Irelia Build Guide by Sploosh
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Hello, and welcome to my very first guide! In this guide, I will be talking about my new favorite champion, Irelia. I have just recently started to play Irelia and have been doing fairly well. My goal is to provide information to you about Irelia and how she is an amazing champion to play.
Irelia is a is fun and enjoyable champion to play. She is a powerful melee champion that can obliterate squishies or tanks if played correctly. Her attributes that make her a good choice are that she has a healing move, she has true damage, and she has pretty good movement speed. I think that she is overall an easy character to master.
Pros / Cons
- True damage
- Low cooldown ultimate
- Nice burst early game
- Good movemt speed
- Good kiting potential
- Easy farming
- Stun for E ability is short
- Item dependent
- Ultimate doesn't have good damage
- Best to lane in 1v1
- Somewhat squishy
- Only one CC move
- Slow duration isn' long
Ionian Fervor Reduces the duration of stuns, slows, taunts, fears, snares, and roots, for each nearby enemy champion.
Bladesurge Irelia dashes forward to strike her target. If it kills the target, Bladesurge's cooldown refreshes and refunds 35 mana.
Hiten Style Irelia is skilled in the art of Hiten, passively giving her physical attacks health restoration. Activating Hiten Style gives her basic attacks true damage for a short period.
Equilibrium Strike Irelia's attack balances the scale, dealing damage and slowing the target. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.
Transcendent Blades Irelia summons 4 spirit blades that she can fling to deal physical damage and siphon life from enemies they pass through.
- During teamfights, when champions like Galio use their ultimate, the disable will have a less duration and allow you to a chance to escape. You may also try to stop their channeling ultimates by using Equilibrium Strike.
- When running from enemy champions, try to Bladesurge to a enemy minion as an attempt to create distance between you and your pursuer.
- Bladesurge can easily kill low health minions quickly because of its refreshing cooldown ability.
- If you are low health, use this ability to gain health from attacking turrets or minions.
- When an enemy jungler comes to gank you, try to save Equilibrium Strike as a last resort.
- If you are fighting an enemy champion 1v1, it is beneficial to save Equilibrium Strike for its stun.
- Use Transcendent Blades on a large minion group to gain some health.
- If you see low health enemy champions running away, use your ultimate to try and kill them.
- Your ultimate has a fairly low cooldown so use if often.
Ability Leveling Order
I start of with Bladesurge first because it seems most like the most viable choice. It only cost 60 mana at level 1 and it is your charging ability. This move will allow you to last hit more minion. Secondly, we take a point in Equilibrium Strike because of its valuble stun/slow effect. Then we begin to max out Hiten Style for some true damage that will be very nice against solo tops like cho gath or Shen. Hiten Style will also keep you in lane for awhile if you keep attacking minions frequently. After maxing Hiten Style, I usually put points into Bladesurge to decrease its cooldown timer and for more damage output. You may put points into Equilibrium Strike if you prefer a longer stun time. And of course, you will put a point into your ultimate whenever it is available.
When you start the game with one ability, you can either farm minions or try to Bladesurge the enemy, auto-attack them, then feint. This will usually result in them taking decent damage and you walking away fairly safe. When you reach level three, you should have a point in all three abilities besides your ultimate. You can execute the combo of Bladesurge to Equilibrium Strike then auto-attacking and feinting once again. You can activate Hiten Style sometime before or after you Bladesurge the enemy to get the true damage in. This will wear down the enemies health quickly unless they have a healing move like Fiora.
greater mark of desolation: I take these runes because the early armor penetration helps you dish out higher damage to the enemy. Later on into the game they won't be as noticeable but I believe if you have a good early game, you will be better late game.
Greater Mark of Attack Speed: Some people may like these runes and some may not. It is a decent choice because it allows you to attack the enemy with Hiten Style much more often.
Greater Seal of Armor: These runes are the ones I pick because they help protect you from those early game pokes. It will also be effective when you auto-attack the enemy champion and take up the minion agro.
Greater Glyph of Scaling Cooldown Reduction: I take scaling cooldown runes to lower the cooldown of my abilites. They help me up till late game but arn't as good in the laning phase. I still prefer them because it helps lower Irelias skills late game.
Greater Glyph of Magic Resist: Magic resist runes help boost your defensive stats during the early game. It will help protect you from early stages of harass if they deal magic damage.
Greater Quintessence of Health: I take these runes because the early game health really helps. The extra health may have the outcome of you surviving or dying from that Ignite.
greater quintessence of vigor: These runes are a pretty good choice since they synergize well with your base 8 health regen per 5 seconds. With 3 of these runes, you will have a base of 16.1 health regen per 5 seconds.
greater quintessence of desolation: I you like having an early increase in damage, these runes are for you. They will puncture through any armor that the enemies have.
My mastery tree is set up as a standard 21/9/0 build for Irelia. I dedicate most of the points into the offense tree because I like damage over defense. Some Irelia's may go down the utility tree mainly for the cooldown but I reccomend not to doing this just because you should have a fairly nice amount of cooldown with the items you buy.
Flash is one of the greatest summoner spells you can choose even after its nerf. It allows you to escape, chase, or land that last hit on a champion.
Ghost allows you to hit the enemy more with Hiten Style activated. It is also a great escape or chasing tool. You can swap this spell for Flash.
Ignite is used to finish of that last shred of health. It helps if you are fighting a Dr. Mundo or Vladimir at top lane.
Exhaust can win you fights or shut down carries with ease. Save it to greatly lower one's damage or use it for the slow effect.