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Riven Build Guide by XinkeLoL

Top [26.05] Riven: Beginner To Master

Top [26.05] Riven: Beginner To Master

Updated on March 7, 2026
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League of Legends Build Guide Author XinkeLoL Build Guide By XinkeLoL 37 0 62,432 Views 5 Comments
37 0 62,432 Views 5 Comments League of Legends Build Guide Author XinkeLoL Riven Build Guide By XinkeLoL Updated on March 7, 2026
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Runes: Standard

1 2
Precision
Conqueror
Triumph
Legend: Haste
Last Stand

Inspiration
Cash Back
Jack of all Trades
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Introduction
Hey, I am Xinke. I’m a small streamer who loves playing Riven and who preaches positivity and being tilt proof.

I started playing League of Legends in Season 2 and picked up Riven for the first time in Season 4. I got inspired after seeing a montage of a then popular Riven one trick called "The shy," who you’ve likely heard of as IG's top laner, TheShy. Since then, Riven has been my favorite champion. She is incredibly fun, and I honestly never get bored of her, despite playing her for over 5,000 games at this point.

With Riven, I went from Bronze 4 all the way to 400 LP Master on EU West. In this guide, I’m going to break down my journey and what I’ve learned. My goal is to help you start having fun with her, impress your friends, begin carrying games, start climbing with her, and maybe even follow in my footsteps, or surpass me if you choose to do so. No matter what your goal is on Riven, I want this guide to help you.

My goal with this guide is to help everyone looking to improve on Riven, whether you're a beginner or already experienced. I will try to explain things in a way that is friendly for beginners while also going into advanced concepts.



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.

Riven's Identitiy: Pros and Cons

Pros:


+ Very strong all ins (especially level 1)
Riven's all ins with Ignite, her Q Broken Wings, and her passive Runic Blade are incredible if she manages to hit all her Qs without needing them to gap close and gets her passive auto attacks off between each Q cast. This concept is most important at level 1, as some matchups are won or lost by how Riven plays level 1. More on this in the laning section.

+ Snowballs and scales extremely hard with a lead
Every single one of Riven's abilities scales with attack damage and ability haste. This means that if you get a lead, Riven becomes extremely oppressive and can solo carry games. On top of that, Riven is great in both the sidelane and in teamfights when ahead, excelling at bursting down squishies and taking long, extended fights against bruisers and tanks. Since all her abilities are AOE, you can burst multiple people at once, push waves, and clear jungle camps very quickly to snowball even harder. You also do not really have to worry about getting outscaled, especially in teamfights, since you can always burst down backliners if you can get on top of them. If you get ahead as Riven, you are the main character.

+ Incredible outplay potential and skill expression
Having this many dashes gives Riven a lot of outplay potential and skill expression. There are many situations that look doomed or unfavorable that Riven can turn around with good mechanics and knowledge, especially when ahead. I will go into more detail in the “Ability Usage Concepts” and “Combos” sections.

+ Insane map mobility
Unlike most other top laners, Riven's map mobility is insane. She can get from bot lane to Baron in a matter of seconds by using her dashes, especially over walls. This also makes Riven excellent at chasing down enemies.

Cons:


- Easily kited and outsustained in lane
As mentioned earlier, you need to hit your Q Broken Wings and Runic Blade passive auto attacks for your strong all ins. As a result, most enemies will keep their distance from you to avoid letting you get in range to hit everything and will try to poke you down in the meantime. This is especially dangerous for Riven since you have no built in sustain and fully rely on your E shield Valor and potions.

- No built in armor penetration, true damage, or % damage
This means that Riven is very reliant on getting attack damage, ability haste, and armor penetration from items. So basically, you need gold, a lot of it. Unless you are ahead as Riven, armor and health will naturally counter you and can completely nullify your kill pressure. If you are even or behind as Riven in that scenario, your only real option is to proxy and play to burst down squishies in teamfights or skirmishes. This is the main reason why abusing your strong early game all ins is so important. If you are even or behind and facing an opponent with a decent amount of armor or health relative to the game state, you are the side character.

- Weak against crowd control (CC), especially point and click or undodgeable CC
Dodgeable CC includes spells like Xerath’s Shocking Orb or Ahri’s Charm. These are not too scary for Riven, since you have many dashes to avoid them. Undodgeable CC spells, like Pantheon’s Shield Vault or Malzahar’s Nether Grasp, are a different story, since you have no direct counterplay, especially if you are not ahead. The only option you have is to itemize against it, but more on that later.

