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Recommended Items
Runes: Standard
1
2
Precision
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
Flash
Ignite
Items
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Introduction
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Hey, I am Xinke. I’m a small streamer who loves playing I started playing League of Legends in Season 2 and picked up With My goal with this guide is to help everyone looking to improve on |

I started playing League again two months ago after taking almost two years off from grinding ranked and played every game on stream and solo. I managed to hit Master in under 100 games a few days before the end of Season 2025.
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Riven's Identitiy: Pros and Cons
Pros:+ Very strong all ins (especially level 1) + Snowballs and scales extremely hard with a lead Every single one of + Incredible outplay potential and skill expression Having this many dashes gives + Insane map mobility Unlike most other top laners, |
Cons:- Easily kited and outsustained in lane As mentioned earlier, you need to hit your Q - No built in armor penetration, true damage, or % damage This means that - Weak against crowd control (CC), especially point and click or undodgeable CC Dodgeable CC includes spells like - Never fully mechanically mastered No matter which |
Abilitiy Rundown
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Runic Blade Causes your next basic attack to deal bonus damage after casting any of |
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Broken Wings - Cooldown: 13 seconds after the first cast Causes |
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Ki Burst - Cooldown: 11/10/9/8/7 Seconds Causes |
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Valor - Cooldown: 10/9/8/7/6 Seconds Causes |
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Blade of the Exile - Cooldown: 120/90/60 Seconds Causes |
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Wind Slash Causes |
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Skill Order
Ability Usage Concepts

Q Delay
The first and most important ability usage concept is what
When you cast Q
Here is how to do it. Press your first cast of
The general rule is that for every 10 ability haste you have, the cooldown is reduced by one second. So if you Q delay with 20 ability haste, your
The most obvious way to apply this concept is to Q delay from a bush, in lane, or while roaming, then use your third
However, you can apply this concept much more flexibly in lane. Instead of delaying Q into thin air, you can delay your Qs while short trading at the same time, then look for an all in with your full upcoming

Fast Q
Almost equally important is a concept called “Fast Q”, which was originally a bug and not an intended mechanic, and it is your most important all in concept on
Shortly after
Here is how it works. Stand next to an enemy and cast
This causes your auto attacks to go off faster after each
You might wonder why abusing this bug is so important and why every
A very important thing to note is that your mouse position heavily influences how your
If your mouse is hovering on top of your opponent when you cast
If your mouse is not on top of your opponent when you cast
And yes, you can Fast Q through opponents.
In a real game, unless you are level 1, you will naturally weave your other spells into your Fast Q combo.

Double Casting
Double casting was first popularized by the streamer AdrianRiven back in 2016 and has since become a core
The concept is fairly simple. It allows you to cast another spell together with Q
Start by using E
(Video examples are available in the combo section)

Wallhops
As mentioned earlier,
The only exception is if your cursor is directly on top of a neutral or enemy target.
The easiest way to deal with this is to simply use E followed by Q3 over a wall. Since E
Obviously, I cannot show every single wall hop in the game. However, the Reddit user u/loyna02 created an excellent sheet showcasing nearly all possible wall hops for
Combos

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Summoner Spells
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Ignite I recommend taking |
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Flash In my opinion, |
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Exhaust You can take |
Runes
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Conqueror This rune is already naturally good for all ins and extended fights, which is what we want to play for as |
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Triumph By far the best choice of the three. |
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Legend: Haste Again, simply the best choice of the three. Ability Haste is one of |
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Last Stand Number-wise, |
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Cash Back |
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Jack of all Trades Great rune for |
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Stat Bonus Runes The bonuses are a matter of preference, honestly. I prefer taking +9 |
Itemization

Early Items
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Doran's Blade I start with |
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Boots + Glowing Mote Rush these two items. If you buy |
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Refillable Potion As mentioned earlier, one of |

Standard Build
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Ionian Boots of Lucidity These will be your standard boots on |
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Axiom Arc Currently the best first item on |
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Sundered Sky Pretty much every |
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Death's Dance This will be your third item most of the time, unless you are in dire need of Magic Resist. Not only will |
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Maw of Malmortius This will be your go to magic resist item on |
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Serylda's Grudge Buy this as your fourth or fifth item. This is where you will get the percentage armor penetration that your kit lacks. This is also where |

