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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Introduction to my Guide and Riven (Work in Progress)
Do NOT build her ITEM-FOR-ITEM on how I describe her in my builds above.
Purchase the bare minimum boots,



Hello. This is my first guide on Mobafire. I will probably update this guide later, because I have to read JhoiJhoi's amazing guide on how to make a guide. Anyway, here is my guide to



Riven is my favorite top champion. She's countered by Champions such as









The best part about

She's also an incredibly snowbally champion. If you get first blood or a kill within the early minutes of the game, it's smooth sailing from there. The problem with Riven is that she requires really expensive items to start off with, like a 1100 gold

Unfortunately, I looked at the other Riven guides on Mobafire and found that they are really similar. Riven is a hard champion to build differently, since she benefits the most from a few select items. Damage items, and tanky items. She can't buy most of the items from the shop without wasting stats, too. We will talk about this later in the guide.
Thanks for clicking my guide! Hope you learn something, and don't be afraid to comment. I am open to suggestions and tips to be a better Riven player.
- Free ability casts, only cooldowns
- Relatively low cooldowns even without CDR
- Only has to worry about managing health
- Massive executioner AOE ulti with huge damage boost
- Built-in AD "Lich Bane" passive that stacks three times
- Two mobility spells
- Two interrupts/CC's to interrupt things like
Nunu & Willump ult,
Katarina ult, or
Shen ult
- Exceptional poke that is cost-free and every couple seconds
- Counters or outplays most conventional tops
- Can clear waves extremely fast while still getting all last hits
- If need be, can swap with jungle
- Shield that scales with damage
- Massive AD ratios
- Snowballs easily
- Late game better than a lot of tops (
Renekton,
Lee Sin,
Olaf)
- Easily countered by very few champions
- No innate sustain abilities
- If cooldowns are down early game, you do no damage or are dead meat if ganked
- If shut down early, you become useless top unless your jungler helps with ganks
- Requires expensive items to start with
- Cannot scale with AP at all, so some items are wasteful, same with mana
I only use one set of masteries as of now.
She should put twenty one into Offense, which makes since since she scales well with attack damage and needs as much armor penetration as she can get. The armor penetration and attack damage masteries are self-explanatory.
The
Sorcery is mainly because of the fact that her abilities are cost-free: this means that CDR is key to dealing out tons of damage.
The
Vampirism
mastery is a little bit controversial, since I see a lot of people opting to skip that one. I like it because it provides a bit of sustain in your early game, since Riven has no innate sustains or anything, and she only has health potions to start with. I just like it.
The
Executioner
is key to
Riven's awesomeness. Her ultimate does massive damage already when the enemy is low, so the extra percentage of damage will help you kill-secure even cleaner.
The 9 in defense is also self-explanatory. You already have a lot of armor and magic resist from your runes, but it's good to have some more. I take health masteries over more armor and magic resist because you will get lots of resistances from your build, and health is more beneficial early game in the event of true-damage spells like
Olaf's
Reckless Swing or an
Ignite.
You can take the health regen mastery if you want, but I like going balls-deep as
Riven and I rarely take damage from poking, so I take flat health. Plus, I have potions. If you find yourself getting beat up, switch up the masteries to health regeneration.
Why do I use these masteries?
She should put twenty one into Offense, which makes since since she scales well with attack damage and needs as much armor penetration as she can get. The armor penetration and attack damage masteries are self-explanatory.
The

The

The


The 9 in defense is also self-explanatory. You already have a lot of armor and magic resist from your runes, but it's good to have some more. I take health masteries over more armor and magic resist because you will get lots of resistances from your build, and health is more beneficial early game in the event of true-damage spells like



You can take the health regen mastery if you want, but I like going balls-deep as

You can roll with two different rune builds.
This one is the one that I recommend. Riven scales incredibly well with AD, so even an extra fifteen attack damage is great on her early game damage output, through her amazing passive, abilities, and auto-attacks. You will win most trades against top-laners (barring
Olaf and
Lee Sin, and
Jax if you are not careful) with these runes.
An alternate rune set-up is the same, except with the flat attack damage Marks swapped with Greater Mark of Desolation for armor penetration. It works against heavy armor tops, such as
Malphite, and is very beneficial since you get no armor penetration until you build a
The Brutalizer or a
Last Whisper sometime later on.
Hey, the small amount of armor penetration doesn't seem much, but it adds up. ~30% of your damage taken away as opposed to ~20% is a big deal early and mid game, despite its appearance.
This one is the one that I recommend. Riven scales incredibly well with AD, so even an extra fifteen attack damage is great on her early game damage output, through her amazing passive, abilities, and auto-attacks. You will win most trades against top-laners (barring