- Never fully mechanically mastered
No matter which Riven streamer you watch, you’ll always find moments where they mess up wall hops or combos, causing them to miss a kill, get killed, or even lose a game. It will happen. However, they outshine their mistakes by succeeding more often than they fail. That is why practice is so important. Don’t aim to be perfect, aim to fail as little as possible while succeeding as often as possible.
Abilitiy Rundown

Runic Blade
Causes your next basic attack to deal bonus damage after casting any of Riven’s abilities. You can have up to three stacks of Runic Blade at a time, meaning you can use three abilities in a row and your next three basic attacks will deal bonus damage. Think of it as a Sheen with no cooldown.
PASSIVE



Broken Wings - Cooldown: 13 seconds after the first cast
Causes Riven to dash in the direction she is facing and deal damage in front of her. The only exception is if your mouse is on top of an opponent, in which case Riven will dash toward that opponent. You can recast this ability two additional times. The third cast also knocks up enemies and can go over walls and structures.
Q



Ki Burst - Cooldown: 11/10/9/8/7 Seconds
Causes Riven to stand in place, deal damage, and stun all enemies around her for 0.75 seconds.
W



Valor - Cooldown: 10/9/8/7/6 Seconds
Causes Riven to dash toward your mouse cursor, granting her a shield that lasts 1.5 seconds.
E



Blade of the Exile - Cooldown: 120/90/60 Seconds
Causes Riven to stand still for a short channel, gaining 20% bonus attack damage and 75 bonus range, and increasing the ability range of her Broken Wings and Ki Burst for 15 seconds. She can also recast this ability as Wind Slash during that time.
R1



Wind Slash
Causes Riven to stand still for a short channel, after which she fires a cone-shaped skill shot that deals damage to all enemies hit. The damage is increased based on how low the enemies’ health is.
R2

Skill Order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W



Your Q Broken Wings is essentially three spells in one, so always skill it first and max it first.

You can take E Valor at level 2 instead of Ki Burst if you think your opponent will not walk up. Always max Valor second, as your shield not only gets bigger, but the cooldown is also reduced.

You can take a second point in W Ki Burst at level 8 or 10 if you do not have enough AD to kill the caster minions with just one Q and W. However, always max Ki Burst last, as the stun duration remains the same.
Ability Usage Concepts


Q Delay

The first and most important ability usage concept is what Riven players call “Q delay” or “Q extending.” But what is it, how does it work, and what purpose does it serve?

When you cast Q Broken Wings, the cooldown starts after your first cast. This is important because it essentially means that if you use your Broken Wings casts at the last possible second, you can indirectly reduce its cooldown. Not only that, it also allows you to fully stack your Runic Blade passive.

Here is how to do it. Press your first cast of Broken Wings, then press the second cast right before it expires, and then the third cast right before that expires as well. Broken Wings initial cooldown is 13 seconds, but when you Q delay like this and finish your third and final cast, you will see that Broken Wings is ready again in only 6 seconds. This cooldown is further reduced by ability haste.


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 Broken Wings cooldown after its final cast will be 4 seconds.

The most obvious way to apply this concept is to Q delay from a bush, in lane, or while roaming, then use your third Broken Wings cast to start an all in, followed by your full spell rotation.


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 Broken Wings. This is especially important in matchups where you need to bait out a specific enemy spell before committing. This variation of Q delay is very versatile and will not always look the same. It depends heavily on the matchup, and you need to adapt your short trades to the situation. I will go into this in more detail and show examples in the laning section.



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 Riven.

Shortly after Riven was released in 2011, players discovered that it was optimal to use one auto attack between each Broken Wings cast to maximize the value of the Runic Blade passive. About a year later, players discovered a bug that increased the speed of Riven’s auto attack cast time. That is how Fast Q’ing was born.

Here is how it works. Stand next to an enemy and cast Broken Wings. While Broken Wings is casting, rightclick on the ground quickly, then rightclick on your opponent to auto attack, and repeat this for all three Broken Wings casts.

This causes your auto attacks to go off faster after each Broken Wings cast. Congratulations, you just Fast Q’d. However, Fast Q’ing is quite hard to learn, so do not feel discouraged if you do not get the hang of it right away. It takes a while to get used to.


You might wonder why abusing this bug is so important and why every Riven player does it. By Fast Q’ing, you indirectly increase your attack speed by a significant amount in fights, which can often make the difference between winning and losing a fight.

A very important thing to note is that your mouse position heavily influences how your Broken Wings casts behave.

If your mouse is hovering on top of your opponent when you cast Broken Wings, Riven will Q directly onto them.

If your mouse is not on top of your opponent when you cast Broken Wings, Riven will Q through them. This becomes very important in matchups where you can abuse Q’ing through enemies to dodge key spells, such as Darius’s Apprehend or Aatrox’s The Darkin Blade.

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 Riven mechanic.

The concept is fairly simple. It allows you to cast another spell together with Q Broken Wings, hence the name.

Start by using E Valor, then wait around half a second or auto attack. Cast either W Ki Burst, R Blade of the Exile, or R2 Wind Slash, and immediately cast Q Broken Wings afterward so that both spells are cast at the same time. It is important that Q is cast after the other spell.

(Video examples are available in the combo section)



Wallhops

As mentioned earlier, Riven’s third Broken Wings cast can go over walls, corners, and structures. This may sound easy at first, but it can be quite tricky. Remember that Riven’s Broken Wings direction is based on where Riven is currently facing, not on where your cursor is.


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 Valor moves Riven toward your cursor, it will naturally make her face the wall, allowing Q3 to go straight over it.


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 Riven.