Situational Items
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Plated Steelcaps I do not buy those boots often, mainly because |
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Mercury's Treads These boots are excellent against teams with a lot of Crowd Control (CC), especially unavoidable CC, such as |
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Eclipse Buy this as a first item instead of |
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Endless Hunger Never buy this item early on, as it is a pure scaling purchase. Buy this as a fourth or fifth item if you do not need |
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Fiendhunter Bolts Buying |
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Oracle Lens or Farsight Alteration? I honestly do not know at the moment which is better. For a long time, the answer was clearly |
Laning Phase
| Abuse your strong early game all ins to get ahead of your opponent and then snowball that lead |

Level 1
Matchups like
Against ranged matchups like
In matchups like
Lastly, there are matchups where you cannot all in at level 1 unless they really mess up, simply because their level 1 all in is superior to yours and you cannot short trade against them safely, such as
The combo you want to use is very simple. Try to start with an auto attack, especially against melee champions, and then follow up with the fast Q combo as described earlier.
Here is an example of a level 1 all in against a

Slow Pushing
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As soon as the minions meet, the next step is slow pushing, no matter if you get a good trade at level 1 or not.
But why do we even want to slow push? What is it good for? There are, of course, multiple reasons. Having push gives you:
- A bigger minion wave than your opponent, which gives you an advantage in longer fights since minions deal a lot of damage over time.
- The opportunity to dive your opponent or force them to take a bad recall if they take a decent amount of damage while you have a slow push going, either alone or with your jungler, since you are pushing toward the enemy tower. This essentially means that losing health is far more dangerous for them than it is for you during this stage. This is a major reason to slow push, as you are risking far less than your opponent while fighting.
- The chance to take plates, harass your opponent under their tower, and eventually take the enemy turret.
- The opportunity to roam before your opponent, which gives your team, and especially your jungler, a lot more freedom and pressure.
- A free recall window after crashing your wave into the enemy tower (more on that later).

Level up timers
When you have a slow push, you kill minions before your opponent, which means you are ahead in XP at that moment. As a result, you will level up before them. One level is worth about 600 gold of stats alone, so you should win any fight with that advantage. The most important levels for this are 2, 3, and 6.
“Well, that’s great and all, but why would my opponent walk up to me when I’m level 5 and they are only level 4? My opponents are not that stupid.”
Mine aren’t either, and most of the time they will respect the level gap. However, you can increase your chance of success.
The key is to have your spells ready the moment you level up and catch them off guard as you do, or even better, level up during the trade or fight by killing the final minion needed for your level up. Q delay is very useful to execute this concept.
As you can see, this concept can get very complex, and there is a lot of room for creativity and skill expression.
If you manage to pull off a good level up timing and get a strong trade from it, congratulations, your opponent is likely diveable now (ping your jungler).
An important thing to note is that you should only look to trade or fight when you or your opponent goes for last hits, so your opponent is forced to make a choice. If you randomly look to fight, they can just step back and bait all your cooldowns. This is especially important when you are trying to trade near their tower.
At the same time, you want to prioritize securing last hits over trading, unless it is a really good trade or an all in.
Once you have an XP lead, you can abuse this concept even more and snowball the lane.

Matchup Knowledge
Another very important concept is matchup knowledge. This may sound really complicated at first, but it is not. All you really have to ask yourself is: what makes my opponent strong? For example,
At the same time, you want to fight around your own strengths, which are
The rest comes with experience, such as knowing that
However, there is one more important point to mention, and that is thinking about where you want to fight your opponent in lane, or more importantly, where you do not want to fight your opponent in lane.
As
But it also depends on the matchup. In the case of facing
I will go into wave management in a bit, where I will show you how you can create those wavestates.
As you can see, before the game even starts, we can plan how we want to fight our opponent to win, and where.

Spell Baiting and Cooldown Punishing
This, of course, is partly related to matchup knowledge, but it is a key separate skill to master and a very important concept for
You only need to ask yourself one question: What spell protects them from my all in right now? For example,
Here is an example versus
Another good example is having
These scenarios are endless.

