Irelia Build Guide by masterxiao
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Irelia
| Health | 3526 |
| Health Regen | 19.2 |
| Mana | 1060 |
| Mana Regen | 18.7 |
| Armor | 170.19 |
| Magic Resist | 126.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 0 |
| Attack Damage | 180.4 |
| Attack Speed | 71.027 |
| Crit Chance | 25%S |
| Crit Damage | 0% |
| Ability Power | 30 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hey everyone, I'm masterxiao, and I'm back with another guide. Before I start, I would like to say that I was quite discouraged by the number of trollvotes that my Kog'maw and Gangplank guide received, even after I had asked for people not to randomly downvote them. Not to worry, I am determined to make this
Irelia guide the best of them all!
Without further ado, I give you my guide to
Irelia, the Will of the Blades.
[edit] After the
Irelia nerfs, she is no longer one of the strongest solotops, but she is still perfectly viable.
Pros and Cons
Like anyone, Irelia has both strengths and weaknesses. In my opinion, however, her strengths far outnumber her weaknesses, and that's what makes her such a fun champion to use, play, and main.
Behold, the Irelia Champion Spotlight, presented by Phreak. This is definitely the best video guide to playing
However, the video demonstrates jungle Irelia, which I feel isn't as viable of a build as it was before. Solo top Irelia, however, is still very good and is often used in professional tournaments!
| SPACESPACESPACESPACE |
Masteries
I take standard 21/9/0 masteries that give me armor pen, early and late game damage, cdr, and a bit of durability in armor and health.
There are many other ways to build your mastery page for
Offense
Defense
Utility
It is also imperative that you take the mastery that improves both of your summoner spells if possible:
Runes
This is my typical rune page for
Irelia. It focuses on maximizing my early game and late game damage, lane presence, and making me more durable as the game goes on.
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
Marks
Greater Mark of Desolation
Greater Mark of Desolation
This is definitely one of the best if not the best overall mark. The armor pen improves your damage massively from early game harass to late game duels, so I highly recommend these marks for any physical damage or tanky dps/offtank champions. Highly worth it and highly recommended, and just a great overall rune. Cost: 410 IP
Greater Mark of Alacrity
Not a bad mark overall, but it really isn't that useful for laning. This makes jungling massively easier and quicker, and may improve your early game DPS slightly. However, it drastically scales off towards mid and late game. In lane,
Greater Mark of Strength
Not a bad mark either, as it really helps early game last hitting. This combined with
Seriously, don't get any other marks for
Seals
Greater Seal of Resilience
A great seal to have in your rune page. Many people prefer armor over dodge as armor reduces damage 100% of the time while dodge depends mostly on luck. I can understand why people would want to rely on a more consistent defensive stat then a stat based on chance. Another attractive aspect of
Greater Seal of Clarity
Not a bad overall seal, but definitely not as good as the first two. This is for people who like to abuse their abilities to harass/last hit, instead of auto-attacking. The mana regen is nice, but isn't that useful for
Again, any other seals besides the three mentioned above just aren't worth it for
Glyphs
Greater Glyph of Shielding
One of the best defensive glyphs out there. This gives outstanding late game durability against that fed and pesky AP carry (
Greater Glyph of Warding
I know some people think this is pretty much the same as the
Greater Glyph of Focus
Oh, good old CDR. Honestly, CDR is probably my favourite stat in the game. 40% (maxed) cooldown reduction is just ridiculous in my opinion. However, this doesn't mean that CDR is viable on all champions. Since I put this last, I obviously do not think too highly of it on
Blah, blah, blah, you know what I'm gonna say. Don't get any other glyphs besides these 3. I mean you can, but that would be too troll.