Combos


Standard Short Trade

Q ➔ W ➔ AA (Auto Attack) ➔ E out ➔ Q out

Make sure to always Q delay between those short trades and keep in mind that it does not have to be your Q1. You can start the trade with Q2 or Q3. This combo is essential if you cannot play for all ins yet, especially in matchups where you need to bait their key spell first, such as Jax’s Counter Strike.



Standard All In

E ➔ R1 ➔ AA ➔ Q ➔ AA ➔ Q ➔ AA ➔ Q ➔ AA ➔ W ➔ R2 ➔ AA

You can use your E and W at any point during the combo. Always adapt to the situation. For example, if your enemy can escape your Q and auto attack range, use your W earlier so that you can hit everything.



Q Delay All In

E ➔ R1 ➔ Q3 ➔ AA ➔ W ➔ (1 to 3 auto attacks if you do not have enough haste) ➔ R2 ➔ Q ➔ AA ➔ Q ➔ AA ➔ Q ➔ AA

This is your standard teamfight combo if you manage to get close enough to their backline, especially with Flash. However, always adapt. For example, you can use R2 later if your opponents are too tanky.



Quick Disengage

E ➔ Instant W

This combo is very effective against Garen’s Decisive Strike or Rammus’s Powerball because it nullifies their spells and prevents them from sticking to you. Keep in mind, however, that it is situational because you are not fully maximizing the value of your E.



WQ Double Cast

E ➔ Wait/AA ➔ W ➔ Instant Q

This is a really good burst combo if someone is at low health and you know you can burst them down, especially with Flash, since it gives them no chance to react. However, you do lose damage in a long fight because you are not fully maximizing your Runic Blade auto attacks.



R1Q Double Cast

E ➔ Wait/AA ➔ R1 ➔ Instant Q

Normally, when Riven presses her R1, she stands still for a short moment. This combo completely removes that delay and allows you to cast your R1 together with your Q. Another alternative is to just press E followed by R1 if you are not in auto attack or Q range yet.



R2Q Double Cast

E ➔ Wait/AA ➔ R2 ➔ Instant Q

This is the best combo to finish off someone who is low on health, as it gives them no way to Flash or dodge your R2 if your cursor is on top of them. I use it whenever I have the spells needed and know the combo will kill them or nearly kill them. Alternatively, you can also just use W or Q3 followed by your R2.

Summoner Spells
Ignite
I recommend taking Ignite every single game. Taking Ignite allows Riven to have immense kill pressure in lane and lets her all in her opponent much sooner. As mentioned, we want to get ahead in lane so that we can snowball the game. Therefore, Ignite complements this goal perfectly.


Flash
In my opinion, Flash is a must on Riven, as Flash is the only reliable way to reach the enemy backline in teamfights. Without Flash, Riven is very easily kited and spaced, as her kit is very predictable and her gap closers have very short range on their own.


Exhaust
You can take Exhaust instead of Ignite against Tryndamere or ranged top bullies such as Varus, Kennen or Quinn. But make sure to time your Exhaust well in fights, as it is only useful if you manage to reduce their burst combo with it. For example, hold your Exhaust until Varus has his W stacked Q Piercing Arrow charged. In general you never want to lead a fight with Exhaust as your opponent can just wait out its duration. The only exception is if you can one shot them.
Runes


Precision




Inspiration








Conqueror
This rune is already naturally good for all ins and extended fights, which is what we want to play for as Riven. On top of that, each cast of Broken Wings that hits your opponent counts as a stack. Q delay all ins take this even further, as they allow you to start your full Broken Wings combo with some Conqueror stacks already.


Triumph
By far the best choice of the three. Absorb Life is overnerfed, and Triumph is perfect for skirmishes and snowballing.


Legend: Haste
Again, simply the best choice of the three. Ability Haste is one of Riven's most important stats.


Last Stand
Number-wise, Last Stand is superior to Coup de Grace and Cut Down in almost every situation as Riven. Since we play for all ins, we will usually get low during fights, so we will maximize the value of Last Stand almost every time.


Cash Back
Cash Back might be the most overpowered rune in the game if you are ahead and snowballing. You get around 250 to 300 gold back for each item you complete, which allows you to reach your next item spike faster. This is amazing for Riven, as she is a snowballing champion who thrives off fresh item spikes. The earlier you get them, the better.


Jack of all Trades
Great rune for Riven, as it gives you a good amount of Ability Haste and Attack Damage. You can hit five different stats from items very easily, which allows you to spike very early. I’ll show how in the item section.


Stat Bonus Runes
The bonuses are a matter of preference, honestly. I prefer taking +9 Adaptive Force twice and +65 Flat Health to maximize my early levels, but you can choose +8 Ability Haste instead of the Adaptive Force or the +10 to 180 Health Scaling option. I’ve even seen WenShen take the +15% Tenacity and Slow Resist.
Itemization



Early Items


Doran's Blade
I start with Doran's Blade in every single game I play as Riven. Doran's Blade is the best early game starting item, and as Riven, we play to dominate the early game. It also scales very well thanks to its omnivamp passive, so make sure you only sell it once you are out of inventory space. On top of that, it gives you three Jack of all Trades stacks instantly.


