Irelia Build Guide by xXDEATHXx19
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| Health | 3906 |
| Health Regen | 19.2 |
| Mana | 1060 |
| Mana Regen | 18.7 |
| Armor | 295.19 |
| Magic Resist | 131.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 172.15 |
| Attack Speed | 119.027 |
| Crit Chance | 35%S |
| Crit Damage | 0% |
| Ability Power | 30 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
The Introduction
Hello
Irelia players and welcome to my 2nd build on mobafire. I normally used this site to just see finalized stats on builds I test in matches but I figured "Hey, this build works so well for me, why wouldn't it work for others?". So I hope you like this build and will give it a few tries before you make any decisions or comments on how to change or alter this build. Since this is my second guide I'll try to add a little more detail then the previous one.
The Pros and Cons
Pros
True damage with
Hiten Style
Wit's End adds even more damage
Good attack speed
Doesn't need lifesteal
Very durable late game
Can rush
Guardian Angel if you feel behind
Good movement speed
Cons
Kinda mana hungry
Needs farm and items (who doesn't)
Hard to come back when shut down for a long period of time
Can ks with
Bladesurge (leaves team with less gold which leaves team as a whole weak)
Runes
My Favorite Runes
Greater Mark of Desolation: is always what I use when I play solo top. These make it harder for the enemy to build against you to a certain degree. They tend to drop off later in the game. If your winning your lane though, then the enemy will be falling off late game too.
Greater Seal of Armor: This provide a great boost of defense early game. If the enemy team follows the META then someone that uses attack damage should be top.
Greater Glyph of Scaling Magic Resist: Ability power isn't a big threat early game so the scaling magic resist runes are a favorite among most summoners.
Greater Quintessence of Attack Damage: Strength is always a must early game, the enemy definitely has some sort of damage or armor runes so you need to stay with or ahead of them.
Alternative Runes
Alternative Marks
Greater Mark of Attack Damage:
Irelia already deals deals true damage and may not need armor penatration so these are great runner-ups. They stack well with the
Greater Quintessence of Attack Damage
Greater Mark of Attack Speed: It could just be me, but attack speed is always a must.
Irelia can easily build up her health if she starts with
Hiten Style and these marks. If you want more surdiness, take these.
Alternative Seals
Greater Seal of Evasion: I've never tried them personally, but
Irelia is a one on one champ, dodging an attack can save your life once or twice. My friend used to play
Irelia and he wouldn't go into battle without them. If he says they're good, they must be. Leave a comment to tell me if they're worth it.
Greater Seal of Vitality: Still never used these either, but if you're built for sustain, these are a great choice.
Alternative Glyphs
Greater Seal of Magic Resist: If you somehow know your going against an ability power champ, pro, or if someone gets fed early, these will save your life. I found these runes to shut down
Fizz hard. He starts with too much burst in my opinion.
Greater Glyph of Attack Speed: Though not nearly as good as the marks. These runes are more affordable and give a decent boost to attack speed.
Alternative Quintessences
Greater Quintessence of Desolation: If you perfer armor penatration and are already getting strength and don't feel like stacking, this is a fantastic alternative. I find these and the marks of desolation uneccessary cause
Masteries
I went with a more tankier mastery set up, 9-21-0. I find that if I'm solo top I'm technically supposed to play the tank. The Jungler could do it too but I don't mind being somewhat tanky as
Irelia cause as long as she hits targets with
Hiten Style She's still hitting for at 75 true damage, 42 magaic damage with
Wit's End and whatever her normal strength is adds up real nicely.
Forgive me for not having the fancy mastery grid that everybody else has on their builds
Defensive Tree
Most of the time when going top, you tend to fight an attack damage champion, not always, but mostly. Grabbing all 3 points in
Hardiness
will give that little bit of sustain early game. Especially if they have more harass than you. Afterwards I pick up 1 point in
Resistance
, I don't take any more than that because of the scaling magic resist runes. These round out early to late game defenses through masteries/runes. I then max
Durability
and
Veteran's Scars
for the extra early and late game health. Instead of grabbing
Initiator
, I pick up
Tough Skin
and
Bladed Armor
. Why? you may ask. It's because
Irelia tends to be solo, and when you go in for a kill. Most the time the minions, or creeps, turn to attack you.