Quintessences
Greater Quintessence of Swiftness
Truthfully, I think that this is the bestquint in the game. Go and rage at me in the comments if you like. This just gives sooooooooooo much utility it's ridiculous. Getting back to lane, getting into teamfights, positioning, harassing, escaping with that 1 hp, ganking, chasing, etc. I could go on all day. When all's said and done, this is the quint for Irelia. Seriously. I can understand that you don't want to buy it since it's too expensive, so there is an alternative below. This quint is good on everyone. I mean everyone. Cost: 2050 IP (ouch)
Greater Quintessence of Desolation
Greater Quintessence of Desolation
Yes, I know, armor pen again. But it's just such a good stat! Besides,
Greater Quintessence of Vigor
Greater Quintessence of Vigor
I know what you're thinking. Seriously, masterxiao, another 2050 quint? Are you trying to make me waste my IP or something? Well, I made this guide to help the people trying to improve at LoL and trying to learn how to use
Greater Quintessence of Fortitude
Yes, I am going to put these in as well. These are the quints everybody loves and buys but realistically, it's not extremely useful. The flat health makes you a little bit more durable, but really scales off towards late game. I do understand (as I am like this too) that some people like to start with that 1 extra health bar in lane, giving them more confidence in harassing and farming. However, it is another 2050 quint, so think hard before you consider buying this. With that being said, these quints can be used on anyone. Not recommended, but it's your choice in the end. Cost: 2050 IP
Summoner Spells
The Good
- One of the best summoner spells in the game, without a doubt. The massive movespeed you get from this is beneficial to running away, chasing, and even positioning in the teamfight (and if you're
- Ignite is my second choice for summoner spells on
- Exhaust is one of the best summoner spells no matter how you look at it. The slow, and massive debuffs are amazing for 1v1 and for making there AD carry useless for most of the teamfight. Key champions to exhaust include
- The spell that everybody loves and uses. When in doubt, just take
- This is probably the last spell worth mentioning on The Bad
- Only for jungling
- If you honestly think
- OMG THIS SPELL HEALS YOU. THAT SHOULD BE GOOD RIGHT? LOL. A beginner spell that I would recommended for players lvl 10 and below. Seriously, why waste a summoner spell slot on a heal? Just buy a
- I guess this is viable for some champions, especially extremely mana hungry ones. Other than that, it's similar to heal, a beginner spell.
- I'm sorry, but
- Not a bad spell, actually. Dont' just assume it's horrible because it is with
- For those dumb and crazy towerdivers out there, I swear this is for you. Nuff said.
- Just not really worth it, to be honest. 1 super minion every couple minutes doesn't do that much good, especially during teamfights (which is the major part of the game.)
- Would you get Skill Sequence
My skill sequence for
Irelia:
I max
Abilities
= Ionian Fervor
(Innate): Reduces the duration of stuns, slows, taunts, fears, snares, and immobilizes for each nearby enemy champion.
1 Champion: 10%
2 Champions: 25%
3 Champions: 40%
Radius: 1200 (sight range)
What more can you ask for other than built-in tenacity for an offtank? Do not underestimate the usefulness of this passive. With 3 champions in your sight range (almost all the time during teamfights), you will basically have mercury's treads for free! As far-fetched as this may seem, her passive is a big part of what makes her an unstoppable killer. Once she gets fed, she is truly unstoppable, as even if you stun her, it will wear off very quickly and she will stun you until you are dead with her E. I actually think that built-in tenacity is pretty ridiculous, especially if you have an ability like
Equilibrium Strike in the same champion. No matter how long health, she can still stun and avoid most of the CC from enemy champions, giving her a lot of escape potential. Tip:
Ionian Fervor does stack with the tenacity from
Mercury's Treads,
Moonflair Spellblade, and
Cloak and Dagger, but the other 3 items do not stack with each other. Therefore, the total tenacity you can have with max
Ionian Fervor and
Mercury's Treads is 61%. Calculations: 60% of (65% of 1 sec) = 60% of 0.65sec = 0.39 sec or 61%.
= Bladesurge (Q)(Active): Irelia dashes forward to strike her target, dealing physical damage. This applies on-hit effects. If it kills the target, Bladesurge's cooldown refreshes and refunds 35 mana.
Range: 650
Not a bad ability overall, but not a super flashy one or anything. Just an average dash dealing physical damage and applying on-hit effects. Note: If
= Hiten Style (W)(Passive): Irelia's autoattacks restore health to her.
(Active): Irelia's autoattacks deal additional true damage for 6 seconds.
Cost: 40 mana
Cooldown: 15 seconds
Honestly, one of the best non-ultimate abilities in the game. A passive-active ability,
= Equilibrium Strike (E)(Active): Irelia pierces her target, dealing magic damage and slowing the target by 60% for few seconds. If the target has a higher health % than Irelia, she stuns the target for the duration instead.
Cooldown: 8 seconds
Range: 425
Another great skill. This is a very reliable form of CC that deals nice damage at earlier levels. This is actually the skill that makes Irelia such an unstoppable force. If you think you can kill her when she's at 2 bars of health and you're melee, think again. You flash in, she stuns you, and she kills you with her true damage before you can recover. I actually find the 2 second stun ridiculous. Most stuns have gotten nerfed down to 1.5 seconds now, such as
= Transcendent Blades (R)(Active): Irelia summons 4 spirit blades which she can fire individually in a straight line to deal physical damage to enemies they pass through, and she heals for 25% of that damage vs champions and 10% vs minions.