Boots + Glowing Mote
Rush these two items. If you buy Glowing Mote and Boots on top of the Doran's Blade you already have, you will get five Jack of all Trades stacks, giving you six extra Attack Damage for free on top of the five extra Ability Haste you are getting. The only exception is if you recall with 875 or more gold, in which case I would rush Pickaxe.


Refillable Potion
As mentioned earlier, one of Riven’s biggest weaknesses in lane is her lack of sustain, so Refillable Potion is great for addressing that weakness. The earlier you buy it, the more value you get from it, since you essentially receive potions for free each time you recall.




Standard Build


Ionian Boots of Lucidity
These will be your standard boots on Riven. Not only do they give you Ability Haste, which is great on Riven, but they also reduce the cooldown of your Ignite and Flash.


Axiom Arc
Currently the best first item on Riven in most cases, it is cheap, gives you high damage, and provides 20 Ability Haste, which is a lot for its low price. It also allows you to snowball harder with its ultimate cooldown reduction passive. Axiom Arc is an amazing first item, but I would never buy it after that.


Sundered Sky
Pretty much every Riven player buys Sundered Sky as their second item, but why? It turns out that your Runic Blade passive damage can actually critically strike. So not only will your auto attacks crit with Runic Blade on top of them, but Runic Blade itself will crit too. For this reason, Sundered Sky is probably Riven’s best purchase in the game. It allows you to completely take over skirmishes and teamfights if you get on top of the enemy backline with a Q delay all in. Each full item you complete after Sundered Sky will further increase its value, so you do not have to worry about falling off or getting outscaled if you are snowballing.


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 Death's Dance further increase your damage, but it will also make you much tankier. The more ahead you are, the more unkillable this purchase will make you. Remember, each completed item is a massive spike on Riven.


Maw of Malmortius
This will be your go to magic resist item on Riven. The shield is simply amazing at absorbing a lot of magic damage in a short time while you are all inning, and on top of that, it also gives Ability Haste. You can buy this item at any stage. If you are struggling against an AP top laner like Rumble, you can either rush Hexdrinker and sit on it, or simply rush Maw of Malmortius, especially if you are against multiple AP champions on top side, like Elise jungle and Syndra mid. It is a good item at any stage, so be flexible and buy it if and when you need it.


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 Riven will peak in terms of damage.




Situational Items


Plated Steelcaps
I do not buy those boots often, mainly because Death's Dance gives armor as well and is overall a much better item. However, I occasionally buy them against many auto attackers. For example, if the enemy team has Vayne top, Rengar jungle, and Kayle mid. Those are three auto attack heavy champions, so the passive from Plated Steelcaps provides immense value. I also buy them if the enemies are full AD.


Mercury's Treads
These boots are excellent against teams with a lot of Crowd Control (CC), especially unavoidable CC, such as Pantheon's Shield Vault and Braum's Concussive Blows. Of course, I will not buy them for just one CC spell, but against multiple sources, they can be a lifesaver. I also buy them if the enemies are full AP or close to it.


Eclipse
Buy this as a first item instead of Axiom Arc if you are not snowballing hard against melee heavy or tankier comps, as the lethality from Axiom Arc is only effective when ahead or against squishies. The five extra Attack Damage from Eclipse and the percentage damage plus shield passive outshine Axiom Arc in those cases.


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 Maw of Malmortius in your final build, or as a seventh item if you have enough gold to sell Axiom Arc for Endless Hunger late game.


Fiendhunter Bolts
Buying Fiendhunter Bolts second on Riven has become somewhat of a trend. It gets you to 10 Jack of all Trades stacks quickly and gives you a lot of burst damage when you press your R1 Blade of the Exile. The downside compared to Sundered Sky however is that it does not give any health or healing, which makes you very squishy. The build path also is less optimal as Riven prefers buying raw Attack Damage. It is really a matter of preference whether you buy Sundered Sky second or Fiendhunter Bolts. Both builds are good and have their pros and cons, so I recommend testing both and finding what fits you more.




or

Oracle Lens or Farsight Alteration?
I honestly do not know at the moment which is better. For a long time, the answer was clearly Oracle Lens. However, Farsight Alteration has become much more powerful this season, as you can proc Faelight areas with it. I personally recommend defaulting to Farsight Alteration and only taking Oracle Lens if you and your team need it.

Laning Phase
Abuse your strong early game all ins to get ahead of your opponent and then snowball that lead



Level 1

Riven can beat most top laners in an all in at level 1, so our mission is relatively simple. If they respect your strong level 1 all in threat and do not walk up, we secure a slow push for ourselves. If they do not respect your all in threat and walk up too far, we either burn their summoners, get them low, or kill them on top of it. All scenarios are a win for us. However, this is very matchup dependent, and you cannot just all in every matchup immediately.

Matchups like Irelia or Nasus are very straightforward at level 1. You can just all in right away if they dare to walk up to the wave at level 1, or else zone them off and begin slow pushing.

