This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
.....






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Introduction
"Make a guide, they said" "You'll get votes, they said" Irelia is an extremely safe pick for solo top with only a handful of counters. Her true damage lets her dominate mid-game and snowball into late game. Contrary to popular belief, she is not a true late game champion, but one that capitalizes on mid-game power to finish her build and finish leveling up before all other champions to dominate. The goal of an Irelia player is to play safely in the first six to nine levels, and use her true damage to snowball, in order to force end the game before Irelia falls off. I hope that by the end of this guide you don't feel as if you had wasted 10 minutes of your life by clicking a "generic" guide. |
|
![]() |
Note:
I'm sorry for a lack of pictures or "guide asthetics" but I believe the content is more important than visuals.
Here's a song to listen to while you read the guide. If you're not into K-Pop, then you don't have to listen.
If you've noticed, I've made some dividers, (maybe 25 minutes), which are anime themed. Tell me if you like them or not. If you really like them, you can use them, just credit me. Personally, I don't really like the ones with the eyes, and I'm going to get to fixing those.

14 in Defense helps mitigate minion aggro damage, give survivability, and increase sustain. This leads to better trades when you harass opponents in lane (melee minions will now do 0 damage, ranged 5 or 6). And of course, the HP per level and flat HP increase are essential to being a bruiser in general, not just an offtank.








Depending on the lane opponent, you'll change between 3 points in Hardiness and 3 points in Resistance.

Why these masteries? You don't reach the "powerful" 21st mastery, so how are these masteries good? The points in offence are aimed at giving you harassment potential and a bit of sustain (after the Irelia nerf on W regen.)
"But what about ,






In actuality, the offensive 21st mastery isn't exactly worth it, unless you're the damage-dealer of the team. For Irelia, I personally think only

In defense:


The only mastery you're really missing out on is


"0/21/9"
-The masteries for the defensive Offtank build.
These masteries are for when you need extra movement speed or tankiness (your team isn't tanky enough.) I believe these masteries are self explanatory.
- Defensive masteries, for being an offtank.
-



-


-

Wickd plays with a modification of these masteries -- 0/23/7, with 2 points in Indomitable, and taking




Assassin Masteries
There's a slight change in Masteries to take advantage of



In addition, depending on your lane, you'll take 3 points in





#1 picks:
![]() |
Irelia will be able to walk out of fights with this, in combination with her passive and Mercury's Treads. |
Secures kills, cuts down on the enemy AD carry's life steal, helping you do your job as an anti-carry. |
![]() |

Other viable picks:
![]() |
You can hurry back to the fight, or pull off insane ganks with this spell (you can teleport to wards, minions, turrets, ![]() ![]() ![]() ![]() |

Assassin Build:
The assassin build is a completely different beast from the offtank build, requiring different spells.
One spell must be ![]() |
![]() |
The two other skills must be anti-DPS or regen.
![]() |
I believe this is the best choice, as lowering DPS will lower regen, and with the Summoner's Wrath mastery, the Armor and Magic Resist of the target are lowered. Be warned....It's hard to get kills with ![]() |
It provides more laning dominance, but the spell doesn't do as well as ![]() |
![]() |
If summoner spells aren't listed here, assume they're not viable.

Marks
Runes



M A R K S |
|
As seen, I take 9 Greater Mark of Desolation on my "aggressive build" (16/14/0 masteries).
However, flat AD is an extremely legitimate choice, to help early with last-hitting, and possibly harassing, but with my Quint choice, it shouldn't be too hard to last-hit. |
|
M A R K S |

Seals
Runes



S E A L S |
|
As for seals, I take 9
![]() ![]() ![]() ![]() ![]() ![]() This choice gives you the most survivability, and is truly the only choice for a top-laner or jungler. |
|
S E A L S |

Glyphs
Runes



G L Y P H S |
|
For glyphs, you have two choices:
![]() ![]() When you're not against an AP top, you should choose scaling MR (Shielding). Or, you can just take flat (Warding), as they're pretty universal, you won't have to make multiple rune pages for Irelia. |
|
G L Y P H S |

