Irelia Build Guide by bitpik
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| Health | 2276 |
| Health Regen | 19.2 |
| Mana | 860 |
| Mana Regen | 18.7 |
| Armor | 88.14 |
| Magic Resist | 89.56 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 135.4 |
| Attack Speed | 70.327 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Ability Sequence + Notes





Masteries + Notes
Changelog
8/10/2013
SEASON 3. Please keep in mind that this build hasn't been heavily tested yet.
18/10/2012
I changed into 2 different builds, one vs AD and one vs AP. There are several reasons to this:
Wit's End used to be broken which is why i got it as first item against anyone(after phage).
Wit's End got nerfed, it's cost got increased by around 600 gold so its not a great first item vs most AD champions anymore.- I realised i can use attack speed glyphs instead of magic resist glyphs vs AD toplane and jungle. So smart.
- To make the mastery pages more clear. So that you dont need to check the mastery section to see the page i use vs AP.
I hope this change is ok, overall i think this made the cheat sheets far more viable.
Introduction
True Damage Cannot Be Defeated
Let me introduce myself
Hi, I'm Bitpik and I've been playing this game fore around two years now.Bragging rights:

1643

1678

1694

I'm not like Ego Ignaxio. I don't only play
Anyway, have fun reading my guide and i hope i can teach you as much as possible with it. I hope you find
What to expect from this guide
Irelia is a very unique champion but is relatively easy to pick up. Her kit is quite straightforward for newer players and i don't think you will have a very hard time stomping people with her in lower ELO's and pre-30.
She is however, just like every other champion a lot harder to play the better your opponents get. If you suddenly jumped from 800 ELO games to 1600 ELO games you would probably get dominated because the way you play has to be entirely different to succeed at 1600 compared to 800. I remember the old days of DPS
Irelia where all i did in lane was to last hit creeps and
Bladesurge+
Equilibrium Strike my lane opponent and they would always jump away in fear. If i did this now i would most certainly get camped and killed over and over and even without ganks my opponent would just trade back as soon as i combo'd him.
This will be a guide for 2k ELO ranked games and 2k ELO normal games. Keep in mind that there are probably a few
Irelia builds who work better than this for low level play, this guide is designed for 1.4k+ players. If i ever get a good enough computer to record replay's without my fps being 1 i will start making video tutorials showing how the top 5% of level 30's play top, and how you should play against them.
Although
If you want a build more suited for lower level you can try this: Low ELO Irelia(build only)
In what compositions does Irelia do well?
Irelia counters a lot of champions mainly because of her passive, but also because of her mixed damage and sustain.
Irelia should rather attack their carries instead of defending her own carries in a teamfight. This means she's in the middle of their team causing her to get the full effect of
Ionian Fervor. You will have an a lot harder time trying to protect carries since her entire skill set is based around diving onto THEIR carries. This is why
Irelia isnt a very nice pick together with
Ashe or
Kog'Maw.
To unlock
Irelia's full potential
You will need a good initiate on your team
This build is focused on being a tanky assassin, not a tank.
Some carries that can protect themselves (or supports that protect them very well)
Since the initiating role is for the most part filled by your jungler, you will need some carries that can actually defend themselves. You are an assassin and would much rather attack their team rather than defending your team. Ofcourse this is highly dependant on what team composition they have, but some carries that can protect theirselves very well are
Some examples for what
Top:
No sustain, lower mobility than you early- midgame and someone
Mid:
Low range. You can zone her from the fights since if she actually gets
Bot:
Jungle:
Bad early ganks, lets you be aggressive in lane which
Overall
Other mentions:
Pros/Cons
Pros
- All forms of damage.
- Good mobility.
- Strong throughout the entire game.
- Good sustain and easy to farm with.
- Good mana pool.
- Insanely fun to play.
- Cant really be hard countered, and is countered by a very few amount of champions
Cons
- Pretty weak the first levels 1-4
- Not the strongest lategame.
- Obviously needs a lot of tankyness to function well in teamfights.
- "Better nerf Irelia" joke wasn't funny to start with, now its gotten far worse.
- Needs quite a bit of farm.
Irelia won't be nerfed again, she's in a really good spot now, so don't worry about that if you haven't started playing her yet.
