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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Introduction

Welcome to my


I tend to play her as a skirmisher or initiator. She darts in and out of the fight, disrupting enemy champs and taking focus off the carry.



My playstyle allows her to usually live for about 4-10 seconds under heavy fire and do decent damage for the carry to run cleanup.

This

Her gameplay flexibility is what I've come to appreciate about her, and it will be the focus of this guide. I will update this guide as I come to learn of new combos and item strengths and weaknesses on her.
Later in the guide I will present a section on jungling with

I'LL SAY IT NOW AND SEVERAL MORE TIMES THIS GUIDE. DON'T JUST BLINDLY FOLLOW BUILDS. THE CHEAT SHEET AT THE TOP IS FOR A CURSORY GLANCE AT SOME ITEM SUGGESTIONS, NOT WHAT YOU SHOULD DO EVERY TIME. PLEASE DON'T ACT UNDER THE ASSUMPTION THAT THIS IS WHAT I ALWAYS DO. I BUILD DEPENDING ON THE SITUATION LIKE EVERYONE ELSE.
Pros:
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Cons:
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Runes




Greater Mark of Desolation - Good standard marks for anyone who does physical damage. It's what I most often use. Takes care of any defensive runes and masteries and provides the most balanced benefits over the course of a match.






Greater Mark of Attack Damage - These will give you an even greater early game boost. Not as good as ArPen marks because they fall off quickly, but you can mix them in with ArPen marks and
Sunder to find what balance works best for you.
Greater Seal of Health - Self-explanatory. I honestly don't use much else aside from armor seals, but these aren't bad either. If you still want a health buff without using quints, these are for you.
- greater seal of regeneration - More health regen. Riven's health regen is insanely high. This makes it better. Not a bad thing, for sure. Try them out and see if they work for you.
Greater Glyph of Magic Resist - Flat MR to go with your armor. Standard stuff, self-explanatory. Get them if you don't have CDR glyphs.
Greater Glyph of Scaling Magic Resist - Scaling MR. Equal benefit at around level 6, I believe. These make an excellent substitute for your CDR glyphs. These are probably better than flat MR, unless you are laning against a magic dealer top. Even then, these are probably still better than flat. Your call.
Greater Quintessence of Cooldown Reduction - Want some more CDR? Here it is. Self-explanatory. If you want them, then get them. Just pay attention to how much CDR you will have after runes, masteries, and items are all added together. Not the best, but CDR is pretty handy.
Greater Quintessence of Attack Damage - These will give the most stable benefits over the course of the game when combined with ArPen marks. If you want more AD than HP, these are for you.
- Greater Quintessence of Desolation - You really don't like armor, do you? You'll be hitting for roughly true damage if you pair these up with ArPen marks. With the AD you'll be building, it's not bad. I guess you could use these and AD marks, but that's not going to give as much benefit as the reverse.
- greater quintessence of regeneration - Even more health regen. As I said earlier,
Riven's HP regen is insanely high. These would put it so far into the ridiculous it would give
Garen competition. Might be worth replacing the HP quints for this.
Quints can be a duplicate of any rune that's already been mentioned, but I like the bonus HP that fortitude quints will get you. It helps you survive through early harass. If you prefer, grab some quints of CDR, AD, or ArPen, whatever you feel could use the boost.
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Alternative Mastery Tree
Offense
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Utility
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Note on



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Need a more extended duration chaser spell than flash?
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![]() If you REALLY need to get around to play defense, gank, or just go back and forth from base to lane frequently, then you might want ![]() ![]() |
ABILITY SEQUENCE
This is my usual build, but also one that I recommend for anyone dealing with an opponent of high burst damage. Your damage will be less immediate, and if you aren't taking much damage, feel free to level up




Burst Damage Build
ABILITY SEQUENCE
Use this if you are against a low health champ or someone who relies on sustained damage. You want to hit them as hard as possible very quickly.






