turn out a lot of the time.
Illaoi
Strengths: Built in sustain, Early game damage, Team fighting. Weaknesses: Low mobility, slow attacks. She can punish you for being too reckless, but she has no mobility at all. If she decides to overextend once you've hit 6, easily dance around her and pop your vitals. Also, once you hit a vital you gain decaying movement speed, and this should help you when dodging the tentacles she tries to hit you with. Once again, she's not a cakewalk. She can easily punish anyone with her high early game damage if you go too ham. Another option is riposting her Test of Spirit so that she won't be able to rip your spirit out of you or her Harsh Lesson when she leaps to auto attack you. The last tip is just running away from her when she uses her ultimate, early on this does a pretty good chunk of damage and heals her back up so don't fight her in it unless you are sure you'll come out on top. Buying boots early is recommended.
Irelia
Strengths: Dueling Potential, Scales, Team fighting. Weaknesses: 1v1 if misses stun, Predictable CC, weak early game. An easy matchup that can be more difficult than it should be if you tend to make a lot of mistakes. You can trade with her and she can’t really retaliate unless she has her stun which is easy to Riposte. The only time she has a chance at killing you is when she has Conqueror activated and has already maxed out her passive autos. This matchup essentially boils down to who wins the first two to three trades among either of you, which in all fairness, should be you almost every time. Before she gets Trinity Force is when she's at her weakest point. If you do end up feeding her, just wait and farm up until late game and hope to pick her of in a side lane as in the 4-6 item late game is when Fiora is able to out-duel almost anyone.
Jarvan IV
Strengths: Early game damage, armor shred, shields. Weaknesses: Low mobility, Predictable CC, Ripostable Ulti with little impact vs Fiora. His high damage makes him quite the opponent in lane but that is only if he lands his Q and his Passive auto consistently. With that being the case, avoid his Q and auto as much as possible so that he doesn't reduce your armor and deal extra damage. As far as riposte goes, be sure to riposte his E + Q combo and aim to where the Flag is when you riposte so that the stun hits Jarvan when he reaches the flag. If you aim where he is when he started he won't be hit by the projectile launched by your W and he won't be stunned. Also keep in mind of the high damage his Ultimate has early on which can take people by surprise. Building boots early is recommended.
Jax
Strengths: Auto attack damage, CC, Dueling potential. Weaknesses: Auto attack reliant, weak early. The main thing you should worry about this matchup is his Counter-Strike. Our Riposte only lasts 0.75 seconds to be hit with CC to reflect it back. Jax’s Counterstrike lasts a total of 2 seconds. 1 second of channel time and another second to activate the stun. With that being said, you should always wait at least 1 second after he starts up his Counter-Strike before using your Riposte on him. This almost guarantees that if he uses the Counter-Strike near you, he’s going to get stunned. If he uses it before you can riposte, just use the riposte for his enhanced auto attack or leap since most Jax players do both at about the same time. Similar to how you want to block an auto and apply the slow in the Trynadamere matchup. The golden rule to Fiora Riposte in my opinion at least, is “Better Riposte later and block another threat rather than Riposte early and block nothing.” Other than that, Jax is not that hard of a matchup because you have the damage to outduel him early. The only threat Jax poses is once he gets to his 3-4+ Item stage of the game where his dueling potential is monstrous. Try to shut him down early to delay his Tri-force power spike as much as possible.
Jayce
Strengths: Ranged & Melee, Burst Damage, Mobility. Weaknesses: Extremely weak if behind, no sustain, squishy. If played right Jayce doesn't have to be that much of a problem. If you proc some vitals and dodge his Q's whenever he goes into ranged form. Whenever he goes into Melee form, you have a decent chance at fighting him especially if you Riposte when he tries to jump onto you because this negates some of his upfront damage. Ninja tabi’s are a great purchase in this matchup as he’s going to try and keep you off CS and that is fine. Corrupting Potion would be a good start for this matchup if you don’t feel comfortable with Doran’s blade. Lastly, It is better to give up some CS in lane than to die for a few. CS is king, but a kill is worth multiple waves of CS, so the less you die, the less of a lead he has. You out-scale him anyway, so your main objective is to not fall behind as much as the Jayce is trying to make you.
Karma
Strengths: Shields, Sustain, AP, High Mobility. Weaknesses: Squishy, Predictable CC, out scaled. A bit annoying when she builds tank but nothing difficult. Her Q slow makes it hard to jump onto her on top of her E Shield and speed boost making it even harder. Her root is easy to riposte once you have the timing down so don’t worry about this matchup.
Kayle
Strengths: Auto attack based, potentially out-scales, Ranged, AP, Invincible Ultimate. Weaknesses: Weak early game, Melee throughout most of the early game, Low Mobility. A ranged matchup that’s difficulty increases the higher Elo you go, and the more people understand how to abuse Ranged vs. Melee. Typically, you want to poke her a few times with your vitals when her E is down. Once you’ve gotten her low enough, look to all in early since she doesn’t have the CDR to consistently stand at range to CS. Once you do that, focus on CS-ing and All-inning her when you can. It is also important to keep in mind that her ultimate, when active, prevents you from dealing any damage to her and does not allow you to proc any vitals. This prevents you from not only dealing damage but healing off your passive and life steal as well so keep that in mind when finishing her off at low HP. It can be a bit hard to build against her because she does mixed damage. If she gets ahead of you, it becomes that much harder to deal with her because she has a slow which hinders your ability to reach her vitals and all she needs to do is auto attack.
Kennen
Strengths: High mobility, AP, Cannot have stun riposted back onto him, Teamfighting. Weaknesses: Squishy, outscaled in 1v1. He is a difficult matchup to play correctly if you are inexperienced due to his mobility and the ability to poke you down from a distance. In the Matchup, try your best to dodge his Q's and don't let him get his passive stacks onto you as you won't be able to riposte the stun back over to him. You can prevent the stun but you will not be able to stun him back with it as the riposte prevents the 3rd passive stack to apply in the fist place. If he goes for an on-hit attack speed build rush ninja tabi and if he goes for an AP build, rush mercury's treads to reduce the stun duration.
Kled
Strengths: Extended fights, Sustained Damage, Tanky. Weaknesses: Low mobilty, outscaled, predictable CC. Pretty solid damage early on so you if don't play reckless you should be fine. Main abilities to worry about include his bear trap and his Violent Tendencies. Riposte the bear trap right before it's about to snap and aim it towards him so that it inflicts the stun onto him. As far as Violent tendencies go, if you are sure he will hit you with the 4th hit of the ability, riposte that as most of the damage comes from the 4th hit. Once you have the auto attack speed slow applied to him, he should pose a very little threat to you. Also, you can Riposte his ultimate so keep that in mind if he comes charging down the lane towards you. Your true damage and % damage should be enough to handle him so Q poke a few times dodging his Q and All-in once he’s low enough.