Masteries
There are a lot of different masteries
Irelia can take. I always go 9 21 0 but you can go different pages if you wish to.
The reason i go these masteries is because putting more than 9 points into either Offense or Utility is often rather pointless. The Utility tree is bad on most toplaners outside of
-
Summoner's Wrath
 and
Fury
 both give you attack damage which makes your early game power even stronger.
Summoner's Wrath
should always be taken if you have
Ignite, 5 attack damage from one mastery point is insanely good. I pretty much use
Ignite as early as possible if i see any opportunity to get a kill top because of
Summoner's Wrath
, It also means that the earlier you use
Ignite in a fight the more damage you will do. Even though i might not kill my opponent and waste a summoner spell in my first kill attempt, i take a lot of his health(hopefully force him to go back) and get 5 extra attack damage until
Ignite is up again. Don't use this tactic if the enemy is stacking potions.
-
Deadliness
 and
Weapon Expertise
are both strong masteries that dont need much explanation. They arent very important for
Irelia since they only benefit you lategame. If you want you can go for 8 extra points in defense instead and only pick up
Summoner's Wrath
.
- I only use
Perseverance when im playing a champion with no sustain. It works pretty well on
Irelia if you're against a heavy harasser.
-
Resistance
and
Hardiness
should both be optimized depending on who your toplane opponent is. I like getting atleast one point in each since the first point gives +2 instead of +1.5.
-
Unyielding
and
Block
are very strong masteries and should always be taken against ranged champions. There honestly isnt many points that can replace these, so they can be taken every game.
-
Relentless
and
Tenacious
should both be optimized depending on the team you are against. If you can use any of them effectively you should put some extra points into
Hardiness
,
Resistance
and
Juggernaut
instead. I dont take
Tenacious
if im going for either
Mercury's Treads or
Zephyr due to how Tenactiy stacks. Check the end of Item section 1 for more information.
-
Reinforced Armor
is huge lategame unless they dont have any AD carries.
Good Hands
is very effective when death timers are 70 seconds long. This mastery can save you. I put one point into
Legendary Armor
since it gives more the first point you put into it. If i dont need
Reinforced Armor
i put one more point into this. I always take
Defender
.
-
Honor Guard
has gotten a lot of critisism. People say that its useless because it only blocks 30 damage per 1000 damage dealt to you. However, it also improves the health you gain from healing, meaning you get 3 extra health per 100 health you regenerate.
Mastery page 1
The standard page for going
Mastery page 2

An optional page for going
Mastery page 3

Mastery page 4

Aggressive mastery page for when you are building some critical chance+
Runes
Greater Mark of Attack Speed and
Greater Quintessence of Attack Speed both benefit
Irelia hugely because of her high base damages and
Hiten Style.
Greater Mark of Attack Speed are almost core on
Irelia simply because they give A LOT of stats per rune.
Greater Quintessence of Attack Speed aren't nearly as important but i like having them against most melee champions. Lanes where attack speed quintessences dont work are for example
Jax,
Nidalee and
Jayce.
Greater Mark of Attack Speed is the most cost effective mark while
Greater Quintessence of Attack Speed is the most cost effective quintessence.
Greater Seal of Armor reduces the damage you take from minions, all auto attacks and physical abilities from enemy champions. I go atleast 5 of these seals in all of my games.
Greater Glyph of Magic Resist protects you against a lot of magic damage early game. I use these if its blind pick, or if i know they have a Magic Dealer toplane. You might wonder why i wouldn't go
Greater Glyph of Scaling Magic Resist instead, since its so much better lategame?
Greater Glyph of Scaling Magic Resist catches up to
Greater Glyph of Magic Resist at level 9, this is far to late against someone like
Rumble and you will likely get zoned/killed by him if your at an equal skill level with
Greater Glyph of Scaling Magic Resist.

This is the rune page i use against heavy AD champions such as;
Garen,
Riven or
Renekton. We have replaced
Greater Glyph of Magic Resist with
Greater Glyph of Armor . Heavy AD champions will play very aggressively early on but you will be stronger than all of them mid- to lategame. Some of these heavy AD champions you can still beat without
Greater Glyph of Armor. But the armor helps a lot in your first levels, which are your weakest, and i don't think you should have a problem against them if you don't get ganked. Keep in mind that even though you have 19 bonus armor from runes, they still do a **** ton of damage to you early on.

