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Spells:
Exhaust
Ghost
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Introduction
Runes even though only giving you a small boost are amazing for both early game survival and presence. I chose my runes to give you both a strong lane presence and good survivability in the 1 to 6 phase. These runes should keep you in lane longer and give you the ability to farm even through some of the most difficult harass. I chose one speed rune because your A champ that requires the ability to close the distance on a fight without it your useless to your team, Rivens dash is not to far so as A distance closer is A bit unreliable. the small boost gives you that little extra to stick to your enemy and ultimately get the kill. Other options the the quint slot would be armor pen, But its pretty open to your play style what you choose.
My items might seem a bit over the place when you first look but I believe this order gives you the best mid to late game presence. why get the Frost Mallet before your ghost blade? Frost Mallet is Essential in my mind to riven. it gives her slow which helps you combo your enemies and gives you that bonus the HP you really need when having to engage in the close quarters of her play style. This to me makes it more important to you build in the mid phase of play.
Boots are another story, There are 3 boots id ultimately choose for riven and there all situational. Merc Threads to me are your best option since any CC and riven is done you want the remove CC ASAP This will limit you damage or stop your combo in its tracks. if the enemy team does not have much CC other options are Berserker Greaves or Boots Of Swiftness. attack speed is good for you Mallet and The bonus speed is great for chasing your enemies thus making both viable situational items.
Why No Trinity Force?
To Me when you buy Any AP for Riven your cutting her potential DPS, Sure Sheen is great but a feels making A TF is out of the way and does not give you the beefiness you will need in the thick of battles.
Final Late Game Item: I go with either Banshees Veil Is the enemy is AP Heavy or Atmas If they are AD Heavy.
Banshees: Give you the ability to close the distance and spell disaster for any carry.
Atmas: Bonus Def and HP gives you more survivability in the thick of Team fights but the bonus damage makes it a great late game item since you at this point have fairly high HP
Boots are another story, There are 3 boots id ultimately choose for riven and there all situational. Merc Threads to me are your best option since any CC and riven is done you want the remove CC ASAP This will limit you damage or stop your combo in its tracks. if the enemy team does not have much CC other options are Berserker Greaves or Boots Of Swiftness. attack speed is good for you Mallet and The bonus speed is great for chasing your enemies thus making both viable situational items.
Why No Trinity Force?
To Me when you buy Any AP for Riven your cutting her potential DPS, Sure Sheen is great but a feels making A TF is out of the way and does not give you the beefiness you will need in the thick of battles.
Final Late Game Item: I go with either Banshees Veil Is the enemy is AP Heavy or Atmas If they are AD Heavy.
Banshees: Give you the ability to close the distance and spell disaster for any carry.
Atmas: Bonus Def and HP gives you more survivability in the thick of Team fights but the bonus damage makes it a great late game item since you at this point have fairly high HP
I max Q First Giving the Highest possible DPS early, This sets up early kills and the ability to farm large numbers of creeps. Riven does not have mana so spamming your abilities is not a problem. You wont the have at least one point in E, this gives you both an initiate and and extra escape. I then max out E to give the highest amount of burst possible while taking R whenever Available
Note: From My experience Rivens R has A short time between the Active and use of the Wind Slash, So id advise activating the ult just before an engage if you know its a fight and not a chase. this give your ult time to proc the slash and will be more beneficial to you dps.
When Engaging I generally use this Sequence to supply the highest DPS, E,W,Q,Q,Q or in the Fight you know the enemy will stay and fight it out, R,E,W,Q,Q,Q,R. That combo if used on a single target will take them out and if not hold your R till you have there HP reasonably low.
Note: From My experience Rivens R has A short time between the Active and use of the Wind Slash, So id advise activating the ult just before an engage if you know its a fight and not a chase. this give your ult time to proc the slash and will be more beneficial to you dps.
When Engaging I generally use this Sequence to supply the highest DPS, E,W,Q,Q,Q or in the Fight you know the enemy will stay and fight it out, R,E,W,Q,Q,Q,R. That combo if used on a single target will take them out and if not hold your R till you have there HP reasonably low.
The Good
Exhaust - Great for chasing and Killing in a 1v1 Situation
Ignite - Bonus Damage and can secure early game kills
Ghost - To me the best choice since you are not far into the support tree give you iniate and escape.
Flash - Great if you can use it to burst in or also great to escape.
The Meh
Teleport - Keeps you in lane more and is great in high harass situations.
Cleanse - Can be great but I find as soon as the CC is on you it does its job to disrupt you combo. it helps get you into the fight quicker but your job as a burst is to beat them down fast and before this comes to be.
The Bad
Anything else really I don't see at any point the use of any other spell, your there to disrupt and kill. at no point should you need anything else.
Farming can be a problem early with riven, when dealing with alot of harass. best thing to me is with the quick point into E. dive into with creeps with E so you can absorb harass and quickly combo your Q, this will give you good farm and alot of multi creep farms. Her play style needs momentum so engaging creeps is the same way as stating a fight, get in quick and then get out, know when farm is worth it and then you must leave it.
Teamwork is fairly simple. your job is to bust down carries and enemy champs that group together. you have great AOE and your constantly moving with your combos. you can use that to both make your way to the carry or cause all around disruption in a team fight. When you jump in with your E and immediate W Sets up the time to get you Q,Q,Q cutting down on the chances of CC and overall making you have a better chance of getting your full combo off.
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