Fiora, the Grand Duelist
![[image loading]](http://riot-web-static.s3.amazonaws.com/images/news/February_2012/2012_02_24_fiora_reveal/fiora-base-painting_thumb.jpg)
+ Show Spoiler [Patch Notes] +
1.0.0.135
Released
1.0.0.136
Fixed a bug where Fiora could consume the second cast of Lunge on the original target while still moving toward the original target.
Released
1.0.0.136
Fixed a bug where Fiora could consume the second cast of Lunge on the original target while still moving toward the original target.
+ Show Spoiler [Stats] +
Damage 54.5 (+3.2 / per level)
Health 450 (+85 / per level)
Mana 220 (+40 / per level)
Move Speed 325
Armor 15 (+3.5 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 5.5 (+0.8 / per level)
Mana Regen 6.75 (+0.5 / per level)
Health 450 (+85 / per level)
Mana 220 (+40 / per level)
Move Speed 325
Armor 15 (+3.5 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 5.5 (+0.8 / per level)
Mana Regen 6.75 (+0.5 / per level)
Skills:
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/spell/114-5.png)
Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.
It's in the name, she's a duelist, she can use this passive to sustain herself in lane early and even get a slight regeneration later on.
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/spell/114-1.png)
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 (+) physical damage.
Fiora can perform the dash a second time within 4 seconds at no mana cost.
Costs 60 mana. 600 range.
This skill is useful in several ways. It can be used as a tool to help last hitting, a chasing skill, added damage, increasing movespeed through Burst of Speed, and sometimes escaping by dashing to minions. This skill along with Burst of Speed almost guarantees no enemy can escape in a 1v1 without the aid of an ally or turret. Take it at level 3 or 4 and then max it last.
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/spell/114-2.png)
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 (+1) magic damage back to the attacker. Works against champions, monsters, and large minions.
Costs 40 mana to activate.
This is what really makes Fiora dangerous -- not only does it give her an added advantage versus AD champions or enemies with on-next-hit spells, it also adds a significant amount of AD for early game, making last hitting and dueling (which is her specialty of course) much easier. Take it at level 1 and max it ASAP.
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/spell/114-3.png)
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.)
Costs 55 mana.
This skill acts as both a chasing ability and a damage steroid. Without this up you don't have much of a chance of winning early game fights, so you want to make sure only to use this once you are sure you can benefit from its effects. The movement speed it provides makes the attack speed all the more useful, as you can actually make use of the extra hits on fleeing targets. You can also use it in coordination with Lunge to quickly build up 21-45% movement speed, through a Lunge-hit-Lunge combo. This will allow you to stay on target much more easily.
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/spell/114-4.png)
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 (+) 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.
Costs 100 mana. 400 range to initate the ability.
For those of you who have played DotA, this is Omnislash. This is what allows Fiora to dominate 1v1, as even if you and your opponent are on equal footing or even if they have a slight advantage, you become completely invincible during the duration of this ability, and they are unable to stop you from continuing to hit them in any way. Even turrets can't fire at you in this ability, so you can safely tower dive single enemies to finish them off with this (disclaimer: I am not to be held responsible for any tower diving failures).
There's also the matter of the gimmick Tiamat build that makes this ability's strikes hit multiple champions, but that's a rare occurance and not reliable at all. We won't speak of that again...
The Strategy
Fiora has no actual means of CC, so her damage has to come from sheer force and speed, which her abilities do quite nicely. To take full advantage of this, top lane would be best. Opponents without reliable CC will be especially easy to defeat, as Fiora should win a straight up fight with nearly any top lane champion without CC. If you want to jungle or disagree with this build, suggest your own! I've added other build/lane suggestions below my own in the spoiler tagged "Other Build Suggestions".
Items
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/1001.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
OR
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/1029.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/2003.png)
Really the beginning items all just depend on whether or not your lane opponent is going to be doing a decent chunk of physical damage to you. If they are, then take the cloth armor to make absolutely sure you can defeat them. If you are facing a strong physical opponent, then the cloth armor can be turned into Ninja Tabi. If you start boots+3, then either Tabi or Mercury's Treads based on what seems more useful.
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3154.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3031.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3071.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3035.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3142.png)
OR
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3072.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3031.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3035.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3142.png)
![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.140/content/item/3026.png)
+ Show Spoiler [Other Build Suggestions] +
On June 23 2012 14:02 Tooplark wrote:
Defensive runes/masteries, offensive items. Also, probably the champ who benefits the most from cleanse.
Don't buy Warmogs on Fiora (except maybe very situationally). She doesn't benefit a lot from health compared to others.
First, lifesteal is a great substitute for health on someone who does as much autoattack (and ult) damage as her. Consider that a vampiric scepter is 32/66/100 + .24*AD health back just from ult, worst case, plus some back for each auto you land, and it scales with more deeps.
Second, you like resists. In lane, your passive gives you lots of healing. Once you have lifesteal, you have lots of healing.
