[12.10] anriofastoria Platinum 1 Riven Guide
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Runes: Conquerer (Fighter)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Champion Build Guide
Hi all, I am anriofastoria. I have played league of legends since season 2, and have mained Riven since late season 4 as well as a few other AD carries. I like like Riven mechanically and although there are many different champions that can exceed in the things she accomplishes, I think her kit is very well rounded. Particularly, her mobility and interactions leads to many great games where your experience and skills matter. With that all said, here is my first attempt at a written guide. Thank you for reading.
A lot of this guide is written based on my experiences and a review of Azhy's gameplay.
Table of Contents
Top Lane Matchups
Primary: Precision Conqueror
Conqueror: Basic attacks and spells against an enememy champion grant 2 stacks per, up to 12 stacks (6 aas or spells). Each stack grants 1.2 - 2.7 AD (14.4 - 32.4 AD), and when fully stack heals for 6 percent of all damage dealt
In a full combo, stacks will be applied quickly (stacks): e > aa (2) > w (4) > q1 (6) > aa (8) >> q2 (10) >> aa (12) >> q3 (12, heals) >> aa (12, heals). This will allow you to progressively increase damage done in short or extended trades, and allow healing which is exceptionally against tanks.
Slot 1 Triumph
Overheal converts 20 - 100% of the healing in excess of your maximum health into a shield of 10 (+9% percent of maximum health), which in my experience is effectively a 75 - 256 shield. The issue is that at level 1 with Doran's Blade the conversion of healing into a shield is:
Level 11 169 AD x 0.105 (omnivamp from Doran's Blade and Goredrinker) x 0.67 = 12 shielding with one aa at full health
Leave overheal to ADCs and champions with Legend: Bloodline. Triumph's 10 percent missing health restore and + 20 gold on champion takedowns is much more effective.
Legend: Alacrity I think in many instances its helped me in duels, allowed me to split-push quicker, and v. importantly it is a fun rune slot.
Legend: Tenacity reduces the duration of all status effects except airborne, nearsight (i.e., Graves, Quinn, and Nocturne), stasis (i.e., Bard), and suppression(i.e., Malzahar and Warwick). Therefore, the exhaustive and relavant list includes:
2. Cripple — which reduces attack speed (i.e., Fiora, Malphite, Nasus)
3. Disarm — which prevents aa (i.e., Lulu)
4. Beserk — which causes aa to target allies (i.e., Renta Glasc)
5. Charm — which causes the champion to move toward the source (i.e., Ahri, Evelynn, Rakan, and Seraphine)
6. Fear and Flee — which causes the champion to essentially become dissbled (i.e., Fiddlesticks, Hecarim, Nocturne, Shaco, Vex, and Warwick)
7. Taunt — which causes the champion to aa the source (i.e., Shen, Rammus, Galio)
8. Ground — which causes the champion to be unable to use movement spells including flash (i.e., Cassiopeia, Poppy, and Singed)
9. Silence — which causes the champion to be unable to cast any abilities (i.e., Blitzcrank, Cho'Gath, Fiddlesticks, Garen, and Malzahar)
10. Sleep — which causes the champion to essentially be disabled (i.e., Lillia and Zoe)
11. Slow — which reduces movement speed [percentages cannot reduce below 110 movement speed]
12. Snare and Root — which causes the champion to be unable to use movement spells including flash
13. Stun — which causes the champion to essentially be disabled
14. Suspension — which causes the champion to essentially be disabled (i.e., Nami)
Slot 3 Last Stand
Last Stand increases damage to champions from 0 - 11% based on your percent missing health, whereas Coup de Grace increases damage by 8% if the enemy champion is below 40%. Last Stand breaks even when your HP is 45 - 50% health.
Anecdotely, a lot of the damage from riven comes from the end of her combo when she is low on a duel i.e., windslash and Goredrinker proc. After watching my matches, I also coincidentally often fight at about 45 - 50% HP.
Transcendence at level 5 and 8 grants + 5 Ability Haste(AH). AH has diminishing returns, with that said early AH is quite good in scaling into the match. At level 11, it also reduces the cooldown of your ablities by 20 percent. You or a teammate killed on champion? This allows you initiate closing the gap on the next champion for a multikill.
Nullifying Orb is consistent against AP top laners.
Nimbus Cloak is aggressive and synergizes v. well with Ignite.
I like Gathering Storm, however, most games end in 25 - 30 minutes and this rune's +5/+14 AD at 10/20 minutes doesn't feel impactful.
Unflinching is great against champions and teams with tenacity. If I think about in lane matches, I think of champions with lingering effects i.e., Nasus (wither), Trundle (chomp), and Tryndamere (mocking shout).
Second Wind is good against ranged champions, or champions you anticipate can poke you and therefore proc Bone Plating before it has any effect to reduce damage.