Cost: 100 mana
Range: 1200
This is actually an amazing ultimate. Many people doubt this ultimate, as it isn't super flashy like
Skill Rotation (Teamfights)
In General, you should
Items
Starting Items
3x
: One of the most common starting builds for any champion. The
: The
: A more defensive start for
: Another Doran's option for
5x
: A typical start for junglers, but viable for Core Items
My Typical Core Build:
(optional)
or
: Just a great item for solo top champions. The health and mana regen allow you to abuse your skills and harass your opponent, without putting yourself in too much danger. The GP10 is great and just gets better and better as the game goes on. GP10 items allow you to not have to farm alot and still be able to get massive amounts of gold (aka less farm dependent.) Since most games should take longer than 30 mins, GP10 items are normally worth it. This can either be upgraded into a
: The best boots in the game. Also the most expensive. Mercury's Treads are simply amazing for most games. The magic resist makes you much more durable against casters (your primary target) and the tenacity along with your passive makes stuns pretty much useless. Decent movement speed will allow you more mobility as well. Great overall boots and recommended against balanced or magic-heavy teams.
: Decent boots as well, and very cheap. As I mentioned earlier, dodge got hit pretty hard with the removal of
: Another GP10 item. This item is great early game and the GP10 makes it get better as the game goes on. As I explained before, GP10 is very valuable on offtanks. The 250 health it gives is actually very useful in lane, making you more durable and much less squishy. Combined with your mercs, you will be tanky early game! This can be built into a
: A great item on
: If you choose not to get
: The all-around best item in the game, but also the most expensive. This item requires a ton of farm, but that's why we get GP10 items right? Each part of Almost-core Items (Recommended Build)
: I almost always get this after my
: This item has the highest magic resist in the game, and is really a pain for casters, as without magic pen, their damage will be pitiful. The massive amounts of magic resist will help in teamfights, and even if lane if facing an AP champion. The amazing health regen is absolutely insane for staying in lane, even though you shouldn't be laning by this point in the game. Many people often forget the movespeed that Situational Items (Offensive)
Most of these items are only viable when you're fed, or fooling around, and not when you're playing properly.
: I rarely get this item on
: I've never actually tried this on
: Again, I haven't tried this, but theoretically it should work. Only for when you're fed. Not a great item on
: Do I have to repeat what I said above again? This one actually might be more realistic, as the AD helps your DPS and the AS helps your lifesteal and the true damage from Situational Items (Defensive)
These are actually really viable and can be interchanged with any of the defensive items mentioned in the core build.
: This is one of the best defensive items in the game and it still is great for
: An extremely cheap, extremely underrated item. Gives loads of magic resist for very little price, and the active is amazing for very little cooldown. Great against champions like
: An item that is similar to
: A great item against AD champions. The cooldown reduction helps alot, and the mana helps a bit too. The attack speed debuff is great against high DPS champions, and will lower their DPS considerably for most of the teamfight if you are there. One of the best defensive items that gives armor and not bad for
: I'm not really a big fan of this on
: One of the worst armor items in the game. The only thing it does is give 100 armor and return magic damage. If there is a
: Honestly, the most underrated item in the game imo. This item isn't just for supports, as people may think. It is an amazing all-around item and I am not trolling. The health, health regen, mana regen, and cooldown reduction make you tankier and help immensely at any stage in the game. The best part of it however, is the active. If you use it in a teamfight, it will often turn the tide, as movement speed is just such a powerful aspect of the game. It makes killing, running away, positioning, juking, and getting to the teamfight that much easier.
: I don't really like this item, as it is just a more expensive Gameplay
I'm going try to make this nice and short, unlike the rest of my guide.
Early Game:
Buy your starting items and go to your lane, preferably a solo lane (top is the best.) If you're facing a melee champion, focus on last-hitting with melee attacks and maybe stun/slow him if he gets too close and get a couple
Mid Game
This is when teamfights should begin to take place. Make sure you are at every teamfight, and don't make your teammates 4v5. In teamfights, you should always wait until the most important character comes into vision (AD or AP carry, or the fed squishy one), and
Late Game
This is when things heat up and a mistake could prove critical. By this point, you should be tanky enough to jump into the enemy team and ignore most the damage, but don't be too overconfident. Use the same skill rotation as before. Your goal is to focus down the carries as quickly as possible. Get your team together for a baron run after you have cleared all the wards with an oracles. If you kill 1 or 2 enemies in a teamfight, do baron and then push top or mid. If you don't make any major mistakes, you should be able to carry your team to victory!
Matchups
Warning: this is going to be long.
Please tell me if you disagree with any of my difficulties, and do not downvote because of it. This is my opinion, and my opinion strictly.
= Akali is my main, and I will admit that I still don't really know how to counter a good Akali in lane. Her Q is amazing harass, but she is quite weak until lvl 6.
Bladesurge her whenever you get a chance, and
Equilibrium Strike her when she dashes to you.
Irelia and
Akali are similar champions, and good counters too each other.