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This is her passive. It gives her an extra punch to her abilities, and it is one that takes good timing to fully utilize. Each activation of her abilities gives her a charge on her blade that deals bonus damage (in the form of attack damage) to the target. Each swing of ![]() ![]() ![]() ![]() This is something that should not be ignored. Each charge can eventually mean over 100 (almost 200 late game) bonus damage per hit. Make sure that you use them as you chain your skills, or else you will end up wasting stacks. However, if you aren't close enough to hit with your blade as someone is running, keep up the chase and let the stacks be. If you can't hit, you can't hit. Be aware that your passive is going to be your main source of early game damage (levels 1-6), and it will continue putting a large amount of hurt on your targets. Knowing when to hit with this will make all the difference in the world. Hit as much as you can with it, but you don't need to kill yourself to get a hit in. |
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This is your basic damage skill. However, it does much more than that for you. Depending on your timing, you can surprise an enemy by knocking him into your tower or push him away from an ally, disrupt a team's positioning, hack your way to an enemy support or carry, or chase down a fleeing enemy. You will almost always want this first. This skill will keep you mobile, while being able to give you the most charges on your passive. However, if you are aiming for a level 1 team fight, then you might want to get ![]() ![]() ![]() This ability is leveled last because it has a static cooldown. No matter what rank the skill is, the cooldown does not reduce, and as I have stated before, CDR is critical to ![]() ![]() |
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This skill is almost disgustingly useful. A half second of stun may not seem like much, but it is a fantastic interrupt on any champs that rely on combos or channeling. ![]() ![]() ![]() ![]() ![]() ![]() This skill is learned at level 3 because it is much easier to use after learning ![]() ![]() ![]() |
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I max this first. Why max this skill? It gives you more mobility for early game harass, as well as a shield that will keep you alive in lane and during ganks. Leveling ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Having the shield at a high strength with a lower cooldown will keep you alive through more than you thought possible. It's biggest impact is early game, when you can ![]() ![]() ![]() ![]() Lastly, I feel that maxing out ![]() ![]() Use it. Seriously. It is your edge in 1v1 fights, team fights, ganks, jungle, counter-initiations, tower-dives, and more. |
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This is essentially an AD steroid with some icing on top. Increased damage, increased range, and the ability to use the ranged Wind Slash. This skill will sizably buff all of your moves in some way. It increases the damage from your passive and gives you more range to hit with your autoattacks. It gives more damage and range to ![]() ![]() ![]() Wind Slash is a difficult skill to use properly. It is mostly meant to be a ranged finishing blow. If you know how to use ![]() ![]() Keep in mind that this skill is a very effective finisher, but that comes with some caveats to keep in mind. If your ![]() ![]() ![]() |
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- Note that when you are using any strike of
Broken Wings, you ignore unit collision. If there are things getting in your way, use
Broken Wings to get through them.
- Use minions to body-block chasers. It's what you might have seen a
Janna player do to you. If a champ has a skill-shot that lands on the first target, you can hop through a minion to avoid it.
Broken Wings can get you through thin walls as well, such as
Anivia's
Crystallize and
Jarvan IV's
Cataclysm.
- Don't ignore the knockback that the third hit gives you. It's just as much of an interrupt as
Ki Burst with almost the same range and duration.
- The biggest thing that frustrates me about this move is that you cannot use it while snared. Keep that in mind if your opponent has a snaring move, like
Maokai.

- It's fantastic for securing a kill. Low health enemy trying to escape? A quick stun allows your carry to get that last shot. A quick stun can hold them in place for another teammate to hit with a slower skill like an
Ashe's
Enchanted Crystal Arrow or a targeted skill like
Annie's
Summon: Tibbers stun.
- It also has uses when trying to initiate a fight. Someone's out of position?
Valor into a
Ki Burst to let the rest of your team catch up. Chasing a group down?
Valor and
Ki Burst the slowest member. Either they get abandoned and your team picks up a kill, or the rest of the team comes back to help.

- When harassing, you will usually want to start with
Valor and lead into
Ki Burst. Charging in with a
Valor followed by
Broken Wings isn't bad if you want to try for a very early kill, since that shield will stop a lot of the first hits, letting you get a clean
Broken Wings combo without taking too much damage.
- Just like
Broken Wings,
Riven ignores unit collision while she dashes. You can charge through a minion wave, dash behind a champ, and can get you through thin walls as well, such as
Anivia's
Crystallize and
Jarvan IV's
Cataclysm.
- It's also incredibly useful for dodging skill-shots. A small dart to the side is usually enough. And even if it's not, you've gained a damage soaking shield.
Valor should be your tool of choice when facechecking brush. If you really want to find out if anyone's in the bush,
Valor right on in. Hell, I charge in when I know that a
Shaco has been dropping boxes. It clears the boxes without you taking damage.
- This skill will also not work while snared. Snare will prevent you from gaining a very important
Valor shield, so make sure you avoid it when possible. This is another reason why
Mercury's Treads are so important to
Riven.