Don't go super glass cannon. Infinity Edge is pretty hard to fit in your build unless you are rollin in da brozouf. Wriggles or Hexdrinker should be your first buy, followed by BF Sword into Black Cleaver or Bloodthirster. Upgrade Hexdrinker, buy GA. You now have a solid core of resists and lots of DPS/1v1 potential, plus tons of free healing in fights. It's a very fine balance between being tanky enough to not die before reaching your target and doing enough deeps to dunk your target once you get there.
Defensive runes/masteries, offensive items. Also, probably the champ who benefits the most from cleanse.
Don't buy Warmogs on Fiora (except maybe very situationally). She doesn't benefit a lot from health compared to others.
First, lifesteal is a great substitute for health on someone who does as much autoattack (and ult) damage as her. Consider that a vampiric scepter is 32/66/100 + .24*AD health back just from ult, worst case, plus some back for each auto you land, and it scales with more deeps.
Second, you like resists. In lane, your passive gives you lots of healing. Once you have lifesteal, you have lots of healing.
Don't go super glass cannon. Infinity Edge is pretty hard to fit in your build unless you are rollin in da brozouf. Wriggles or Hexdrinker should be your first buy, followed by BF Sword into Black Cleaver or Bloodthirster. Upgrade Hexdrinker, buy GA. You now have a solid core of resists and lots of DPS/1v1 potential, plus tons of free healing in fights. It's a very fine balance between being tanky enough to not die before reaching your target and doing enough deeps to dunk your target once you get there.
On July 08 2012 09:52 Vaporized wrote:
for jungle i go atk spd reds, armor yellow, mres blue, armpen quints. summoners get smite and exhaust (exhaust is crucial). start cloth 5 and open w. this setup is amazing at lvl 1. you get atk speed, +15 ad from w, cloth armor, and armor pen.
start wolves then blue (i ask for a leash every game no matter what jungler im playing, fiora is no different). i like the standard wraiths, wolves, red, wraiths, golems lvl 4 path. and oftentimes you will have pots left over at the end. skill order is w-e-w-q, then r-w-e-q. maxing e first is a huge mistake in the jungle.
for ganks i like to start at lvl 4 with red buff and boots. depending on the angle and how pushed your opponent is you can either lead off with a q to close the gap, or even better is running up on them and then using q to catch up when the enemy flashes. if you are smart about how you use your skills here you can easily get a kill. use w if they turn to attack you, an e-q-q combo with red + exhaust is often enough to let you auto a few times and get a kill. it also never gets old when someone kills themselves off a w proc.
at lvl 6 ganking becomes a lot more interesting. you can dive very effectively with your ult. use your e-q-q combo to hopefully get them down around 1/3 health and then ult and you will get the kill. one other thing ive found useful is if a big fight is going on bot lane and low health enemies are heading back to their tower you can run in and ult them (ask your lane to push minions if at all possible), and hopefully get a double kill.
i get the same items every game: cloth, boots, wriggles, hog, merc treads, black cleaver. the wriggles is the big one there. you want to finish madreds ASAP as it lets you clear absurdly fast. and as soon as you finish wriggles you can go straight to dragon and solo it (at lvl 7 is possible with 2-3 potions, lvl 8 you might need 1 potion, you will have lvl 2 e which helps a lot). once you get wriggles then fiora suddenly becomes the invade threat, you kill camps so fast.
the rest of the item build is situational. just get whatever you need. if you are getting blown up get frozen mallet, more sustain get bt, more damage get ie or pd. if i need resists i get randuins or force of nature.
also of note is fiora's split pushing ability. fiora kills towers comically fast. there was one game where the whole enemy team was pushing down bot. i pushed down their 2nd top tower and their 3rd tower + inhib, and my team was able to defend our inhib with the turrets help. that play basically won us the game. once i played that game i take advantage of this whenever possible. if a lane is losing then run in when the enemy goes back and kill the turret asap. this lets your laner roam, or at the least get out of a bad lane, and also gives you a lane to go farm guilt free when possible.
thats how i do it. she brings a lot of interesting things to the table, like amazing split pushing, absurd damage all game long, and early dragon control that imo balance out her lack of cc or tankiness. the sports analogy 'the best defense is a good offense' i think applies to fiora quite well. if the enemy is dead then you dont have to cc or tank anything.
edit: i forgot matchups. i only pick fiora if i know what their jungler is. shyv, mundo, udyr, trundle are all bad matchups. against those guys i like to pick one of the others (or skarner) so at least i can keep up. any other jungler i found fiora does fine. even shyv is actually doable, you can kill her at low lvls, but it can be obnoxious. mundo i either ban if im first pick and want to play fiora, or i just pick shyv myself if the other guy picks mundo. ive never actually jungled fiora against mundo but i just dont see it working out for fiora at all. fiora's first clear is not the fastest or the slowest, you can hit 4 at 3:50-4:00, and from then on you just wreck the jungle so fast, including possibly the fastest buff golem kill times of any champ once you get madreds/wriggles.