Against ranged matchups like Jayce or Cassiopeia, you can only all in at level 1 if they walk into you or if you can get behind them. I recommend cheesing the top lane bush closest to their tower. Wait until the minions meet, then walk out of the bush as soon as your opponent tries to hit the wave, get behind them, and all in. However, this only works if they actually walk up or do not ward the bush. If they ward the bush or do not walk up, you can still play for push in most cases by using unwarded bushes and your superior wave clear.

In matchups like Darius or Olaf, you can only all in at level 1 after a good short trade, as they win an extended fight at full health at level 1. This also means that they have a chance of getting push against you and all in you, so play those lanes patiently.

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 Urgot or Tryndamere. In those cases, getting a slow push is nearly impossible, and you will have to play safe early.

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 Pantheon who is in the same level 1 category as Jayce and Cassiopeia despite being melee.




Slow Pushing

How to Slow Push

It is simple. Just make sure to hit the wave once or twice more often than your opponent. This will result in the wave naturally and slowly pushing toward your opponent’s tower. All that is left for you is last hitting the dying minions, and congratulations, you are slow pushing.

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).
However, there is one more reason.



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). Riven is an amazing diver, as she can burst very quickly. Even if you die as well, a 1 for 1 dive is always worth it, as your opponent misses the whole wave. If you force your opponent to recall or kill them during a dive, it is usually game over for them, as they will not only miss the gold from the dying minions but also the experience.

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, Irelia’s passive Ionian Fervor can be stacked by hitting her spells or killing minions with her Q Bladesurge. You would want to avoid fighting her when she has four passive stacks.

At the same time, you want to fight around your own strengths, which are Riven’s all ins if she can land her Q Broken Wings casts and use her passive Runic Blade auto attacks in between, especially when she can take advantage of Ignite and Q delay.

The rest comes with experience, such as knowing that Irelia can stack her passive much faster if she hits you with her E Flawless Duet. For a more detailed explanation of each matchup, check the matchup section below.

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 Riven, we generally want to fight either in the center of the lane or on our side of the lane. Riven is not great at trading at the enemy tower since she does not have any range to poke, and as mentioned earlier, as Riven we generally want to play for all ins, so we usually do not want to fight there.

But it also depends on the matchup. In the case of facing Irelia, we really want to fight on our side of the lane, as she cannot stack her passive Ionian Fervor there. She generally cannot safely last hit minions with her Q Bladesurge when they are near your tower.

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 Riven, as Riven has lower cooldowns on her basic abilities than almost every other top laner, especially if she Q delays.

You only need to ask yourself one question: What spell protects them from my all in right now? For example, Urgot’s E Disdain. Once you have the answer, all you have to do is bait or force the spell with Q delay short trades, and then all in when your spells are back up and their protection spell is still on cooldown.

Here is an example versus Darius. His key strength is his passive Hemorrhage, which gives him a lot of extra attack damage in a longer fight. I initially went for a short trade to get him lower health so that I could burst him down more quickly with my all in. However, he used his E Apprehend and did not back off while it was on cooldown. I knew I had a window to kill him, as my Q Broken Wings cooldown was only 7 seconds compared to his E Apprehend cooldown of 18.5 seconds.


Another good example is having Flash advantage. This window is much longer, as Flash has a five minute cooldown, and you can often catch people off guard if your Flash comes up before theirs.

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.

Tracking Your Jungler

Just pay attention to where they started. If they started bot side, they will be pathing toward top. If they started top, they will be pathing toward bot.

What does that mean? It means if your jungler paths top, you can play aggressively and set up ganks or secure the Rift Scuttler.

If they path bot, you should play more safely, unless you know the enemy jungler is pathing bot as well.


Tracking The Enemy Jungler

This one is a bit trickier, unless your mid laner or jungler wards the enemy Raptor camp.

If they do ward the Raptor camp and the enemy jungler shows up on it, you can check which buff they have to determine where they started.

If you have no information on the enemy jungler, assume they are pathing top.


“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 Riven, as a top laner, it is your job to adapt to how both junglers play. No matter how annoying or boring it might feel, some games your jungler will not show top, while the enemy jungler is constantly around top.

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 Twisted Fate mid or a Bard support, pay attention to where they are so you do not get ganked.



Warding

Another thing that people often overlook is the importance of good Stealth Ward usage. Having good vision allows you to play more aggressively, even when you do not know where the enemy jungler is.

In season 16, having good Stealth Ward usage is easier than ever. All you have to do is ward the Faelight river bush right next to top lane. The tri bush ward is still viable, especially if you are on blue side, but it is much less common. Faelights are a bit overtuned at the moment, so top lane warding might change again soon. Against invisible junglers like Evelynn, consider warding her camps instead, as she is not spotted by regular wards.

A big mistake some Riven players make is buying Control Wards out of habit. I only buy a Control Ward if I am really far ahead and I know the enemy cannot contest it. Otherwise, it is just a waste of 75 gold.




