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Spells:
Teleport
Flash
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Items
Core Items:
Explanation:
- This is the sole best item for Irelia hands down, because this give Irelia the damage she needs for the whole game and allows her to build straight up tank after.
- Really good for the laning because it basically give you infinite Q all game long and you don't have to worry about running out of mana, plus the magic resist is really good if your opponent laner is AP
Chalice
Irelia is very controversial champion because she was/kinda is still considered OP. All of her skills are very good and she wins lane once she hits lvl 6 because of her ult. Plus once you get the Tri-force you just need to build tank because of the damage output she does in combination with Tri-force.
For rune they are basically just so you can overpower your lane by taking little damage by their ablilities.
The Quints work well with your W so that you don't have to recall do to low health and can farm all game long.
Also, mana rengen runes are not needed due to the chalice of harmony so now because of runes and and the chalice you are covered for health and mana.
The Quints work well with your W so that you don't have to recall do to low health and can farm all game long.
Also, mana rengen runes are not needed due to the chalice of harmony so now because of runes and and the chalice you are covered for health and mana.
Explanation:
Teleport allows you to constantly be in your lane and most importantly take dragon easy, and turn a 2v2 fight into a 3v2 fight instantly by have your team dropping a ward at dragon or near the fight just teleporting onto a minion. Also, you grab flash because it is by far the best summoner spell in the game because you can use it defensively to get away or offensively to kill someone.
Passive: Ionian Fervor
Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia.1 Champion: 10%2 Champions: 25%3 Champions: 40%
Explanation:
Irelia's passive is insanely strong, the CC reduction makes Irelia almost impossible to lock down, making carries very uncomfortable when they are playing vs an Ireila. Knowing the limits of the CC reduction is very important for Irelia players, since as long as Irelia remains in the fight, at 50% hp, 30% hp or 5%hp, she can still burst down a carry and remain a threat.
Q: Bladesurge
Irelia dashes forward to strike her target for 20 / 55 / 90 / 125 / 160 (+1 per Attack Damage). If it kills the target, Bladesurge's cooldown refreshes and refunds 35 Mana.
Cooldown 14 / 12 / 10 / 8 / 6seconds
Cost 70mana
Range 650
Explanation:
Always try and use auto attacks to creep, unless you want to creep faster, or cannot creep unless you need the extra damage. At early levels, 1 auto attack and tower hit along with a Bladesurge kills the ranged creeps in the back.
With Sheen, you can Bladesurge and kill a ranged creep, allowing you to engage on squishies that are playing very passively.
At level 5, Bladesurge's cooldown become insanely short, which is another reason why it's so uncomfortable to play vs an Irelia as a squishie, you can assume Bladesurge is almost always up.
W: Hiten Style
Irelia is skilled in the art of Hiten, passively giving her physical attacks 10 / 14 / 18 / 22 / 26 health restoration. Activating Hiten Style adds 15 / 30 / 45 / 60 / 75 true damage to her physical attacks for 6 seconds.
Cooldown 15seconds
Cost 40mana
Explanation:
Consider maxing Hiten Style first if you're guaranteed auto attacks on your enemies, mainly tanks.
Gaining hp on hit makes Irelia deceptively durable.
Synergizes well with attack speed.
E: Equilibrium Strike
Irelia's attack balances the scales, dealing 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage and slowing the target by 60% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.
Cooldown 8 seconds
Cost 50 / 55 / 60 / 65 / 70 mana
Range 425
Explanation:
Allows Irelia to be deceptively strong.
Can survive ganks by timing Equilibrium Strike for the stun.
2 Second stun is a long long time.
At level 5, Equilibrium Strike does considerable damage.
Equilibrium Strike makes Irelia a threat as long as she remains in the fight.
R: Transcendent Blades
Irelia summons 4 spirit blades which she can fling at her enemies. These blades deal 85 / 135 / 185 (+40% of ability power) OR +0.6 per bonus Attack Damage magic damage to enemies that they pass through, and she heals for 20% of that damage.
Cooldown 60 / 50 / 40 seconds
Cost 100 mana
Explanation:
Can clear creep waves, however you will need the bonus AP from Sheen to 4 shot back creeps at level 8-10.
Gives you great laning sustainability.