Quintessences
Q U I N T S |
|
For Quints, you have multiple options:
![]() ![]() I prefer to use ![]() ![]() ![]() Greater Quintessence of Desolation gives a better late game. |
|
Q U I N T S |

|
What
![]() + Make CC irrelevant in teamfights + Possibly help you out when you get ganked |
|
|
What
![]() - Make a dent in CC in a 1v1 duel |
Thus, CC will have nearly full effect when 1v1 dueling another character, unless you're wearing




Take an early point in Q (


Take W (



Take E (


Needless to say, take R (






Tips

Quick Harass (only exception to the below description of AA): (1)AA > Q, back off. This may work better with boots. (as you'll be able to make sure he can't auto-attack back)
Just so you know, when I say AA (autoattack), I want you to auto attack the enemy champion as many times as possible before he starts to pull away, or you get low (then you pull away).
So when harassing: E > W > AA > Q
If he backs off before you can get in range of your combo, he's scared of you, that's a good thing.
When you go for a kill: (costs around half of your max mana, so be warned)
Optimal: E > W > AA > Q >

Non-Optimal (but if you have to, then do it): W > Q > AA > E > AA >

To safely pull this off, the enemy champ has to be under 35%, but you can try 50%.
You can also choose to save E, in order to turn around the fight. Q is priority to save, because you want to Q right after they use

If you don't have as high movement speed as your opponent, you may need to activate

Remove

R can stay, as it has a decently low cooldown.

About the "Q-E-Q trick"...
If performed correctly, at levels lower than 8, this combo will cost you:
30 mana + 50 mana + 65 mana (40 extra mana if you decide to activate

or
145 (+40) mana
Now, Irelia's base mana is 475 mana at level 7 (most optimal conditions, further and

Now 145/475 = 30.5%. You won't be able to sustain that kind of mana drain, unless you have

I'm not stopping you from draining your mana, I'm just saying it's a bad idea.

|
|
+ more money + Philo has MP/5 + HoG gives 250 health |
|
|
- Less lane dominance mid-game - ![]() - ![]() - It takes appx 26 minutes to pay off - If you sell, you make 400 gold a piece (not much) |

C O R E |
|
In conjunction with your passive, you'll have a maximum of 61% CC reduction. ![]() |
|
C O R E |


A situational item for use against strong duelists like Riven. If you don't anticipate 1v1 being a problem, then skip Wriggles. The reason it's not in the Situational Items section is because it's possible for this item to be one of your core items, and it doesn't really hurt you, except you reach your final build a bit slower.

C O R E |
|
A core item that increases Irelia's AD and HP, both critical to her damage and survivability midgame. In most cases, I believe you should upgrade it to a ![]() |
|
C O R E |

C O R E |
|
A strong anti-AP carry item, it's strong mid-game and stays strong a long time. In most cases, you'll never have to sell it. However, if you do have to sell it, it does decrease your DPS by quite a bit (40% AS is nothing to be trifled with) but by that time, the on-hit effect is negligable. You might consider replacing it with ![]() |
|
C O R E |

C O R E |
|
700 HP, 20 AD, and a passive that allows you to stick to an AD carry like a fat kid to cake. It's also strong mid-game if you get fed enough to buy it that early. The Giant's Belt that goes into the recipe gives you a much needed burst of survivability, and once you finish the item, you should see yourself rarely dying, unless the whole enemy team decides to jump on you. |
|
C O R E |

C O R E |
|
So you've been stacking HP the whole game so far? You have about 2.7k HP? Maybe it's time to buy Atma's Impaler, which increases your survivability by a great deal AND will give you approximately 40 AD. |
|
C O R E |

P O S T C O R E |
|
Now, the items listed above are what I consider absolutely necessary to play Irelia, but what if the game progresses even longer? Personally, I believe your next goal is to become more tanky. The best item for this is ![]() ![]() ![]() ![]() ![]() ![]() ![]() After buying Warmog's, the next best choice is to buy ![]() But in most cases, just don't buy items that don't have defensive benefits also associated to them. They might be strong mid-game, but you'll have to sell them late game as you are required to fill the role of tank/offtank. It's better just to buy tanky items early on. |
|
P O S T C O R E |

Assassin Build
However, the Assassin build calls for a whole different ideology.
Similarly to the Offtank build, you have boots, Phage, and Wit's End as core. However, that's where the two builds diverge.

