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Irelia Build Guide by undeadsoldiers

Top [8.24]This land will be their graveyard![IN-DEPTH IRELIA GUI

By undeadsoldiers | Updated on December 9, 2018
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Runes: Precision/Resolve

1 2
Precision
Conqueror
Triumph
Legend: Tenacity
Coup de Grace

Resolve
Bone Plating
Revitalize
Bonus:

+10% Attack Speed
+6 Armor
+15-90 HP (lvls 1-18)

Spells:

1 2
Teleport/Flash
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #57 in
Top Lane
Win 48%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[8.24]This land will be their graveyard![IN-DEPTH IRELIA GUI

By undeadsoldiers


Hello ! I'm undeadsoldiers and this is my Irelia guide. I'm very experienced in top lane and I've been playing Irelia for a long time, have favourised her even before the rework. Right now she is very broken and a good pick if you can master her mechanically.

Disclaimer: This guide considers that the summoner has basic top lane macro down, knows how to manipulate the wave and make trades.


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IRELIA

Health: 580(+85 per level)
Attack Damage: 63(+4 per level)
Attack Speed: 0.625(+2.5% per level)
Movement Speed: 335
Health Regen: 8.5(+0.85)
Armour: 34(+ 3 per level)
Magic Resist: 32(+1.25 per level)


The Noxian occupation of Ionia produced many heroes, none more unlikely than young Irelia of Navori. Trained in the ancient dances of her province, she adapted her art for war, using the graceful and carefully practised movements to levitate a host of deadly blades. After proving herself as a fighter, she was thrust into the role of resistance leader and figurehead, and to this day remains dedicated to the preservation of her homeland.


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Conqueror is the most standard keystone on Irelia and you will be taking it in most top lane matchups, since the majority of top lane champions tend to be tankier.



If you're not taking Conqueror, Press the Attack is another option. It's sometimes used against squishy chamions, but overall Irelia feels better to play with Conqueror.



None of the other options in this row really compete with Triumph as it outclasses them for Irelia. After you get a kill in lane you get 12% of your missing health back which can be a life saver if you're divind, or the enemy has Ignite.

Really, in this row you can take anything depending on what you need in the matchup. The most common one is Legend: Tenacity on Irelia since she is relying very hard on her mobility for Q, and CC doesn't really do any good for her. The second option is Legend: Bloodline and then I rarely use Legend: Alacrity.

In the third row, both Coup de Grace and Last Stand are very good, but when taking in all the information and varying matchups, Coup de Grace is a muc safer pick. You build mostly tanky items on Irelia so Cut Down really has no use.







Resolve:


Many champs on top lane can get a chance to try and run you down, like Tryndamere. This will decrease the damage they do on you and you will probably get away before it runs out.

Your Q heals you for 5% more. As you can cast it frequently, in some matchups even spam it, it will heal you for a crazy amount. Before, my secondary choice was Chrysalis, but sadly, it has been removed, and replaced with Shield Bash which I don't personally find good on Irelia.




Inspiration:


This improves your overall sustain in lane.

I used to pair Biscuit Delivery with Time Warp Tonic, but with the recent nerfs to it, I don't find it as good. Anyway, Approach Velocity is good for running down enemies in top lane, and it pairs well with Coup de Grace.




Q: “But wait, why this setup? Why not try (insert Rune here)?

A: Because you almost never want to go anything other than Precision Tree primary & Resolve/Inspiration tree secondary. Primary-wise Irelia enjoys sustained trades & already has a decent amount of burst built into her kit, there's no reason to go anything like Electrocute when it's unnecessary and won't deal nearly as much damage per game. Her secondary options are more open to discussion but she requires tankiness along her built in burst + DPS, something which can (usually) only be accomodated for in/out of lane by either Inspiration secondary or Resolve secondary. Domination secondary for that reason is borderline trolling (you get next to no defensive value out of it relative to other options) & Sorcery secondary is viable but weaker than both Resolve & Inspiration (since Sorcery secondary's primary job is to make up for a lack of MR itemization in the game & assumes that you'll have a fine laning phase).