Proxy Farming

This concept has become extremely popular thanks to Alois, and it is fantastic on Riven since she can clear waves extremely fast. But when should you do it?

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 Riven, always try to hit as many minions as possible with your Q Broken Wings and W Ki Burst. I was thinking about proxy farming between their tier 2 and tier 3 turret next or flanking mid, but I decided to take the enemy wolf camp since the other two options were not really possible. I also did not want to recall, as I had just come from base.


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, Quinn just recalled to spend her gold, and I level up to 6. I know I can easily kill her or zone her off if she tries to go back to lane.




The Inevitable Wave Bounce Back

This concept is pretty complex, but I will try my best to keep it as simple as possible.

Wave Bounce Back
When you slow push waves, they will eventually crash and die to the enemy turret, which completely removes your slow push advantage. As a result, your opponent will now have their wave slow pushing toward your tower. This is referred to as a bounce back. This essentially means one thing: league is a turn based game. You slow push, the enemy slow pushes, you slow push again, and so on.

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 Riven players, you have probably noticed them using their Ignite during all in trades at level 1 or 2 very often, even if they cannot kill their opponent with it. In fact, in my level 1 video example from earlier, I did exactly that to the enemy Pantheon.

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 Teleport to return.

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 Teleport ready, let the wave push back to you and freeze it while zoning them off if they try to walk up until they decide to recall. I will explain freezing in a bit.

Another factor that is often overlooked is if your opponent uses key spells to farm under tower, such as Yone’s W Spirit Cleave or Renekton’s E Slice and Dice, because you can easily punish their cooldowns by hitting the fresh wave for free and prevent it from pushing.

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 Rift Scuttler for free gold and the Honeyfruit plant to sustain yourself.

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 Teleport.

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 Teleport matters a lot. If they do have Teleport and you are freezing, and you decide to fight them and invest health, you essentially have to kill them. Otherwise, they can simply Teleport back, and you are suddenly in a losing position if you lost a lot of health.

This does not always work. Some champions like Garen or Irelia can clear waves very quickly and make them crash before you can freeze successfully, so against those champions you need to proxy to pull it off.

Holding a Freeze
Holding a freeze is simple to explain but hard to execute. Since the enemy has a slow push, all you really need to do is let it slow push toward you, tank the wave once your minions die, and make sure at least four enemy minions from the previous wave are still alive. Hold them until your next wave arrives to prevent the wave from crashing. Once your next wave arrives, walk toward a nearby bush or wall to drop minion aggro.

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, Dr. Mundo is around 50 percent health, while I am around 30 percent health. I just finished crashing my slow push, and it is safe to say that I cannot push the next wave or bully him when he walks up, as he can simply farm and poke me down with his Q Infected Bonesaw. So I decide to recall. I barely have gold to spend on stats, but I get my health back, and I do not have a better option.

When I arrive back in lane, I instantly look for an all in trade. I do this because Dr. Mundo is running Exhaust instead of Teleport, so I know he cannot simply Teleport back to lane once I chunk him. I do exactly that and let the wave push to me, essentially freezing it.

He recalls and walks back to lane with better items than me and full health. However, Dr. Mundo is very weak early and very vulnerable to all ins if he cannot poke me down first. When I saw him walking into my all in range while I was full health, I knew I could kill him despite his better items, despite his Exhaust, and despite his Bone Plating. My champion excels in all ins, while his champion is meant to poke me down and scale.

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 Riven in the top lane is mostly about wave management and understanding your matchup. I know this was a lot of theory and information, so in this section I want to provide you with a general plan to apply those concepts in a real game.

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 Ignite and Flash as a tool for that, so your opponent cannot contest the wave when it bounces towards you without recalling or missing farm.

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 Rift Scuttler without losing alot of farm.

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

Bone Plating, Exhaust, and Plated Steelcaps are what I call your three worst enemies as Riven, as they all reduce your all in damage significantly.

Let's start with Bone Plating. It is very important to always proc it with a short trade or your third Q Broken Wings cast before going all in on your opponent, especially against champions who excel in extended fights such as Darius or Trundle.

Plated Steelcaps are mostly just annoying and reduce your kill pressure, but they can be dangerous against matchups that excel in long fights because you will not be able to burst them down as quickly unless you already got a lead. You need to make sure to get those matchups low enough first so that your all in will kill them. Exhaust works in a similar way but is less common, and you can punish its four minute cooldown.

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 Riven. Not only can you abuse the concept of spell baiting and cooldown punishing much more effectively, especially with Q delay, but the time between your third Q Broken Wings cast and your next Q Broken Wings is much shorter when you delay Q. This makes trading and going all in in lane much easier.

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 Riven. Now it is time to snowball and grow that lead. As I mentioned at the beginning of this guide, if you get ahead as Riven and snowball that lead, you are the main character.

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 Riven players throw their lead, and what should we avoid doing? They throw by:
  • 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.
As you might have noticed, some of these points sound contradictory, such as overstaying and overbasing, or becoming overconfident and playing too passive. The key is to find balance and to abuse your lead to its fullest without throwing it.

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 Riven’s strong all ins.