If the enemy team has AP top and AP jungler i go this page. An example to this is
Amumu jungle,
Rumble top and
Cassiopeia mid. They all deal magic damage and i feel like
Greater Seal of Magic Resist helps you more than
Greater Seal of Armor in this case. Even though armor helps against mobs, minions and auto attacks.
Optional Marks
I use these runes if im against someone with almost entirely sustained damage and no defensive steroids like for example
Optional glyphs
I use these runes if im against both AD jungler and toplane. These runes provide more stats than
Optional Quintessences
Are descent on
These kind of fill the same role as
A lot of people prefer this over attack damage which is very understandable. They are incredibly strong against some top laners who are very position reliant. An example is
Summoner Spells
There are only a few summoner spells that work great on
Irelia. Which summoner spells you should take depends more on your playstyle rather than compositions and match-ups.
- It works against most characters and gives you a lot of kill potential during laning phase.
- Weak lategame when not countering
Swain or
Dr. Mundo. - Â
Summoner's Wrath
OP. 5 Attack damage for only one point is insane. - Slightly counters lifesteal and regeneration lategame.
Exhaust is better for shutting down AD carries though.
Flash is the most powerful summoner spell in the game for most champions and situations.- Best summoner spell for earlygame when it comes to avoiding ganks.
- Descent for chasing, Superb for escaping.
- To
Flash>
Equilibrium Strike rather than
Bladesurge>
Equilibrium Strike if you're both at full health. For more information about this combo check the ability section.
Bladesurge+
Flash = Doubleflash, just incase their carry has an escape.
Ghost is more effective than
Flash when it comes to longer chases and team fighting.- Weak laning phase unless against heavy pushers. Counters things like
Sanguine Pool because of its long duration.
Another thing to keep in mind is the duration of
- Very strong 1600+ soloqueue because of botlane ganks. Botlane wins games.
- Recommended in farm lanes.
- Great lategame.
One very simple way on how to secure Dragon with the use of
Teleport:
This method only works if the opponent doesn't have
- 1.Make sure the lane is pushed towards the enemy. This means he won't be able to take your turret, and you won't loose a huge amount of minions if he starts pushing (he probably will).
- 2.Recall to base and then go towards Dragon, this means you can heal up or buy before going there. Or you just go straight for Dragon, this means you arrive there more quickly.
- 3.Take dragon, if they initiate on you you will win (if not very outplayed) because the enemy's toplaner is still top, trying to either clear the creeps or punish you for roaming.
- 4.Recall back to base and then
Teleport back to toplane.
The reason to why their toplaner can't come down and help his team is because you pushed the lane, he will loose a lot of gold and experience if he leaves his lane since the minions you pushed will get killed by his tower.
This is a very easy use of
- Pretty meh against some champions during laning phase. Very weak against the rest.
- Stronger lategame than
Ignite. - Not a bad spell, but only use it if your countering someone with it. I prefer having my jungler or AD carry take this.
- The counter to
Ignite. Just like
Ignite,
Barrier works the best earlygame. - Â I sometimes use this against
Darius to have a very defensive laning spell so that i just wont die.
- Always take either
Flash or
Ghost. Never take both. - Crowd control counters
Ghost, especially things like
Cataclysm. Tenacity counters crowd control.
Items part 1
_-_-_-_-_-Short description of good items-_-_-_-_-_
Definetaly a must-have for
A great item for burst, it proccs on
Descent item and gives a few great stats to
My own was banished long ago, it took the death of hope to let you go
The strongest item in the game for
Very good item for almost any bruiser. You would take this for the increased tankyness and the 100% slow, otherwise
The best boots for all AD bruisers in most games. The tenacity it gives helps a lot in teamfights and the extra magic resist is nice to have against an AP toplane. You dont need them early on but if they have a reasonable amount of CC they are the best buy for lategame.