Tough Skin
will block some of the damage cause it stacks up fast. All right, after
Bladed Armor
,
Initiator
is the way to go. A solid movement speed boost when at a good amount of health will do some good. If you keep your health high with
Hiten Styles passive, you'll out run the enemy every time. Put 3 points into
Honor Guard
for the 1.5% damage reduction, and a final point into the
Juggernaut
. Which stacks well with
Irelia's passive.
Offensive tree
The offensive masteries are your typical attack damage boosts, attack damage, attack speed, and armor penatration. If you use
Ghost,
Ignite, or
Exhaust, take one point in
Summoner's Wrath
for the added effect. Then throw three more points into
Brute Force
for extra damage. Then grab
Alacrity
and
Weapon Expertise
. All these provide a better, overall damage per second ratio.
The Items
Starting Items
Boots of Speed and
Health Potions are a standard starting option if you don't know who you're facing off against.
Null-Magic Mantle and some
Health Potions are good if you know you will be fighting an ability power champ. Builds into
Mercury's Treads
Cloth Armor and five
Health Potions are also a solid start, builds into a
Ninja Tabi
Early Game Goals
Ninja Tabi or
Mercury's Treads should be acquired on your first trip back to base.
Ninja Tabi should be gotten if fighting someone that's either AD or relies heavily on normal attacks. They tend to be one in the same. Mercury Treads should be gotten if the oppenent has a stun or slow. The
Tenacity
stacks very well with
Irelia's passive.
Phage or
Wit's End is a great second choice. If you're struggling in your lane, the
Phage should be bought first, if it's even or you have the advantage, the
Recurve Bow or whole
Wit's End will give you an even better edge. After you pick up one of these items, pick up the other afterwards.
Mid Game Goals
The
Trinity Force will want to be your next BIG item.
Irelia can make use of every stat it has to offer. I tend to buy the
Phage (as described above),
Zeal, then
Sheen to build the
Trinity Force. I like the
Zeal cause of the movement and attack speeds it has to offer.
Once done with the
Trinity Force I like to build a little more tanky starting with health.
Giant's Belt into a
Warmog's Armor helps with that immensely. You probably have about 3000 HP at this point and a little over 100 in all stats making you a champ that can pretty much take anything.
Late Game goals
With the
Warmog's Armor an
Atma's Impaler is just begging to be bought, so I buy it. The classic Atmog's combo gives tons of health and armor.
Sometimes when the enemy decides to try to counter or someone is fed, I pick up
Guardian Angel before the
Atma's Impaler.
Guardian Angel is also necessary if you get ambushed often, targeted, etc. Provides very great resistances and has a passive that I call the "decoy". I'll explain it in a later tricks section.
Final Builds
Against AD heavy Team
Ninja Tabi,
Trinity Force,
Warmog's Armor,
Atma's Impaler,
Wit's End,
Guardian Angel
Agains AP heavy Team
Mercury's Treads,
Trinity Force,
Warmog's Armor,
Maw of Malmortius,
Wit's End,
Guardian Angel
Obviously I mostly explain the AD heavy build but it just seems to work better for me. Feel free to mix it up, I'm always looking for new builds to try.
Skill Description and Sequence
R>W>Q>E
It's my favorite and probably the most common setup for
Irelia.
"Q"
Bladesurge: This is
Irelia's gap closer and probably intiator. When used
Irelia dashes towards an enemy and deals damage. This skill does 20/50/80/110/140 plus 1 for each bonus attack damage. This skill also get a refershed cooldown and refunds some of the mana if it slays its target. I max this second for the damage and cooldown reduction.
"W"
Hiten Style: When
Irelia first came out, this skill was way overpowered, healed for 10/14/18/22/26 HP when not activated. Now it heals for only 5/7/9/11/13 when not activated. It's still a good skill but just imagine how strong she was back then. When activated,
Hiten Style doubles the healing effect and allows
Irelia's basic attacks to deal a bonus 15/30/45/60/75 true damage. This melt any teams tank and any other opponents that are building heavy armor and/or magic resist. The effect lasts for 6 seconds so use it wisely. Stacked with attack speed, she'll destroy champs of any strength. I max this first to increase true damage and sustain.
