CHAMPIONSFiora
Fiora
CHAMPION · BARON

Fiora

Verified across 3 sourcesLast updated · 2026-05-26
baronA5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
You know, Yona, there's still some junglers that play Yona to pretty good perfection. Fiora as well also quite a lot of players that still play Fiora jungle. Volibear as well with hot steel being able to use his ultimate um to his to his advantage being able to just tower dive very very easily.
itzstu4rt · patch 7.1b · (36:39)
Open questions (4)
  1. 01~~Build path~~ — answered for 7.1d/e in [[#Build (Jungler.GG, 7.1d)]] and [[#Build (WR Meta, 7.1e)]] (2026-05-26). (Note: original line read "Build path / itemization" — itemization is also covered.)
  2. 02~~Rune setup~~ — answered alongside builds above (2026-05-26).
  3. 03Vital management
  4. 04Counter matchups
02

Tier history

6 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdevilbaronS−12026-05-19
7.1eroyalbaronS=2026-05-17
7.1ditzstu4rtjungleB·2026-05-08
7.1ditzstu4rtbaronS·2026-05-08
7.1droyalbaronS·2026-05-08
7.1hellsdevilbaronS+·2026-05-08
03

Builds

2 sources + cross-source synthesis
Jungler.GGaggregator statspatch 7.1d
WR47.16%PR2.56%BR0.34%
Items (in order)
Trinity Force
Trinity ForceWell-Rounded
  • +333 Max Health
  • +30 Attack Damage
  • +30% Attack Speed
  • +20 Ability Haste

Fervor: +5% Move Speed.

Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.

Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3333 gold
Divine Sunderer
Divine SundererAnti-Health attacks
  • +425 Max Health
  • +25 Attack Damage
  • +25 Ability Haste

Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.

3400 gold
Plated Steelcaps
Plated SteelcapsReduces Physical Damage
  • +150 Max Health
  • +50% Health Regen
  • +20 Armor
  • +45 Move Speed.
900 gold
Hullbreaker
HullbreakerSplit-pushing power
  • +400 Max Health
  • +50 Attack Damage

Set Sail: Gain 5% Movement Speed.

Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base plus 5%(ranged champions deal 40% of the damage), increased to 240% base plus 9%against structures (ranged champions deal 40% of the damage).

Boarding Party: Nearby allied siege and super minions gain 20-130 Armor (25% bonus if you're a ranged champion) and 10-120 Magic Resistance() (25% bonus if you're a ranged champion).

3100 gold
Death's Dance
Death's DanceDelays damage taken
  • +35 Attack Damage
  • +40 Armor
  • +15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.

Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100 gold
Sterak's Gage
Sterak's GageTaking damage triggers a shield
  • +400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.

Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).

Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200 gold
Runes
Conqueror
KeystoneConqueror
ConquerorKeystone

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Demolish
DemolishMinor · Resolve

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times. When fully charged, your next attack against the turret deals an additional 200 + 30% Max HP physical damage. (35s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Second Wind
Second WindMinor · Resolve

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Overgrowth
OvergrowthMinor · Resolve

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Perseverance
PerseveranceMinor · Resolve

Gain 10% tenacity. While immobilized, gain 15 - 25 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QWE
Spells
FlashFlashBarrierBarrier

Source: [[Sources/web-pages/2026-05-26-junglergg-fiora-build-7.1d|Jungler.GG]] · sampling: mid-to-high-elo ranked games.

WR Metaaggregator statspatch 7.1e
WR47.51%PR2.40%BR0.46%
Items (in order)
Trinity Force
Trinity ForceWell-Rounded
  • +333 Max Health
  • +30 Attack Damage
  • +30% Attack Speed
  • +20 Ability Haste

Fervor: +5% Move Speed.

Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.

Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3333 gold
Plated Steelcaps
Plated SteelcapsReduces Physical Damage
  • +150 Max Health
  • +50% Health Regen
  • +20 Armor
  • +45 Move Speed.
900 gold
Hullbreaker
HullbreakerSplit-pushing power
  • +400 Max Health
  • +50 Attack Damage

Set Sail: Gain 5% Movement Speed.

Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base plus 5%(ranged champions deal 40% of the damage), increased to 240% base plus 9%against structures (ranged champions deal 40% of the damage).

Boarding Party: Nearby allied siege and super minions gain 20-130 Armor (25% bonus if you're a ranged champion) and 10-120 Magic Resistance() (25% bonus if you're a ranged champion).

3100 gold
Goredrinker
GoredrinkerDeal damage in an area

Thirsting Slash (Active): Deal 230% base as physical damage to nearby enemies. Restore Health equal to 20% plus 12% missing for each enemy champion hit. (15s cooldown)

500 gold
Death's Dance
Death's DanceDelays damage taken
  • +35 Attack Damage
  • +40 Armor
  • +15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.

Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100 gold
Sterak's Gage
Sterak's GageTaking damage triggers a shield
  • +400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.

Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).

Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200 gold
Runes
Conqueror
KeystoneConqueror
ConquerorKeystone

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Demolish
DemolishMinor · Resolve

When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times. When fully charged, your next attack against the turret deals an additional 200 + 30% Max HP physical damage. (35s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Second Wind
Second WindMinor · Resolve

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Overgrowth
OvergrowthMinor · Resolve

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Sudden Impact
Sudden ImpactMinor · Domination

Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashBarrierBarrier

Source: [[Sources/web-pages/2026-05-26-wrmeta-fiora-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Plated Steelcaps → Mercury's Treads vs heavy AP
  • Goredrinker → Quicksilver Enchant vs heavy CC
  • Trinity Force → Divine Sunderer vs tanks
  • Maw of Malmortius vs AP burst

Extreme threats: Renekton, Poppy, Kennen, Gragas, Ryze

Build divergence notescross-source synthesis

Consensus across both aggregators

  • Keystone: Conqueror
  • Core items: Trinity Force item 1, Plated Steelcaps, Hullbreaker, Death's Dance, Sterak's Gage all appear in both top-6 lists
  • Summoner spells: Flash + Barrier

Where the aggregators diverge

  • Item 2/3: Jungler.GG slots Divine Sunderer as the second item alongside Trinity Force; WR Meta lists Divine Sunderer only as a situational swap vs tanks and keeps Trinity Force solo.
  • Boot enchant: WR Meta surfaces Goredrinker as an explicit item slot; Jungler.GG doesn't.
  • Skill order: Jungler.GG → Q > W > E. WR Meta → Q > E > W.
  • Secondary rune: WR Meta adds Sudden Impact; Jungler.GG offers Perseverance instead.
  • Late-game flex: WR Meta enumerates explicit swaps + extreme threats; Jungler.GG publishes one canonical build.
04

Commentary

verbatim creator quotes
royalhand-written· Patch 7.1d analysis (Royal)
patch 7.1d

Scope: This section reflects state as-of patch 7.1d per Royal. May be outdated for later patches — see top-level Tier history. "Could be scaling champions like Camille, Fiora obviously scale great. However, they still have very strong 1v1s in the early game which I think is super important right now in the current baron lane meta especially with the boot changes." — [[Sources/videos/2026-05-04-royal-tier-list-7.1d|Royal, 7.1d tier list]] (01:51) Why she's S in 7.1d: Same logic as Camille — Royal's S-tier baron picks all share strong early-game pressure, and Fiora's scaling doesn't compromise her early 1v1. The 7.1d boot changes punish boot-rushing safety play, which favors Fiora's outplay-driven trading pattern.

hellsdevilauto· Auto-extracted commentary (HellsDevil, 7.1)
patch 7.1

Generated by /wr-extract from HellsDevil's patch 7.1 video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1 analysis (HellsDevil) sections above. Baron "That's the beauty of her. Fiora is very good if you're mechanically gifted at the game. Um Sett the only thing you got to be careful about with Sett is don't pick him into damage over time champions." (06:30)

hellsdevilauto· Baron
patch 7.1·baron

That's the beauty of her. Fiora is very good if you're mechanically gifted at the game. Um Sett the only thing you got to be careful about with Sett is don't pick him into damage over time champions.(06:30)

itzstu4rtauto· Auto-extracted commentary (iTzSTU4RT, 7.1b)
patch 7.1b

Generated by /wr-extract from iTzSTU4RT's patch 7.1b video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1b analysis (iTzSTU4RT) sections above. Baron "Of course, Gwen immune with her second ability makes her very difficult. Fiora is still solid, great at spear pushing, great for dealing true damage. Overall, she's still a very solid champion to play." (08:18) "Uh, then you have Btier champions, Yasawo, Yona. Both these champions again struggle against a lot of these bruisers that are in the top lane like Wukong, like Ambessa, Fiora, you know, these sort of champions which can be very very difficult matchups. They're still solid to play." (17:39) Jungle "Oh, and Volibear as well. These are more unique champions which are probably stronger in other lanes like Fiora top lane, Ireelia top and mid, Yona mid lane, Daryus top lane, Volibear top lane. These are viable champions that you can still play in the jungle." (36:24) "You know, Yona, there's still some junglers that play Yona to pretty good perfection. Fiora as well also quite a lot of players that still play Fiora jungle. Volibear as well with hot steel being able to use his ultimate um to his to his advantage being able to just tower dive very very easily." (36:39)

itzstu4rtauto· Baron
patch 7.1b·baron

Of course, Gwen immune with her second ability makes her very difficult. Fiora is still solid, great at spear pushing, great for dealing true damage. Overall, she's still a very solid champion to play.(08:18)

Uh, then you have Btier champions, Yasawo, Yona. Both these champions again struggle against a lot of these bruisers that are in the top lane like Wukong, like Ambessa, Fiora, you know, these sort of champions which can be very very difficult matchups. They're still solid to play.(17:39)

itzstu4rtauto· Jungle
patch 7.1b·jungle

Oh, and Volibear as well. These are more unique champions which are probably stronger in other lanes like Fiora top lane, Ireelia top and mid, Yona mid lane, Daryus top lane, Volibear top lane. These are viable champions that you can still play in the jungle.(36:24)

You know, Yona, there's still some junglers that play Yona to pretty good perfection. Fiora as well also quite a lot of players that still play Fiora jungle. Volibear as well with hot steel being able to use his ultimate um to his to his advantage being able to just tower dive very very easily.(36:39)

06

Patch notes

mentions of Fiora

No patch-note mentions parsed yet.