Difficulty: Hard
= Most likely, Alistar will go support bottom, but he might go top if he's crazy. His
Headbutt and
Pulverize do quite a bit of damage early game, but other than that he can't do much to you (just lifesteal it back up.) When you see a circle beneath him with rock-like structures on either side, he is using
Unbreakable Will. Back off and wait for it to expire, because there's no point wasting your Q and E on his ult. The only thing that is worth it is to activate
Hiten Style and let your true damage destroy him. His heal is quite annoying for lane sustain, but he will run out of mana quickly if he doesn't start with a mana regen item.
Difficulty: Easy
= He really shouldn't lane. Amumu is a very strong jungler and ganker, and he probably won't lane. If he does, the key is to avoid his bandage toss and stay outside of his despair. Since
Despair does % health damage, he can actually kill you quite quickly even if you have
Warmog's Armor. Be careful of his ultimate in teamfights, as it can often turn the tide if he catches your whole team.
Difficulty: Easy
= She will probably go mid, but whatever. It is almost mandatory to start
Boots of Speed and triple pot against
Anivia. The mobility will allow you to dodge
Flash Frost easily, which is the key to winning your lane. If you get caught by the stun, you're gonna be in trouble when she ults and uses
Frostbite. If you can avoid her
Flash Frost, push into her when it's on cooldown or when she's low on mana and you will win your lane. Her
Rebirth can get annoying, just try and make it stay on cooldown.
Difficulty: Medium
= She will go mid as well, but if she does go top, tough luck for you. It will also be impossible to zone her, because she can last-hit from afar with
Disintegrate. Once she gets to lvl 6, watch when her stun comes up (you can tell with the laugh Annie makes.) Stay out of her range and if she walks forward, back up a little. You don't have much chance but to get zoned until you get mercury's treads. Annie is a soft carry, so she can do lots of damage without much AP.
Difficulty: Hard
= Ashe should go bot with a support, but in the case she goes top, it shouldn't be too hard. Start cloth armor and 5 health pots and you should be able to shrug off most of the auto-attack damage. Stay behind the ranged minions and if she attacks you, they will switch focus to Ashe. Also, make sure you stay behind any minions so you can avoid
Volley. At lvl 6, care for when she shoots her
Enchanted Crystal Arrow. If you see her shoot it to another lane, warn your teammates. Ward the brush so that you can't get ult-stunned and then ganked by a jungler.
Difficulty: Easy
= I'm not sure why Blitzcrank would go top, but you must start boots and triple pot. The absolute key to this lane is to avoid
Rocket Grab. If you can stay behind minions and avoid
Rocket Grab,
Blitzcrank is a pretty bad laner and you should be able to harass him a little bit. Don't overextend, or he can knock you up with
Power Fist, leaving you vulnerable to ganks.
Difficulty: Medium
= He should go mid but whatever. From now on, we won't talk about where they should go okay? Start boots and triple pot and whenever you see a circle of fire in the ground, walk away from it (common sense.) Another way to see is to look at Brand and see if his hands suddenly move down as if he's dropping something. This is an indication that he is casting
Pillar of Flame and therefore you should move away from where it's being casted. If you get ablaze, juke his
Sear. It is critical to not get stunned. When you see him jump up and cast
Pyroclasm, run away from the wave of minions and into the brush or something, so that the flame can't bounce and do more damage to you. This is the same in teamfights.
Difficulty: Medium
= One of the most annoying laners ever. Her range is the highest base range in the game and her traps are very annoying. Try to last hit as best you can, and theres not much point harassing, as she will just throw her net at you. If you are low when she is lvl 6, just go b and don't risk getting killed by Ace of the Hole. I haven't had good experiences laning agaisnt
Caitlyn, so I can't give you many tips.
Difficulty: Hard
= Another very annoying laner. Try and do your best to dodge her skillshot abilities, taking boots and 3 pot for starting items. Get Mercury's Treads as soon as possible, and do not 1v1 her at lvl 6, as her ultimate will be the death of you. Very annoying laner similar to
Caitlyn and I can't give much advice other than dodging her skills.
Difficulty: Hard
= One of the best solo tops in the game. If you watch HotshotGG's Cho'gath, you will be scared whenever you face a Cho'gath in lane. Probably boots and 3 pot is the best starting item because it is easier to avoid
Rupture. Similar to Brand, when you see Cho'gath's arms move down suddenly, or you see some unstable ground, move away from it. At lvl 6, be careful of
Feast.
Feast deals 300 true damage at lvl 1, so if you are at 300 health and are within melee range of
Cho'Gath,
Ghost away please.
Difficulty: Hard
= Corki got buffed a bit in the last few patches, and he isn't bad of a laner. His phosphorus bomb is hard to dodge, and don't try chasing him at early levels, standing in his Valkyrie is painful. If he gets in range for
Gatling Gun, stun or slow him, and make sure to always juke
Missile Barrage.