These are for the most part the best boots for laning. They reduce the damage of creeps, mobs and autoattacks by a huge amount. With
Pretty bad and should only be taken if you seriously dont need the other two. They give you health because of
Yes, this is also a damage item that should be more than enough for
A great item if your composition is based around earlygame while the enemies are based around lategame. Build a
Definetaly the best item for
This is a descent item on
One of the best items in the game, mainly because of its low price. All of the stats it gives
Stronger than
Still an "ok" hybrid item even though the many nerfs it had. Critical hit chance is rather weak, and the armor could be a lot higher than it is but the bonus attack damage is still very helpful. Only get this if you really need damage and nothing else. This item gets a lot more viable combined with a
This item is borderline op. Its absolutely incredible on
99 armor, 500 mana, 20% cooldown reduction and the best unique passive in the game for only 2775 gold? Jesus christ this item is overpowered. Not that great on
This is like
An ok item but why take it in front of the other choices here? It gives some magic damage, but the magic damage gets raped by magic resistance since you wont have any magic penetration on
Pretty underused item in my opinion. This provides the most magic resistance in the game as well as giving you great Health regeneration and Movement speed. Since
Good item that gives both health, magic resistance and a great shield. You can take this item if you keep getting grabbed by
A pretty mediocre item on
An incredible item if noone on your team has it. It gives great stats to your team in all teamfights, and gives you some natural tankyness. Dont get this if your team is so bad they cant use the aura.
Another great item that provides a lot of utility for your team. If your going for a Phiolosopher's stone you may pick this up. It doesnt give you any tankyness except for a bunch of health though. I feel like this is an overused item for this champion.
To boost your AD carry by a big amount. Not that great of an item and has a higher cost than
- The 100 health you just got will be very strong if you have a billion armor and magic resist.
- But it will be pretty useless if you only have 20 armor and magic resist.
Tenacity doesn't add, it stacks. If you have for example 20% tenacity there will only be 80% of crowd control left. Then if you get 50% tenacity from one effect you will have 40% of crowd control left. In other words, the 50% tenacity bonus removed 50% of the already reduced crowd control effect(80%).
Items part 2
Irelia is quite a versatile bruiser when it comes to items. In my opinion there are no must-have's when playing her and you can go for what entirely fits your playstyle. The most discussed part of
Irelia's item builds is probably
Trinity Force vs
Frozen Mallet, where
Frozen Mallet should be taken if you need health and
Trinity Force if you need damage. I feel like
Frozen Mallet is more viable at the moment in combination with
Zephyr.
Zephyr+
Trinity Force is pretty weak because of the low amount of health they together provide.
_-_-Starting items-_-_
This is the best start in the game because of the cost effectiveness of
Strong against some heavy AD champions like
Is the manliest out of all the starting items. Should only be taken if you have a lot of inate attack speed. On the standard runepage at the top you will have almost 1 attacks per second level 1 which results in 5 health per second. With these you will beat anyone level 2(unless they have it themselves). You need to be very careful though since this item gives 0
I take this if im against an auto-attack ***** like for example
_-_-Late-laning tools-_-_
Standard:
2x
The standard build is a very basic build for dominating lane. It gives a ton of Attack speed and Attack damage which both synergyse greatly with eachother. I prefer having
_-_-Lategame-_-_
Check the list in the first item section "Items part 1" to see more indepth imformation about every item here. You will want to have a
All around build against balanced teams:
This build provides a lot of health, attack speed and armor. It gives some magic resist but not nearly as much as some other builds. I dont recommend taking this page if they have triple AP(toplane, jungle and midlane).
AD carry slayer - No AD carry edition:
This is what i take against triple AD(top, jungle and botlane) if they dont have an AD carry.
AD carry slayer big boss:
This is what i take if their team is very AD oriented. Only ever take this if they have an AD carry.