An alternate rune set-up is the same, except with the flat attack damage Marks swapped with Greater Mark of Desolation for armor penetration. It works against heavy armor tops, such as



Hey, the small amount of armor penetration doesn't seem much, but it adds up. ~30% of your damage taken away as opposed to ~20% is a big deal early and mid game, despite its appearance.
Viable Summoner Spells
Flash is simply a must-have for
Riven. She uses it to position her knock-up Q, her W, get into teamfights, escape ganks, get double kills when ganked at tower, or get a clutch ulti in. Basically, don't play top without it. Also, remember this: lanes without
Flash are free kills for the jungler.
Flash is broken, so don't gimp yourself by not using it.
Ignite is also a great summoner spell. It helps you finish off your enemy laner, reduces healing effects if you decide to go in balls-deep, and gives you 5 extra AD from your masteries when it is on cooldown. The 5 AD doesn't seem much, but it adds up in a fight.
I suggest popping this bad boy first if you are thinking of going in for the kill. It's better than igniting them last, because you never know if they get out of ignite range later, and if you pop it first you get both the bonus AD and reduce their healing. Top it off with the fact that Riven does more damage on her ult when the enemy has less health, it is undeniable that you should ignite first.
Many people tend to ignite last, but I suggest doing it first if you are on a 1 v 1 against your enemy lane. Common sense though, do not ignite if you aren't expecting a kill. Contrary to some level 8 summoners' opinions,
Ignite is not used for a poke.
Exhaust is a great spell in itself, but I don't feel that it fits well with
Riven as solo top. It is still viable though, no doubt about that. It's great in teamfights when you want to exhaust an escaping enemy, or when a
Hecarim is zooming towards your AD carry. However, it does not have as much of a 1 v 1 presence when laning.
It's still useful for when your jungler ganks, but
Ignite has tons of true damage while exhaust only guarantees a slow and damage reduction. Exhaust does not do much damage at all.
However, if you are expecting to be pounded on top lane, you can take
Exhaust to make sure that you won't die early game, like against
Olaf or somebody, since it reduces damage and slows them. I don't do this, but it's viable.
Teleport
I suppose you can use
Teleport to split push similar to how
Shen does and roam around the map while still being able to protect her tower at will. However, it's not as strong as
Shen combined with his
Stand United and
Teleport, but it is still ok to use for split pushing late game or something, where
Riven can easily destroy a whole creep wave with a Q W combo, or for roaming early game without suffering the consequences of losing tower health.
Ghost
Ghost is alright, since it's not a complete waste like some spells like
Clarity or
Revive for
Riven. However, the one quip that I have with this is that it is slightly gimped by
Riven's ability mobility. What I mean is that
Broken Wings and
Valor, her two abilities that mark
Riven as an exceptional mobility champion, don't scale with her movement speed. It's only an animation.
That means that regardless of how fast
Ghost makes her, those two abilities actually slow her down, or at least has the same speed of her normally walking. That's why I don't roll
Ghost on
Riven: she doesn't need it.
Heal
Heal is not a bad spell, persay. It's great for those 2 v 1 scenarios where they tank several towers to get to you (I will explain this in-depth later, Riven excels at this), only to realize that you healed for a good chunk of our health.
However, it doesn't have a very good use on
Riven top, since she relies on being aggressive rather than baiting. You can use
Heal aggressively when you 1 v 1, but in my opinion
Ignite does a better job since it does true damage to your enemy. Also,
Ignite does more damage to your enemy than
Heal heals you for, and also slows the enemy's healing. Take
Ignite instead if possible.
There are more spells, but they are not as good as the ones above. I will add more when I have time to, but I don't think you guys really need an in-depth review of
Clarity on
Riven.