"E"
Equilibrium Strike: This is
Irelia's only means of slows and stuns, it's cooldown stays at 8 seconds at all ranks and does a decent amount of damage. Deals 80/130/180/230/280 plus 50% of ability power. When used while you have a greater ratio of HP than the enemy, it will slow them for 1/1.25/1.5/1.75/2 seconds, if you have a lower ratio of HP then it will stun them for 1/1.25/1.5/1.75/2 seconds. I max this last cause the damage this puts out isn't as good as
Bladesurge and isn't nearly as strong throughout the game. Also the cooldown is 8 secends regardless of rank.
"R"
Transcendent Blades: This is
Irelia's ultimate. This allows
Irelia to throw, four blades at the enemy, healing her for 25% of the damage done against champions, and 10% of the damage dealt against minions. The attack deals 80/120/160 plus 50% ability power, plus .6 for each bonus attack damage. This attack isn't very strong but it's a good way to give chase to fleeing champs and pick up kills when they're low on health. Most people tend to find this ability weak, and tend to underestimate it. The damage it deals plus the healing from both this ultimate and
Hiten Style is way too much for any champ to handle one on one.
Summoner Spells
Favorite Summoner Spells
Other Spells
Not many other Summoner spells come to mind while playing
Unique Skills and Farming
Minion Hopping:
I mentioned this once or twice in this build and now I'll finally describe what it is, and how to use it effectively. At times its impossible to close gaps between enemies and yourself due to harass, range, whatever. But, this trick will close the gap between you and them before they even know what happened. First weaken multiple enemy minions so that they die to
Minion Hop Escape:
When you chase your opponent, it's not uncommon to see the jungler behind you. If you can kill one of them, thats good, but sometimes you're not that lucky. Use the same strategey as described above, except jump to the minions that you should've ran past to give chase. If done correctly, you should be able to create distance between yourself and the enemy champs while gaining gold. Don't expect to always find a perfectly weakened minion, cause this isn't always planned for.
Using
Early game: Don't use
Mid game: Don't use
Late game: Should be good to farm with
How to solo top
Basics
I'll breifly explain the basics of going solo top. This is a somewhat easy role to play. You only have one objective, keep your turret alive. It isn't your job to kill the enemy turret, it's your job to protect yours and stay alive. Dying once or twice isn't too bad, But after that, DON'T TRY FIGHTING THEM. If you lost twice in a row against an enemy, chances are you won't kill the the third time without help.
Zoning
Alright, this is extremely important. There is three zones in a lane, if someone wants to get extremely technical there's five, but I'm only going to cover three cause they're the basic.
Safe Zone: This zone is where you're by your turret, probably being pushed, and are practically ungankable. (Enemy can still come in from behind) You're behind the river and nothing can really touch you.
Caution Zone: This zone lines up with the river perfectly, it's where most the harass and fight happen. In this zone you can be ganked but have an average chance of escape.
Danger Zone: This zone is where your past the river and are probably pushing pretty well. In this postition, you are very vulnerable to be ganked. Chances of escape are small but still possible, especially if you have wards or they don't have any way of slowing you down.
Warding
Everybody's been ganked, and knows how it happened. Warding helps a lot. Knowing who the jungler is (Usually has
Farming
Probably one of the most important things to do when solo. Last hitting with
Area of Control (Also Called Zoning)
Turrets, Bushes, and Champions all have area of control. Depending on the champ, changes how much area they control,
Thats just some of the most basic "rules" or guidelines to play solo top.
Team Fights
Irelia has two major roles in team fights. Killing the squishy AD carry or AP mage, and killing the tank. Obviously the AD carry and AP mage are the priority cause they deal the most damage.
Irelia's abilitly to catch and kill specific targets is very good. The combination of
Flash into a
Bladesurge will close the distance quickly. The 75 guaranteed true damage from
Hiten Style along with her base damage, will slaughter them, assuming they aren't trying to build against her. The tank is the next target, the true damage melt their HP cause, obviously nothing blocks true damage.
NOTE:
Irelia can burst down one enemy at a time with most of her skills.
Transcendent Blades is the only skill that can hit multiple targets.
Summary
Well, that's it for this build. I truly help that it improves your time playing
Irelia, I appreciate if you thumbs up. If you have questions as to why I build things the way I do, comment. And please try this build multiple times so that you get a clear analysis on if it's good or not. There is such things as good and bad matches. Thank you for viewing and voting.
Updates
Published: 9/10/2012
Added my old build: 9/10/2012
Followed madalin120988's advice, added another build. Against AP:9/10/2012
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