AD carry slayer - tons of damage edition:
This is a very squishy build but has a lot of burst. It is heavily countered by
AP enemies biggest big boss:
Against triple AP(top, jungle and mid). Take
Ability use and Skill Sequence
Irelia is a champion that needs all of her abilities to trade well. All of the abilities help
This spell is very easy to lasthit with but you should try and use it as little as possible, or you will run out of mana quickly. You should always stay at a fair amount of mana if you plan on staying in lane, since you will need it for a trade, gank, kill or escape. If you're at 0% mana you will be zoned against most enemies(if they have mana). If you cant really leave lane without loosing loads of minions and have no mana, wait until you can use your
Most of the time i max
After
Against many ranged opponents you wont be able to start a trade with
90% of the time i max this 2nd just for extra burst and stun duration. It actually scales better than
A lot of people think that

The picture above shows an ultimate hit on both minions and
Build Summary IMPORTANT
Against melee champions
Against ranged champions
Balanced Item build:
| Item Sequence | |||||||||||||||
Berserker's Greaves 900 |
Frozen Mallet 3300 |
Zephyr 2850 |
Wit's End 2200 |
Randuin's Omen 3100 |
Guardian Angel 2600 |
||||||||||
Armor oriented Item builds:
| Item Sequence | |||||||||||||||
Berserker's Greaves 900 |
Frozen Mallet 3300 |
Zephyr 2850 |
Wit's End 2200 |
Randuin's Omen 3100 |
Atma's Impaler 2300 |
||||||||||
Magic resist oriented Item builds:
| Item Sequence | |||||||||||||||
Berserker's Greaves 900 |
Frozen Mallet 3300 |
Zephyr 2850 |
Wit's End 2200 |
Guardian Angel 2600 |
Runic Bulwark 2950 |
||||||||||
Runes
Masteries
Some things you will want to learn
Orbwalking
Orbwalking is when you move between autoattacks. You can cancel autoattacks animations by simply moving to cancel it and then autoattacking again. This results in being able to position a lot better in a fight(for example when your chasing someone). Since you skip your autoattack animations, it also results in you attacking faster since the delay between autoattacks is more short.
Orbwalking takes time to learn and is easiest explained when used on AD carries. AD carries need to position almost perfectly in teamfights to unlock their full potential and to do so they must orbwalk. This video is a great example of orbwalking:
Last-hitting (derp)
Last hitting takes a bit of practice for newer players but its quite simple. All you need to do is make sure you do the killing blow with them which is especially easy with
Cooldown Knowledge
Cooldown knowledge is one of the most important things in this game because of the advantage you get in lane from it. An example of cooldown knowledge is that if
Early game
___ In general ___
Try and farm as much as possible while still being in safety against most toplaners. Remember that 12 last hits = 1 kill in gold. The way you should be playing is explained in the toplane matchups section.
___ Level 1 fights ___
If a level 1 fight is going to break our you should always take
___ Items ___
Build items that work well in your matchup by following the "Items part 2" section. Dont build upgraded boots too early since it delays your damage and survivability.
___ Objectives ___
Dragon can be taken this early if you dominate the enemy team in a fight and almost ace them, but dont walk down before around 8:00 even if their toplane cant help since even a 5v4 is very hard when dragon is focusing you. Even though you might get a kill its not worth the risk since your loosing a lot of guaranteed farm toplane.
___ Junglers ___
Its very important to know what your jungler and their jungler is going to do. If they will gank you level 1, if they will gank you level 4 and this is very dependant on both their picks and which side you are on. Since if your on blue side your closest to their red, and if your on purple side your closest to their blue. You can say that if you always know where their jungler is you will never loose lane.
Red start is very common in soloqueue and if your on blue side you should always watch out for this. However, mana hungry champions probably wont do this like for example
Blue start is not as common as red start in soloqueue since it gives a lot less gank potential. A lot of junglers need to start blue though because of being mana starved. Other champions like
___ Map awareness and Wards ___
Having good map awareness is often the key to carrying in soloqueue. The more map awareness you have the higher chance you will have to help your teammates or get yourself fed. Map awareness sort-of has to do with the last section ("Junglers") since its used to track down enemies over the entire map. Wards help with map awareness and we buy them to more easily track down the enemy team. Some examples of wards in the laning phase are:
Toplane Matchups
When you first enter lane you will have to think, What do i want in this lane? You will question on how you should play against their enemy toplaner.
Lets say your against
Garen,
Garen is undenyably better than
Irelia the first levels. But
Irelia is a lot stronger later on. So how will you lane against this
Garen? Thing is, if you both go even on cs (creep score) you have won the lane since you will be stronger than him later on anyway. So just focus on farming for now, if you both get the same farm you have beaten him.
Another example thats quite the opposite is
Nasus. You will want to play very agressively against
Nasus since if you both get the same farm he will dominate you lategame. You should ALWAYS try and harass/zone/kill
Nasus because of his
Siphoning Strike being weak the first 10 levels (for even longer if he doesn't get farm) and you will want to take away as much farm from him as possible. While you would want to play very agressively against
Nasus, you will want to play very defensively against
Garen.
