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Runes: Precision/Resolve
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
Flash
Teleport
Items
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Threats & Synergies
Darius
Darius - Conqueror
Early items (in order) - Phage, Boots, Tiamat
- NO all in lvl 1-2 (even if passive stacked)
- Play very safe in lane (avoid getting too close to his pull range)
- ONLY trade when his abilities on cooldown (keep it short; only when passive stacked)
- It’s okay to give him space and farm under tower
- DON’T all in alone until Trinity AND level or health lead
- Dodge his spin with your Q
- He can pull you out of your Q (wait until it’s on cooldown to engage)
- Ult cooldown: 120/100/80
Champion Build Guide
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Hello ! I'm undeadsoldiers and this is my ![]() ![]() 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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If you're not taking
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None of the other options in this row really compete with ![]() ![]() ![]() |
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Really, in this row you can take anything depending on what you need in the matchup. The most common one is ![]() ![]() ![]() ![]() |
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In the third row, both ![]() ![]() ![]() ![]() ![]() |


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Many champs on top lane can get a chance to try and run you down, like ![]() |
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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 ![]() ![]() ![]() |

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This improves your overall sustain in lane. |
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I used to pair ![]() ![]() ![]() ![]() |
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).
IONIAN FERVOR
INNATE: ![]() ![]() IONIAN FERVOR: ![]() ![]() |
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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 ![]() ![]() ![]() ACTIVE: ![]() ![]() ![]() ![]() This is the core of ![]() ![]() |
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COST: 70/75/80/85/90 RANGE: 825 DAMAGE: 10/25/40/55/70(+50%AD)(+40%AP) |
DEFIANT DANCE
FIRST CAST: ![]() ![]() ![]() SECOND CAST: After a 0.07-second delay, ![]() 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 ![]() ![]() |
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COST: 50 RANGE: 850 DAMAGE: 70/110/150/190/230(+80%AP) STUN: 0.75 second(s) |
FLAWLESS DUET
ACTIVE: ![]() ![]() ![]() 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. |
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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 ![]() |
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SKILL ORDER
#1. ![]() 1 / 4 / 5 / 7 / 8 #2. ![]() 2 / 9 / 10 / 12 / 13 #3. ![]() 6 / 11 / 16 #4. ![]() 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. |
- 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!
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 ! |
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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 |
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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:
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. |

![]() ![]() ![]() Soloing ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing ![]() 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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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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