From League of Legends Wiki
Jump to: navigation, search
Overview   Lore   Skins   Stats   Additional   History    

The Grand Duelist
Real Name:Fiora Laurent
Release Date:February 29, 2012
Cost:4800 BE
880 RP
Health Regen HealthRegen Mini Icon.png :550 (+ 0.55)
Mana Mana Mini Icon.png :300 (+ 40)
Mana Regen ManaRegen Mini Icon.png :8 (+ 0.7)
Movespeed MovementSpeed Mini Icon.png :345
Attack Damage AttackDamage Mini Icon.png :60 (+ 3.3)
Attack Speed AttackSpeed Mini Icon.png :0.672 (+ 3.2%)
Range Range Mini Icon.png :150
Armor Armor Mini Icon.png :24 (+ 3.5)
Magic Resist MagicResist Mini Icon.png :32.1 (+ 1.25)


PassiveDuelist's Dance
(Innate) Fiora identifies Vitals on nearby enemy champions. Fiora will reveal a new Vital afte striking the last one, or after 15 seconds.

When Fiora strikes a Vital, she deals a percentage of the target's maximum health in true damage, receives increased movement speed that decays over 1.75 seconds, and recovers health.

True Damage: 2% (+2.7 + (0.1 × level)% per 100 bonus Attack Damage) of target's maximum health bonus true damage
Heal: 14 + (5.9 × level)
Movement Speed: 20% + (10% × Grand Challenge's rank)

QLungeBanshee's Veil.png
(Active) Fiora lunges in a direction and slashes a nearby enemy, dealing physical damage and applying on-hit effects. This attack prioritizes Vitals and targets in kill range.

If this ability hits an enemy, 60% of its cooldown is refunded.

Range: 400
Cost: 25 / 30 / 35 / 40 / 45 Mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Physical Damage: 65 / 75 / 85 / 95 / 105
(+55 / 70 / 85 / 100 / 115% of bonus Attack Damage)

WRiposteBanshee's Veil.pngCleanseQss.png
(Passive)Fiora parries all incoming damage, disables, and debuffs for the next 0.75 seconds and then slashes in the target direction

The slash deals magic damage to the first enemy champion and slows their movement and attack speed by 50% for 1.5 seconds.

If Fiora parries an immobilizing disable, Riposte stuns instead of slowing.

Cost: 50 Mana
Range: 750
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Magic Damage: 90 / 130 / 170 / 210 / 250
(+60% of Ability Power)

(Active) Fiora gains 50% increased attack speed for the next two attacks. The first attack cannot critically strike, but applies a 30% slow for 1 second. The second attack is guaranteed to critically strike.
Cost: 15 / 13 / 11 / 9 / 7 Mana
Cooldown: 13 / 11 / 9 / 7 / 5 seconds
Slow: 40 / 45 / 50 / 55 / 60%
Critical Strike Damage: (140 / 155 / 170 / 185 / 200% of Attack Damage)

RGrand Challenge
Grand Challenge.png
(Active) Fiora reveals all four Vitals on the target champion, for a potential (4 x 20px Duelist's Dance)% max health true damage. In addition, Fiora gains 20px Duelist's Dance's movement speed bonus while near the target.

If Fiora hits all 4 Vitals in 8 seconds or if the target dies after she has hit at least one, Fiora and her allies in the area are healed each second for between 2 to 5 seconds, based on the amount of Vitals hit.

Cost: 100 mana
Range: 500
Cooldown: 110 / 90 / 70 seconds
Bonus Movement Speed: 30 / 40 / 50%
Heal Per Second: 80 / 110 / 140 (+60% of Attack Damage)

Patch History


Passive deals less damage, but scales higher early. E slow and range down.

Stop me if you’ve heard this one before: a high-damage carry champion builds primarily tank items and still manages to deal enough damage to duel everyone while being impossible to take down. It’s a problem as old as League itself, but these days Fiora’s become the posterchild for game health issues when Tanks and Carries cross the streams. It’s a standard problem, but also one that’s often misunderstood - it’s not the damage that Fiora (or any carry) does, it’s the whole ‘not making a tradeoff to get it’ that’s an issue.

Mixing up the bases and scaling goes a long way to making sure the die-hard full damage Fioras out there still get to carve up opponents with skilled play. That said, this fencer’s still got problems even before we start talking items, which is what the other half of this changelist is addressing. Right now, Fiora’s wealth of tools to activate Duelist’s Dance are so slanted in her favor that it doesn’t feel graceful or elegant (or possible) to deny her the satisfaction of striking your weak spot. We’re cleaning up some of her advantages there to make Fiora’s 1v1’s more compelling than ‘instantly proc 3 vitals - now see if you can deny me the last one.’

25px Passive - Duelist's Dance

BASE TRUE DAMAGE : 3% of the target's maximum health 2% of the target's maximum health
RATIO : 2.8 - 4.5% per 100 bonus attack damage 4.5% per 100 bonus attack damage

Bladework.png E - Bladework

SLOW : 40/45/50/55/60% 30%

W cooldown up. E cooldown down, but starts after the attacks finish.

Demacia's Grand Duelist has more than earned her title with Fiora outshining her peers in almost every way. We're not looking to take Fiora out of the arena for good, so we're focused on lowering her strength in two ways. 1.) Give opponents more windows to stick damage on Fiora, particularly when she misplays. 2.) Remove a particularly abusive priming case that heavily inflates her burst damage (see: Jayce's Hyper Charge changes way back in 4.21). Fiora's fun and flashy, but we prefer her highs to come from moments of truly skillful reactions, not hidden cooldown mechanics.