one last point: in champ select or in a premade team get either top or support to pick a good tank like malph, ali, or leona. if there is one thing fiora does not do it is tank.
for jungle i go atk spd reds, armor yellow, mres blue, armpen quints. summoners get smite and exhaust (exhaust is crucial). start cloth 5 and open w. this setup is amazing at lvl 1. you get atk speed, +15 ad from w, cloth armor, and armor pen.
start wolves then blue (i ask for a leash every game no matter what jungler im playing, fiora is no different). i like the standard wraiths, wolves, red, wraiths, golems lvl 4 path. and oftentimes you will have pots left over at the end. skill order is w-e-w-q, then r-w-e-q. maxing e first is a huge mistake in the jungle.
for ganks i like to start at lvl 4 with red buff and boots. depending on the angle and how pushed your opponent is you can either lead off with a q to close the gap, or even better is running up on them and then using q to catch up when the enemy flashes. if you are smart about how you use your skills here you can easily get a kill. use w if they turn to attack you, an e-q-q combo with red + exhaust is often enough to let you auto a few times and get a kill. it also never gets old when someone kills themselves off a w proc.
at lvl 6 ganking becomes a lot more interesting. you can dive very effectively with your ult. use your e-q-q combo to hopefully get them down around 1/3 health and then ult and you will get the kill. one other thing ive found useful is if a big fight is going on bot lane and low health enemies are heading back to their tower you can run in and ult them (ask your lane to push minions if at all possible), and hopefully get a double kill.
i get the same items every game: cloth, boots, wriggles, hog, merc treads, black cleaver. the wriggles is the big one there. you want to finish madreds ASAP as it lets you clear absurdly fast. and as soon as you finish wriggles you can go straight to dragon and solo it (at lvl 7 is possible with 2-3 potions, lvl 8 you might need 1 potion, you will have lvl 2 e which helps a lot). once you get wriggles then fiora suddenly becomes the invade threat, you kill camps so fast.
the rest of the item build is situational. just get whatever you need. if you are getting blown up get frozen mallet, more sustain get bt, more damage get ie or pd. if i need resists i get randuins or force of nature.
also of note is fiora's split pushing ability. fiora kills towers comically fast. there was one game where the whole enemy team was pushing down bot. i pushed down their 2nd top tower and their 3rd tower + inhib, and my team was able to defend our inhib with the turrets help. that play basically won us the game. once i played that game i take advantage of this whenever possible. if a lane is losing then run in when the enemy goes back and kill the turret asap. this lets your laner roam, or at the least get out of a bad lane, and also gives you a lane to go farm guilt free when possible.
thats how i do it. she brings a lot of interesting things to the table, like amazing split pushing, absurd damage all game long, and early dragon control that imo balance out her lack of cc or tankiness. the sports analogy 'the best defense is a good offense' i think applies to fiora quite well. if the enemy is dead then you dont have to cc or tank anything.
edit: i forgot matchups. i only pick fiora if i know what their jungler is. shyv, mundo, udyr, trundle are all bad matchups. against those guys i like to pick one of the others (or skarner) so at least i can keep up. any other jungler i found fiora does fine. even shyv is actually doable, you can kill her at low lvls, but it can be obnoxious. mundo i either ban if im first pick and want to play fiora, or i just pick shyv myself if the other guy picks mundo. ive never actually jungled fiora against mundo but i just dont see it working out for fiora at all. fiora's first clear is not the fastest or the slowest, you can hit 4 at 3:50-4:00, and from then on you just wreck the jungle so fast, including possibly the fastest buff golem kill times of any champ once you get madreds/wriggles.
one last point: in champ select or in a premade team get either top or support to pick a good tank like malph, ali, or leona. if there is one thing fiora does not do it is tank.
Which build I go usually depends on the level of my farm early on. If I can afford a B.F. Sword when I return to base, I'll go for the second build and opt out of buying Wriggle's. However, if I'm having trouble, I'll get Wriggle's first instead in order to try and get sustain and turn the tide.
Fiora is best played as glass cannon and not like a bruiser, simply because her main role late game is to dash through the fight and use Blade Waltz to lock onto the ranged AD carry or the powerful mage(s) and deal as much damage as possible while it cannot be stopped. If you can successfully assassinate the mage/carry, then the fight is essentially 5v4 already as the enemy cannot stop your ultimate.
If you don't kill them with your ultimate, the last strike always hits the target that you initially casted it on, so you will already be in melee range of the target and can activate Burst of Speed and Riposte to attempt to finish them. This is why you should build for max damage; you want to burst the enemy as hard as possible. You don't want to fight tanky bruisers or initiators if they have backup, as you'll take too long to defeat them. Kill the carry/mage(s) and let your team deal with the beefier champs.
So with this said, go out to the Fields of Justice and have some grand duels!