Malphite
Strength: Teamfighting, Tanky, Full armor, attack speed + movement speed slow, Quick Heavy CC. Weaknesses: Outscaled, High Mana costs early, Weak lane phase. Corrupting Potion Recommended. Not only packing multiple slows, a knockup, and an ability that cannot miss, this guy can poke you down efficiently. His built-in armor is also tough to crack so proceed with caution. Your main objective in the lane is to gain a CS lead over him by retaliating against him when he tries to poke you down. Be quick with your Riposte as it is the only thing to save you other than your own flash against his ultimate. It is also useful to Riposte his ground slam because if you time it right it negates the attack speed slow and allows you to continue with a trade previously made impossible because of it. This is the most important ability of his you need to look out for Pre-6 when trading.
Maokai
Strengths: Tanky, Sustain, CC heavy. Weaknesses: Predictable CC, Sustain matched, Out-scaled. There was once a time where Maokai was a menace in the top lane, but now that time has passed. He is a much easier matchup than he once was considering you match him in terms of sustain and He’s a tank and you’re Fiora. You should be able to handle him throughout the early game if you do not feed him as you will scale much harder than he does. You can riposte his bramble smash and his root to get a free stun off and same applies with his ultimate. His sustain does make it difficult to all-in him so you are essentially focusing on farming and gaining items where your passive begins to shred him and the HP he is starting to build. Also, he shouldn’t be able to match you in a split push later in the game as if that needed to be stated any more.
Mordekaiser
Strengths: Built in sustain and shields, High burst damage on his Q, Poke. Weaknesses: Squishy without shields, No escapes. He has a decent early game with his shields and healing. With that being said, look for trades once he’s used his E (Siphon of Destruction) the cone shaped ability. This makes it so he can’t retaliate as efficiently when you go in for vital procs. If you have a level advantage or have your ultimate, you can chunk him down and sustain through his damage with your ultimate heal. As far as Riposting goes, use it on his Third Q auto attack because it does the most damage compared to the two autos prior. Either that or you could riposte before he starts up his Q so it takes him forever to get the damage off in the first place. Don't be afraid to ask for ganks as he has no escapes. Lastly, a Hexdrinker and Mercury's Treads would be good buys into him at least early game but I suggest only getting one or the other because both would be too much. Or you could build into Tiamat per usual.
Nasus
Strengths: Potentially out-scales, Built in sustain, Wither. Weaknesses: Weak and punishable early, Low mobility, can't 1v1 early. Gain an early lead on this guy and try your hardest not to let him get Q stacks. He is an infinite scaler so he has the potential to out-scale you late game which is the worst possible outcome for you as a Fiora player. Once the lane begins look to stop him from getting stacks early on as his damage isn't that high. Just be mindful of the size of the minion waves as any type of damage you deal to him other than your W will trigger minion aggro. Minions deal a surprising amount of damage to champs early on and can catch many people off guard who aren't used to trading effectively. Whenever you try to trade with him, use your Riposte to block one of his Q’s optimally when he already used wither on you and he’s committing to an All-in. Do NOT buy a Tiamat in this matchup as the last thing you want to do is shove a nasus under his tower early. This just gives him free CS and Stacks and you can’t reliably tower dive him yet because of how crippling wither is when you don’t have boots. Even Q poking in and out of tower range becomes risky if you don’t time tower shots well enough or if the Nasus is quick to react to your poke.
Nautilus
Strengths: Shields, Tanky, Abundance of CC. Weaknesses: Predictable CC, Out-scaled, Weak early game, Out-split pushed, Low mobility. Nautilus is rarely seen top anymore and there is a reason for it. He is not as strong as he was back in season 7 and for that reason he is much easier for someone like Fiora, a tank shredder, to deal with him. He will try to snare you with his auto attacks which are easily predictable for you to Riposte and stun him back for it. The same applies to his hook and his ultimate. This is what makes the matchup so easy. Once you learn the timings of his abilities (which are already slow) he becomes that much easier to deal with. As long as you don't start trading with him when his shield comes up and gains extra damage on his autos, you should be fine to poke at his vitals all throughout laning phase and have a smooth transition into the mid-game. You should always come out of this lane ahead.
Olaf
Strengths: Early game damage, Dueling potential, True damage. Weaknesses: Low mobility, Axe Reliant, Out-scaled. His early game damage is nothing to scoff at with his ability to pick his axes back up and reduce their cooldown. Taking this into account, to this day I have not lost to an Olaf in a level 1 trade in top lane. Typically, you want to poke him down over and over while dodging his axes in lane. Once he gets low, pick a fight with the intent to kill. Just keep in mind that he gets stronger the lower he is on HP. The last thing you want to do is start running away from him after just getting in melee range of this guy. Be sure to riposte his reckless swing so that the true damage does not hit you and try to dodge his axes as much as possible in lane and you should be fine.
Ornn
Strengths: Mixed damage, Tanky, Flexible builds, CC heavy, Teamfighting. Weaknesses: Predictable CC, Low mobility, out-scaled. Not that hard of a matchup if you can Riposte his brittle passive because it counts as a knockback so it applies a stun when parried. Try not to tank that many of his Bellows Breaths because that’s his main source of damage early. Try not to take that many trades when his Shield is up. The matchup boils down to choosing which ability of his you are looking to Riposte. His brittle passive auto after his W, his E knockup onto his pillar or a wall, or his ultimate. It is all dependent on the situation you are currently in so with more experience, you will notice when it is best to block his auto attack or wait out for his ultimate. A lot of his kit is easily telegraphed so it should only be a matter of Riposting at the right time.
Pantheon
Strengths: Early game poke, High base damage. Global presence. Weaknesses: Out-scaled and Falls off, no built in sustain. One of the only matchups I recommend not taking Doran’s blade is against this guy (Although it is still possible to). You need to mentally prepare yourself before the game starts and make yourself realize no matter how hard you try you are not winning the laning phase against this guy. Just take Corrupting Potion or cloth armor plus pots and play the waiting game and just farm. It is perfectly fine to miss CS if you know you will tank a Q for it. The less of a lead he has coming out of laning phase, the better. This is because he is much weaker in the late game so once enough time has passed you should be able to deal with him. It is possible to win lane against him, but that is only if you know the matchup like the back of your hand, your reaction time is great when parrying his W, or the Pantheon player just sucks.