- There is a short delay on actually firing Wind Slash. If your target is at the extreme range of the move, you most likely won't hit if they're running from you. You can kill that low health enemy trying to recall from the brush, or an
Akali trying to hide in her
Twilight Shroud. It will also hit over walls.
- If you've got a high-damage character on your team, don't hesitate to use this if a group of enemies is almost low enough to kill. Even if they don't die, it inflicts equal damage on a whole group. It can cut to the back-line carry or support, and it can deal a large amount of damage for an
Akali or
Talon to finish them off. Don't be afraid to use it when you can; sometimes it provides more benefits if you use it a little bit early.
These items give you all the tools you need to make it in mid game.




You can build these in any order that you want. If you need the boots, get the boots. If you need the damage, get


I've found





NOTE: If you are laning with a carry, and your carry is eating all of the minions so that you don't get any gold, and you don't get any kills/assists, get a




This is the main build I focus on, with some variations depending on the opponents. I'll go over specific situational items in detail later. This will give you very good HP, decent Armor and MR, and utility, while still maintaining decent amounts of damage. It is a good build for balanced teams.
Why is


Don't be afraid to sell your

Also, I didn't show it, but you can upgrade your




This is mostly meant as an example, in case you come across a team mostly dealing AD. Not much change, to be honest.




I don't have




This is another case of "don't follow the crazy man's build order". This is not an exact order. That's really up to you.

First off, your finished build when using Doran's Stacking will not look like this. You probably won't ever build this many. It's only meant to be an example on this subject. (Please don't ever stack this many Doran's items. Kittens will lose homes.)
The strategy behind stacking Doran's items is that since each item is INCREDIBLY cost effective, you can use it to recover from a bad early game or give yourself a severe early game advantage. They sell for very little and lose their cost effectiveness over a long game, but if you can get the money, you just sell each item one at a time until you get back on track with stronger items.
To see what I mean by cost effectiveness, here's what this build gives you: 620 HP, 50 AD, 10 Armor, 8 hp/5, and 15% lifesteal. It costs 2850 gold. That is about equal to a B.F. Sword(1650), a







Always remember that these builds are meant to give you an IDEA of what you can build during a match. Never, ever blindly follow a build. These will work on a general scale, but as a tanky dps, remember to build as your team needs.
























































Health, regen, and CDR, with a nice active for chasing down enemies or getting your team the heck out of there. Yeah, it's usually a support item, but that doesn't mean





NOTE: Remember to buy wards and elixirs as necessary. You have





Start with a











Harass with your








Keep yourself alive. That's the main goal here. Early kills mean early levels and early ganks.




Once you have the core set, you're off to midgame!

With




From here, give some strong consideration for



When you are trying to gank others, try to prime up






This will round out midgame. There is a high probability that the game will be over or close to it by now. If it's not, there's still plenty more for you to do.
Now, if you grabbed




Now, once you have



If you have reached this far, you have pretty much reached full build. You have two options at this point. One is to upgrade



Instead of upgrading







ALWAYS ALWAYS ALWAYS BUILD FOR THE SITUATION AT HAND. IF YOU ARE DYING, GET ITEMS THAT LET YOU LIVE. IF YOU ARE LIVING BUT NOT DOING DAMAGE, GET SOME DAMAGE. DO NOT JUST BLINDLY FOLLOW BUILDS.
You wouldn't dare run into the jungle without properly setting yourself up, would you? Jungling often requires specific setups or strategies that are different from laning. However,

Well, I'm here to make you more prepared. Well, as much as I can. Monks, clowns, barbarians, mummies, and all manner of horrors pervade the jungle, and you need to be sure you're ready.

Runes
Jungling Runes
Runes




Greater Mark of Desolation - She seems to have received a buff while I wasn't looking (or maybe I just forgot), so these runes will work now. Fantastic news, since they're better over the course the game than AD marks.




These will be your runes in all cases, regardless of whether you stick to the route or counterjungle.


Masteries
Offense
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Utility
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Summoner Spells
Choose





NOTE ON SMITE

IT'S DANGEROUS TO GO ALONE. TAKE THIS.


And now, Stonewall008 will give you a demonstration.


Jungle Route
Grab a




Next, move on to Wraiths.