Chances are, you're jumping into the middle of the fight to focus the carry. Thus, you have to have some kind of HP to take some attacks. Warmog's is the best choice to do this.
or

Personally, I think in this build Mallet is a waste because by getting this item, you're wasting part of



To add to your tankiness, which allows for tower-diving, Atma's Impaler will give you Armor and a passive that increases your AD by 1.5% of your maximum HP. When you have 3.6k HP, that's quite a nice chunk of AD.


The biggest thing about Trinity Force is that it has a passive that empowers your next auto attack to do ADDED damage equal to 150% of your base AD. Irelia's base AD is approximately 113, so your next attack will do whatever you normally do plus 170 damage. Added with

Now say you need to catch up to someone who's getting away with low HP, because of


Don't forget: You can use your ultimate,



Still the strongest DPS item in the game, you'll be critting half the time for huge damage. Just not as survivable as

or

You might argue that




High Regen counter:

A situational item that is highly underestimated. It's the most cost-effective life-steal item after the life-steal nerfs, as the nerfs did not affect



eight seconds spending time to recall. This is an eternity in lane-phase, and in that time, it's easy for your jungler, if he's nearby, to finish off that weakened lane opponent.
-Take against



If facing an AP in your lane:
After rushing


In most cases, the item in this section will replace


One of the few times you wouldn't rush









Always buy wards.


Still a decent item, it's strong in the early game. Gives you AD and MR against APs.


This item does give you high MR, but you already have your passive,





This item is great, as it gives you:
Magic Resist (76 MR, the highest value in the game)
Movement Speed (chase down the enemy team better, don't you hate being kited?)
A passive that synergizes with your HP. Admittedly, it only gives you an extra 15 HP/5, but HP/5 is good, as it can let you stay in the fight much longer. With all your items, it's basically like an HP pot every 10 or so seconds.


A nice passive, it also gives you extra HP (for tankiness and



It gives up to 95 AD depending on the percentage of your health. Since Irelia is a champion that thrives on danger (her E), this item synergizes nearly perfectly with you. It also offers an amount of Magic Resist against AP heavy teams.

Guardian Angel
Fed AD carry and dual AP carries?
Only one item fits the bill.

Providing a mix of Armor and MR, this will make you tankier against both magic and physical damage. However, you replace different items with

Situation 1
There's simply 2 AP carries and 1 well-farmed AD carry.
Item to replace:

Target to focus: Still the AD carry. (Sustained damage is more hurtful to your team than burst.)
Situation 2
This is the final teamfight in the game. Whichever team loses this teamfight will lose the game. (you'll get a sense for these kinds of things) In this case, it doesn't matter how many carries of each type they have, this item might turn the tides of the "final teamfight" in your favor. This applies to the Assassin build as well.
Item to replace:

Reasoning: This is the final teamfight. In the teamfight, everyone will be within your reach, as if any person is too far from the teamfight, they're doing it wrong. Thus you don't need the extra movement speed, you would rather have the extra tankiness and the overpowered passive that allows you to come back and continue whacking away at their team.
Target to focus: AD carry > AP carry, unless the AD carry is too far from the teamfight to do damage, or was shut down and does no damage (look at his inventory by using "Tab"). You need to always be in the teamfight, contributing your damage and tankiness.
It seems as Mobafire doesn't add passives from Atma's, or the gain you can get from Warmog's, or masteries, so I'll put it here:
Build 1: Offensive Offtank
Health: 4408
Effective HP for Phys damage is calculated by "HP * (1 + armor / 100)"
Effective HP against Phys: 14149.68 effective
Effective HP for Magic damage is calculated by "HP * (1 + armor / 100)"
Effective HP against Magic: 10614.464 effective
Cost: 15030
AD: 238.12
ARP: 10%
Crit: 18%
ASPD: 40%
Damage against carry with 80 armor/MR (Wit's End, Hiten Style): 236.7, 473.5 per crit (appx 1 in 5)