Playing around Jungle Pressure
"This is why Faker was the best. He set up ganks for his jungler, and he never died to ganks." - Dopa
To play around jungle pressure properly, tracking both junglers is key. Luckily, that is pretty easy.
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“Okay, that’s great, but how do I track the enemy jungler after their first clear?”
Simple. Junglers often repeat the same clear pattern, so you can look at where your jungler is in their clear to estimate how far the enemy jungler is in theirs.
Also, always think about what the enemy jungler wants to do. If you see your jungler diving the enemy bot lane, the enemy jungler is likely focused on top lane or invading your topside.
If Void Grubs are about to spawn, you can usually expect the junglers to be there.
If all of this sounds confusing, just play a few games as a jungler yourself or watch a jungle streamer and it will make sense.
As
In those cases, you just have to play safe and make it your mission not to mess up the wave and not to die. Yes, some dives will be inevitable if you are weaksided. But it's not your junglers fault if you try to abuse level up timers while completely forgetting that the enemy jungler is there. That is something you could have prevented if you thought about it.
In general, if you think the enemy jungler is topside while your jungler is botside, make sure you are playing safe or quickly hard pushing the wave into the enemy tower, unless you are confident you can 1v2 them both.
Of course, this concept also applies to certain mid laners and supports. If they have a

Warding
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Another thing that people often overlook is the importance of good In season 16, having good A big mistake some |
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Proxy Farming
This concept has become extremely popular thanks to Alois, and it is fantastic on
It is great if it is safe to do so and if you cannot kill your opponent because they play too safely or have bought too many defensive stats. Proxy farming gives you a lot of map pressure and long roam and base timers, which is great if you cannot get much done in top lane. However, I would not recommend roaming too much before you finish your top lane quest, as it will put you behind over time.
Here is an example of proxy farming. Whenever you proxy farm as
However, there is one more proxy concept that I want to quickly explain. I call it "Proxy Zoning" or "Proxy Killing."
This concept is a bit rarer, but it is extremely oppressive.
Here is how it works: if your opponent just recalled and you know you can all in them as soon as they return, go behind their Tier 1 tower and either zone them off or kill them if they come too close.
This concept is often used if you are level 6 and your opponent is still level 5, or if you are massively ahead. You really need to watch out for the enemy jungler and mid, though.
Let me show you an example.
In this clip,

The Inevitable Wave Bounce Back
This concept is pretty complex, but I will try my best to keep it as simple as possible.
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Here is the catch though and why the concepts above are so important. They essentially prevent your opponent’s turn. For example, if you land good trades on them while slow pushing, they cannot safely build a slow push in return, as they cannot walk up to the bounced wave without risking death.
If you have watched high elo
You do it for this exact reason, so that you can keep control over the wave and put your opponent at risk of being dove. Your opponent only has two choices. Either they stay far back and try to regenerate while missing farm because they cannot walk up, or they recall but miss a full wave of XP or burn their
Meanwhile, you only have good choices. You can either push the coming bounce wave back toward them and threaten a dive, or, if you cannot dive and they do not have
Another factor that is often overlooked is if your opponent uses key spells to farm under tower, such as
However, if you do not manage to gain an advantage during your slow push, if the enemy jungler is topside while yours is botside, or if you are low and cannot dive your opponent with your wave, you usually cannot contest your opponent on the new wave once the enemy tower has cleared it.
That is where the turn based part comes in. Your opponent will now have a slow push and can apply all the concepts listed above to you, so it will be your job to play safe and respect them so they cannot pin you at your tower or, even worse, dive you. This is especially deadly if you are already low on health.
Another option you have is roaming mid if there is a kill window, invading with your jungler, or entering the river, which is the most common. You can take the
However, there is one more option, one where you will still come out ahead, and all you need for it is a good amount of gold.