Poppy
Strengths: Tanky, W cancels dashes, Great disengage. Weaknesses: Melee, out-scaled. Pretty tanky and has a dash that can push you into walls and can be chained with a potent combo. Even though the dash is fast, it is possible to riposte it. Once you are able to riposte her dash she becomes a lot less of a threat. Btw, if you see her charging up her hammer for her ult, be ready to riposte it as well. This makes her waste her ult and leaves her with little disengage. Another tip is the Q+W combo or “Slide Parry” where you can purposefully Lunge into her W and Riposte at the same time to reflect a stun back to her. If you want to see a demonstration of this, there is a video down towards the bottom of the guide in the “Tips” Section. One last note about this matchup is that tower diving her is never a good idea especially if you get pinned into a wall. At that point you're essentially dead. Only do this if you are 100% sure you can kill her and come out alive.
Quinn
Strengths: Ranged, Burst, High Mobility. Weaknesses: Useless when behind, Squishy, no sustain. Quinn being ranged already gives her an advantage, but her squishiness gives us an opportunity to blow her up. Since this is a Ranged vs. Melee matchup, the difficulty of this matchup is dependent on how skilled the Quinn player is. If she knows how to position well, kite efficiently, and deny CS, this is probably one of Fiora’s hardest matchups. If not, this matchup can be won if you can predict when Quinn uses her Vault. If you can Riposte this, you are right on top of her and she can’t escape anymore. Her damage early game is substantial with her passive auto’s dealing bonus damage but with a few well-timed Ripostes on both her passive autos and especially on her vault, it is a winnable lane.
Renekton
Strengths: High base damage, sustain, Tankiness, point & click CC. Weaknesses: Out-scaled, Low defensive mobility. Similar to Riven in that he has pretty good early game damage potential, but he also has a stun but is much harder to predict and can out-sustain you. Typically, you want to try and poke with your Q frequently when his Q is down and focus on CS-ing. Typically, a Renekton will get on top of you using his E and once he's on top of you he will try using his W which is his stun. Be aware of how close he gets so you can prepare for the riposte. Also pay attention to his fury bar as when its half way his abilities become empowered and his W does 3 autos now instead of 2. This is what most Renekton's will use when their Fury Meter is ready as it is a great source of damage. If he goes Conqueror, build towards a Phage early, at the very least get a ruby crystal with your Tiamat. If he goes Press The Attack, go for a Ninja Tabi early on because most of his damage is going to come from his auto attacks and W after PTA is activated. TL; DR: Keep track of his Fury Meter as when it gets above 50% is when he’s most likely aiming for a trade or all in and he can 100 to 0 you with a near full Fury Meter.
Riven
Strengths: CC, Mobility, Burst Damage. Weaknesses: Squishy, No built in Sustain, Out-scaled. This matchup can go either way for both Riven and Fiora. This is truly a skill matchup for both champs. I'd give the edge to Fiora in this fight but only because of Fiora's W. Riposte is a wonderful tool in her kit and not only does it block every ability in the game, but it also redirects CC back and slows attack speed. This is where Riven gets crippled in the matchup. Fiora's W can negate Riven's 3rd Q knockup and W and CC her back. This easily turns the fight in Fiora’s favor but it’s not as easy as it seems because the Riven is probably smart enough to hold onto her 3rd Q to bait out Fiora's W. It is an excellent matchup to see due to all the mind games that go into the matchup itself. Be aware of Riven's cooldowns on her Q and W and either riposte or dodge her cc if you can. Keep track of when Riven’s 3rd Q is up and look for a punish whenever possible if she tries to 3rd Q into you.
Rumble
Strengths: Poke, Sustained Damage, AP. Weaknesses: Low mobility, Squishy early, Out-scaled. Has strong early game poke. If you avoid most of his poke you should be okay. Let the wave shove into you early as his waveclear is much greater than yours before you get Tiamat. Focus on CS-ing and Q pokes when his Flamespitter and Shield are down. Once you engage you must commit because rumble is put into an advantage when his opponents are running away because of his slow allowing him to catch up and proceeding to burn you to a crisp. Once you hit 6 and see an opening, you know what to do. Also, take Corrupting Potion in this matchup.
Ryze
Strengths: Point and click CC, AP, Ranged. Weaknesses: Relies on scaling, Mana hungry, Out-scaled. Not too difficult of a matchup If you avoid his Q's especially when his Essence Flux spreads onto you. Try your best to stay away from the minion wave when he tries to use his E on it. With his E on you, he becomes a much bigger threat. All his damage comes from combos so as long as you poke him and retreat quickly, you shouldn't take too much damage. His root also hinders you quite a bit but since it's point and click it’s pretty difficult when it comes to predicting when he's use it in the first place. If you are going to Riposte anything, have it be his Q when you already have Essence Flux on you because It negates a good chunk of damage.
Shen
Strengths: %Health Damage, Tanky, blocks Auto-Attacks. Weaknesses: Low Mobility, Out-scaled. With most melee matchups, you want to walk up to the minion wave early and start shoving so that it can crash into the tower and bounce back into you. This matchup is no different especially since it’s Shen who has trouble CS-ing under tower. The last place you want to be is under tower versus a Shen. His W can be a bit annoying because it blocks both auto attacks and your Q. He usually builds tank early game so the later the game goes, the less of a threat he becomes to you especially if you are even or ahead. Another tip is tower dive him with caution because of his taunt which could lead to your death. Never trade with him when his Q travels through you as it gives him extra %health damage on his autos. You will lose pretty much every trade when this is up in the early game. Focus on chipping him down and avoiding his spirit sword from touching you so he doesn’t get the damage bonus on it. When it comes to using Riposte, you can either look for the taunt or his enhanced auto attacks to slow his attack speed and prevent the damage.
Shyvana
Strengths: Power farmer, Scales, High sustained damage. Weaknesses: Weak early, low dueling potential, Out-scaled in 1v1. She is pretty weak early game so use your vitals to your advantage and you should be able to gain an early lead against her. Since her main damage comes from auto attacks and sticking to you, with your E and Tiamat auto attack resets, it will be pretty hard for her to keep up with your damage. Mainly use Riposte on her auto attacks to cripple her attack speed or her Ultimate when she transforms into a dragon to reflect the CC back to her. If you do end up Riposting her ultimate, be sure to aim behind you or wherever she is going to land so that the CC connects.
Singed
Strengths: High mobility, Sustained damage, Tanky. Weaknesses: Out-scaled and out Split-pushed. He can be quite the nuisance in lane especially when you want to go for an all-in as his ultimate and Ghost make it hard to lock him down. Thanks to his adhesive now applying the grounded effect, you won't be able to use your lunge while in it so avoid it as much as possible. Another tip is to be aware of when he gets close to you as he will more than likely try to flip you and that's when you use riposte. Also, don't chase him for too long especially in his poison trail, but you probably already know this. If you see him trying to proxy early game, don’t make it seem worse than it is. If you know how to CS under tower properly, just let him proxy farm all he wants and just ping MIA or wherever you spot him on the map so that your team is aware. He can’t take jungle camps early so any time you spend trying to stop him from CS-ing is time you are spending not CS-ing your own waves that are crashing into tower. Once you get boots and Tiamat or some AD, you should be able to All-in him pretty easy if he decides to overstay in lane.