The most important thing about toplane is adapting to situations with either plays or picks. There is no way that you will make it to a top ELO team if the only toplaner you can play is
Irelia. To be honest, 90% of all the champions in the game work top (with the exception of most supports). You can go AP
Ezreal or AD
Kog'Maw toplane and still do decently or even dominate the majority of champions if you adapt.
A good
Go
Also countered by:
Dont ever start
Also countered by
Other counters:
Start with
Other counters:
This is a farm lane that
Always start
Other counters:
This lane should be ridiculously easy to win since you have the ability to cancel her
Start
Other counters:
Start either
Counters:
I always use the runepage with +20 armor against
If im honest i dont know much about
Other counters: Most ranged champions in the game. Champions that can heavily harass him or kill him the first 9 levels.
I start
Other counters:
Start
If he stacks loads of mana then stop pushing him to turret, and kill him since he wont have many other items.
If he has blue buff and doesnt stack a lot of mana, only fight with him if your sure you will either severely wound him or kill him. If you both end up at 50%, or even you at 70% and him at 50% he will regen it all up again.
Other counters:
I will add all matchups soonish. For now check out the Gameplay Video's section!
Start
Other counters:
Counters:
You can go
Counters:
Ok, I never pick
UPDATE: After playing
Counters:
Dont ever attack him when he has
UPDATE: So after both 4PL and go4lol where i played
fulohpot
To the left: Jax's ultimate
Grandmaster's Might. If he uses it too early then try not to fight him since its duration is low. Your
Transcendent Blades is stronger if you hit it on a few minions+jax.
To the right: Jax's
Counter Strike. Never autoattack him when he uses this since the only thing that would do is make it deal more damage. Yes, it DOES block your
Hiten Style's true damage aswell.
Counters:
AP
AD
Mid game, levels ~9-16
Midgame is known as the most important phase for
Irelia. You will do well here no matter farm you got. As long as you are not very underleveled, midgame will go very smoothly because of your maxed out
Hiten Style and low cooldowns.
If your ahead
Roam as much as possible without loosing too much farm from toplane, get all of the drake's and win the game. If you dominate fights at this point you will almost surely win the game because of how well
If you have
In teamfights you should always go for their carries unless they have a full-on assassin team. If they have a full-on assassin team, focus whoever is focusing your own carries. Since the assassins are quite squishy, you will clear them very quickly resulting in their AD carries being helpless afterwards. Try and prioritize champions that are fed over champions that are under-fed. Midgame you will pretty much be able to do anything, its lategame where it starts getting tricky for
If your behind
If your behind there are two different ways to go, either you will build gp5+tankyness to still provide a lot of use in fights and for the gold per 5(gp5) passive, or you go straight for lategame with the normal build, but your teamfight presence will be weak. You will never want to be in this place as
For the tanky way you should go things like
This build is focused on utility and tankyness. Meaning you wont do much damage but you will still be useful as a meatshield. The gold per 5 items are bought to provide some sort of gold income since farming is hard if your behind, especially if your building tanky. The other items are mostly just for tankyness and slows/speedbuffs. Dont forget to use the active of
When going for lategame with the standard build you have to be very cautious in teamfights. As long as your carries are safe, dont go in while their cooldowns are up. You are extremely squishy at this point but if a teamfight goes heavily in your favour you are instantly back in the game.
Remember that if you win a fight there is no point in just going back to base. Take an objective instead like Dragon or a turret. You can port back after the objective is taken.
Lategame
Lategame is the phase i hate the most about
Irelia. She scales very well that is true, but she cant really carry through lategame in the same way as midgame. Her teamfighting is rather weak compared to a lot of other toplaners and some compositions can just shut her down.
If both teams are equally good, lategame is all about champion select. The way you play here should be highly dependant on what team compositions you and your enemies have, and who is ahead or not. If you are ahead then Lategame is all about either getting baron freely, or winning a forced baron fight.
Teamfights
A huge part of lategame is teamfights. By winning teamfights you not only get a gold lead but also have a great opportunity to take any objective's on the map such as Tower's, Inhibitor's and Monsters.