I suggest popping this bad boy first if you are thinking of going in for the kill. It's better than igniting them last, because you never know if they get out of ignite range later, and if you pop it first you get both the bonus AD and reduce their healing. Top it off with the fact that Riven does more damage on her ult when the enemy has less health, it is undeniable that you should ignite first.
Many people tend to ignite last, but I suggest doing it first if you are on a 1 v 1 against your enemy lane. Common sense though, do not ignite if you aren't expecting a kill. Contrary to some level 8 summoners' opinions,




It's still useful for when your jungler ganks, but

However, if you are expecting to be pounded on top lane, you can take


Meh So-so Spells
Teleport

I suppose you can use






Ghost









That means that regardless of how fast



Heal


However, it doesn't have a very good use on






There are more spells, but they are not as good as the ones above. I will add more when I have time to, but I don't think you guys really need an in-depth review of




Passive - Runic Blade

This is



Late game, the damage becomes more insignificant, but it still packs a punch. Early game, it really sucks to be smacked by a stack of


Q - Broken Wings

This is my favorite ability of



On the third hop, she will do a flippy thing in the air, and upon impact she will knock all enemies in the blast radius slightly in the air. It counts as an interrupt, and works like a small


Take note of the fact that it launches them in the direction opposite of where you landed your




Also, as a final note,



W - Ki Burst

When you press W,



I like to chain this ability in with my Q's and E's when going in for a teamfight or for pokes in lane. It offers a mini-stun for 0.75 seconds. Although it seems insignificant, it is extremely annoying to be stunned every 6 seconds in a teamfight or in a 1 v 1 late game, in addition to her

Most importantly, it does tons of damage. A standard poke technique for





Watch out though! It does snare you for a bit while it plays the animation for putting the sword up in the air, so you have to continue right clicking your way to attack or move after popping the move.
E - Valor

When you press E,




It is good for exchanging trades and surviving teamfights, and is necessary to survive a tough top lane if you are getting pounded and poked constantly.
Valor's mobility boost is also great for juking, escaping, and catching up to enemies, and is a reason why you don't need


Be careful though: if you are new to




R - Blade of the Exile / Wind Slash

When you press R,

The rule of thumb for this ability is to use this at the beginning of a teamfight, a gank, or when you are being towerdived and have no choice but to stay. Don't be afraid to use this ultimate often; it has an incredibly low cooldown for such power! Also, it lasts for 15 seconds, so make sure you use up all the time by activating it in the beginning.
Again, be careful if you are new to


The second part of the ultimate,



It does incredible damage for any enemy under 1/4 of their health. Basically, don't be afraid to

This ability, as a whole, is great for 1 v 1 situations in the top lane, and will make you survive even the toughest towerdive from the jungler. I have never been successfully towerdove as

As
Riven, you must learn to adapt to your situation at all times. She is not some sort of mindless champion like
Graves where you always follow the same ability order, but a flexible little bunny that reacts to her surroundings.
Keep this information in mind:
Valor and
Ki Burst's cooldowns get better as they are leveled, but
Broken Wings stays the same no matter how many points you put into it. That's why I don't suggest leveling up Q until the end, since it doesn't do much damage anyway. Cooldowns for the win!
Here, I suggest taking your Q,
Broken Wings, first since it is all you need anyway, and it gives you unparalleled mobility and utility. It lets you escape, chase, put down some minor CC, does AOE damage, and procs your passive three times. All of this with only one point in it.
Next, you take your E,
Valor, next. Some people suggest taking
Ki Burst second instead, but if you are against an evenly matched top lane, or are unsure about the situation, it's always safer to take
Valor next to prevent taking too much damage during trades and having another mobility ability to get out of a sticky situation.
Also, don't forget to press Tab and take a look at who the enemy jungler is. If it's someone like
Lee Sin who will utterly destroy you at level 2, take
Valor for the extra damage soaking and mobility to get out if he does come for you. On the other hand, if it's
Malphite or some other ridiculously bad early ganker, feel free to take
Ki Burst instead if you want.
Finally, at level 3, you take your W,
Ki Burst. It does the most damage of your abilities, provides a mini-stun, and its cooldown improves at a great rate, so level it up whenever you can at this point.
From here, it's a simple formula of leveling R first, W second, E third, and Q last.
Here, it's basically the same, but level up your W second instead of your E. This way, you can do a quick Q - Q - aa - W - aa - Q in front of them - aa for an insane poke at level 2, which will take at least half the health of most top laners. It is a bit risky because if you do not do enough damage, take too much minion aggro, or the enemy laner doesn't even flinch (like
Malphite), then you will be at a disadvantage.
It rarely happens to
Riven, but it does happen.
Here, it is also similar, except you prioritize leveling up E instead of your W. Use
Valor at all times to soak any forms of poke or damage possible. If you are losing your lane, chances are that you probably can't defeat your enemy top laner in a straight up 1 v 1, so it's best to stay defensive, don't die anymore, and farm up. It's going to be boring and tough, but it is necessary to ensure that you don't feed your enemy any more and gimp your whole team as a result.
Contrary to popular belief, you shouldn't rush in and try to kill your enemy top laner after you died to him in a fair 1 v 1, because that means he has an even bigger chance of beating you again. Just stay defensive and get kills if you see the opportunity, like from your jungler.