Sion
Strengths: High base damage, Poke, Tanky. Weaknesses: Out-scaled, Low Mobility, Predictable CC. He can take quite a bit of punishment but with a predictable stun, HP stacking, and low mobility he's a pretty easy target for Fiora to just jump in and start proccing vitals. Don't go too ham though as his early game damage and passive are nothing to scoff at especially if he tries to poke you down with Arcane Comet or go Full AD for some reason. You can also riposte his Ultimate so keep that in mind. If he goes AD or the Suicide Split Push Sion build, that makes it that much easier for you to 100 to 0 him because she shouldn’t be able to out-damage you with the amount of sustain and AD you have. Dodge or Riposte his Q, get out of range of his W or pop it before he can use it, Side step his E, and Riposte his Ultimate and the matchup should be pretty easy once you’ve gotten used to it. Buying at least tier-1 boots early is recommended if you are having trouble dodging his E and or his Q. Side step to the left or right for both, never up or down.
Swain
Strengths: Poke, Sustain, AP. Weaknesses: Low mobility, Predictable CC. Go into this lane with either a D-Blade or a Corrupting Potion seeing as this is a winnable lane. He can zone you out early with his wave clear and slight healing. Once he uses his nevermove, start looking for Q pokes as per usual. If he tries to lane a nevermove, look to riposte that. When he uses his ultimate, you can fight him in it if you use your ultimate or you are fed. Buying a hex drinker or Mercury’s Treads early would not be a bad idea in this matchup but if you end up ahead of him in lane, don’t be afraid to go into your core items.
Tahm Kench
Strengths: High base damage early, Great Sustain. Inherently tanky. Instant CC on devour, Grey Health + Shield. Weaknesses: Out-scaled, Utility ultimate, Low mobility. He is a matchup that is designed to beat you in lane. You will have a very difficult time winning any extended trades against him early because of his passive and grey health. You do not want to be in a position where he can get multiple passive stacks on you. Never let him get you to 3 passive stacks unless you are committed to an All-in. There is no point in trying to riposte his Devour once you are at full passive stacks because it is extremely difficult to do so. It would be more beneficial to Riposte one of his auto attacks when you are at 1 or 0 stacks so that the attack speed slow makes it that much more difficult for him to stack his passive in the first place. Primarily Q poke for vitals and focus on farming early so once you hit your one to two item power-spike you can split-push against him easily.
Teemo
Strengths: Stealth, Hidden traps, Blind, high mobility. Weaknesses: Squishy, out-scaled, counterable by Sweeping Lens. Start D-Shield and buy a Sweeping Lens after he hits level 6 or 11. This guy used to be a bit tricky to deal with but now he's easy to play around. His main tactic is to poke you down and blind you if you try to retaliate. All you need to do is poke him back with a few vitals and be ready to riposte any blinding darts he tries to hit you with. If you succeed in doing this, quickly jump onto him because his main form of retaliation is gone so with your E slows and crits, you can out trade him. Post 6, pay very close attention to where Teemo is standing and if you were able to spot any shrooms he placed. If you try to engage him and start trading but notice him instead of fighting back starts moving specifically towards the river, a corner of the river, or the edge of a bush, fall back instead of risking of stepping on them. You out-damage him once you hit lv 6 so use that to your advantage. Quick Tip. His Omega Squad Teemo skin makes a sound queue whenever he uses his blind. Use this to time whenever you need to parry it.
Trundle
Strengths: Steals Stats, Sustain, 1v1 potential. Weaknesses: Low mobility, squishy without ultimate, Out-scaled. Trundle is strong early considering he is a fellow bruiser that can steal others' stats with his ultimate. Be sure to riposte his chomp and be aware of when he ults as it gives him a distinct advantage when trying to trade. An advantage that shouldn't be messed with. Do not trade with him right after he chomps as he gains AD nor trade with him while he has his Frozen domain as the attack speed steroid is strong. TL;DR, fight him when his abilities are on cooldown and look for as many Q pokes as possible before you all in him. Bait out his Ultimate if possible and All-in when its down. After you are ahead, it becomes pretty easy to splitpush against him.
Tryndamere
Strengths: Splitpushing, 1v1, Burst damage, Crit based. Weaknesses: Kitable, weak early, squishy. Not that difficult of a match up if you fight him while his rage bar is low. He doesn't have any major CC other than his shout which only last for a short period anyway, so your riposte should only be used to block an auto attack and apply your attack speed slow. In this matchup, obtaining an early lead can be done, and if so, the lane is essentially won and he won't be able to stop you for quite a while. Trouble arises when you fall behind and when the 5-6 Item late games rolls around where his crits might prove too much in an extended fight. If you block his Auto attacks and land your W, you essentially win every trade, if you miss and he’s on top of you, he wins pretty much every trade. Kite him post lv 6 because of his ultimate then come back in to finish the job.
Urgot
Strengths: Early base damage, Tanky, Ranged. Damage based on positioning. Weaknesses: Low mobility, little natural sustain. Out-scaled hard. When laning against an Urgot, your main objective is to sit back and farm. His early game base damage with his passive shotgun autos is too much for Fiora to trade with consistently. Keep track of which ones of his shotguns are available so that you can go for vitals then. Sit back, Farm, Dodge Q's, Start Doran's Blade or Corrupting Potion, and only go for vitals to recover some HP when a shotgun isn't in front of it. His small dash and his Ultimate chain latching onto you and dragging you in can be negated by Fiora W so keep that in mind. Once you time either of these, fights will become that much easier. Ninja tabis are also a great buy early. After 2-3 items he starts to fall off and you start to ramp up so keep that in mind if you start to fall a bit behind.
Viktor
Strengths: Range, Movement speed, Poke, Reliable shielding, AP. Weaknesses: Gets out-scaled. Can't match in late game split push. Little CC. If he ends up going for the standard Viktor top, as in going Iceborn Gauntlet first item, you essentially need to shut him down as early as possible and delay his 1st Hex-Core upgrade. This is when he is at his weakest because his Q shield is small, and it doesn’t give him movement speed yet. If you can do this, the matchup becomes much easier and all you need to do is wait for you item power spikes and he should pose little threat to you in your split push. Early game his Q does a decent chunk of damage and his shield comes up just as often as your Q, so it becomes difficult to outtrade him so don’t be afraid to take extended trades. Also, your W does cancel the stun on his Gravity field but does not redirect back towards him; it just delays the effect of the stun. If you stay in the field after you used Riposte, it will still stun you or drag you back in towards the center so leave asap.