In this sub-section we will go through a row of different things. For example how Open and Closed areas affect teamfights.
| HerpDerp |
HERPDERPOpen areasHERPDERP
|
SPACEderp flerp this **** is |
Closed areas
|
Open Areas: Single target damage, Burst and Mobility is what shines in open areas. This is where
Open areas gives the team enough space to spread out making AoE combo's useless. Mobile champions can more easily dodge AoE, poke and could even counter engage if the enemy team's engage fails.
Closed Areas: Closed Areas make it incredibly hard to fight heavy AoE composition's because you can't spread out properly.
Priorities in teamfight's heavily depend on both team's composition's and what kind of AD carry you have. There are AD carries who need heavy protection:
- 1st priority: All-in Assassin's and badly positioned AD carries. Examples:
Akali,
Talon,
Kassadin and melee dps
Kog'Maw. - 2nd priority: AD carries and high-threat AP carries. Examples: All AD carries +
Cassiopeia,
Karthus,
Annie and
Mordekaiser. - 3rd priority: Low-threat AP carries and bruiser assassins. Examples:
Swain,
Vladimir,
Sion,
Jax and
Irelia:(. - 4th priority: The rest.
Baron Nashor
Baron Nashor is a key point in this game to win or loose games. If you manage to take it you get 300 extra gold each, and an amazing buff that gives you Health regeneration, Mana regeneration, Attack damage and Ability power. If you've had an advantage and taken the buff you have almost surely won the game, meaning the enemy team needs to defend it with their lives.
Something a lot of people dont take into account is that the Baron buff actually gives you 3% of your maximum health as health regen every five seconds. Use this health regen wisely and dont just mindlessly dive them as soon as you've taken Baron.
Forcing Baron means two things: Either forcing them to give it to you freely, or forcing them to fight for it.
- Your support or jungler should start by buying an
Oracle's Elixir, or anyone on your team if his item build is completed. - Constantly roam the Baron pit and clear every single ward they place to keep track on you.
- Take Baron and fight if they initiate on you.
Defending Baron when your behind is very difficult. You need a lot of wards to be able to keep vision over Baron. Don't place wards all over the area if they have an advantage(meaning you cant engage if they aren't doing it anyway). Place a ward at Baron pit if your unsure if they're doing it or not.
Another way to keep them from doing Baron is pushing out mid- and toplane. Don't push bot because of how far it is from baron ofcourse. Push out lanes, clear camps and take the buffs that aren't heavily contested by the enemy team. If all of their lanes are pushing they will loose a big amount of farm if they attempt Baron.
secret trick on how to win every game with
Irelia below!
TOP SECRETMobafire, i am disappoint
- One of the most expensive items in the game.
- None of the items that builds into it actually provide a lot for
Irelia.
Wit's End >
Madred's Bloodrazor because of cost difference.
- Fairly expensive item that boosts your damage by quite a bit, but not close to as much as
Trinity Force and
The Bloodthirster. - No tankyness, no utility. This item only provides damage but not a lot of it.
Trinity Force >
Phantom Dancer
- Big amount of damage, but extremely expensive.
- Crit chance and Crit damage doesnt change much, so you'll have more damage AND additional sustain with
The Bloodthirster - Not worth the cost for
Irelia. You can get it if your trolling with AD
Irelia, otherwise not.
Gameplay Video's
THis section has been taken away due to the big changes in season 3 while all the videos were made in season 2. My computer is too bad to record but if anyone is intrested in perhaps using my gameplay for his/her channel you can just ask, for now though i wont be having any videos until i find one worthy of Studio Daily.
Questions and Answers
Can you add these stats to a Hall of Fame on your guide?
Blopisn I dont think a Hall of Fame provides anything for a guide. Everything depends on the enemy players and what happens in the game especially early on. Against a few players i think i could have beaten them even with AP irelia. Showing some nice stats doesnt mean the guide is good, atleast not if you dont add that it was a 1600+ ranked game.
I dont know about you, but from what i have seen Hall of fame only shows that a guide is mediocre and doesnt prove anything. I dont give a **** if some level 5 guy got 20-0 with the build against some players who havent played the game before.
The End
So after reading this guide i hope you can play
Irelia...
- This guide was first created late august 2012.
Things you need to check out:
- Phsueh's Deviantart page.
- What is an Alot? Well, i killed 54 of them while looking for grammar mistakes in my guide.
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