Difficulty: Medium
= Seriously, he won't go top. If he does, you're in luck. Just dodge his
Infected Cleaver and stun him if he gets close. When you see him use his ult, it is probably a good idea to
Ignite him. Other than that, should be a piece of cake.
Difficulty: Easy
= Pretty self-explanatory. Eve is probably the worst champion out there, need I explain why? Get oracle's and she's useless.
Difficulty: Easy
= The key with
Ezreal is to juke, juke, juke. You must juke
Mystic Shot,
Essence Flux, and
Trueshot Barrage. If you are able to dodge 3 of these skills, then he can't do much damage. Push in when he's low on mana if he didn't start with a
Meki Pendant. This can be tough if you have slow reactions. Again, warn your teammates if there is an Ezreal ultimate heading to another lane.
Difficulty: Medium
= Fiddle has amazing lane sustain with
Drain and tons of CC with
Terrify and
Dark Wind. You should probably start boots and three pot, and ward your bushes so he can't surprise ult-in for the kill. If you can nullify his ult and avoid his CC with
Ionian Fervor +
Mercury's Treads, it shouldn't be too hard.
Difficulty: Medium
= Since he is newer, I don't really know much about him. When he
Urchin Strike, stun him or slow him. His ability to move through units can let him harass easier, but he is melee, so it shouldn't be that bad. Try and avoid
Chum the Waters if you can.
Playful / Trickster makes him untargetable, so don't shoot
Transcendent Blades when he's on his trident.
Difficulty: Medium?
= Galio is actually quite underestimated, but he can be an annoying laner. Start boots and 3 health pots and try to avoid his
Resolute Smite. When he shields himself with
Bulwark, don't engage him because you will just heal him. Walk away from
Righteous Gust when he is chasing you, so he can't get the bonus movement speed buff. Be very careful of his
Idol of Durand, and take it into account when turret diving. Do not get caught by this during a teamfight either.
Difficulty: Hard
= He is actually quite an annoying solo-top to lane against. He will just eat oranges to get rid of your stun, making your E pretty useless. He can harass better with
Parrrley, so just focus on last-hitting.
Cloth Armor is probably your best bet for early game durability against
Gangplank. Be careful when he uses
Raise Morale, as it might signal that the enemy jungler is coming in to gank. If you see him eat oranges to heal, try and engage while it is on cooldown. This is when you can do some good damage.
Difficulty: Hard
= Another very annoying solo-top champion to lane against. His early combo of
Decisive Strike into Judgement can devastate your health bar early game. Try to stay back as much as possible, and if he activates his Q, try and stun him before he can silence you, then run back a little or
Bladesurge him if you feel comfortable. His lane sustain is probably better than yours, but you can match his with an early
Philosopher's Stone and a
Force of Nature later. Pretty annoying, though.
Difficulty: Hard
= I honestly haven't seen many good Gragases except for Shushei's Gragas. Gragas's
Barrel Roll is similar to
Resolute Smite, so boots will probably be a good start. The durability from
Drunken Rage can be very annoying for avoiding harass. Try and stay behind minions to reduce the amount of damage
Body Slam will do. Be very careful of
Gragas using
Explosive Cask to knock you towards their base, setting up a perfect kill for the jungler or for Gragas. Tough champion to lane against.
Difficulty: Hard
= Another newer champion that I don't know that much about. His
Buckshot can deal 150% damage at close range, which can be devastating early game.
Smoke Screen is perfect for setting up jungle ganks, as you can't see the jungler come in through fog of war. Be careful when he uses it, it could very well mean there is a gank coming.
Collateral Damage can do quite a lot of damage, actually, but it the conical damage isn't very useful for 1v1. He isn't a very strong laner, and he has a very low attack range for an AD carry.
Difficulty: Medium
= Not a great laner, but his turrets can be annoying. Try not to harass him, as his turrets do lots of damage when they attack you and he will just health regen it back up with his passive. Start either regrowth or boots and try to avoid
CH-1 Concussion Grenade. Stay behind minions to avoid
Hextech Micro-Rockets, and he shouldn't be able to damage you too much.
Difficulty: Medium
= If you're playing normal games in blind mode, you might have a mirror match-up. I can't really give much advice to you about this one. The better player will win.
Difficulty: N/A
= A generally strong sustain low damage laner. Start boots to avoid
Howling Gale, and don't harass when she uses
Eye Of The Storm. Her damage should be pretty low, so you should be able to zone her pretty good.
Monsoon can be annoying for turret diving, so be careful.
Difficulty: Easy
= He is actually a pretty strong solo top. His combo of
Demacian Standard >
Dragon Strike can be quite devastating because of the knock-up and the damage it deals.