Vladimir
Strengths: Great sustain, AP, Burst potential, Sanguine Pool. Weaknesses: Low mobility, Squishy. Taking trades with him in the first few levels of the game isn’t going to go too well. If you have conqueror activated post-Lv 4, You can trade with him decently well. I recommend buying a hexdrinker on your first back seeing as he won’t be able to poke you down anymore and the shield prevents him from All-inning you. Once you have this you can All-in him as much as you like. Good uses of parry in this matchup include His ultimate if you can time it and his Tides of Blood where he pulls blood together and blasts it in an AOE around him.
Wukong
Strengths: Stealth, High early burst damage, high mobility, CC. Weaknesses: Squishy, weak without Clone, Cooldown focused. Careful with this guy’s early damage which is insanely high. Riposte whenever you feel like he's going to dash onto you or activate his ultimate which are his main engages. If you have trouble identifying when he uses his clone, pay attention to your passive. The clone won’t have a vital appear over him to use that to your advantage. Trade when he doesn’t have cooldowns and you don’t have your armor shredded by his Q. If you can survive or get ahead in lane, you should be fine to deal with him. If you fall behind however, you will not be able to fight him for a while. Once you are ahead of him however, he is incredibly weak.
Yasuo
Strengths: Crit based, High mobility, Consistent damage. Weaknesses: Hard to master, predictable CC, Auto attack/Q dependent. Not that hard of a matchup if you parry his whirlwind. You just need to keep in mind of the minion wave in this matchup. He has agency over the lane and when he wants to engage. You don’t want to be put into a situation where he gets on top of you or is trying to with 2 Q stacks up. If you do find yourself in a situation where he is coming towards you through a minion wave, hold your Riposte until he E’s on top of you or shoots out his whirlwind. If he E’s on top of you, Riposte immediately to prevent the knockup into ulti. If he shoots his whirlwind, Riposte and aim back at him. Keep in mind that his windwall does block the Riposte Stun projectile so he can block it once you reflect it back. Lastly, if he E’s on top of you and doesn’t Q and you already used Riposte, Q behind him or flash away so that you don’t get hit by the Whirlwind. Preventing him from using ultimate is the biggest key to winning this matchup. If you don't feed him early and avoid his Q pokes you should be set. If you fall behind however by taking a bad trade, he will be able to duel you incredibly well for a long time.
Yorick
Strengths: Split-pushing, 1v1, sustain damage. Weaknesses: Low Mobility, Weak early game if played incorrectly. His damage with his Mist Walkers can do a lot early game and can be a bit surprising but as long as you avoid his E, you should be fine. you can easily escape his ring that he might try to place around you and he has no real escapes so performing your ultimate on him should be easy. Do not mistake his weaker earlier game for him having a weak late game because he can split push just as good as you and duel you if he has enough ghouls by his side. Go for Q-pokes early on while dodging his E’s and Riposte either his E once he’s used his Ultimate or one of his Q’s so that it negates the damage and slows down his attack speed.
Fiora
You are your strongest asset. Improve yourself first as you are the only common denominator in all of your games. If you are able to depend on your own ability, you will be better off.
Synergies
IdealStrongOkLowNone
Fiora
You are your strongest asset. Improve yourself first as you are the only common denominator in all of your games. If you are able to depend on your own ability, you will be better off.
Here is a little menu of all of the sections in the guide! If you want to read through all of it, Thank you!
If not, just choose your desired section and enjoy!
Hello everyone and welcome to my revamped Season 9 Fiora Guide! It is not only mine, but all of the information used has been reviewed and approved by other Fiora mains from all across discord. These range from Hoyin, Giraffe Hugs, Azurean, Bretteuse, and the rest of the House Laurent Discord! Who can also be found here: https://discord.gg/67daNHA
I started playing her around the beginning of season 7 and have loved playing her ever since. I may be a high plat player looking to climb to diamond and beyond but I believe people can still learn at least something from other players no matter the elo. With that being said, I have over 600K Mastery Points on Fiora so I am confident that I have enough experience to share with you on this champ. I finished season 7 with a 56% winrate on Fiora with 275 ranked games played and Season 8 with a 59% winrate with 237 games.
Why choose Fiora?
Fiora is one of my favorite if not my favorite champion in the game and many of you may wonder why that is exactly? First off, I love Fiora as a character, her attitude in-game and how she steps up to any challenge without hesitation speaks to me. As far as the champ herself, I love her kit because it screams outplay potential. Fiora is a champion that rewards the player for putting more time into playing her. If you are looking for a champ that with enough time you can completely control a game and 1v9 if played correctly, Fiora is the one. All of this stuff is anecdotal at best but it is just a piece of the guide for me to gush over my favorite champ!
Pros / Cons
Pros
+ Outplay Potential
+ Great at dueling 1v1 or 1v2's
+ Great split-pusher
+ Helpful in teamfights with ultimate heal
+ Versatile in Item builds
+ Skill expressive champ
+ Scales great into late game even without early game success
Cons
- A bit weak early against most champs
- Squishy without proper items
- Mid game mana problems with Q
- Easily shutdown if focused early
- Struggles vs teams with abundant CC
- No CC, provides little utility if behind
- Requires vast knowledge of the game and matchups to be played properly
Abilities
No point in calling this a guide if I don't showcase Fiora's abilities for you all; right? I'll be taking you through Fiora's abilities one by one explaining what they do, what their purpose is, and a video demonstration of the ability. Lets get started, shall we?
Fioraidentifies the Vitals of nearby enemy champions, marked as an arc around themselves. Vitals take 0.5 seconds to identify and linger for 15 seconds. After a Vital is triggered or times out, Fiora identifies a new one on her target. Basic attacks and damaging abilities against a Vital trigger it to deal 2.5% (+ 4.5% per 100 bonus AD) of target's maximum health bonus true damage, heal Fiora for a flat 40 - 115hp (based on level) and grant her 20% / 30% / 40% / 50% bonus movement speed that decays over 1.75 seconds. This is where most of your tank shredding comes from. The more AD you build, the more true damage you deal once you proc a vital. Popping as many vitals as possible during a trade or an all-in is going to be your main priority because of its scaling damage and sustain.
To some of you, Fiora's vitals seem to spawn at random. I am here to tell you that is false! There is actually a pattern at which Fiora's vitals spawn and it goes like this. The vital will spawn either LEFT or DOWN, and then either UP or RIGHT. You can see this in the video below as the vitals alternate from one choice to the other. This is helpful when trying to outplay or visualize a fight as you can predict where a vital is going to spawn when you go for trades or an All-in.