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IONIAN FERVOR


INNATE: Irelia gains 1 Ionian Fervor stack for every enemy champion hit by her abilities, or if she hits at least one non-champion, stacking up to 4 times. Ionian Fervor lasts for 6 seconds, with basic attacks against champions and large and epic monsters refreshing the duration.
IONIAN FERVOR: Irelia's basic attacks deal 4−17(based on level)(+4% bonus AD) bonus magic damage per stack, up to 16−68(based on level)(+16% bonus AD). At maximum stacks, Irelia gains 30%/40%/50% bonus attack speed and deals an additional 32−136(based on level)(+32% bonus AD) magic damage against shields.
PASSIVE
ABILITY



COST: 20
RANGE: 600
DAMAGE: 5/25/45/65/85(+60% AD)(+60%AP)
HEAL: 12/14/16/18/20%AD
BLADESURGE


PASSIVE: Enemy champions and large monsters hit by Flawless Duet and Vanguard's Edge's initial barrage are marked for 5 seconds, consumed with Bladesurge.
ACTIVE: Irelia dashes through the target enemy, dealing physical damage, applying on-hit effects and healing herself. Bladesurge deals double damage to minions.
Bladesurge's cooldown is refunded if the target was marked or dies to Bladesurge.
This is the core of Irelia. You can pretty much spam this ability in lane since it has such a low manacost and the cooldown is pretty much non-existant if you use it carefully on minions. Think of this as a Karthus Q, except way better since you get to be dashy. This is a great engage tool, disengage tool and a gap closer. It's pretty broken with the mobility it gives her, but hey, as long as I'm playing her it's okay.
Q



COST: 70/75/80/85/90
RANGE: 825
DAMAGE: 10/25/40/55/70(+50%AD)(+40%AP)
DEFIANT DANCE


FIRST CAST: Irelia aligns her blades around her, gaining 1 Ionian Fervor stack and channelling for up to 1.5 seconds, during which she reduces incoming damage by 50%(+7% per 100AP). Defiant Dance's channel cannot be interrupted by crowd control.
SECOND CAST: After a 0.07-second delay, Irelia swipes with her blades in the target direction, dealing physical damage to all enemies around her and in a line, increased by 0% − 100% (based on channel time).
The SECOND CAST activates automatically toward the cursor's direction at the end of the duration.
This is pretty good in top lane to deny CC from enemy champions and it really messes with combos, like a Riven or Jax combo.
W



COST: 50
RANGE: 850
DAMAGE: 70/110/150/190/230(+80%AP)
STUN: 0.75 second(s)
FLAWLESS DUET


ACTIVE: Irelia sends a blade to the target location for up to 3.5 seconds. After a 0.35-second delay, Flawless Duet may be recast to send another blade out, and does so automatically at Irelia's position if the first blade would expire, though not if she is muted.
Once both blades have been placed, they fly toward each other after a 0.25-second delay, dealing magic damage and stunning all enemies struck for 0.75 seconds.
This is a nuke of an ability. In teamfights you can cast a team wide stun and completely disarm the enemy team. Timing it, though, gets pretty tricky, so you should get better over time.
E



COST: 100
RANGE: 1000
DAMAGE: 125/225/325(+70%AP)
VANGUARD'S EDGE


ACTIVE: Irelia launches a barrage of blades through a wide line in the target direction, exploding outwards upon hitting a champion, dealing magic damage to all enemies struck.
The blades form into a spade-shaped perimeter around the explosion for a few seconds, knocking aside all enemies, though not rendering them airborne. Enemies that pass through the blades are dealt magic damage, and are disarmed while being slowed by 60% for 1.5 seconds.
You can use this ability to run someone down and it is pretty useful in teamfights, I love pairing it with a Thresh ulti.
R


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> > vanguards edge >



ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

Q
6

R
7

Q
8

Q
9

E
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W



SKILL ORDER


#1. Bladesurge
1 / 4 / 5 / 7 / 8

#2. Flawless Duet
2 / 9 / 10 / 12 / 13

#3. Vanguard's Edge
6 / 11 / 16

#4. Flawless Duet
3 / 14 / 15 / 17 / 18
You will be taking you Q ability first, obviously. It gives you the most mobility and it is your bread and butter.