Free Recall and Freezing
Unlike roaming mid or invading with your jungler, this does not require you to be healthy. All it takes is some preparation and quick execution.
This concept becomes more important the higher your rank is, as in higher rated games opponents will often respect slow pushes and level up timings. However, free recalls accomplish something similar. They give you an advantage depending on how much gold you spent, how much health you healed from recalling, and how vulnerable your opponent is to your all ins. Here is how to do it:
Slow push waves, but try to hard shove the last wave, ideally the wave before the next cannon wave, to make it crash into the enemy tower as fast as possible. Even better, proxy if it is safe to do so. Recall immediately, buy quickly, and use Q delay to get back to lane. Try to prevent your opponent from crashing the wave into your tower, hold it yourself, and look to fight your opponent when they try to walk up to push and farm. This forces your opponent into a lose lose situation. If they do not recall, they cannot walk up to farm because they cannot fight you properly with your item and health advantage, they are easily gankable for your jungler, and you have the whole lane to run them down in an all in. If they do recall, they lose a lot of minions or burn their
Holding the wave like this is called a freeze, and you ideally want to maintain it. This means you want the wave state to remain frozen in front of your tower until your enemy either oversteps or is forced to recall.
Knowing whether your opponent has
This does not always work. Some champions like
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If the enemy wave is massive, you want to try to trim it until there are only about four to five enemy minions alive, ideally caster minions. This is often referred to as thinning.
If you hold fewer than four minions, the wave will usually turn into a slow push toward your opponent over time, which is often fine.
However, there is one big downside to this. The downside is that the enemy essentially has a slow push, which means they gain all the advantages listed above. That is why freezing requires a bigger advantage to counter their advantage.
Fighting your opponent while freezing can be very risky. If you fail, it is usually lane over for you. That is why it is best to play for a freeze right after recalling, when you have a fresh buy and full health, although there is no strict rule for this.
If you are confused by now, here is an example to clarify.
As you can see,
When I arrive back in lane, I instantly look for an all in trade. I do this because
He recalls and walks back to lane with better items than me and full health. However,
So yes, as you can see, freezing can be very complex. It is not as simple as having an item advantage. It is also about understanding your matchup and your win conditions.

Early Waves Plan as Riven
As you can see, playing
However, an important disclaimer: please be aware that this is just a general plan for wave management and not a must follow flow chart for each game. You will always need to adapt, especially to how both junglers play. With that said, this will be your general plan for the waves in most games:
If you win level 1 and can get push, you want to look to trade heavily at level 1 and on your first slow push if your opponent walks up, using your
Try to crash either the third or fourth wave, then look to either stay in lane and keep pushing and bullying them when they walk up if you got some good trades in early, or if you cannot contest the bouncing wave, recall and play for a freeze and look for all ins after. If you are healthy enough, you can also stay in lane and let the wave come to you and play for farm while focusing on thinning the wave to hold a freeze and look for an all in. In both cases of freezing, beware of their level up timers and make sure to stay healthy.
If you crashed the second wave instead of the third or fourth, you can try to rush level 3 and get a good trade at the same time if it is safe to do so, as you only need two more melee minions from the third wave. However, this is very risky if your opponent is healthy and contests you.
If you lose level 1 and cannot get push, your goal is to stay healthy, beware of their level up timers, and try to get as much farm as possible without losing health unless you still have your potion, especially if their jungler is pathing towards you. Wait until they crash the wave into your tower and it bounces back towards them.
If they did not recall, you can look to fight here, especially around your level 4 and 5 timers. If they did recall, try not to give them a freeze and focus on crashing the wave so you can match their recall.
Of course, proxying is always an option after crashing if it is safe to do so.
After the first waves, keep playing around those slow push turns and always think about where you want the wave to be to fight your matchup, to set up or stay safe from jungle ganks, and to set up invades or neutrals like Void Grubs or
This is also the general thought process behind the first wave blueprint I provided. You should always think about waves in that way and remain flexible.

Your Three Worst Enemies in Lane
Let's start with
Check the matchup section below if you are not sure which matchups excel in longer fights.

Spiking with Ability Haste
Ability Haste is huge for
This is especially important against ranged or poke matchups, where you want to get on top of your opponent to all in them. Check the matchup section for more information.

How to Snowball a Lead in Lane
So you managed to get a lead in lane as
Snowballing is not easy. It requires you to use your lead to its fullest to apply pressure without throwing at the same time. But how do we do that? The easiest way is to think about it from the opposite perspective. How do
- dying to ganks.
- messing up the wave and having it in a really bad spot as a result, allowing the enemy to get a freeze.
- not checking whether their opponent buys armor or health and overestimating their damage as a result.
- overstaying in lane when their opponent has based, usually by greeding for turret plates.
- becoming overconfident and not playing around their own strengths and their opponent’s strengths, which comes down to matchup knowledge.
- not tracking cooldowns properly and forgetting that
Riven’s ultimate cooldown starts after it ends, not when it is cast. This means it is essentially 135 seconds, which is longer than most other top laners. - playing too passive with their lead and allowing their opponent to gain more resources than they should, letting them catch back up.
- overbasing when they could stay in lane and pressure their opponent.
There is no strict rule for this, as you always have to gather information yourself and make the correct decision.
For example, you usually do not want to let your opponent farm for free when you are ahead. However, if your opponent has their ultimate ready while yours is down, you usually do not want to fight.
But even that depends on the situation. In some cases, you can still win easily, while in others it would be very close. Information gathering is key to snowballing.
The best guideline I can give you is to play confidently with a lead, but not arrogantly. Use your lead confidently, do not be scared of throwing, but always plan your plays through. Test your limits, but do not pressure just for the sake of being ahead.
This is also the secret to playing from behind. Wait for that moment of arrogance from your opponent, the moment when they forget about your jungler, when they do not play around their champion’s strengths, when they forget about