Bone Plating is good against any champion with an auto attack recent.
Ignite damages an enemy champion dealing 70 - 410 true damage over time, reveals them, and applies 50 % grievous wound i.e., reduces healing. This does not reduce the maximum health gained from champion spells. It also applies 2 stacks of Conqueror, and will synergize with Nimbus Cloak.
70-410 true damage is typically 8 - 12 % of your enemy champion's maximum health, although this may vary.
|Flash is mandatory.|
Teleport allows you to transport to an ally structure with a cool down of 6 minutes. After 14 minutes in-game, allow you to transport additionally to an allied ward or minion with increased movement speed and its coodwill will decrease to 4 minutes.
I personally recommend this over ignite because it allows Riven to split push effectively and work as a disruptor (2 people will have to come after you, alleviating pressure from your team). Once you get away safely, you can reconviene with your team to with a fight or objective.
If you have Teleport available, I do not recommend using it between 12:00 - 14:00th minute in-game (basically, use teleport once to get back to lane until it is unleashed teleport. The cooldown will not decrease while it is on cooldown when it is upgraded to unleashed teleport (tentative). If you use it at 12:00, it will come off cooldown at 18:00. If you use it at 14:00, it will come off cooldown at 18:00 and you can use on additional allied targets.
- Each cast can have it's recovery animation (the latter part of the spell after it deals damage) canceled inputing a movement command directly after damages ia applied, and then inputing an auto attack against the target. Rinse and repeat. That is "animation canceling".
- If you hover over the target during clicking Q, you will move a short distance towards them. If you hover past the target (i.e., no target is highlighted by your cursor), then you will move at the spell's maximum distance in the direction of your cursor.
- When leashing the jungler, start casting 13 s until the buff spawns. You'll have additional procs of Runic Blade to increase damage.
CAST TIME: none
COOLDOWN: 10 / 9 / 8 / 7 / 6 s
Riven dashes a short distance while shielding herself for 1.5 seconds.
SHIELD STRENGTH: 80 / 105 / 130 / 155 / 180 (+ 110% bonus AD)
- 1.5 s is a short window to shield damage, so be careful of the timing to either dodge an ability or mitigate the damage dealt.
Blade of the Exile (R1)
CAST TIME: 0.25 s
COOLDOWN: 120 / 90 / 60 s
Riven empowers her sword for 15 seconds, gains 20% AD bonus attack damage (from her current AD on activation), 75 bonus auto attack range (225 units total), and 50 bonus range on Broken Wings and Ki Burst.
After 0.5 seconds, she can cast Wind Slash (R2) once anytime within the duration.
There are a lot of online guides on ability combos, and other streamers i.e., Azhy to reference from. I'll write the simple ones here (AA = auto attack):
Doublecast (burst damage)
2. E >> W (slow), the stun will occur where you end
3. E >> WQ cancels the W animation
4. E >> R1 >> AA >> WQ
Short Trades (Safe)
2. Q3 in >> AA >> WW >> E out
Full Trades Teamfights
The difference between a full trade and teamfight is that you'll want to priorities having all the CC out immediately to lock down the enemy team and then apply damage (that way you do not get cc locked yourself).
There are multple locations throughout Summoner's Rift that Riven's third cast of Broken Wings can wallhop, either to escape or engage. I am working on a compilation, and in the meanwhile watch this excellent video explaining the mechanic.
Doran's Shield + Health Potion start is a safer start, but not neccesarily recommended. I prefer winning trades in damage than by sustain.
|Attack damage + Ability Haste (Cooldown Reduction) + Sustain (Health, Armor, Lifesteal). These are the core stats that allow Riven to output a good amount of damage while remaining durable as she works through the enemy frontline to kill their carries.|
On first back, I prioritize purchasing Pickaxe and Ironspike Whip over Caulfield's Warhammer because the active allows additional trade potential and makes farming safer (it's range is larger than your auto attack range).
Goredrinker is the first item, followed by Ionian Boots of Lucidity or Plated Steelcaps. I rarely find myself opting for Mercury's Treads except for against champions like Malphite or Kennen.
|Goredrinker grants +55 AD, +300 HP, + 20 AH, and + 8% omnivamp. Its unique active improves the dmage from Ironspike Whip from 100% to 175% base AD physical damage in a circle, and now heals you for 20% AD (+ 8% of your missing health) for each enemy hit. Ther damage benefits from Last Stand, and most of the heaing is from the 20% AD so use it whenever, although it's most beneficial at low health.|
The next item is another Caulfield's Warhammer into either Black Cleaver or Death's Dance.