Keep this information in mind:



Normal Situation
Here, I suggest taking your Q,

Next, you take your E,



Also, don't forget to press Tab and take a look at who the enemy jungler is. If it's someone like




Finally, at level 3, you take your W,

From here, it's a simple formula of leveling R first, W second, E third, and Q last.
You are completely dominating or know you will do well against the enemy top laner
Here, it's basically the same, but level up your W second instead of your E. This way, you can do a quick Q - Q - aa - W - aa - Q in front of them - aa for an insane poke at level 2, which will take at least half the health of most top laners. It is a bit risky because if you do not do enough damage, take too much minion aggro, or the enemy laner doesn't even flinch (like

You are getting destroyed or are afraid of a tough lane
It rarely happens to

Here, it is also similar, except you prioritize leveling up E instead of your W. Use

Contrary to popular belief, you shouldn't rush in and try to kill your enemy top laner after you died to him in a fair 1 v 1, because that means he has an even bigger chance of beating you again. Just stay defensive and get kills if you see the opportunity, like from your jungler.
Core Items that you MUST HAVE
I will explain the reasoning for each item:




You can build either the B.F. Sword or the Giant's Belt first. If you are taking lots of damage in pokes, build a Giant's Belt. If you're not taking damage but not dealing damage, get a B.F. Sword. I like to get

If you are getting destroyed, purchase a







You can get a








You can also roll with


Starting Items







That's about it for starting items. Pretty simple, huh?
First B
Always buy a ward, unless you have barely enough for a large item such as




If you are taking a beating, purchase an early




Situational Items other than Core
Wriggle's Lantern

Haha, I forgot to add this item to the list initially. Thanks to NeshkeBGD for reminding me! Here is my opinion of Wriggle's Lantern in my reply to him:
Yo NeshkeBGD,
Thanks for leaving a comment! About the Wriggle's thing, I had that on the "Losing" build, since I found through playing Riven that she doesn't really need to have Wriggle's as a must-have core item. It does give great armor and lifesteal, and a free ward, but if you are dominating or on-par, you don't need the extra crutch that it gives. I also don't build it normally because you can't build it into anything, you have to sell it for the max 6 items.
However, I do agree that it is a viable item. I included it in the losing build because I like it since it is relatively cheap, gives a free ward to let me CS especially if I'm behind because of jungle ganks, and gives lifesteal to sustain and CS longer in lane. But, I would prefer something awesome like a Giant's Belt or B.F. Sword early if I am dominating or doing well, instead of a Wriggle's, which I would sell later anyway.
Frozen Mallet

Buy this item if you are doing fairly well or the game looks like an even match. It gives you extra AD, a slow on every auto-attack, and a huge chunk of health. It doesn't offer as much health as

Warmog's Armor

Buy this item if you are getting destroyed. Instead of building damage, your priority is now to play defensive until you can rack up some cs and slowly catch up in mid-late game instead of feeding your enemy more. It is also a good item in itself, and offers the most health in the game. Some other guides even have this as a core item, too, so it's not like it's a bad item.
Maw of Malmortius

This is a great item for magic resist and damage at the same time, if you are doing relatively well but you are getting nuked by the enemy AP caster or AP damage at the same time. It helps you survive bursts with a small shield at the end of your health bar for clutch gameplay, gives decent magic resist, and also gives you a lot of attack damage. Build the