E will be second for the CC and the most outplay potential.

You will max W last since there is really not much point in maxing it before. You only need one point in it.

Take R at standard levels.


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  • You can hide Irelia’s first E mark (E1) with your Q. E & quickly Q to a minion before Eing again, they won’t see it coming.

  • W charges up to full damage in 0.75 seconds, you’ll know that it has when you see your W suddenly brighten up.

  • You can quickcast W for a quick burst of damage, usually either for trades where you’re confident in your damage/durability outside of W or when you’re looking to waveclear minions.

  • Irelia can Triple Q, utilize an E/R mark first by Qing before setting up the other mark with whichever ability you haven’t used yet. Don’t Double Q if you’re looking to Triple Q!

  • You can buffer Irelia’s R. This means you can R-Flash for sudden initiations!


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Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:

Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !



NEW TURRET PLATING AND TURRET CHANGES 8.23



Quoted:
The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)


PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start


PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.


FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible




First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)

Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00

ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)

Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50

Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50

Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50






Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.

There are five types of dragons:
- Cloud Drake s are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drake s are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake 's late game power is massive.
- Mountain Drake s are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drake s are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drake s is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragon s usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor .

The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.

All dragons are between levels 6 to 18 and all of their attacks are ranged.

Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help.






Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.

Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs.


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Q the 3 melee minions in first wave, hit corrupting potion, Q to enemy, and auto (always attack moving) as long as you can (you'll win this trade in quite a few matchups)

Hit E stun easier by using E1 behind you and then E2 behind your enemy (some prefer E1 behind your enemy and E2 at your feet)

You can conceal E1 in a bush, on top of a minion the moment you Q it, and behind walls. Also, you can use W to conceal E2 for a surprise stun.

After Trinity Force you can Q caster minions in one shot.

After getting Sheen/Trinity, proc spellblade every 1.5 sec with W, E1, and E2 (waiting to use E2 until spellblade is back up) as many times as possible when taking towers or epic monsters.

When taking towers, body block enemy minions from engaging your minions (only once you’re tanky enough and it’s safe), just autoing the turret and keeping your passive stacked by Qing them (if enemy minions are nearby you and your minions do more damage to the tower). Also, use W right before Ionian Fervor wears off to keep your passive at full stacks when no enemies are nearby.

In hard melee matchups, build a large minion wave early and bait a trade while standing in the wave, W their combo, E, Q, and auto as long as you're winning.

You can E stun Gromp over a wall and Q to him for a quick escape if necessary.

If the enemy team is taking baron, you can attempt to steal from behind the wall by getting vision and then using R on an enemy champion at the last second.

If the enemy is standing on their melee minions on the first wave, never risk an all in, since it’s too easy to accidentally Q them instead of the minions, not getting full stacks, and losing the trade hard.
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Irelia is pretty broken at the moment, so if you find matchups where she is useful, abuse it as much as possible. But remember, Irelia is not a no-brain champion like Garen or someone. You will spend more time learning her mechanics, and if you're in low elo [<platinum], and don't have good macro/game knowledge in top lane or overall I would suggest Jax or Tryndamere to learn the basics.

If you enjoyed my guide make sure to check out others I've made:
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide
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Ask me questions !
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23/11/18Published Guide
League of Legends Build Guide Author undeadsoldiers
undeadsoldiers Irelia Guide
[8.24]This land will be their graveyard![IN-DEPTH IRELIA GUI
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