Build 2: Defensive Offtank
HP: 4540
Effective HP vs Phys Damage: 14573.4
Effective HP vs Magic Damage: 11023.12
Cost: 15030
AD: 200
ARP: 25 flat
Crit: 18%
ASPD: 40%
Damage if against carry with 80 armor/MR: Appx. 232.5 per hit, 465.1 per critical (appx 1 of 5)

Build 3: Assassin
HP: 3618
Effective HP against Phys damage: 8900.28
Effective HP against Magic damage: 8567.424
Cost: 15775 with


AD: 311 (291 if

ARP: 25
Crit: 33% (58% if

Crit Damage: 210% (260% if

ASPD: 71%
Damage over 10 hits: (Hiten Style, Wit's End), assuming no resistances, ARP doesn't factor
Bloodthirster: 428 + 428 + 770.1 + 428 + 770.1 + 428 + 428 + 428 + 770.1 + 428 = 5306.3
Assuming 80 armor, 80 MR, standard for carries with BV, no armor: (ARP now factors)
536.6 + 307 + 307 + 307 + 307 + 536.6 + 307 + 307 + 536.6 + 307 = 3758.8
Carry's dead in 8 shots (without a single crit), as long as the carry doesn't have insane life-steal. 6 shots if you have a normal amount of criticals. Even less if you take advantage of Trinity and your ult, if


Now with IE: (no raw damage this time) over 10 hits
606.1 + 293.6 + 606.1 + 293.6 + 606.1 + 606.1 + 293.6 + 606.1 + 293.6 + 606.1 = 4811 damage
Under unfavorable conditions, you still have to hit them about 8 times, but under normal statistical conditions, maybe only 4-5 times, less if



Rune Choices:
Break-even points for ARP marks/quints (red), ARP marks + AD quints (blue) and AD marks/quints (magenta), given 80 armor for the target. This color scheme is used for all graphs.

Breakeven for ARP marks/quints and AD marks/quints:
97 AD


Breakeven for ARP marks/quints and ARP marks and AD quints:
116 AD


If you use the Assassin build, you would end at 336 AD if using AD/level marks and AD quints. Now, the amount of damage you do per hit is equal to:
AD * 100 / (Armor + 100).
In this example, we'll use an AD carry's normal armor without extra runes or items. (appx. 80), which is reduced by the percentage reduction in Offense (percentage calculated after flat)
326 * 100 / (72 + 100) = 189.6 damage per hit. Not too shabby, right?
Now if you remove the AD marks and replace with ARP...
318 * 100 / (58 + 100) = 201.3 damage per hit. Now that's a little bit better, right?
Then guess what happens when you replace the AD quints:
311 * 100 / (49 + 100) = 208.7 damage per hit. Now isn't that doing great damage?
(In this graph, 311 is the base AD, and the formulas have modifiers for the amount of AD and ARP they have.)


Conversely, this doesn't work as well early:
Say you're against a


Full ARP
63 * 100 / (26 + 100) = 50.0 damage per hit
ARP Marks, AD quints
70 * 100 / (35 + 100) = 51.8 damage per hit
Full AD
75 * 100 / (50 + 100) = 52.0 damage per hit
(In this graph, 63 is base AD, which is the base AD at level 1 if taking



These differences are amplified when last hitting, as minions have very low armor values.
If seeking a balance between easier last-hitting and late-game power, you might do well to go for a combination of ARP marks and AD quints.
If you think of ARP as a multiplier of your damage, then when the enemies have higher armor or you have higher damage, ARP does more damage. Early game, when armor values are low and attack damage is low, ARP doesn't make you do as much damage as AD or AD/level runes. But because of the extremely high AD values you get on the Assassin build, there's no reason not to take ARP marks and quints. However, in return, you get harder last-hitting (63 AD compared to 78 for flat AD) at level 1. You might want to consider taking AD quints instead of ARP quints to balance this out.