Guardian Angel

I love this item on





Last Whisper

You have to be a good judge of yourself when deciding when to purchase this item. It cuts down 40% armor, so it's a great anti-armor item that also increases your attack damage. If you got armor penetration runes, you may skip this item till after your

Ask yourself constantly: Am I doing enough damage? Does the damage promised in my tooltips not match up very well with the actual damage that comes out as red text? If so, look into buying this item quickly to not waste your damage potential, or look into purchasing a

Brutalizer (into Youmuu's Ghostblade or selling it late game)

I hate this item. I have to be frank with you guys, I hate it so much. I find it useless, and it upgrades into another item I hate.





Sword of the Occult

This is a fun item that gains stacks per assist or kill. Get this if you feel like gambling, since it gives you 110 attack damage and movement speed upon 20 stacks. It is the best item for


Force of Nature

This is a great item against heavy AP teams, and it even gives


Atma's Impaler

If you're up against a heavy AD team or are losing hard, go for this. It offers great defense, while still giving you damage and synergizes with


Banshee's Veil

This is a good item in itself since it gives you some great magic resist and lets you block an ability, but I do not like building this very much because it wastes the mana that comes with it. It comes with a huge chunk of mana, so I feel terrible for wasting it. You can call it my problem, but I don't suggest building this unless you really need to avoid



Randuin's Omen

This is also a good item against a heavy AD team if your team does not have any tanks at all. It has a great active that acts like



Trinity Force

It's an ok item because it gives you that slow from



However, I don't really like building this because I feel that the mana and ability power is wasted on


I would like to make a note that you can swap


More items and stuff coming soon!
Regular: It is a safe build of defense and offense. Build
Giant's Belt first if you are getting beaten up or want to make more trades, build B.F. Sword if you think you can quickly burst your opponent down quickly or want to do more damage. Trade things out for resistance items I listed before if it's an AD or AP heavy team, or if someone AD or AP is fed.
Aggressive: The basis behind this is to build as much AD as you much. If you are snowballing, build more and more AD to keep your advantage, with a
Giant's Belt into
Frozen Mallet for damage and survivability.
Losing:
Wriggle's Lantern for survivability, damage, and a ward to CS better. More defense than offense, because the worst thing you can do after dying to your opponent is to die over and over, unless you are sure you can defeat them with more damage.

Aggressive: The basis behind this is to build as much AD as you much. If you are snowballing, build more and more AD to keep your advantage, with a


Losing:

Laning as
Riven is quite simple. Get as many last hits as possible (since 15 or so creeps is about equivalent to a champion kill, it's important to get last hits and deny the enemy of them), poke the enemy with no cost, and make sure you don't get ganked.
I found this video of a pro player, Dyrus, playing
Riven against
Kennen.
/league-of-legends/champion/kennen-49

I found this video of a pro player, Dyrus, playing


The Wombo Combo Shclombo Yombo
Valor in,
Broken Wings twice to get in front of your enemy laner, auto-attack him once,
Ki Burst, autoattack,
Broken Wings in front of him for the final knockback proc, autoattack, and either escape or commit with
Valor when it comes back. If done correctly, it will chunk your enemy.
The Sucker Punch
Valor in,
Ki Burst, auto-attack, and then quickly
Broken Wings out.
The Sneaky Rabbit
Charge up two hops of
Broken Wings in the bush or somewhere unseen. Then,
Valor in, auto-attack, immediately
Broken Wings in front of him, auto-attack, Ki-Burst, auto-attack, and run away. He never expected you to have a knock-up so fast, now did he? Hahahahahahaha!





The Sucker Punch



The Sneaky Rabbit
Charge up two hops of



I still need to put together a map, but I will do my best to explain in words for now where to ward.
The rule of thumb is to purchase at least one sight ward every time you go back, especially early game. Don't be afraid to spend 75 gold for a ward. It is worth it.
The way my warding goes is that after the initial
Boots and 3
Health Potions and I go back for the first time from my lane, I purchase at least one ward, sometimes even two if I am doing well or if I am on the right side of the map.
Proceed to go back to lane and at the very least ward the bush near the top lane, at the river. I hear pros do tri-bush and baron wards, but I only suggest that if you can spare two wards. If not, that one ward is sufficient enough to prevent most ganks.
If you are on the right side, then put it at tri-bush instead of the bush at river. In the best scenario, you put a ward at the river near Baron and a ward in tri-bush, so you are covering the maximum area and even getting vision of the jungler path.
I have not really bought
Vision Wards, but it is still viable, if you are willing to spend the extra gold and must destroy your enemy's ward since you need a gank from your jungler.
The rule of thumb is to purchase at least one sight ward every time you go back, especially early game. Don't be afraid to spend 75 gold for a ward. It is worth it.
The way my warding goes is that after the initial


