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One Step Ahead! - Fiora Guide





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Runes: Standard Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order R > Q > E > W
Duelist's Dance (PASSIVE)
Fiora Passive Ability

Split-pushing: 9/10 Mobility: 8/10 Viability: 6/10 Introduction: ![]() ![]() ![]() ![]() |

Pros
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+ Strong duelist + Great split-pushing + High mobility + Excellent scaling |
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Cons
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- Mediocre teamfighting - Weak when behind - Mana problems - Hard champion to master - Squishy without items |
While being an excellent duelist, ![]() |

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Precision Tree




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★ ![]() ![]() ![]() ![]() |
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★ Very good rune when you dive a lot or you build health items like ![]() ![]() ![]() |
![]() | ★ Boosts your split-pushing and wave clear, best taken against team comps with little to no CC. Helps with hitting vitals faster, as the extra attack speed makes your auto-attacks more fluid. |
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★ This is essential into heavy CC champions like ![]() ![]() |
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The best scaling out of the three in the third row of the ![]() ![]() ![]() |
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★ The rune that gets better the lower you get. It should be chosen in almost all matchups except against champions with executes like ![]() |
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★ Does less damage than ![]() ![]() ![]() ![]() |
Sorcery Tree

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★ Great synergy with ![]() ![]() ![]() ![]() ![]() ![]() |
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Great into magic damage as it is a mini ![]() |
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Is similar to ![]() ![]() |
![]() | ★ It's great for the ability haste and the cooldown reduction on abilities on kill. Take if your build is lacking ability haste. |
![]() | ★ This rune is the scaling rune, giving you extra damage as long as the game gets longer. Take this if you're planning to go to 30 minutes, otherwise, you should probably choose a different rune. |
Resolve Tree

![]() | ★ Really good due to how destroying turret plating gets you ahead fast. It also boosts your tower taking by a good amount. |
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★ Against champions with a lot of poke early game or with a DoT effect, ![]() ![]() ![]() ![]() |
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★ If you're facing a combo-oriented champion like ![]() ![]() |
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★ Gives you more health and increases your maximum health by a percentage. Take if you're going ![]() ![]() ![]() |
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★ Increases your healing and healing given to you. Take with ![]() ![]() ![]() |
Inspiration Tree
It doesn't have the scaling of



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★ Allows you skip boots in your build so you can get to your core items faster. If you're going ![]() |
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★ Very strong sustain tool in lane, it allows you to basically have a mini ![]() ![]() ![]() ![]() |
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Reduces your summoner spells and items cooldown by a good amount, it has more use when you have more items with cooldowns like ![]() ![]() |
Domination Tree
It's all about damage and rewarding you for killing. Take if you know you'll snowball as it will reward you for it. It has good scaling but worse than

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★ Very good sustain tool in lane, allows you out sustain with it. You should take this almost always if you're going ![]() |
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★ Great in higher elos and competive settings where warding is more common. Taking ![]() ![]() |
![]() | ★ Leaves a ghost poro which gives vision and is untargetable. It's a good option if you ward a lot or get deep vision as it extends the vision you place down by a good amount. |
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The snowball option out of the three, relies on kills to get stronger. Great in solo-queue, outclassed in high elo or a competive setting. Is good if you're in an easy matchup like ![]() ![]() |
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★ The healing now works on everything including vitals and autos making this a great source of extra healing. Taking with ![]() ![]() ![]() ![]() |
![]() | More movement speed is nice for roaming and map pressure. Take if you don't want healing but instead want increased mobility and pressure. |
Stat Shards
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You want to take the attack speed shard if you are not taking ![]() |