Void Grubs

In general, you always want to aim to secure Void Grubs as Riven with your strong early game. However, that does not mean you should always commit to them. For example, if you do not have your ultimate and the enemy top laner does, it already becomes much riskier unless you have a numbers advantage.

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 Riven than on other top laners, as discussed in the "Pros and Cons" section. You generally want to be ahead as Riven, not only because armor and health shut you down really hard, but also because Riven is one of the best champions in the game when she has a good lead.

If you frequently lose lane as Riven, that will be the first thing you need to work on before focusing on mid and late game concepts.

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.

Here I am leaving lane pretty far ahead, with a lot of gold and experience ahead of Dr. Mundo. My bot lane is also doing very well. Jinx has two items and Soraka has Ardent Censer completed. I definitely want to play with those two. Meanwhile, their Sylas and Zed are rather scary, but luckily Riven is great against assassins, as she can usually survive their burst and kill them afterwards. However, I still want to be careful and not fight them recklessly.



Sidelane Pressuring

The best way to carry a game as Riven is to keep doing what you have been doing: pressuring side lanes.
  • 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.
Picks on side with Q Delay example:


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 Akali goes top lane to farm, you usually want to go to the other side lane, in this case bot lane, and farm there, as you will get solo XP from not sharing the wave. If you went top with Akali, not only would you share XP and get less as a result, but you would both miss out on farm, as no one is farming the bot lane wave or applying pressure there.

Of course, you need to be careful of getting ganked by the enemy team. A fed side laning Riven will cause the enemy team to spam ping for help and send multiple people to kill you. Unless you are confident in winning that fight, you should back off and wait for them to leave before continuing to pressure.

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 Riven really shines, especially once you have Axiom Arc, Sundered Sky, Death's Dance, and so on. Each full item spike will make you a lot stronger and allow you to carry those fights even harder, especially if you have Flash up. So you really want to make playing for these objectives a priority. You only want to give up neutral objectives if you know you won’t win the fight over them.

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 Dragon is up in 20 seconds, your team is already in position to fight, and you do not have your Teleport ready.

Another example: While it is generally a good idea to split push on the opposite side of the spawning neutral objective with your Teleport, sometimes that is not the correct choice if your team cannot safely reach the Dragon pit.

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 Dragon spawns, your opponents used three key ultimates on him, and you know their ADC has no Flash while you are extremely fed and have Flash up yourself. Obviously, this is a made-up scenario with very limited information, but based on this, I would still happily fight, while many people would just give up the Dragon because their jungler died.

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 Dragon, you can look to take their mid tower, topside jungle, top tower, and so on. Just make sure not to stand around the lost objective watching them take it while gaining nothing in return.

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 Baron. But an important thing to note is that Baron heavily debuffs the players around it, so Baron is actually very easy to contest 4v5, especially if you have Flash.

But how do we play those objective fights?



Skirmishes/Teamfights

There are two ways to win fights as Riven. The first is to pick off an opponent who is out of position and burst them alone or with your team. The second is to get on top of their backline and burst them with the "Q delay all in combo" if they overstep. After that, you can clean up the rest if they do not run.

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 Flash is up, as it allows you to access their backline more easily. So make sure you always keep track of your Flash cooldown. At the same time, it is also important to keep track of enemy backline Flash cooldowns, as that can completely change how you play a teamfight. If you have Flash and you are against a Miss Fortune without Flash, one bad overstep from her side can give you a window to win the whole fight.

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 Flash to kill their AD carry Sivir with my jungler. Although it is worth noting that I did not Q Delay properly here.




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 Baron as a result is completely fine, but getting caught or trading 1 for 1 with your shutdown is not worth it at all.

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 Baron, after which you can look to siege multiple lanes with your team and look for that game winning teamfight. After that, you can usually end thanks to the Baron siege buff.

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 Flash, as long as there is a window to do so.

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


AP junglers, especially aggressive early game AP junglers, are your best friends as Riven, because most top laners rush Plated Steelcaps against Riven. That armor is completely nullified by your jungler’s magic damage. On top of that, Riven can easily set up those junglers’ key spells during a gank with her W Ki Burst and third Q Broken Wings cast, such as Nidalee’s Q Javelin Toss, Elise’s E Cocoon, Sylas’s E2 Abduct, or Taliyah’s W Seismic Shove.



Enchanters, especially scaling enchanters, are great with Riven for two reasons. First, there is a higher chance that your jungler will play around the Ignite Riven top, since enchanters are often weaker in early 3v3s than engage or poke supports. Second, if you get ahead with an enchanter on your team, you will be much harder to kill in teamfights, which allows you to carry fights even harder with an existing lead. Bonus points if the enchanter also has an engage or follow-up spell, like Sona’s R Crescendo, Seraphine’s R Encore, or Lulu’s R Wild Growth. The only downside is that if your jungler plays top side early, your bot lane might mentally break or lose very hard. But most of the time, you can still carry if you play together.