Fioradashes a short distance in the target direction, then stabs a nearby enemy if one is present, moving into attack range of them. Stabbing an enemy reduces Lunge's cooldown by 60%. The stab deals 70 / 80 / 90 / 100 / 110 (+ 95 / 100 / 105 / 110 / 115% bonus AD) physical damage, applies on-hit effects, and prioritizes Vitals facing Fiora, followed by enemies who would die to the strike, and finally the nearest target (prioritizing champions). This is your main poking, trading, and mobility tool. This ability not only applies spellblade procs from Trinity Force but also allows you to reposition to proc your Duelist's Dance vitals. Be sure to land this as the cooldown is especially long during the early game which leaves you with no form of engage or escape. This will be the ability you max first.
Fiorareadies to strike in a target direction, becoming invulnerable to all damage and CC (other than turret damage) for the next 0.75 seconds. Fiora is immobile while this ability is being cast. After a 0.75 second cast time, Fiora stabs her sword forward, dealing 90 / 130 / 170 / 210 / 250 (+ 100% AP)magic damage to enemies in the targeted direction. The first enemy champion struck has their attack speed and movement speed slowed by 50% for 1.5 seconds. If Fiora parries at least one immobilizing effect, Riposte will stun the target for 1.5 seconds instead. This is Fiora's signature ability. It allows you to turn almost any fight as long as you time your Riposte correctly. Hold onto this ability until a situation arises where you need to use it to either turn an unfavorable fight or save your life. Do NOT use it for any source of damage unless you are 99% sure it will kill when it connects. This will be the ability you max last. This ability can also be used in conjunction with your Lunge!
Fiora'snext two auto attacks within the next 4 seconds gain 25 bonus range and 50% bonus attack speed. The first auto attack can never critically strike, but will slow its target by 30% for 1 second, while the second auto attack is guaranteed to critically strike for a modified 160 / 170 / 180 / 190 / 200% Critical Damage. This ability also acts as an auto attack reset. This is one of Fiora's biggest trading tools. This not only packs in a great deal of damage through the modified crits and auto attack resets, but also allows her to stick onto her target without having to use her Lunge or Flash. Use this when you want to slow down your target and extend a trade or make it easier to reposition for a vital. Don't forget that this ability also extends your auto attack range. It's not by much but it can come in handy in close trades. This will be the ability you max second.
Whenever this ability is leveled up, Duelist's Dance's bonus movement speed on vital procs increases. Fiora targets an enemy champion for 8 seconds revealing all 4 of their vitals. This creates an area around the target where Fiora gains movement speed while around them. New vitals from Duelist's Dance do not spawn while this ultimate is in effect. If Fiora pops at least one Vital before her target dies, or triggers all four, she creates a Victory Zone that heals all allied champions within it for 80 / 110 / 140hp (+ 60% bonus AD}per second. The duration of the Victory Zone last 2 - 5 Seconds based on the # of Vitals hit. Fiora's ultimate is a game changer. It does a ridiculous amount of damage on top of healing Fiora for an extended period of time. This ability can easily turn a 1v1 or a teamfight if you are able to activate the heal which becomes much more potent the more bonus AD you build.
How to Splitpush as Fiora
One of the most important parts of the game you need to learn when playing Fiora is knowing how to splitpush properly. Thankfully, I have made a video explaining splitpushing in many different aspects from the concept of it and how it looks when it is done successfully! Be sure to drop a like if you thought it was useful and timestamps are in the description!
Runes/Summoner Spells
New Runes, new information, and that means lots of potential choices! Lets get the summoner spells out of the way first. Even though Teleport recently had an additional minute added to its cooldown, it is still a great option on Fiora. With that being said, Ignite is also good option for the additional kill pressure in lane although it isn't necessary to find success in the laning phase. lastly, Exhaust is okay if you are struggling against lane dominant matchups. Now we can start talking about the runes I chose specifically on the guide. These are the runes I take in every game that I play and I'll explain why.
First, the reworked Conqueror is a decent keystone on Fiora. The true damage it grants on top of Fiora's true damage built into her kit, it makes her a tank's worst nightmare late game. In the early game, Kleptomancy and Grasp of the Undying are better options. (More info Below) Next in the rune page is Triumph. I usually take it because it is really strong when fighting an outnumbered fight as it can turn the tables on a fight especially when at low health. Next is choosing between Legend: Alacrity and Legend: Bloodline. The former is a quality of life rune as it makes CS-ing easier and allows for a bit of extra attack speed in the scenario that you don't build Trinity Force. The latter gives us some lifesteal and dueling power in the mid game. Last in the Precision tree is Coup de Grace as it helps with taking down low health enemies and especially when we are in those close situations when we need to get our Grand Challenge off.
Now we have the secondary tree and I personally recommend Sorcery with Transcendence and Gathering Storm. This is the secondary page you should look to take every single game. This is due to the fact that the Sorcery is more valuable in terms of stats the later the game goes while Resolve loses value the longer the game goes. My reasoning for the runes I chose in the Sorcery tree is as follows. Transcendence is much better now for Fiora because of how much CDR we gain from our final build. With this much CDR, it is best to convert that to as much damage as possible rather than waste it. While Gathering Storm is great since as Fiora, you want the game to go late anyways so that you get your item power spikes. I will restate this once more, ALWAYS TAKE THIS SECONDARY!
Lastly, when it comes to stat bonuses, if you chose Legend: Alacrity in your rune page, go for +10 Adaptive Damage in both the first and second choice while choosing either Armor or Magic resist depending on the matchup. If you chose to go for Legend: Bloodline or did not go Precision primary, go for the 9% attack speed and +10 Adaptive Damage to make up for the lost Attack speed.
With Kleptomancy getting buffed recently to where you can proc it twice off of one ability, it has become a more viable option for Fiora to take when Conqueror is not needed. You should go this rune page in matchups where it is more difficult to get on top of the enemy and where accelerating you item power spikes is more beneficial than the true damage that Conqueror would provide. Examples are Gangplank, Camille, Kennen, Kayle etc. Next you want to take Magical Footwear for efficiency, Biscuit Delivery for some sustain, and lastly Cosmic Insight for more CDR. Some of you might have guessed already but yes, Sorcery secondary as well.
Last is the Grasp of the Undying rune page setup which is an all around great keystone that you can take into any matchup. It is a great keystone for Fiora and works especially well into more difficult matchups such as Renekton. It is mainly for sustaining through difficult lanes seeing as this runes' efficiency falls off the later the game goes, the opposite of Conqueror. When we go down this primary, we go for Demolish for the extra splitpush power, Bone Plating for a bit a defense during trade heavy lanes, and Revitalize for better healing with Sorcery secondary of course!