|Black Cleaver is good because it grants + 45 AD, + 350 HP, and + 30 AH and a unique passive that applies armor reduction and grants bonus movement speed. This is strong against extended duels and full engages (think Sion).|
|Death's Dance is good because it grants + 55 AD, + 45 Armor, and + 15 AH (overall more offensive) and a unique passive that stores 30% of all damage recieved (including on shields), which is then taken as true damage over 3 seconds instead [preventing burst damage]. Additionally, should an enemy champion die within 3 seconds of you damaging them, the remaining stored damages is removed and instead you are healed for 140% bonus AD over 2 seconds. This is primarily against assassins (short trades) and AD heavy teams (think Fiora or Irelia).|
Additional Recommended Items
|Maw of Malmortius can be build before Death's Dance if AP damage it the primary threat. Grants + 55 AD, + 50 MR, and + 20 AH and a unique passive that grants a shield that absorbs (200 + 225% bonus AD) magic damage. It's v., v. effective against AP assassins.|
|Guardian Angel grants +40 AD, +40 Armor, and a unique passive that resurrects you with 750 - 1165 HP (level 11 - 18). I would recommend this is if an enemy champion (i.e., an assassin or champion with an excecute) is going to kill you through death dance's passive (looking at you Rengar and Urgot).|
|Chempunk Chainsword grants +45 AD, 250 Health, and 15 AH. It works well against champions with inherent healing and lifesteal (i.e., Aatrox, Fiddlesticks, Fiora, Irelia, Kayn (Rhaast) Nasus, Olaf, Samira, Soraka, Vladimir, and Warwick) or champions that build eclipse (?), death's dance, goredrinker, ravenous hydra, and riftmaker.|
|Silvermere Dawn grants +40 AD, + 30 Health, + 35 MR, but most importantly will cleanse any crowd control effects (except for knockups) including suppressions (i.e., Malzahar and Warwick) and certain champion ultimates (i.e., Mordekaiser).|
|Serylda's Grudge grants +45 AD, +20 AH, and +30 % armor penetration and has a unique passive that slows enemy champions by 30% on ability damage (not auto attacks). It's supposed to emphasize kiting and extended long fights against tanky enemies, making it much better in 12.10.|
|Sterak's Gage is not recommended after its nerfs in 12.3. It grants + 36 to + 46 AD (Riven, level 11 - 18), + 400 HP, and a unique passive that shield equal to 70 % of bonus health (630 shielding on Riven, with Goredrinker and Black Cleaver). It is less effective after its 12.3 nerf (the previous effect granted 895 - 1230 shielding).|
At level 1, Riven has a powerful trade if the enemy champion stays in range because you can q in >> aa >> q2 >> aa >> q3 >> aa and walk away. This often does not put champion in kill range for ignite, especially in patch 12.10, however, will allow you to play more offensively at the start of the match.
At level 3, you have access to two very safe trade patterns: q in >> W >> aa > E out or Q3 in >> AA >> W >> E out. Both of these trade patterns will allow you to come in, deal damage, stun lock, and dash out before the enemy champion is able to react. This pattern is especially strong against champions like Darius and Sett, who will not be able to catch you with their pull in spells.
Through level 3-5, continue these short trades in damage when possible while last hitting minions. Make sure that your abilities primarily attack the enemy champion, not the minions, if your goal is not to push in.
I usually back before level 6 to purchase as much AD as possible. At level 6, Blade of the Exile works similarily to Vayne's Final Hour, in that you recieve a major AD stat boost and it additionally grants you an execute that is most effective when the enemy champion is below 25% health. Finally, Runic Blade now increases the additional damage on autoattacks from 30% >> 36% bonus AD. You are well in place to go in for the kill.
You're mobility will allow you to extend an escape. Use the top lane brushes, Valor to dodge cc or shield damage, and Broken Wings to extend the distance between you and the enemy team. Remember that the third cast of Broken Wings can wall jump, and that:
1. You can extend the range traveled by clipping terrain
2. You can knock back enemies by clipping them in the direction opposite your destination
It is worth mentioning that in some well-timed instances, you can knock back Lee Sin during the second cast of Resonating Strike to prevent damage
In late game, you can intiate well-timed fights by catching enemy champions out of position especially with Flash. With that said, make sure to disrupt the enemy team and understand that while you have dive potential, you may be not be ahead to dive + secure a kill as well as an assassin. An overcomittment to a dive may lead to inting. Late game, your ADC WILL have more sustained and in some cases burst damage than you therefore, please peel them in their fights.
Summary As a distruptor, you work as both a tank, initiator, and damage. You're responsible for a lot in the teamfights and for the most part, should prevent their frontline from reaching you carries and then dive the major threats (AD or AP carries).
Riven is one of the most mobile champions in the game, despite being released in the end of Season 1. With succesful timing, your wallhop with Broken Wings can allow you to have 2-3 enemy champions chasing you, even through both north and south jungles ( Valor will prevent most of the turrent damage when moving across the mid lane outer and inner turrets.