Proceed to go back to lane and at the very least ward the bush near the top lane, at the river. I hear pros do tri-bush and baron wards, but I only suggest that if you can spare two wards. If not, that one ward is sufficient enough to prevent most ganks.
If you are on the right side, then put it at tri-bush instead of the bush at river. In the best scenario, you put a ward at the river near Baron and a ward in tri-bush, so you are covering the maximum area and even getting vision of the jungler path.
I have not really bought

People you will dominate or at least do well against:
Irelia

Ahh,






The only things you really have to worry about in this lane are



The only way you can "lose" to an

By mistakes I mean overextending and getting ganked, falling for baits, not poking enough, and not csing. Basic human errors. If you are new to top lane, watch some Dyrus streams or something. I will also put up some YouTube videos later.
Final Pro-Tip: If you see


Cho'Gath

Little 'ol Cho Cho is also one of my favorite top laners to lane against. He is vulnerable to pokes and can't fight back against you if you are experienced with


Just keep poking him. His only source of sustain only procs when he last hits creeps, so deny him as much as possible after your pokes to keep him low for jungle ganks and for diving him when you get to level 6, or whenever your abilities area all off cooldown. His

They buffed the speed on his Q,


Most






When you see him pop his knock-up, immediately dash in and perform one of your poke combos and then retreat. You shouldn't be afraid of Cho when he has his Q off cooldown, he is relatively harmless. The most he can do is silence you, and when gets to level 6, do some true damage which will be wasted since he won't get a

To those baddie Chos out there: if you are going up against a






One note though: If he he is going tank



Final Pro-Tip: Don't be caught off-guard by





Nasus






Let's face it.





As







The rule of thumb of laning against him is to just



Try to bait out his ultimate,

Final Pro-Tip: His




Renekton







First off, you won't see that many

In the event that someone does pick



The key to beating


Also, try to dodge his E,


This sounds confusing, but if you face a real


Final Pro-Tip: Like




People you will have some trouble with:
Pantheon

The forums claim




To lane against him, take advantage of the fact that he goes out of mana fairly quickly if he throws the


Also, a large portion of his early game damage comes from his




It is important to punish when an enemy top laner pokes you, so that you won't be at a win/loss in the favor of your important, instead it is a loss/loss for both of you.
Final Pro-Tip: Do not feed

Jax

Jax is a pretty hard counter to




Play safe, level up




Final Pro-Tip: You can beat

Kennen

Oh boy. This lane is just another one of them skill lanes. You have to dodge those


It can go either way. Just do not take excessive damage, dodge his shuriken, and try not to stand in his ultimate. Good luck. The Dyrus video up there had one, and I think Westrice has a video as well somewhere on YouTube. I do not follow LoL celebrities, so I am unsure.
Olaf

I have to say,









You can mix up the combo to use the knockup from the

Final Pro-tip:





Also, most

Tryndamere

He isn't that bad, but it's just really annoying since he can spin away, reduce your damage and slow you, and has an ultimate that lets him survive for 6 seconds without health. You will not lose this lane, but you probably will not get a kill.
Poke him randomly, then when he comes back, take advantage of the fact that his spin is down and poke him, hopefully scoring a kill after a couple of these.
Final Pro-Tip: Ignite him after a second or two of his ultimate and it will probably kill him if his Q is down and he has no health potions. If not, just smack him once.
Gangplank

He's not bad, but his


The real danger with



Just level up your

Final Pro-Tip: If you feed him at all, you will not be able to come back. His early

Diana

Until she gets nerfed, you have to build tanky and level your

You can beat her if you don't die to her, because she snowballs. She can't clear the creep wave early as much as you, so if you pick a fight where there are creeps around, you can take advantage of this fact to make your creeps damage her more. Play safe my friends.
Malphite

I have to break it to ya.