Void Grubs
In general, you always want to aim to secure Void Grubs as
Speaking of numbers advantage, always pay attention to where both supports and mid laners are, who is moving and who is not. In general, you never want to fight for Void Grubs if you are down numbers, unless the enemy has another massive disadvantage.
If you decide you want to play for Void Grubs, make sure to push your wave first so your opponent has to choose between not moving or moving and losing a lot of farm as a result.

When Does Laning Phase End?
The laning phase usually ends when the first tower on the map has fallen and once players complete their role quests, as everyone begins to rotate a lot more outside of their lane after that.
By then, you ideally want to have a substantial lead. Here is the thing: if you followed the concepts from the laning phase section better than your opponent, you should come out of lane with a decent lead that allows you to take over the map and carry the game.
This is even more important on
If you frequently lose lane as
Mid and Late game
| Keep snowballing and close out the game |

Strong and Important Players
Preparation is everything, so think about it. Who is strong on the enemy team? Who can give you trouble? Who has a shutdown? You also want to think about who is strong on your team. Who can enable you to carry? Who can you carry with? All of these questions are important because they prepare you for encounters before they happen. Let's take a look at an example.
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Here I am leaving lane pretty far ahead, with a lot of gold and experience ahead of |
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Sidelane Pressuring
The best way to carry a game as
- Towers: Especially now that Riot added turret plating to inner turrets, playing for these is your best way to expand your lead and grow even bigger.
- Enemy jungle camps Look for picks there, especially. (Picks mean kills)
- Picks on side with Q Delay By hopping over side walls from the jungle, one good pick like that can result in you taking a tier 2 tower.
- Looking for flanks: It is important to only commit when you know the flank will result in something good. Otherwise, it is better to stay hidden in fog and apply pressure indirectly.
The key is to play selfish and get as much gold and solo XP as possible. Farm and siege as hard as you can on your side lane, while starving your opponents of resources and killing them if they do not respect you.
It is really important, however, that you do not share XP with your teammates. For example, if your mid lane
Of course, you need to be careful of getting ganked by the enemy team. A fed side laning
You might wonder, what about pressuring midlane? You will rarely be the one pressuring mid, as you usually want your bot or mid laner to be there, and again, you do not want to share XP. They typically play a ranged champion and can apply pressure from a distance while staying safe. However, occasionally you can pressure mid, especially if it is left open or if it is safe to do so.

Neutral Objectives (Dragon/Herald/Baron)
You always want to think about and plan the next neutral objective ahead. Securing those is the easiest way to abuse and grow your lead while closing the game out at the same time.
This is where
When trying to set up the next neutral objective, it is really important that you assess the current situation properly and show up in time when you are needed. For example, do not split push top lane when
Another example: While it is generally a good idea to split push on the opposite side of the spawning neutral objective with your
There is also no fixed rule for when to be at objectives in terms of seconds. Sometimes you want to be there 40 seconds before it spawns if your team needs you to set up vision. Sometimes you can stay in a side lane until five seconds before it spawns if your team is not under any threat near the objective. Context is key, so make sure to adapt.
There is also no fixed rule for when you will win a fight over an objective and when you will lose it. The simple answer is to play around which team has more members present at the neutral objective, but even that is not always a clear indicator of who will win or lose the fight.
For example, let's say your jungler got caught 20 seconds before
But what do you do if you are forced to give up the neutral objective? In scenarios where you know you will lose the fight or when your team does not want to contest, what should you do?
The answer is to cross map and take something on the other side of the map. If you give up a
It is very important to be on the same page as your team. If you think you can contest an objective, spam ping it. However, if they do not want to contest or do not follow, just give it up and cross map.
Those rules also apply to
But how do we play those objective fights?