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Starting Items
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Doran's Blade![]() |
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Doran's Shield![]() ![]() ![]() |
First backs
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Pickaxe![]() ![]() ![]() |
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Vampiric Scepter![]() ![]() |
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Tear of the Goddess It allows you to build into ![]() ![]() |
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Cull![]() ![]() ![]() ![]() |
Core Items
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Ravenous Hydra![]() ![]() ![]() |
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Stridebreaker![]() ![]() ![]() |
Anti-Burst Items
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Sterak's Gage![]() ![]() ![]() ![]() |
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Death's Dance![]() |
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Maw of Malmortius ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Offensive Items
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Manamune![]() ![]() |
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Chempunk Chainsword![]() ![]() ![]() |
Defensive Items
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Guardian Angel![]() |
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Randuin's Omen![]() ![]() ![]() |
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Spirit Visage![]() ![]() ![]() ![]() ![]() |

#1.
Grand Challenge 6 / 11 / 16 #2. Lunge 1 / 4 / 5 / 7 / 9 #3. Bladework 3 / 8 / 10 / 12 / 13 #4. Riposte 2 / 14 / 15 / 17 / 18 |
Q max is always good due to it being your mobility and your main way to hit vitals making it an obvious choice to max. Maxing E is next due to it boosting your damage and split-pushing potential. Maxing W is last because you'll only get one parry in per fight usually so the reduced cooldown doesn't mean much while the extra damage you get on parry won't out dps your Q or E. Put a point in your ultimate whenever you can as most champions get benefits for maxing their ultimate and ![]() Level one you should level ![]() ![]() ![]() |

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Tips and Tricks
★ Vitals can only spawn if in a certain range and if an enemy champion can see you.
★ You can reset the vital on an enemy champion by walking out of vision and reentering back into vision
★ Vitals can be hit with item actives like


★ Vitals take 1.75 seconds before you can hit it.
★ You don't need to hit the middle of a vital to proc it.
Flash Vital Inputs: ![]() ![]() Difficulty: Three Uses: Positioning for vitals, faster ultimate proc, hitting vitals against walls. |
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Vital Spawning Pattern ★ Vitals spawning isn't random but has a pattern. The first vital will always be on the opposite side that you spawn. Then the next vital will either spawn on the top or right side if you started on the red side, or it will spawn on the bottom or left side if you started on the blue side. It will always repeat this pattern. |
★ Sides where the first vital could spawn if you started on the red side |
★ Sides where the first vital could spawn if you started on the blue side |
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![]() ![]() This is your main way to hit vitals in fights. This is a dash so it can be stopped by abilities like ![]() ![]() |
Tips & Tricks
★

★ You can do a short

★ You can buffer an auto-attack after you

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Lunge Priority List
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![]() After she's done parrying, ![]() ![]() This is your main way to mitigate damage and outplay people. It has a high cooldown so using it in lane and missing is the opponent's time to start a trade. It is one of the strongest abilities in lane as 110 base magic damage is enough to win most trades if you parry an ability with it. Make sure to use your best judgment with this ability. Don't ![]() |
Tips and Tricks
★


★

Slide Parry Inputs: ![]() ![]() Difficulty: Two Uses: Engaging, getting through abilities/cc. |
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![]() This ability is your main way to take turrets and is a way to push in the wave while being mana heavy. It's an auto-attack reset so it works well with ![]() |
Tips & Tricks
Fast Combo Inputs: ![]() ![]() ![]() ![]() ![]() Difficulty: Two Uses: Burst, trading, fast Conqueror/Press the Attack proc. |
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Passive: ![]() Active: ![]() ![]() ![]() ![]() This ability is amazing for turning fights around. It's not an ultimate that does damage, it allows you to do a lot of damage. When in duels hitting all four vitals is essential for winning fights. When you either hit all four vitals, or you hit one vital and they die, it will grant a healing zone that you and your teammates can use. |
Tips & Tricks
★ It gives you movement speed when you use it, so you can ult to escape if needed.
★ Prioritize hitting the vitals the furthest or the vitals closest to the wall first, as they are easier for your opponent to prevent you from hitting them.
Fast Ultimate Proc Inputs: ![]() ![]() ![]() ![]() Difficulty: Three Uses: Burst, efficient ultimate proc. |
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The laning phase is critical as it determines who gets momentum and who doesn't.