However, he is not unkillable, and he is not unbeatable. I have beaten several





The moment

Final Pro-Tip: Use your jungler. Let


Also, if you guys are in a premade 5s instead of ranked solo queue or something, it is good to have an AP champion be the jungler, such as



Trundle


He is easy to beat. Make sure you poke him, but only when you have more creeps, and it's really easy especially if you get jungle ganks. Just leave when he activates his AD sap and leave the area of his contaminated soil.
I will update this when I have time, to further elaborate and add pictures/videos of each encounter, and for other tops like






Never trust your teammates to do anything. Assume that every single lane, including the jungler, will feed. I went from 1000 ish elo to 1300 elo in two days by playing
Riven and one or two support games (don't forget that in Ranked you have to play support some games), by assuming that everyone sucks.
After you snowball from a kill up top, buy wards and go back to your lane and see if you can score another easy kill. If not, push the lane super fast then run down to mid to gank. Hopefully you can score a kill.
Go back to top lane before you lose any cs, making sure not to give your enemy free cs. Try to kill him again, if not then push, keep repeating except change your pattern of objective from ganking mid, to counterjungling, or even going bot. Just keep in mind not to give top free farm: you must have a presence there occasionally. Make sure you ward tribush and river while you do this, or else you will probably die to the enemy jungler when caught unaware.
If you are uncomfortable doing this, you can do the traditional "own top until you destroy the tower then roam" tactic, which is more stable but relies on your teammates to at least survive until you take down your tower. Both are fine, I prefer a mixture of both. All I have to tell you is this:
Don't solotop farm the whole game and expect to win. It doesn't work that way. This is a team game.
Finally, I have a controversial tip for you about
Riven in ranked: Unless you're in a pre-made ranked 5s or 3s team, I suggest you NOT to play
Riven top near the 1200-1400 elo or if you are really struggling with gaining elo, because
Riven top does not have the map control power such as mid or jungle.
You won't be able to carry as many games as if you are jungle or mid, but you will be able to carry many games, simply because you are restricted to top until you destroy your tower. Even then, you have to keep camping top because without it, your enemy top laner will take advantage and destroy your tower and end the game with his free farm.
However, if you have mastered balancing roaming and csing, feel free to play
Riven top 24/7. Most people don't have that skill though.

After you snowball from a kill up top, buy wards and go back to your lane and see if you can score another easy kill. If not, push the lane super fast then run down to mid to gank. Hopefully you can score a kill.
Go back to top lane before you lose any cs, making sure not to give your enemy free cs. Try to kill him again, if not then push, keep repeating except change your pattern of objective from ganking mid, to counterjungling, or even going bot. Just keep in mind not to give top free farm: you must have a presence there occasionally. Make sure you ward tribush and river while you do this, or else you will probably die to the enemy jungler when caught unaware.
If you are uncomfortable doing this, you can do the traditional "own top until you destroy the tower then roam" tactic, which is more stable but relies on your teammates to at least survive until you take down your tower. Both are fine, I prefer a mixture of both. All I have to tell you is this:
Don't solotop farm the whole game and expect to win. It doesn't work that way. This is a team game.
Finally, I have a controversial tip for you about



You won't be able to carry as many games as if you are jungle or mid, but you will be able to carry many games, simply because you are restricted to top until you destroy your tower. Even then, you have to keep camping top because without it, your enemy top laner will take advantage and destroy your tower and end the game with his free farm.
However, if you have mastered balancing roaming and csing, feel free to play