Skirmishes/Teamfights
There are two ways to win fights as
Both of these are windows that you can punish. Flanking, rotating, and abusing fog of war are your best options to create these windows yourself, as they catch enemies off guard and do not give them much time to think or react. Q delay wall hops can really come in handy here.
You can abuse this much more when your
However, it is very important to pay close attention to other factors, such as where your team is before you go in expecting follow-up and what spells you have, as fighting with or without your ultimate, for example, makes a massive difference. Also, do not brute force a fight if the enemy team is not out of position; create or wait for a good window instead. They will appear.
Here is an example of a teamfight where I abused my

The Two Most Common Ways to Throw
The first and most classic throw is dying before a neutral objective spawns or recalling too late. This kind of throw usually comes from not thinking about objectives enough. One such death or late recall can throw a game.
Just as bad are what I call "shutdown deaths." You will not always be worth a shutdown when you are ahead, but very often you will have a bounty, especially when your team is doing well too. It is key to never give your bounty for free. For example, dying with your shutdown in a teamfight where you kill three people and get
Obviously, dying net negative in other situations is never good, but it is usually not game deciding.
Objective bounties are a similar story. You do not want to give a structure or objective that has a bounty for free if you are winning, unless you gain much more in return.

Closing Out the Game
It is no secret that in order to close out a game, you usually need a good fight that allows you to end.
The easiest way to do this is after you have secured
Again, if they do not give you a good fight angle, just siege for towers and inhibitors and be patient. The worst thing you can do is brute force a fight when enemies are not out of position. There will eventually be a game winning fight window, even if Baron expires.

Playing from Behind
Here is the thing: pressuring side lanes when behind is next to impossible unless you can somehow swap with your midlaner and get into a winning side matchup.
However, you should still aim to farm as well as possible and defend your side lane towers.
Your teamfighting does not really change, though. As long as you are not massively behind, you can still threaten backlines with your
So when behind, you will mostly gamble it all on a good flank or objective teamfight, as there is little to nothing you can do on the side lanes.
If you manage to win some fights and get some shutdowns, the game should look a lot more even, and all that will be left is looking to close out the game as described above.
Great Synergies

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AP junglers, especially aggressive early game AP junglers, are your best friends as |

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Tanks with a good amount of crowd control or engage spells, like |

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Control Mages synergize really well with |
Matchups
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MIndset and Mental
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This is the most important part in terms of actual improvement and growth. I do not just want to throw concepts in your face with this guide. I want you to reach your |

Why it Matters
As I mentioned in the introduction, I started my
For months, I was stuck and not improving. I did not know why I was not improving at
I believe that mindset and mental are 80 percent of what it takes to actually improve and learn. So in this section, I will dive deeper into that. This is what made the difference for me, what finally made me a better

Your Goal with Riven
Do you want to impress your friends by carrying your games as

Watch Riven Gameplays and Educational Content
Here is the thing: reading this guide is a great first step. However, you need to watch other gameplays to really see these concepts in action and for them to click. The best example of this is the whole wave management stuff. Seeing good

Invest Time into Practicing
You will be surprised by the number of people who come into my Twitch chat telling me that they like

Don't play for KDA or 10 CS per minute
I am not telling you to die a lot or to avoid farming. In fact, I wrote earlier in this guide that those things are very important, but do not play for those shiny numbers. Play to win. In some games, you naturally get 10 CS per minute. In others, you would have to greed for those numbers, which could cost you the game. The same goes for low deaths and high kills. Just ignore those numbers when you play League and focus on winning the game.

Test your Limits
Be confident. If you think something could work, just try it. This is key to improvement. You will not improve if you never test your limits.
For example, if you are in a game and see an opportunity to
If it goes well, you will feel great and be more confident the next time you are in a similar situation. If it fails, try to figure out why and learn from it. Even if you lose a game because of a failed play, in the end it is still a win in the long run, because testing your limits always leads to improvement. Allow yourself to fail in order to learn.
Of course, if you know a play is bad, do not commit to it just for the sake of limit testing. You should only do this when you genuinely think it might work.