Move on to the double golem camp. Do your absolute best to hit both golems with






Time for blue golem. Attack him, and use





Proceed to the wolf camp once again. It will have respawned by now. Same tactics as before apply. Use



Back to the wraith camp. Once again, it works just like before, except you have

Now we progress to Red Lizard. Remember to use



Once finished, clear double golems again. It should be no trouble, but once you finish, you will be level 5. I tend to level


This is essentially the end of your jungle route. Use this opportunity to gank a lane, now that you have been double buffed. If no lane can be reasonably ganked, feel free to replace someone in a lane to allow them to recall, or just recall yourself and finish


There may be many more times before this that you can gank a lane. Your level 2-3 ganks are actually really good, and if you have a lane determined to start an early fight, you should be there to help them. If nothing's gankable, just go about your business.
Here's a video of the sustained route that


Early Ganking
If you want to take advantage of




Getting a Leash at Blue Golem
Getting some help with blue buff will allow you to hit level 2 and still have high HP. This sets you up well for ganking top/mid if you are on the blue side or for ganking mid/bot if you're on the purple side. The cooldowns are nice, but the benefit mostly comes from having the level and skill advanatage on the lanes.
Getting a Leash at Double Golems
Not as beneficial as blue, but it will still get you your level insanely fast and set you up for ganking top if you're on purple side. You can nail one of them with smite to take it out quickly, and one by itself won't be much trouble. You'll have your level, but you won't have any buffs. If you're looking for an early gank, I wouldn't start here on the blue side, unless a fight already broke out bot while you were waiting for creeps to spawn.
Getting a Leash at Red
If you can pull this off, you will be set to put some real hurt on them. In fact, if they don't flash away from you as soon as you enter the lane, they will be in for some serious hurt. Red always feels more difficult to me, though, so go for it if you're feeling ballsy. This will set you up to gank mid/bot if you're on the blue side and top/mid if you're on the purple side.

Tips On Jungling
Using Skills
- Timing is important when jungling with
Riven. Because she has a short duration shield and two interrupting abilities, having good timing will save you from a few strikes. Don't stun them right after you use
Valor; wait for the shield to disappear first.
- When hit by
Ki Burst or the third strike of
Broken Wings, a monster will cancel his attack, even if he was in mid-strike. Once the effect ends, he will have to restart the attack animation. If your timing and positioning is good, you can save yourself from one of the attacks of an entire creep camp. This is mostly pertinent to the melee jungle minions, but it does still affect the others, albeit less so.
- Try to space out your attacks to get the highest sustained benefit. For example,
Broken Wings -> autoattack ->
Valor -> autoattack ->
Broken Wings -> autoattack ->
Ki Burst -> autoattack ->
Broken Wings -> autoattack.
This combo will allow you to soak the initial damage from combat and provide sustained interrupts until yourValor cooldown refreshes. It also gives you the full damage of your entire combo.
Ganks
- Using
Broken Wings to enter a lane for a gank can give you a solid entry and good CC burst when timed properly. Hitting the knockback when timed with the stun from
Ki Burst is enough for whoever is in lane to land their slower or skill-shot based CC.
- Charging into a lane with
Blade of the Exile active is usually enough to scare people off. Even if a champ doesn't run from you, the increased damage and range of
Ki Burst and
Broken Wings will deal enough damage to even out any HP advantage they may have. Plus, the finisher from Wind Slash will wreck almost any champ in the lane.
- Be mindful of your health when you gank. If you don't have the HP advantage, your gank might not pan out. If your teammates in the lane have some hard CC, it might be fine. Judge for yourself, and practice jungling often.
Fine, I'll settle for you not being glad that it's over, at least.

Thank you all for reading!

Jhoijhoi
Bryun
Calibern
Symphunny
SirSpankALot
Adonikam
PsiGuard
Thanks to all those who commented and voted on this guide. Everything that's been said has made its way into the guide in some form or another. Your effort has been tremendously beneficial.
Thanks to Jhoijhoi for the line dividers. She was nice enough to let me use them. ^_^
Also, she did the top banner for me (OMG still excited).
10/30/11: Added so much junk that I don't even feel like listing it all. Formatting, jungling info, build data, suggested items changes, build order, skills, runes, masteries, and everything else. I tweaked everything here. Revamped like a boss.
10/4/11: Added jungle map and changed laning masteries to a 9/0/21 build.
9/28/11: LOTS of changes this time. Added a jungle build and a section on jungling. Removed the secondary build for being unnecessary. Changed the masteries of the first build to reflect what I regularly use. Added more information in the "runes", "masteries", and "skills" sections. Added

9/24/11: Changed some typos, fixed some formatting, added info to the "Skills" section, and fixed a problem with the guide being tagged as "Dominion". Also, title was changed randomly at some point, returned to normal. Whoops.
9/19/11: Changed a few things and added an additional build, centered on more damage.
9/19/11: More formatting changes to clean it up and make it more visually appealing. Working on adding images and videos next.
9/19/11: Added more rune suggestions, changes to the core items section to add the possibility of a Doran's Shield as your starting item, and some minor formatting changes.
9/18/11: Cleaned up the formatting, added situational items and builds, added more general information.
9/16/11: Build posted.
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