Lots of
Riven players like to hang around in the back and killsteal everything after the enemy team is softened up with fast Q's and W's. I don't like those Rivens very much.
I like to play her as a secondary tank type champion. I do a lot of damage, but I am also very tanky. I wait for our main tank, someone like
Shen,
Amumu, or
Leona, to initiate the fight, hopefully using some type of CC to immobilize the enemy team.
Make sure you use activate your ultimate at the beginning of the fight for maximum damage. Then, quickly press
Broken Wings three times to proc the knock-up, further CC'ing the enemy team. I follow it up with an auto-attack on a prime target and then a
Ki Burst. Continue auto-attacking the prime target and use
Valor throughout the fight to minimize damage, and use your abilities whenever they are off cooldown.
Remember what I said about wasting stacks on her passive,
Runic Blade earlier? Don't be afraid to waste them in a teamfight. You want to push out those knockups and stuns as fast as possible, as it may be the difference between life or death to your AD carry.
Keep track of your ultimate's Wind Slash second use. If you see anybody below 1/4 health, use it on them. Try not to save it only for KS'ing. If you near 15 seconds and you don't see anything below 1/4, use it anyway since it would be a waste to not use it. It still does some damage, just not maximum damage.
Prime targets would be a displaced AD carry or an anti-carry attacking your carries. For protecting carries, use your
Ki Burst and
Broken Wings constantly to CC any enemies of your carries. You need to protect your carries because without them, there is no constant stream of DPS. Also take note that you don't always have to dive in the middle of their team to get to their AD carry. Only do so when you know it is safe and you won't get instagibbed.
Finally, an "AD Carry" or a "Carry" does not always have to be someone like
Graves or
Ashe. It can be someone who deals tons of damage but is incredibly squishy, like a
Hecarim who builds attack speed and AD only, or an AP
Shen. Good luck.

I like to play her as a secondary tank type champion. I do a lot of damage, but I am also very tanky. I wait for our main tank, someone like



Make sure you use activate your ultimate at the beginning of the fight for maximum damage. Then, quickly press



Remember what I said about wasting stacks on her passive,

Keep track of your ultimate's Wind Slash second use. If you see anybody below 1/4 health, use it on them. Try not to save it only for KS'ing. If you near 15 seconds and you don't see anything below 1/4, use it anyway since it would be a waste to not use it. It still does some damage, just not maximum damage.
Prime targets would be a displaced AD carry or an anti-carry attacking your carries. For protecting carries, use your


Finally, an "AD Carry" or a "Carry" does not always have to be someone like




Thank you for reading this guide! It's my first one, so I don't know what I'm supposed to put in it, and don't know if my items are actually viable. Please comment and tell me what I should change.
I haven't looked at Mobafire guides really so I don't know the format, and the one guide I have been using since the beginning was a super bad one I found on some website. I realized that it had 0/21/9 masteries after months of playing Riven, and it was just plain terrible even though I did well as Riven. I felt it was lacking and didn't show the true potential, so I decided to brainstorm a good build and guide.
Special thanks to biggoidog for making his
Karthus guide, I must be Pro - A Karthus Guide. Without him, I would not be inspired to make a guide of my own.
Thanks to NeshkeBGD for reminding me about Wriggle's and the Sword of the Occult change in my item explanations section, and to DarkVoidShadow for suggesting Trinity Force.
Also thanks to jhoijhoi for an awesome guide on how to make a guide!
I haven't looked at Mobafire guides really so I don't know the format, and the one guide I have been using since the beginning was a super bad one I found on some website. I realized that it had 0/21/9 masteries after months of playing Riven, and it was just plain terrible even though I did well as Riven. I felt it was lacking and didn't show the true potential, so I decided to brainstorm a good build and guide.
Special thanks to biggoidog for making his

Thanks to NeshkeBGD for reminding me about Wriggle's and the Sword of the Occult change in my item explanations section, and to DarkVoidShadow for suggesting Trinity Force.
Also thanks to jhoijhoi for an awesome guide on how to make a guide!
List of things to do:
- Add pictures and screenshots of in-game gameplay and match histories using this build
- More summoner spells
- Read jhoijhoi's guide on how to make a better looking guide
- Map of where to ward
- More explanations and info!
- Videos and pictures EVERYWHEEREEEEE!!! Right now it is all a block of text.
8/18/2012 Changed Jax matchup
8/11/2012 Added a bit more info to
Diana and
Cho'Gath matchup information, and Ranked tips.
8/9/2012 Added a changelog. Lol!
8/9/2012 Added
Malphite champion matchup after playing a successful game against him
8/9/2012 Added stuff about
Wriggle's Lantern at NeshkeBGD's suggestion
8/9/2012 RELEASED! YEEHAW
8/11/2012 Added a bit more info to


8/9/2012 Added a changelog. Lol!
8/9/2012 Added

8/9/2012 Added stuff about

8/9/2012 RELEASED! YEEHAW
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