Golden Aegis gives him good durability throughout the game, and
Martial Cadence gives nice burst damage.
Cataclysm can really setup nice jungle ganks, so
Flash might be a good idea against Jarvan. Pretty tough lane.
Difficulty: Hard
= Once again, if you watch HotshotGG playing Jax, you will give up whenever you face a Jax. Jax's early game damage is quite annoying, and his combo of
Empower >
Leap Strike can be devastating early game.
Sword of the Divine is an effective counter, but it isn't really that great of an item, especially on Irelia. I wouldn't recommend it. Other than that,
Jax really isn't that great unless you're HotshotGG. He got indirectly nerfed pretty hard with the nerf to
Hextech Gunblade and the removal of
Nimbleness
. Hotshotgg may argue, but I'm going to leave him at a medium.
Difficulty: Medium
= LOL. Kevin, if you're reading this, ROFLMAO. (sorry, that was directed to my friend.) I have actually seen people play AP Karma, and she actually does quite a lot of damage with
Heavenly Wave and
Spirit Bond. Don't underestimate her, but don't overestimate her after reading this either. Mostly common sense when facing a support/tank on top. Don't initiate when her shield is on. Her heal can be quite annoying for amazing lane sustain, but she isn't a great farmer, so use that to your advantage.
Difficulty: Easy
= Definitely start Boots and triple pot to dodge his
Lay Waste better. Avoid passing through his
Wall of Pain, as once you're slowed, hitting his
Lay Waste will be a piece of cake.
Defile can also be deadly if you're slowed. If you're low and
Karthus is at lvl 5, just go b and don't risk giving him a free kill with
Requiem. Never stand in his
Defile when he is dead. And never underestimate
Revive
Teleport
Karthus.
Difficulty: Medium
= Kassadin can actually be very annoying for Irelia. His burst damage is crazy, his slow is annoying, and his silence can prevent Irelia from doing much. I really wouldn't recommend playing Irelia against a solo top Kass, but definitely get
Mercury's Treads if you do. When you see the black orb coming, back up and don't try and 1v1 him while silenced. Another annoying part of fighting
Kassadin is that many Kassadin's run
Cleanse. This can completely nullify your stun from
Equilibrium Strike. An overall very annoying lane.
Difficulty: Hard
= Katarina is a pretty weak champion overall for ranked/higher ELO games. When you have reduced healing, do not use a health potion (obviously). When she shunpo's to you (if she does), quickly stun her or slow her and get some true damage off before she retreats. She will have to play aggressively if she wants to harass you, unless she harasses with
Bouncing Blades. Try and stay out of range of her ability for most of the time.
Flash may be optimal against
Katarina, so you can flash out of her ultimate. An even better solution in teamfights is to save
Equilibrium Strike until you are low health and Katarina channels
Death Lotus. Stun her ASAP and your teammates will love you for it.
Difficulty: Medium
= I have actually been seeing some decent Kayle's these days. Her
Reckoning >
Righteous Fury combo gives her some decent harass, which can be devastating to your early game farming. Her heal also gives her good lane sustain, and her ultimate can shrug off your ultimate any day. However, she isn't a very strong champion, and scales off towards late game.
Difficulty: Medium
= This can get very annoying. Try your best to dodge
Thundering Shuriken to avoid damage early game. His
Lightning Rush makes him a great farmer, chaser, and escaper. When he uses
Slicing Maelstrom, try to stun him before he can stun you, and if he does stun you, you are in big trouble. A pretty hard champion to lane against. Tons of CC and hard to counter.
Difficulty: Hard
= One of my favourite champions as well. Get boots and 3 pots and try and juke his
Living Artillery and
Void Ooze best as possible.
Bio-Arcane Barrage range did get nerfed a bit, but he can still harass you from quite far away when activated. Push into him when he's low on mana, and move in between attacks to avoid his ultimate. If you can move between attacks, you should be able to win melee-ranged (autoattack) fights. Be careful of
Icathian Surprise, so don't push in for the kill if you're low, as there's no point in trading kills and feeding the carry a free kill.
Difficulty: Medium
= Leblanc's mid game burst is pretty ridiculous, as
Sigil of Silence +
Mimic can easily deal 1/3 of your health without
Mercury's Treads. In this situation, rushing mercs or
Heart of Gold is your best option. This lane is going to be very difficult to win , so just try to farm and stay behind your minions. Push in when she's low on mana (she will get low if she harasses you.) The good thing is that
LeBlanc is horrible in teamfights and late-game. She can almost burst down one champion with her combo, but she will get absolutely destroyed right after. Pretty useless AP carry late game, so don't worry if you feed her too hard. I've seen a 10-0
LeBlanc end up losing the game (her final score was 10-9).