The main objective is to:
- Push your lane to the enemy tower
- Also, make sure you're not down in CS to the enemy laner.
Your secondary objective is to push the enemy tower down, though it's not completely necessary.
When you do get your lane to the enemy tower, you have about 2-3 minutes to do whatever you want.
Warning: Never roam if the enemy is Nasus. You need to be present at all times to make sure he can't farm up.
Green = Should win lane if played right
Yellow = May have problems winning lane
Orange = You either won't win lane, you won't have as much impact in team-fights, or you don't scale as well late.
![]() ![]() ![]() Medium-hard After reading Thale454's Mundo guide, I understand why I have such a hard time laning against him. I take ![]() ![]() Edit: After looking at ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Easy You can trade with him even before 6 if you use offensive masteries and runes. Just don't play too dangerous, don't die early, and you should be able to force him out of lane or kill him 7-9. Use regular build. (Phage then Wits) ![]() ![]() ![]() ![]() Easy You won't dominate him in lane pre-6 (unless he's bad). Pick defensive masteries (build 2) and defensive runes (ARP and MS). Build 1 will also work, but it'll be harder to escape ![]() ![]() ![]() ![]() ![]() ![]() Hard I would not recommend picking Irelia against Fiora, as Irelia is not the strongest duelist, and Fiora, as her name suggests, is an incredibly strong duelist. If you do have to face her, build ![]() ![]() ![]() ![]() ![]() ![]() ![]() Medium, you just won't have as strong an impact The boots are to dodge ![]() ![]() ![]() ![]() ![]() Medium Lee Sin is an incredibly strong duelist. Rush Wriggle's Lantern. If he starts with ![]() ![]() ![]() ![]() ![]() ![]() Just don't... please Hard Nasus works on the same principle as Irelia: Farm to win game. Except he does it better (Q gets stacked, and he's making the same amount of money as you if not more). Trying to harass him leads to your being OOM quickly, and we all know Irelia has quite a small mana pool. Irelia just doesn't have great damage. It's completely possible to defeat him in lane, but you have to stay in lane constantly, never letting him farm up. This means no roaming, and building ![]() Edit: When I read the top guides for Nasus, they recommend that Nasus gets ![]() ![]() ![]() I would recommend that you start with ![]() ![]() ![]() Nasus tries to trade with you. He realises that it's not working. Nasus uses ![]() Irelia uses ![]() (Commentator) Nasus has been slain! -- A hypothetical situation post-6. Remember, you need to have made him use his ult first, because his ult grants him AD for the magic damage he's done to champions (I.e. you, if you're trying to fight him when his ult is on), and not only does he gain AD, but he also still does magic damage. This could turn the tides of a fight in his favor. In addition, never fight Nasus inside his circle, it reduces your armor. ![]() ![]() ![]() ![]() Medium I'd say this lane is a pretty even match-up, it just comes down to player skill. The only large difference is that I would say Irelia is not as strong of an escaper as Nidalee (those jumps away are annoying as ****, impossible to chase down (like chasing ![]() ![]() ![]() ![]() ![]() Medium Honestly, 340 true damage hurts a lot, but you can deal with it in trades. 3 attacks that are Hiten Style empowered will even out the damage. However, it might be a good idea to start ![]() ![]() ![]() ![]() ![]() ![]() ![]() Easy This match-up is featured in the video "Ult in Ten" (in the Videos section) which features Wickd playing Irelia. Personally, I would feel very unsafe playing the way he does, so I'll explain how I play this match-up. In this match-up, I believe you should play safe until level 7 or so. You can then afford to be aggressive, as your ![]() ![]() ![]() ![]() ![]() Easy Just play it safe for the first 6-9 levels and turn around and destroy Renekton. Just make sure you get as much CS as possible. Don't stay inside your minion wave if possible. Renekton will use ![]() ![]() ![]() ![]() ![]() ![]() ![]() Medium-hard Riven dominates you early. What's crucial in this matchup is that you don't engage until level 7 or 9. Rush Wriggles against her to win trades after 7, then Phage. Skip Wit's End. (unless you need that AS) You can use the 16/14/0 masteries and aggressive runes (AD/level) ![]() ![]() ![]() ![]() Easy? Just don't get caught in ![]() ![]() ![]() ![]() ![]() Easy Singed is simply an annoying champ to play against. It will be very hard to kill him later on, but if you play smart, he'll never be able to kill you. Use flat MR, use defensive masteries and runes (MS mastery 0/23/7 Initiator) and MS Quints (To make sure he doesn't catch you in his poison early. Rush ![]() ![]() ![]() ![]() ![]() Easy This is one of the easiest match-ups for Irelia. Just take ![]() ![]() ![]() ![]() ![]() ![]() Medium, you just won't have as strong an impact This lane will be an incredibly safe lane. 1v1, you can't kill him, and he can't kill you. However, if you get ganked, the tables are turned by a huge amount, due to his taunt. He also has global presence with ![]() ![]() ![]() ![]() ![]() Hard, if you can survive the early-game, it gets better I don't have much experience with this match-up, but when I did play against Udyr top-lane, his harass was extremely strong early game, and you couldn't trade with him early. I would recommend using defensive masteries and runes (for improved movement speed, Udyr has no gap closers besides ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Medium, you just won't have as strong an impact His damage is seriously weak early, even weaker than yours, so you can afford to harass him. Call for a gank or get an early kill to completely crush him in lane. If at all possible, don't let him keep up in levels and/or farm. He, however, has a much stronger presence late-game than you, due to the damage amplification of ![]() ![]() ![]() ![]() ![]() Medium He's not a problem at any point in the game, the scary thing is when he reaches level 6 and obtains ![]() ![]() ![]() ![]() ![]() ![]() ![]() Easy, once you get through the early game Yorick does magic damage, though his abilities scale with AD. His early game harass is stronk, don't engage him when he has his ghouls out. If you can (saying you're not dueling him head on), kill his ghouls first so they don't do too much damage and so he wastes his mana harassing you. Prioritize the orange ghoul because it gives him regen, you don't want him to regen. They go down quickly, so you can go back to CS'ing in short order. Needless to say, don't do the same with his clone (ultimate). You'll probably win post-9. |