25px W - Riposte

COOLDOWN : 19/18/17/16/15 seconds 24/22/20/18/16 seconds

Bladework.png E - Bladework

COOLDOWN : 15/13/11/9/7 13/11/9/7/5 seconds
LIMITED BLADEWORKS : Cooldown now starts on cast after second hit

Vitals will now spawn with a little more predictability.

On release, Duelist's Dance would alternate on spawn location between either the two 'front' vitals (facing blue side) or the two 'back' vitals (the ones facing red side). This was to get some elements of play and mastery in the mix, as well as preventing pure randomness from messing with either Fiora or her opponent. At some point, however, that logic exploded and went to randomness.

We're fixing it for the reasons we just mentioned.

25px Passive - Duelist's Dance

DIRECTION SELECTION : Random Alternates between top-right and bottom-left sides

R’s healing zone duration lowered, but scales with vitals hit.

Since her rework, Fiora’s risen in the ranks of solo queue and professional play alike as a truly dominating solo lane. While we chipped off some of her base stats last time around to make Fiora more exploitable in bad matchups, it appears we’ll have to go further to knock the Grand Duelist off her throne.

This patch we’re focused entirely on the reward incentives for Grand Challenge. While it makes sense for Fiora to receive a massive heal for successfully and skillfully slashing away at her opponent’s Vitals, it’s instead often used as a low-effort way to reset the fight after her team collapses on a single target. We want Fiora to provide benefits for her team, but this skewed the ability too far toward a ‘massive teamfight ult’ on a champion that’s already adept in 1v1 situations. We’re clipping its effectiveness as a ‘fire-and-forget’ ability, but keeping the greatest reward for when Fiora truly exposes her challengers.

Grand Challenge.png R - Grand Challenge

DURATION : 5 seconds 2 seconds
VICTORY ROSE : Heal duration goes up by 1 second for every Vital Fiora strikes beyond the first

Base armor, base health, and health per level reduced.

As a master duelist, Fiora’s new skillset gives her a wide array of tools to tactically dodge or mitigate incoming damage with grace. The issue isn’t smart use of her maneuvers, but rather her effectiveness when she fails to execute. At present, she’ll just beat you over the head, vitals or not. Hammering away at base stats mean that fighting Fiora (especially pre-6) should feel like less of a stat-check and more of an engaging clash of blades, putting more pressure on her to succeed with style or pay the ultimate price.


BASE ARMOR : 27 24
BASE HEALTH : 570 550

25px Q - Lunge

DANCIN’ IN THE DARK : Now reveals Fiora to her target if she hits them while in the Fog of War

25px W - Riposte

AND WHAT DO WE SAY TO DEATH? : Riposte now properly parries Thresh’s Death Sentence
SHE REALLY DID PARRY IGNITE : Riposte’s tooltip correctly includes ‘Debuffs’ in the list of things it blocks

v5.15 Patch Updates
Template:Pce Template:Pce

 Fiora Updated

Fiora, the Grand Duelist, will be updated with the launch of 5.15. Head to her update article for details on her new look and kit!

Changing the way Blade Waltz does damage. It'll do the same to a single target, but less AoE with Tiamat / Ravenous Hydra.

"While it's a little weird to have to nerf a champion due to their overwhelming synergy with a core item (Tiamat / Ravenous Hydra in this case), Fiora's a more unique case as Tiamat lets her turn an already low-counterplay ability (Blade Waltz) into a high-damage area-effect low-counterplay ability. Additionally, some of our predictive models show that Fiora will probably benefit from the 2015 preseason changes, so we wanted to make some low-scope preliminary changes. This is a long context to say that we're re-emphasizing Fiora's duelist capabilities so she needs to be more opportunistic when looking for a dance."
  • Blade Waltz.png R - Blade Waltz
    • BASE PHYSICAL DAMAGE : 160/330/500 125/255/385
    • TECHNICALLY A BUGFIX : Sort of fixed a bug where Blade Waltz' AD ratio was displaying as 1.2 when it's actually 1.15. This is technically a bugfix because...
    • RATIO : 1.2 bonus attack damage 0.9 bonus attack damage
    • SAME TARGET DAMAGE : 25% 40%


  • BladeWaltz.jpg R - Blade Waltz
    • BUGFIX: Fixed a bug where Fiora would occasionally be locked out of using Flash if Blade Waltz was interrupted


  • BladeWaltz.jpg R – Blade Waltz
    • Fixed a bug where Fiora could teleport while casting Blade Waltz

"If Fiora uses Blade Waltz on a stealth target that's been revealed (through true sight or abilities), she'll now properly deal damage."

  • R – Blade Waltz
    • Fixed a bug where Blade Waltz was not dealing damage to "revealed" stealth targets

Context: Fiora’s Blade Waltz has been hindered by reliability issues for a while now, so we’re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.

  • Blade Waltz
    • Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), she’ll deal damage as normal


  • Blade Waltz
    • The cooldown and manacost are refunded if Fiora is suppressed while casting Blade Waltz before it has started to have any effect


  • Base Movement Speed increased by 25.


  • Blade Waltz cooldown reduced to 130 / 120 / 110 seconds from 150 / 130 / 110


  • Fixed a bug where Fiora could consume the second cast of Lunge on the original target while still moving toward the original target.

 Fiora released