Difficulty: Hard
= He is actually a pretty strong laner, despite his even greater jungle presence.
Resonating Strike can deal lots of damage at lvl 1, so try and out-sustain him with cloth armor or maybe boots.
Tempest >
Cripple can really set-up nice jungle ganks, and
Dragon's Rage can be very annoying for towerdiving. Don't engage when
Safeguard's shield is active, and try to chase him away from minions so he can't shield himself and dash to them.
Difficulty: Medium
= It would probably be best to start boots and rush mercs against
Leona.
Shield of Daybreak can set up nice jungle ganks, and
Eclipse can keep her safe from your harass. You must try and juke
Zenith Blade and
Solar Flare, as getting caught can be an easy kill for the jungler. Besides that, she can't actually do much damage, so it will be hard for her to kill you by herself. Ward the bush as soon as possible to be safe.
Difficulty: Medium
= Starting with boots would be nice against
Lux as well. Juke her
Light Binding as best as possible, because if you get caught, she can do some nice damage to you and so can her jungler probably.
Prismatic Barrier can block your harass, and
Lucent Singularity gives her some nice harass. However, she isn't a very strong laner, so try and take advantage of that.
Flash might be nice, as right when you see the animation of Finales Funkeln, flash to the side and you will look pro.
Difficulty: Medium
= Malphite is actually quite good at solo top. He has very good harass with
Seismic Shard and good sustain with
Granite Shield. His shield comes back if he's not damaged for 10 sec, so try and keep harassing him. However, he can last hit from afar with his Q, so this will be difficult. His ult can be amazing for setting up nice jungle ganks, and you can't really avoid it.
Difficulty: Hard
= Malzahar is quite a strong laner in many aspects.
Call of the Void is great harass and the silence can be detrimental to your harass ability.
Null Zone can do alot of damage to you even if you're tanky.
Malefic Visions is good harass as well. Tip: If you see a minion with black clouds around it, don't stand near it, as if it dies than the damage will jump onto you. If you do get tagged with
Malefic Visions, his voidling can be quite annoying.
Nether Grasp makes jungle ganks a piece of cake, so be sure to have fast reactions and
Flash out as soon as you see him come forward. Lots of stuff to remember.
Difficulty: Hard
= He is a relatively weak laner, but he does have some strong abilities. Starting with boots is optimal, so you can run away from his
Sapling Toss easier.
Twisted Advance can set up nice jungle ganks, so be very careful not to overextend. Other than that, he isn't that big of a threat.
Difficulty: Medium
= Yay, the pubstomping noob champion that everyone's played before. He's a very weak laner, tbh. Be careful for tower-diving, as using
Meditate can negate most of your damage early game. Other than that, I think everyone knows how to play against
Master Yi.
Difficulty: Easy
= She's not a bad laner, and can be annoying against
Irelia.
Double Up gives her the power to harass and last hit at the same time, and
Bullet Time can do quite a lot of damage. Try and stay out of her attack range when using health pots, to prevent her from lowering their effectiveness with
Impure Shots. When she casts
Make it Rain, it is quite likely that the jungler is ganking. Be careful.
Difficulty: Medium
= This can be very annoying. Avoid
Siphon of Destruction and stay out of his
Creeping Death and
Mace of Spades.
Children of the Grave can do a lot of damage and also heal him for alot, so try and
Ignite him when he uses it throughout the game. Quite a tough match-up, as
Mordekaiser is a very good laner.
Difficulty: Hard
= Another strong laner. Start with boots and rush mercs to dodge her
Dark Binding easier and reduce the damage of her
Tormented Soil.
Black Shield can pretty much negate all of your decent harass. If she comes too close,
Equilibrium Strike her, but only if her
Black Shield is on cd, or else it will be wasted.
Flash might be a good idea, as
Soul Shackles's stun can really be devastating. When she casts it, you can choose to flash out of leash range, or ghost away. Just don't stay and get stunned.
Difficulty: Hard
= Another excellent laner.
Wither is incredible CC and great for setting up jungle ganks. His passive will allow him to sustain in lane better than you, so don't try to harass him. However, don't just let him farm freely, as a farmed Nasus is a fed Nasus. Remember, the more he farms, the more
Siphon of Destruction deals.
Fury of the Sands is actually a very good ultimate, and it is what makes Nasus a great low health fighter. Do not get tricked into thinking you can kill him just because he has two bars of health left. He can lifesteal it back up quickly with his ultimate on.
Difficulty: Hard
= Definitely start boots.
Javelin Toss can do a ton of damage throughout the game, so it is imperative that you juke them almost every single time.
Primal Surge gives her ridiculous lane sustain, but she will run out of mana. She is also hard to kill after lvl 6, being one of the best escape artists in the game. If you really can't dodge a spear, run towards it, as it will deal less damage.
