Build Guide by moatmeal
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Okie, this is my irelia buld, it kills people. Please try the builld before you thumbs down, and if you do thumbs down, tell me why. also, sorry theres no pictures of abilities/items I dont know how to do that( if someone could help me out with that, that would be great, im planning a section on items once i learn how to link items).And yes, its AS I know (once again, dont downvote till you've tried it) i just like it because true damage is dirty
Pros / Cons
multiple build options
abilities scale well with AP or AD
great minion farmer
can get red at low levels
easy to learn
very squishey early game
needs red early game
cant dash through walls
when I say clutch, I mean that at lowhealth, she can turn and burn a pursuer down
I find that AD or AS/AD is the best way to build irelia, Bladesurge has a lower cooldown than Equilibrium Strike end game, and Transcendent blades scales off AD best. I dont like hybred, because it removes potential from her ulti, and I dont like AP because theres no consistant damage output.
best summoner spells(IMO)
(i normally have 1 combat summoner spell (something like ignite, or exhaust) and one support skill (something like clarity or ghost) since irelia has no real escape abilities
[*] Ignite-I dont often use Ignite, but it is very useful for some early game kills, used with Transcendent Blades it makes early game tower diving easy. use this when the enemy is close to dying... dont walk up to them and ignite them at full health like a ****. Also, the reduced heling can be really really useful
[*] Exhaust-I normally use Exhaust when I play irelia, its great for chasing, but I primarily use it as a disable. you can kill almost anyone if this is up
[*] Ghost- Great ecsape, and chase ability, I normally prefer this over flash, becasue I feel that Irelia isn't so squishey that she'll ever need to get out of a team fight all that quick, and overall ghost helps you travel more distance.
Decent Summoner spells (IMO)
[*] Flash -I feel like Ghost just works better with irelia, but since irelia cant dash through walls, I can see why some people might prefer Flash.
[*] Teleport -This ability is very handy, especially as a carry, you can teleport to anywhere on the map thats being pushed, or backdoored, and get a kill, or at least save a turret
Bad Summoner spells (IMO)
[*] Cleanse -Your passive makes Cleanse nearly useless, its saving you from more CC than cleanse ever will.
[*] Revive -I dont like it.
[*] Heal -you have enough lifesteal with your ult, it will heal you for more than this will in most situations
[*] Smite -if you decide to jungle (which i don't do often) you need to pick this up, otherwise its worthless.
[*] Fortify-I would pick this up on a tank, or support, but on a carry, other summoner spells are far more important.
[*] Clarity -No.
[*] Rally -Its just bad, idc for it.
[*] Clarvoyance-Has its uses, but is not worth taking the spot of another summoner spell
Ionian Fervor(Passive)-Each nearby enemy champion (to a maximum of three) reduces the effectiveness of CC abilities on Irelia by 10%/25%/40%
Useful, it just makes you tough to disable
Bladesurge (Q)-Irelia dashes forward to strike her target for 20/55/90/125/160 physical damage (100% AD) if it kills the target, Bldesurges cooldown refreshes, nd refunds 35 mana.
CD= 14/12/10/8/6 seconds
The number one thing about his abilities that makes it great, is the fact that it applies on hit effects, this build revolves around on hit effects, and an ability that gives you another set or them is just dirty. Bladesurge is also great for early game farming,but dont last hit only using this if you can help it. keep in mind though, although this is a dash, you can not use it to get through walls
Hiten Style (W) -Irelia is skilled in the art of hiten, passively giving her attacks 10/14/18/22/26 health restoration. Activating hiten style adds 15/30/45/60/75 true damage to her physical attacks for 6 seconds.
This is why i build Irelia attack speed, for the true damage procs, true damage cant be mitigated. Activate this before using bladesurge for max burst (because bladesurge applies on hit effects). the passive is also nice for the lifesteal, but I dont worry about it all that much.
Equilibrium Strike (E)- Deals 80/135/190/245/300 magic damage (100% AP) and slows the target for 1/1.25/1.5/1.75/2 seconds, stuns if irelia has lower health % than her target
THIS is gets irelia kills(early game at least), THIS is why you're so hard to kill (this and your ult) this attack does some great damage on top of a stun/ slow. if someone trys chasing you during laning phase,pop Hiten style, Bladesurge in their face, and equilibrium strike them down...**** be crazy.
Transcendent Blades (R)-Irelia summons 4 spirit blades which she can fling to deal 90/140/190 plus the higher value between (40% AP) or (60% AD) magic damage to enemies they pass through, and she heals for 20% of that damage
Basicly, 90% of the time, as soon as i get my ult, i can tower dive someone, the lifesteal from this is so insane, it makes you nearly impossible to kill 1v1. great ability for farming, killing, or bringing your health back up while trying to run away from a group of enemies since it doesnt interrupt running for casting.the blades will shoot out in the direction of your cursor.
Early game-Bladesurge makes last hitting minions easy, take advantage of it, but dont get carried away, although it returns mana if you successfully last hit, it can still oom you. Hiten style gives you good lane survivability, and improves ability to gank early game, pretty self explanitory. Equilibrium strike makes for some great early game burst, and set up with bladesurge at the right time can get you and your laning partner some kills, just dont tank the minions... Transcendent Blades just impoves just about everything you have, lets you tower dive, farms like a beast, and keeps you alive, on a disgustingly small cooldown, DO take advantage of this
Mid game- going into mid game you should have your merc treads, and wits end and should be able to solo red with no difficulty, once you have red, go wild, your damage output is gonna be pretty sick. Once you get your BF sword, faces begin to be raped, and once your black cleaver is finished you rip tanks to shreds. at this point, your late game should begin
Late game- do your best to keep your red buff up at all times, you damage isn't reliant on it, but it really does make a big difference. from here you get a starks fervor, and bloodrazor, and w/e you want depending on the situation or your prefrance.
you should be able to take out just about any tank, and any carry on their team is just food to you now, in a team fight i like to go for the squishies, thats about it... just smash your face on your keyboard...GG