Focus on Yourself
There is one thing
This does not apply to
Let’s face it: yes, you will get bad teammates. You will get junglers who ignore you all lane. You will get people who do not try to win. All of those things are true, but useless, because you have no control over them anyway. So do not bother focusing on them if you want to improve.
Here is the thing. In most games people write off as "unplayable" for any of the reasons I just listed, there was at least one thing they could have done better that might have changed the outcome of the game. Focusing on that is what leads to improvement.
Maybe you could have played lane better and taken better trades, or maybe you died to a gank that could have been avoided.
I understand that this point may be hard for some to accept, but I have never seen anyone improve who focused on their teammates or anything out of their control, such as Riot’s system, instead of themselves.
I came to realize this: every good player is always improving. No one has mastered or perfected

See Hard Games as a Challenge Instead
Instead of giving up mentally when your bot lane is 0/10, see it as a challenge to really prove yourself as
My favorite games are not the clean games where everyone just stomps. They are the games where my lane starts rough and I really need to prove myself, or the games where I am the only one who won lane and have the ability to solo carry.
That is what I choose to focus on: staying positive and seeing hard games as the best learning experience. I could instead hate these games and see them as a waste of time by blaming my jungler for my lost lane or blaming my losing bot lane for the rough game.

Quick Recap After Each Game
What I do after each game is quickly go over my mistakes and any moments in the game I felt confused about by reviewing them afterward. I have software that records all my games, but you can just download the replay from the client to do a quick VOD review.
For example, if you died 1v1 in a game, it is good to quickly analyze it after the match, see what led to that death, and what really caused it.
Or if you lost a

Trust the Process
Results will not always show quickly. Despite focusing on myself, it took me about 200 games to get out of Bronze alone while one tricking
Improvement takes time. It is important not to look for quick fixes or shortcuts, but to stay disciplined.
When I was stuck in Diamond, I became pretty toxic. I was heavily focused on my teammates and became really negative, mentally surrendering as soon as the game started looking rough. I do not think it is a coincidence that I spent two seasons stuck in Diamond, making close to zero progress.
The rank you are currently in does not matter. If you do not focus on yourself, you will not improve much, and you will stay around your current skill level.
It took me two seasons to realize how much I sabotaged myself. Once I did, I slowly started improving, eventually climbing to Master and holding it for the first time.

Tips for Ranked
- I personally prefer playing five games in one sitting. I have noticed that if I play more, I will not be at my best, and if I play less, I usually will not feel satisfied. It does not have to be five games for you; it can be any number that feels right. What matters is finding what works for you.
- If someone is toxic in chat or with pings, just mute them and stay focused.
- There is no must ban as
Riven; it is personal preference. I personally ban
Malphite at the moment, but many
Riven players ban
Renekton or
Jayce. - And for all you
Riven one tricks, I also advise you to have a backup champion in case
Riven is banned or picked. In my case, that champion is
Jayce.
Final Words
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First, I want to say thank you to everyone who decided to read my guide :D. I did not plan to invest this much time into it, but I spent the past five weeks writing and learning BBCode. I really enjoyed making it and I truly hope that this guide can help as many If you have any questions, you can either leave a comment in the guide discussion or ask me when I am live on Twitch in my chat. I will be streaming almost every day, as I aim to surpass my peak of 400 LP this season. If you want to see some At the end, I want to credit jhoijhoi for their amazing line dividers that I used throughout my whole guide and their helpful guide on making a guide. I also want to mention I Am Goliath and their Urgot guide, as I was truly amazed by its depth, which heavily inspired me to invest so much time into my own guide. |
![]() Links to my Twitch and TikTok channels: https://www.twitch.tv/xinkelol https://www.tiktok.com/@xinkelol |
Changelog
25.01.2026 – Published my guide Riven: Beginner to Master.
27.01.2026 – Removed the “Table of Contents” section until I find a proper fix.
06.02.2026 – Updated the guide for patch 26.03, added Exhaust to the cheat sheet, and added more clarity to the item order in the cheat sheet.
20.02.2026 – Updated the guide for patch 26.04.
07.03.2026 - Updated the guide for patch 26.05, added Fiendhunter Bolts build. added Exhaust to the "Summoner Spells" section.
27.01.2026 – Removed the “Table of Contents” section until I find a proper fix.
06.02.2026 – Updated the guide for patch 26.03, added Exhaust to the cheat sheet, and added more clarity to the item order in the cheat sheet.
20.02.2026 – Updated the guide for patch 26.04.
07.03.2026 - Updated the guide for patch 26.05, added Fiendhunter Bolts build. added Exhaust to the "Summoner Spells" section.





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