Matchup Sheet
At the moment this is my updated opinions on matchups. Click here
General Tips
★ A huge part of top lane is learning the opponent's power spikes and the major ones are right at the beginning. The main power spikes in the laning phase with most champions are at level two, level three, and level six. Playing around when you or your opponent will reach a power spikes will allow you to get favorable trades.
★ Something to look out for in lane before going for any poke or trade is to see what abilities they have to counter your poke or force a trade like





★ Minions do a lot of damage early, so reducing the amount you take while forcing your opponent to take more is a great way to ensure that trades will be in your favor. One way to reduce the damage taken by minions is to poke then walk into the brushes to reset the minion aggro.
★ In heavy poke matchups that are hard like


Fiora Laning Tips
★ Levels one and two are pretty strong for



★ Use your



★

★ Preemptively positioning yourself where the next vital spawns is important to maximize your trading. You get movement speed when you hit a vital so positioning around the next vital shouldn't be difficult. Same as with

Wave Management and Minions
★ There are 3 main wave management techniques, slow pushing, fast pushing, and freezing. It is essential to learn how to manage the wave as it will help you in other aspects like avoiding ganks, winning fights, and gaining gold/experience advantages.
Slow pushing
★ Slow pushing is when you want a big minion wave. You can achieve a slow push by having any number of minion advantage. This is used to create a large amount of pressure, with the cost of time. ★ Slow pushing allows for you to trade easily in your wave because you have more minions to defend you than your opponent. ★ This is great to pressure a tower, mostly because the enemy team will lose a lot of gold and experience if they don't clear the wave. |
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Fast pushing
★ Fast pushing is when you shove the wave as hard as you can into the enemy tower. It is used to quickly pressure so that you can do something else like recall or ward. ★ Fast pushing will usually result in a small punish, but allows the wave to slow push back to you if you shoved the whole wave into the tower's range. |
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Freezing
★ Freezing the wave is when the amount of minions is greater than yours but the wave is outside the tower range. The enemy minion wave should have three-four more caster minions than yours. ★ You want to freeze the wave if you want to play safe because the enemy laner has to walk more towards your side of the map to farm. ★ You also have an easier time to all-in as they have to walk longer to get to their tower than you do. If you're stronger than your laner then freezing can be an effective strategy as they will have to overextend to get the minions and it leaves them open for ganks. |
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Minion Tips
★ If both minion waves have the same amount of minions, the side with their minions closer to their spawning side will slow push to the other side. This is called the Even Minion Rule. |
★ You can determine which side will push later into the game by left-clicking on a minion. If there is a number there that means the minion has buffs. |
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This is where ![]() ★ When split-pushing you want to be looking at the map at much as possible, looking at where the enemy team is and more importantly, who's missing. This makes it harder for you to get caught off guard if they try to send the whole team to deal with you. Warding will help you see the enemy team before they come, making it harder for them to catch you. ★ When someone decides to answer to your split, you have many options. One could be to dive them, which if successful will force them to send another person, making it easy for your team to take an objective on the other side of the map. You could also farm jungle camps to gain gold and experience leads if you can't dive the person matching your split. Flanking behind the enemy team is an option if you can't farm camps or dive the person matching your split. Make sure you have an ![]() ![]() |
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Image sources are from Dignitas


Teamfighting as


Team fighting is tough to learn but there are a few tips that are useful to know. ★ Keep track of items and cooldowns like ![]() ![]() ![]() ![]() ![]() ★ Don't engage first, wait for important spells and cooldowns to be used first. If you dive in first trying to kill the important carry, you'll most likely get CC'ed and bursted down, leaving your team to fight a 4v5 without you. Wait until your frontline engages, or one of your teammates, then go in. ★ If you can, flanking is a great option for winning team fights. It makes you the center of attention, forcing them to turn on you and not on your team. If you encounter an enemy champion while you are preparing to flank, then you should have an easy time dueling them. Having items like ![]() ![]() |
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★ The most important thing late game is to not get picked off as if you do the enemy team will have an easier time getting objectives or even end the game. As long as you're applying pressure without dying and keeping vision up, you are doing your job as a split-pusher.
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