Does decent damage, which synergizes with her burst.
The heal makes Irelia deceptively tanky in teamfights.
The cooldown is short, don't be afraid to spam!
Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia.1 Champion: 10%2 Champions: 25%3 Champions: 40%
Explanation:
Irelia's passive is insanely strong, the CC reduction makes Irelia almost impossible to lock down, making carries very uncomfortable when they are playing vs an Ireila. Knowing the limits of the CC reduction is very important for Irelia players, since as long as Irelia remains in the fight, at 50% hp, 30% hp or 5%hp, she can still burst down a carry and remain a threat.
Q: Bladesurge
Irelia dashes forward to strike her target for 20 / 55 / 90 / 125 / 160 (+1 per Attack Damage). If it kills the target, Bladesurge's cooldown refreshes and refunds 35 Mana.
Cooldown 14 / 12 / 10 / 8 / 6seconds
Cost 70mana
Range 650
Explanation:
Always try and use auto attacks to creep, unless you want to creep faster, or cannot creep unless you need the extra damage. At early levels, 1 auto attack and tower hit along with a Bladesurge kills the ranged creeps in the back.
With Sheen, you can Bladesurge and kill a ranged creep, allowing you to engage on squishies that are playing very passively.
At level 5, Bladesurge's cooldown become insanely short, which is another reason why it's so uncomfortable to play vs an Irelia as a squishie, you can assume Bladesurge is almost always up.
W: Hiten Style
Irelia is skilled in the art of Hiten, passively giving her physical attacks 10 / 14 / 18 / 22 / 26 health restoration. Activating Hiten Style adds 15 / 30 / 45 / 60 / 75 true damage to her physical attacks for 6 seconds.
Cooldown 15seconds
Cost 40mana
Explanation:
Consider maxing Hiten Style first if you're guaranteed auto attacks on your enemies, mainly tanks.
Gaining hp on hit makes Irelia deceptively durable.
Synergizes well with attack speed.
E: Equilibrium Strike
Irelia's attack balances the scales, dealing 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage and slowing the target by 60% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.
Cooldown 8 seconds
Cost 50 / 55 / 60 / 65 / 70 mana
Range 425
Explanation:
Allows Irelia to be deceptively strong.
Can survive ganks by timing Equilibrium Strike for the stun.
2 Second stun is a long long time.
At level 5, Equilibrium Strike does considerable damage.
Equilibrium Strike makes Irelia a threat as long as she remains in the fight.
R: Transcendent Blades
Irelia summons 4 spirit blades which she can fling at her enemies. These blades deal 85 / 135 / 185 (+40% of ability power) OR +0.6 per bonus Attack Damage magic damage to enemies that they pass through, and she heals for 20% of that damage.
Cooldown 60 / 50 / 40 seconds
Cost 100 mana
Explanation:
Can clear creep waves, however you will need the bonus AP from Sheen to 4 shot back creeps at level 8-10.
Gives you great laning sustainability.
Does decent damage, which synergizes with her burst.
The heal makes Irelia deceptively tanky in teamfights.
The cooldown is short, don't be afraid to spam!
In most cases, maxing Equilibrium Strike for the burst and stun duration is optimal.
Sometimes vs tank heavy teams it's more viable to max Hiten Style first. Think critically if you can get the auto attacks off in fights, or in lane.
I've tried maxing Bladesurge first, and it adds more Mana/Dmg efficient harassment, however the 1 second duration on Equilibrium and damage scaling is much stronger.
Sometimes vs tank heavy teams it's more viable to max Hiten Style first. Think critically if you can get the auto attacks off in fights, or in lane.
I've tried maxing Bladesurge first, and it adds more Mana/Dmg efficient harassment, however the 1 second duration on Equilibrium and damage scaling is much stronger.
Play passive for the most part but poke at them a little with W because it does true damage, but just farm with Q. When you reach lvl 6, start playing aggressive and clear wave of creeps with it and activate E and Q onto them and then use E to either stun or slow them. This is when you win the lane.
This is when you should start teleporting around the map to grab dragon with your team, and help out with ganks/team fights which is where teleport starts to show its real strength. Also, when you get into team fights use your R when the enemy team is in a ball or close together for maximum damage and is a fight changer.
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