Difficulty: Medium
= He's actually a pretty bad laner. He needs to be in the jungle. Seriously. His only form of harass is
Duskbringer, and it really isn't that great harass. Stay behind minions to avoid
Unspeakable Horror, and back off harassing if he casts
Shroud of Darkness. Warn your teammates if he's mia and lvl 6, as
Paranoia can lead to a devastating gank.
Difficulty: Medium
= Despite what people may say, he's actually a very annoying laner. His sustain is absolutely ******ed with
Consume, his harass is pretty good with
Ice Blast, and he can buff his jungler with
Blood Boil. However, he does run out of mana pretty fast. The key to countering
Nunu is stunning him as soon as he casts
Absolute Zero (make sure you are lower % health than him.) With his ultimate being useless, the lane shouldn't be that bad.
Difficulty: Medium
= He isn't a very strong laner, but he is pretty good.
Undertow is amazing harass if he can hit it, so starting with boots might be a good idea.
Vicious Strikes is good for lane sustain early on, but it shouldn't do too much damage (your maximum health is relatively low.) Similar to
Unbreakable Will, when he casts
Ragnarok, just back off and wait for it to expire. With that being said, he is still a pretty good solo top and you will need skill to beat a good olaf.
Difficulty: Hard
= She used to be the most overpowered champion in the game. I think she's balanced now. They nerfed her laning hard, so she isn't that much of a presence early game. However, she is still an amazing laner, harasser, and farmer, so don't underestimate her just because she's underplayed. Boots and rushing mercs will be optimal, so you can dodge
Command: Attack as well as possible. Her shield can be deceiving for tower-diving, giving her more health than it seemed like she had before. Her ult can really destroy your team in a teamfight. Good luck with this one, it's gonna be tough.
Difficulty: Hard
= He is a decent laner, with great harass abilities. Try and push into him in the early levels (1 and 2) because once he can use the combo
Spear Shot >
Aegis of Zeonia >
Heartseeker Strike, you will begin to get devastated. However, he will run out of mana, so watch the blue bar beneath.
Difficulty: Medium
= Poppy is an extremely weak laner, so use this to your advantage. Harass her as much as you can, but still concentrate on last-hitting as well. Don't put yourself between her and a wall, because
Heroic Charge can lead to some pretty devastating ganks. If she uses
Diplomatic Immunity in a teamfight, switch focus to someone else, as there's no point in attacking her while she's immune to your attacks.
Difficulty: Easy
= He is generally a very weak laner. Try and harass him until he uses
Defensive Ball Curl. Do not tower dive him, as
Puncturing Taunt will switch turret aggro from minions to you.
Powerball can make chasing him extremely difficult, and don't 1v1 him with
Tremors active. Other than that, he is quite a weak laner and has no farming capabilities beside his ultimate.
Difficulty: Easy
= Renekton is a relatively strong laner.
Slice and Dice can make running away very difficult, and
Ruthless Predator can set up some nice jungle ganks. Be careful when his Fury bar is high, and try not to harass him, as his stun will deal significant damage. If he harasses you too much,
Equilibrium Strike him to stay out of harm's way. You should be able to out-sustain him with
Hiten Style and
Transcendent Blades, so you will win eventually.
Difficulty: Medium
= Not a great laner, but not too bad. Stun her if she chases with
Broken Wings, and watch for jungler ganks and stuns with
Ki Burst. Don't harass with
Valor's shield up, and you should be fine.
Difficulty: Easy
= A very good laner and solo top.
Flamespitter can deal excellent damage,
Electro-Harpoon can secure jungle ganks, and
The Equalizer is great for finishing and in teamfights. Push into him when he's silenced by
Junkyard Titan, and stun him if he gets close. Other than that, just try and farm.
Difficulty: Hard
= A pretty commonly played mage that scales with mana. Try not to let him farm up his
Tear of the Goddess, and he shouldn't be able to damage you that much. Harass him when he gets close, since his attack range is relatively short. Be careful of his snare, as it can set up easy jungle ganks.
Difficulty: Medium
Work In Progress
Summary
Overall,
Irelia is a very fun champion to buy and play. She is a very strong solo-top, and she has the ability to be tanky and deal tons of damage at the same time. I would recommend her to any summoner who likes playing tanky dps characters. Try my build! If you like it, please comment and/or upvote. If you don't, please tell me why in the comments below.
Changelog
11/23/11
- Released Guide! Still need to finish up Matchups.
11/30/11
- Removed
Greater Seal of Evasion from Recommended Runes in preparation for the removal of dodge.
05/13/12
-
Finally got around to updating my guide! Sorry for the delay!
Added Wit's End to item build.
Changed the item build and summoner spells.
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