I'll add more champions as I face them in games, or by request.
![]() If he does his gank right, he should be able to make you unable to get away for a minimum of 3-4 seconds. That's an eternity in LoL time, and is even worse if the enemy laner has his own CC. I would personally take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() That's right, your old friend ![]() ![]() ![]() Make sure to always ward your river. ![]() ![]() Ward your river and you'll be fine. You only have to make sure that he doesn't catch up with you, and if you ward the river, you won't have any problems making that happen. ![]() ![]() Skarner is a strong ganker at all points in the game, his Q basically being a permaslow and his R being basically a stronger version of ![]() ![]() ![]() His ganks aren't too bad before level 6, but once he becomes level 6, they become something from hell. Like in the lane match-up, you might want to consider ![]() ![]() ![]() His ganks aren't too terrible as long as his initial ![]() ![]() ![]() Shaco is scary as **** when he ganks you, and it's hard to get away from him early-game. I would recommend playing passively until you have your first recall and get wards. |
Your secondary goal is to harass, but if you can't do that (mana issues, weaker laning, etc) just keep getting CS while trying to avoid being harassed.
Once you obtain Wriggle's Lantern, Phage, or Wit's End, you can afford to be aggressive (try to collect at least 1.7k gold:




+ Increases your dueling ability + Free ward + Better pushing/farming (passive) - Doesn't build into late-game |
+ Builds into an end game item + Gives HP and AD - The weakest choice for dueling - Slow is unreliable |
+ Gives AS and MR + 42 M. damage is godly + Scales with ![]() - You lose survivability |

Taking


Taking Phage first increases survivability and AD, but comes at a cost of DPS.
And taking Wriggles helps dueling by giving life-steal, armor, and AD, but comes at a cost of lower DPS than Wit's (higher than Phage), and no HP increase.

