Meta, tier list & top-player builds from the China server · live
菲奥娜 · 无双剑姬 Fighter C
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 17 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Fiora: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Fiora players, captured in-game.
📖 How to play FioraCounted on 19 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
17 of the top 30 players have a public match history; the others keep theirs private.




































































The toughest lane matchups for Fiora on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Malphite counters Fiora: An armor-stacked rock that gives you a single Vital at a time: your short trades turn slow and unprofitable.
How to play Fiora into Malphite: Riposte his Q poke: you deny the damage and gain speed. Splitpush without seeking the duel: your R is wasted on Malphite.
→ MalphiteWhy Renekton counters Fiora: His stun is point-and-click and forces your Riposte into a guessing game every 8 seconds: guess wrong once and the trade is his.
How to play Fiora into Renekton: Riposte ONLY his W: learn to read the fury animation. Trade while his fury is empty; as the minutes pass, you overtake him.
→ RenektonWhy Vayne counters Fiora: Range, Tumble and Condemn: three tools against a single Riposte, and her percent damage rivals yours.
How to play Fiora into Vayne: Riposte the Condemn: it is her only CC. Use your passive's speed to stay on her Vitals and never chase past the wave.
→ VayneWhy Jax counters Fiora: The king of duel scaling against the queen: his Counter Strike does not stop your Q, your Riposte does not stop his passive.
How to play Fiora into Jax: Hit Vitals with Q DURING his Counter Strike: it is not a basic attack, it goes through. Save Riposte for his stun (W after E). Win before his 2 items, respect him after.
→ JaxWhy Gwen counters Fiora: Inside the Mist your Riposte finds no target: this is a duel of timing windows.
How to play Fiora into Gwen: Either step into the Mist with her or disengage: never fight from the edge. Save Riposte for her E entry: stop her right there.
→ GwenThe champions Fiora works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Cataclysm (R) seals the target inside a ring neither of you can leave: it's the 1v1 your whole kit is built around, handed to you in the middle of a teamfight. Inside it you have the time to break all four Vitals from Grand Challenge (R).
Frenzying Taunt (E) forces their carry to stand there hitting Rammus: they can't reposition and they can't touch you, so you circle them breaking Vitals without spending Riposte (W). Powerball (Q) also brings him to your side lane while you push.
Every point of your damage needs melee range, and their carry sits behind a front line you can't walk through. Cease and Desist (R) is point-and-click and unstoppable: it hands them over knocked up and alone, and you just break the Vitals.
Crescent Guard (R) knocks everyone back except his marked target: the 5v5 that zones you out before Duelist's Dance (P) even marks a Vital becomes the 2v1 you don't lose. He has to mark the person you actually want, though.
Paranoia (R) blinds the whole enemy team's vision for a few seconds: nobody sees where you come in from or who you're duelling, and for a flanker that blindness is worth an engage. It runs on his timing, though, not yours.
Riposte (W) blocks one thing, and when you read it wrong you're naked for several seconds: Hero's Entrance (R) lands on you from across the map exactly then, with an area knock-up and a shield. Justice Punch (E) and the Shield of Durand (W) taunt hold your target still.
Ring of Frost (W) roots and Frozen Tomb (R) stuns on top of it: nearly three seconds in which the target can't move and can't answer you. That is exactly the window you need to clear every Vital from Grand Challenge (R) on a carry.
Spell Flux (E) marks and Rune Prison (W) turns that mark into a real root: a target who can't walk is a Lunge (Q) that never misses and half your Vitals for free. Realm Warp (R) then moves the team into whichever side lane you're pushing.
Pushing a side lane gets you killed the moment three enemies drop off the map: Destiny (R) reveals all of them, so you know whether to stay or give up the wave. And the Gold Card from Pick a Card (W) stuns your target for 1.25 seconds.
Anyone who kites you beats you, and Frost Shot (P) slows on every single hit: the kiting that shuts you down stops working. Enchanted Crystal Arrow (R) then stuns, from half a map away, whichever target you want Grand Challenge (R) on.
In teamfights you get zoned out before you ever reach melee range: Fate's Call (R), when you are her Oathsworn, launches you into their team, knocking up everyone you hit, and the same ability yanks you back out if the dive collapses.
Deadly Flourish (W) roots anyone who has just taken damage from an ally, and Bladework (E) gives you two fast hits back to back: you switch that root on almost every time, and Vitals on a rooted target break themselves.
If you really commit to the side lane your team fights four against five, so they need a marksman who survives with no front line: Arcane Shift (E) pulls him out of every dive. Worth it only if you play around the split, not if you always group.
Point-and-click crowd control, the kind you can't read, walks straight past Riposte (W): it's the weakness written on your own card. Black Shield (E) eats it before it lands, and Dark Binding (Q) is a two-second root, which means free Vitals.
Ranged harassers make you burn Riposte (W) for nothing: Unbreakable (E) intercepts those projectiles instead. And Concussive Blows (P) stacks off allied hits too, so Bladework (E) brings the stun your own kit doesn't have.
Focused Resolve (W) roots the target you're chasing from range, and an empowered Inspire (E) gives you a shield and movement speed in the only moment that matters: the one where you cross their team to reach melee range.
You come in from the flank and sometimes the flank is wrong: Dark Passage (W) is the way out once Riposte (W) is already spent. When it's right, Death Sentence (Q) and Flay (E) hold the target still until every Vital is broken.
Whimsy (W) polymorphs whoever you're duelling for a second: no attacks, no spells, while you circle for Vitals. Lulu sits below a 48.5% win rate in China, though, so you take her only when you're the team's real threat.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | C | 48.39% | 4.36% | 0.77% | #35 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | C | 48.33% | 4.34% | 0.79% | #33 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | C | 48.54% | 4.48% | 0.8% | #36 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | C | 50.3% | 4.9% | 1.15% | #29 / 39 |
Fiora, the Grand Duelist, is a duelist Fighter in Wild Rift built around winning isolated fights rather than group skirmishes. Her damage blends physical scaling from Bladework's empowered auto-attacks with percent-max-HP true damage from breaking an enemy's Vitals, so she threatens squishies and stacked tanks in equal measure. She's a momentum champion who thrives on repeated dashes and parries, rewarding players who can read a 1v1 instead of leaning on point-and-click tools.
Skill order: Q > E > W (max R whenever it's available)
In lane, Fiora wants to fight on her own terms: trade when Duelist's Dance has a Vital ready, using Lunge to dash in (refunding itself on a hit) before following up with autos to pop it for the true damage and healing. Hold Riposte for the opponent's real cooldown or all-in rather than throwing it in for a random poke — it's most valuable as an answer to hard CC, not chip damage. Push and freeze the wave around her own trading windows, and look for a real fight once she has W online at level 2 and again at level 5 when Grand Challenge comes up. A first-back Trinity Force (or Blade of the Ruined King into tankier lanes) is usually the point where her trades start snowballing.
Past the laning phase, Fiora is a flanker, not a frontline brawler — she wants to reach an isolated target through a side lane or river bush rather than walk into the middle of a 5v5. Riposte should be saved to blank the first peel spell or CC aimed at her so she can actually reach her target and finish the duel; once there, Grand Challenge on the biggest threat she can safely reach guarantees Vitals to break, stacking true damage while healing nearby allies in the process. Because that ultimate heals her team as well as her, using it near an ongoing skirmish is often better than chasing an isolated pick too far from the fight. Target priority stays simple: whoever she can solo fastest, or whoever is the scariest threat if she can get there safely.