Tanks with a good amount of crowd control or engage spells, like Sejuani with her E Permafrost and R Glacial Prison or Zac with his E Elastic Slingshot or Q Stretching Strikes, are great with Riven because they make it a lot easier for you to reach the enemy backline in teamfights. They can engage and lock down opponents, giving you time to get on top of them without being kited. This is especially important since Riven usually relies heavily on Flash to engage and reach the enemy backline.



Control Mages synergize really well with Riven in teamfights or when you are flanking, as they are excellent at following up your engages and all ins, allowing them to hit their full combo for free on the same opponent you are attacking. For example, Syndra can essentially hit her Q Dark Sphere with her E Scatter the Weak guaranteed if you CC them with your W Ki Burst and third Q Broken Wings cast. The best synergy of these, however, is Orianna. You can legitimately turn every game around if you find a Flash angle onto their backline with Orianna’s ball on you, because this allows Orianna to use her R Command: Shockwave on their backline for free, crowd controlling them all and dealing massive damage, which can essentially win any fight instantly.

Matchups

Aatrox
Difficulty: 2/5

Akali
Difficulty: 2/5

Ambessa
Difficulty: 2/5


Aurora
Difficulty: 4/5

Camille
Difficulty: 3/5

Cassiopeia
Difficulty: 4/5


Cho'Gath
Difficulty: 3/5

Darius
Difficulty: 3/5

Dr. Mundo
Difficulty: 1/5


Fiora
Difficulty: 3/5

Gangplank
Difficulty: 3/5

Garen
Difficulty: 3/5


Gnar
Difficulty: 3/5

Gragas
Difficulty: 3/5

Gwen
Difficulty: 2/5


Illaoi
Difficulty: 3/5

Irelia
Difficulty: 2/5

Jax
Difficulty: 4/5


Jayce
Difficulty: 5/5

K'Sante
Difficulty: 3/5

Kayle
Difficulty: 1/5


Kennen
Difficulty: 5/5

Kled
Difficulty: 3/5

Malphite
Difficulty: 4/5


Mordekaiser
Difficulty: 2/5

Nasus
Difficulty: 3/5

Olaf
Difficulty: 3/5


Ornn
Difficulty: 1/5

Pantheon
Difficulty: 3/5

Poppy
Difficulty: 4/5


Quinn
Difficulty: 4/5

Renekton
Difficulty: 5/5

Riven
Difficulty: 0/5


Rumble
Difficulty: 3/5

Ryze
Difficulty: 2/5

Sett
Difficulty: 3/5


Shen
Difficulty: 1/5

Singed
Difficulty: 2/5

Sion
Difficulty: 1/5


Tahm Kench
Difficulty: 3/5

Teemo
Difficulty: 3/5

Trundle
Difficulty: 3/5


Tryndamere
Difficulty: 3/5

Udyr
Difficulty: 2/5

Urgot
Difficulty: 4/5


Vayne
Difficulty: 5/5

Vladimir
Difficulty: 2/5

Volibear
Difficulty: 4/5


Warwick
Difficulty: 3/5

Wukong
Difficulty: 3/5

Yasuo
Difficulty: 2/5


Yone
Difficulty: 2/5

Yorick
Difficulty: 3/5

Zaahen
Difficulty: 4/5
MIndset and Mental
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 Riven and League related goals.



Why it Matters

As I mentioned in the introduction, I started my Riven journey in Bronze 4.

For months, I was stuck and not improving. I did not know why I was not improving at Riven or at League in general.

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 Riven player, and what finally made me climb.



Your Goal with Riven

Do you want to impress your friends by carrying your games as Riven? Do you want to add her to your champion pool for ranked to reach your dream rank? Or maybe you want to one trick her and become one of the best Riven players. No matter what your goal is, define it.



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 Riven players manage their waves in almost infinite different ways depending on the situation is key to really understanding and mastering it.



Invest Time into Practicing

You will be surprised by the number of people who come into my Twitch chat telling me that they like Riven but are too scared to play her in a real game or in ranked. You won’t improve at her if you don’t invest time into playing her and enjoy her.



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 Flash onto their backline at a Dragon fight, but you are not sure if it will really work out as you planned, just go for it.

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 Riven or League players in general who do not improve have in common: they focus on factors other than themselves. They focus on their teammates messing up, their jungler never coming top lane while the enemy jungler camps them, or anything else that is out of their control.

Riven is one of the most self sufficient champions in the game. If you get a lead and win your lane, you can carry most games. To do that properly, though, it is important to focus only on yourself and what you can do, not on your teammates performances. If you do not, you will not be able to play at your best, and you will not learn anything. What do you realistically learn from a loss where your only takeaway is "team gap"?

This does not apply to Riven exclusively, of course. You are the only factor in the game that is within your control. You are the deciding factor. So focus on yourself.

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 Riven or League. The top players constantly strive to improve themselves.



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 Riven.

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 Dragon fight and were not sure why in the moment, watching the VOD afterward will give you those answers.



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 Riven.

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
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 Riven players as possible reach their goals.

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 Riven top lane gameplay and watch my improvement along the way, feel free to tune in and share your climb with me. I would be more than happy.

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.
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