Starting off with the Sorcery Tree, Manaflow Band is an okay option considering Fiora has the tendency to run low on Mana in the mid-game after a few skirmishes but other options are much more efficient so it is essentially pointless. Nullifying Orb is not bad, just some insurance in AP matchups if you tend to struggle with them like Heimerdinger. Now, Nimbus Cloak is a decent choice if you are against champs that are hard to stick to normally with just your Grand Challenge movement speed. Examples of these would be Teemo, Malphite, Nasus etc. Celerity is no where near as good of an option anymore because it no longer grants AD with movement speed and it is not as efficient as Transcendence. Absolute Focus is useful for when you secure a lead but again not as useful as Transcendence. Scorch is fine if you want to have a stronger presence in the early game rather than the late game but you are playing Fiora so you want the game to go late anyways. Lastly, Waterwalking is pretty much useless unless you roam a bit.
Going down the Precision tree, Overheal is a pretty good choice on Fiora due to the recent buffs considering you naturally build lifesteal in your items anyway. Next is any of the "Legend" runes. Both Legend: Tenacity and Legend: Alacrity are good choices as Tenacity works well against teams with a lot of CC or pick potential in the mid to late game while Alacrity feeds into Fiora's effective use of attack speed. Some of the matchups that I would recommend taking Legend: Tenacity against would be against champions such as Renekton, Pantheon, Kennen, etc. Champions with CC that allows them to follow up on combos. With the amount of lifesteal that Fiora naturally builds through items, Last Stand is practically useless on her, never take it unless you play at low hp often. Cut Down on the other hand is viable but only against teams with an abnormal amount of tanks.
There are only a few choices in the Resolve Tree that even work for Fiora so let me explain why I haven't chosen these and when they can be chosen. Font of Life is not efficient at all on her and Shield Bash can only be activated while using Overheal. Conditioning and Second Wind are both great substitutes for Bone Plating it just depends on the situation. If you are playing an uneventful lane such as Singed or Tahm Kench, go for Conditioning. If you are just gonna get poked down in matchups such as Teemo and Vladimir, then Second Wind is your best bet! Finally, Overgrowth is okay but has very minimal effects as well as Unflinching unless you are playing against a poke enemy team comp where Flash is almost required to get on top of them like Janna, Xerath, and Jinx etc.
I preface this by saying that the Domination tree is the least efficient tree for Fiora. It is to be rarely used as a Secondary tree and never as a Primary because of what other trees offer. To start off, Taste of Blood is okay in harder lanes because this gives you more sustain and lowers the chance of you getting pushed out of lane. Sudden Impact has very little penetration early so not really worth. Any of the vision runes are okay but from best to worst it would have to be Ghost Poro for its increase in damage when in enemy territory and that is where you will be most of the game if you are splitpushing. Zombie Ward because it allows for more vision control which helps in preventing the jungler getting effective ganks off of our lane. Lastly Eyeball Collection because it takes way too long to ramp up and be any sort of useful when compared to the other two.
Typically you want to start the game with Doran's Bladebecause it provides us with great dueling stats and allows us to sustain in lane through our vitals and auto-attacks. Another option is Corrupting Potion can be picked into any matchup and works just as well as Doran's Blade. This option works especially well against matchups that trade often, have decent sustain, or poke matchups that do not have Damage Over Time (DOT). Lastly, Doran's Shield is okay but not as good as the previous options. It is specifically used against poke matchups such as Teemo or any other champs that deal damage over time in laning phase. Corrupting Potion is essentially the same thing but grants you more agency over the lane with extra mana and burn damage.
Typically, you want to go for enough gold to have Tiamat on your first back. This gives us good AD, waveclear, an auto-attack reset, and HP regen for when we get back into lane. If you don't have enough gold on your first back for Tiamat, it is fine to go for a few Long Swords or a Pickaxeif you want the extra damage when it comes to trading and healing off of Duelist's Dance. In matchups where early game you need either movement speed or some extra HP on top of your damage, Phage is the way to go. Examples are Jayce, Jax, Renekton {who took Conqueror) etc. If you are laning against an AP matchup such as Vladimir, Heimerdinger, or Teemo, start building Hexdrinker first instead of a Ravenous Hydra for the magic resistance. After Hexdrinker is done, go straight into Ravenous Hydra.
If you're against a team that relies heavily on auto attacks or AD to damage you, go for Ninja Tabi. If the enemy team has pretty good AP damage with some CC, go for Mercury's Treads. It is also a great buy against lanes such as Kennen and Teemo specifically. If you're not sure, go for Mercury's Treads because the tenacity and magic resist they provide benefits us more considering the lack of MR items in our final build. If you feel like you're ahead and want to either roam more or catch up to your enemies, don't be afraid to take Boots of Swiftness which are a decent pick up as well.
Many other Fiora mains and I have come to the conclusion that a potential build that you could go in the current meta is the Tiamat rush into Phage, Death's Dance, and Trinity Force all before finishing your Ravenous Hydra. It is true that Ravenous Hydra is an essential item on Fiora, but the raw damage and CDR that both Death's Dance and Trinity Force provide is incredibly strong right now. I highly recommend trying this build once you've gotten used to playing Fiora. It should only be run with Conqueror as your keystone.
Recently, I have found that Trinity Force works pretty well with this build considering how often our Lunge is off cooldown. We can essentially get the spellblade proc off with every Lunge which can be amazing in terms of damage. This gives us 20% CDR, some HP, Movement Speed, Attack Speed, and it also gives us some mana which can come in handy considering Fiora has the potential to have some mana issues during the mid game because of her Lunge taking 40 Mana at max rank. Black Cleaver is also a great choice as Fiora can stack the percentage armor shred pretty quickly. The only time you should build Black Cleaver is against comps with 3 or more tanks or if you are behind a tank such as Malphite because Trinity Force does enough damage on its own to make up for the lost armor shred.
Without a doubt the most efficient item that you can build on Fiora after her core items is Death's Dance. It provides a bleed effect for 30% of damage taken, gives 10% CDR, and heals for 15% of ALL damage dealt (True Damage included). Spear of Shojin is essentially a nerfed version of Essence Reaver for Fiora. It is still a good item, but just not a first-item buy anymore. Spear of Shojin's passive giving more CDR after procing Grand Challenge, it is great for dueling. Sterak's Gage is a good bruiser item because it is a safe and affordable option that can be used in multiple situations when dealing with enemy assassins or team comps with a great deal of burst or CC. It also grants Bonus AD which feeds into all of Fiora's ability scalings. Lastly, caution when buying Bloodthirster as it is an item that I and many other Fiora players rarely ever build so keep that in mind. Only build this when extremely ahead or you took Overheal.