Not my video, but this video will give you insight on how to play Irelia, and top-lane in general. Commentary and QA between the interviewer and Wickd.
The commentary isn't that great, and you don't hear Wickd's opinion, but 9:30 to 12:00 is an excellent example of how you can use an early first blood to deny farm and xp. As you can see, Wickd freezes the lane just before it gets into tower range, meaning he's at a very safe position, and the enemy laner can't come in and get CS (because Wickd is a few levels higher due to First Blood)
Not a video, but a link to unofficial patch-notes. Irelia's base stats are buffed, so we might have an easier early game.
Formulas:
AD: 56 + 3.3 * level (59.3 @ level 1) from 53.3 + 3.3 * level (56.6 @ level 1)
HP: 456 + 90 * level (546 @ level 1) from 430 + 85 * level (515 @ level 1)
Health/5: 7.5 HP/5 from 6.5 HP/5
Hopefully these buffs are enough to counteract her *now* extremely weak laning.
Yeah.....And I don't know why most of the content I have about Irelia comes from Wickd. I guess it's because he has the fullest understanding of Irelia, or because he brings out the best in her.


A recent game (5/13/12). Though my scores aren't completely amazing, look at the game for what it is: a 1 hour survival game, with my team down in kills 39 to 46. Even though our scores weren't good, my team got every Baron, either by stealing or by tricking the other team to back, and we pulled through. This game also shows my doing an exemplary job as an offtank/tank, taking the brunt of the damage, and basically shielding my team from pain, especially our AD carry,



I'll add more to this section when I have the time to (AP exams coming up)
Want to be featured in this section? PM me with your results from this build, and if I deem them amazing, or exemplify how Irelia should be played, then they'll be featured here, with your name.
Please leave comments below.
If you see faulty logic in my builds, rune pages, masteries, or summoners, explain why, and if I think you're right, I will make the change.
Special thanks to jhoijhoi for providing information on how to make your guide look neater and more professional. Her guide on making guides can be found here. Her dividers gave me the idea to make my own, though they're not as good.
Thanks to IceCreamy for his informative guide on how to use columns, and his constructive criticism of my guide.
And of course, thanks to the community for helping my guide make better in general.
4-24-2012: Guide released
4-26-2012: Getting up to date with those beautiful Rune and Item suggestion "slides"
4-27-2012: Pics starting to come up, formatting being cleaned up
4-28-2012: Added situational items, math section
4-29-2012: Added even more match-ups, added "Junglers to watch out for" section, added "unofficial Varus patch notes"
5-3-2012: Results section added
5-6-2012: Added color coding to champion match-ups, a section on roaming.
5-8-2012: Added new Nasus match-up information, edited formatting slightly.
5-10-2012: Added extra information to Transcendent Blades description
5-13-2012: More results added, runes changed, 1 cheat sheet deleted (thanks IceCreamy). I'll fix my math once I get there.
5-14-2012: Match-ups alphabetized, I might alphabetize the junglers, but it's not a large concern. I'm getting around to adding Nidalee, Fiora, and Sion. Edit: match-ups listed were added, 5-14-2012. I might try to make my own dividers, or request some from the sigs-artwork forum. Edit 2: Dividers finished, going to check how they look.
5-16-2012: Standardized one of the cheat sheets (off-tank) to 0/21/9 and added a little note about Wickd's customization of those masteries. Added what I believe to be nice BBCoding in the Items section (not situational)
You must be logged in to comment. Please login or register.