If you chose to go for a Hexdrinker early on, the Maw of Malmortius is the most cost efficient option for the 10% CDR. It is great if you are looking to deal more damage rather than going for more survivability through tank stats. On the other hand, Mercurial Scimitar is an item exclusively used against teams with heavy CC such as Malzahar. The stats are good but typically, you just want a Quicksilver Sash and sit on it until the end game and finish another important item such as a Guardian Angel. Lastly, you could pick up a Spirit Visage because it give us a good deal of MR, HP, and 10% CDR. It also increases all healing done by 30% so it synergizes well with Fiora's vital procs and Grand Challenge heal. Couple this with Ravenous Hydra and Death's Dance and as long as you auto attack, Fiora becomes nearly unkillable. Lastly, Adaptive Helm is only an item that you want to build against champions such as Cassiopeia when they are extremely fed. Other than that, you should never really build this item.
With Guardian Angel being changed to more of a bruiser item with its armor and attack damage, it has become a signature item on many fighters. Fiora benefits a lot from this item so don't be afraid to even build this 3rd or 4th item on her if needed. If you want a bit of extra damage and slow against opponents who try to escape, Iceborn Gauntlet is a good option and works well against matchups like Gangplank. Dead Man's Plate is an okay armor item but isn't build that often when the previous two options are available. As a last resort, if you want more Armor or if someone on the enemy team is doing a lot of Critical Damage, such as a Draven, you can consider picking up Randuin's Omen.
This is my personal end game build that I would usually aim for in most if not all of my games. My reasoning behind this is that Ravenous Hydra is your main item that you should always build every game. Trinity Force is better damage wise than Black Cleaver unless there are 3 or more tanks on the enemy team. Mercury's Treads are great for their tenacity. Death's Dance gives a great amount of AD, CDR, and damage reduction to sustain in fights. Spear of Shojin gives you more AD, CDR, and HP plus the passive that gives you more CDR while using your ultimate to sustain through fights and amplify our damage. Lastly, Guardian Angel is a great item for Brusiers as it gives good AD, Armor, and Revive.
Below is what our stats should look like by end game with my build but there are a few things I would like to point out. First, we have 492 AD. 24 of this AD is coming from Transcendence while 48 of this AD is coming from Gathering Storm considering this screenshot was taken in practice tool Post-40 min. Then we have a good amount of Armor and decent amount of Magic Resist which on top of our Death's Dance's bleed effect is enough to keep us alive with our HP pool of 2.5K. All of this together gives us a build that not only deals an insane amount of damage but is well equipped to deal with anything the enemy team tries to throw at us.
Gameplan
This is the general gameplan you want to follow when playing Fiora throughout all stages of the game! If you follow this with slight adaptations depending on the game state, you will only need to rely on your decision-making and skills to carry you to victory!
Laning Phase
Typically, when laning as Fiora, your job is to CS as efficiently as possible while going for Vital procs on your enemy laner as often as possible. Depending on the matchup, you will be able to get fewer/more Duelist's Dance procs off. The more you do this, the more control you have over how the lane state is. Once you establish dominance in lane, freeze the wave as close to you tower as possible and harass with your Lunge to deny CS against the enemy laner. This way you have more room to chase once you level up your Grand Challenge. You could also shove the wave into the enemy tower and Q poke from the outer tower range and use your Duelist's Dance movement speed to escape tower aggro.
Mid-Game Transition
At this stage of the game, you want to focus on getting your item power spikes such as Trinity Force, Death's Danceetc. You will do so by splitpushing against your enemy laner if you came out of lane ahead. Refer to the video above to see how to splitpush effectively or feel free to look at the matchup videos down below for a more in-game example.
Late Game Closeout
Once we have gotten to this stage of the game, typically the 35-40 Min Mark, you have become one of the most difficult splitpushers for your a team to deal with. Your damage with your items is unparalleled at this point so use that to your advantage not only by fighting but creating pressure. Your presence on the map and potential threat you pose is also a tool you must use when trying to close out a game either by spliting by yourself or grouping with your team via flanking. Play around objectives and try to draw pressure to yourself and away from the enemy team and you should be golden! Survive as long as you can and you've done your job!
In-Depth Matchups
Sometimes words aren't enough to explain how a matchup goes. That's the thought that went through my mind time and time again when making this guide. So, I've decided to make Full-Length Commentary videos on each matchup shown on the "Matchups" Section of this guide! Down below you will see videos for every single champ on the list with me talking about the matchup and how to play it at length for all of you who are particularly struggling in a matchup or would like to see how it is played. I will keep this updated until I have a video for every single matchup! Be sure to check out the video and leave a comment if you came from MobaFire!
Currently Being Updated! Check back Later!
VS. Darius
Darius Matchup Videos
VS. Karma
Karma Matchup Videos
VS. Malphite
Malphite Matchup Videos
VS. Quinn
Quinn Matchup Videos
VS. Renekton
Renekton Matchup Videos
VS. Riven
Riven Matchup Videos
VS. Rumble
Rumble Matchup Videos
VS. Singed
Singed Matchup Videos
VS. Udyr
Udyr Matchup Videos
VS. Veigar
Veigar Matchup Videos
Tips
One of the Main tips that I can give you is Fiora's Fast combo.
Q->AA->E->Tiamat/Hydra->AA
This is your main damage combo and the one you will be using most often throughout the game! It is the combo with the highest DPS that doesn't require your ultimate. Here's a video that demonstrates the combo!
Another trick is being able to Riposte while Mid-Q. This is what I hinted at earlier when I talked about using your W mid- Lunge! This allows you to lunge while being under the effects of our Riposte so you can soak up any CC or damage and redirect it to back. Also, If you attempt to auto attack while you perform this combo, as long as your Lunge lands, your auto attack will always go through! It's not used that often but useful whenever the situation arises!
Conclusion
That's my guide to playing Fiora! My favorite champ currently in League of Legends! She has an amazing kit with wonderful outplay potential and is a champ that once you learn you will love and have fun with for months to come. As some of you might have guessed this is in fact my first guide I'm attempting to make so if any of you have any advice when it comes to improving future guides or any other suggestions be sure to leave a comment or message me to let me know! I'd love to hear what any of your thoughts are on Fiora, the Guide itself, or anything that comes to mind! I'd also like to give credit to OumaShuDesign on DeviantArt for creating the Project: Fiora Banner that I used during this guide. Give Credit where Credit is due! Good luck and have fun playing Fiora and hopefully you gain some Elo while you're at it my friend!
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