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Riven Build Guide by 43PERCENTburnt
DominiRiven, Doing Some Exiling of Your OwnBy 43PERCENTburnt | Updated on October 9, 2011
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Choose Champion Build:
Also, it's my first submission. So there's that, too.
At the gate, spam your Q and click to get to the move speed as fast as you can, tossing out an E as well. If they come off cooldown again before you get to the speed buff, feel free to use them again, but save it once you've gotten the buff as you'll need them for the fight at windmill. I generally tend to cut the enemies off, holding them at the fork with my stun/exhaust while my teammates cap. It works sometimes, and if it doesn't, I pump out a little extra damage, and stall for at least a small time. Either way, your team should be there en masse before the entirety of theirs, leading to a better chance of surviving through the whole fight. Pop your potion right as the fight starts as well, to give yourself the best odds of surviving, retreating up above to take the health pack if you need to. This strategy should net you the windmill the majority of your games, giving a healthy lead in the base health.
After you take, or lose it, your main priority is to take, hold, and push the top lane, popping south only if absolutely needed. Your team should already have a south pusher/defender, and the other three members can run about doing their own things as they see fit.
Marks: I chose the armor pen because added with the bonus from dominion itself, adds a very nice chunk of armor you're ignoring with every attack, causing all your damage to improve.
Seals: Here's where things can be switched up. I, for the most part, condone using protection seals to offset whatever you might have lost from ignoring the defensive tree in lieu of getting more damage and experience gain. If you want best results, you can switch out armor for dodge, which is a much better way to mitigate auto attackers. Alternatively, you can also use health seals which generally help out in that first windmill grab.
Glyphs: Again, can be changed to fit a different game. I stick with flat magic resist since I predominantly play blind pick, I never know what I run into, so I stick with a balanced rune page. Another option I go with is cooldown runes. They can help pump out more damage and survivability in the long run, and should be treated as a viable option.
Quintessences: Since these can be anything, and I focus on carrying/capping, I go for more armor pen. I haven't found many more useful quints apart from move speed.
A very slight variation on the classic 21/0/9 build. Dominion only has the one neutral buff, and another percentage damage buff that either team should not be getting too often. Thus, I deem it a better investment to pick up the 4th point in Sorcery, as opposed to Utility Mastery or Greed.
There aren't many differences between the two, and I feel they're pretty straightforward. Feel free to mix and match as needed. 6th item can pretty much be whatever you want, because if you manage to finish the 5th item, you should be steamrolling everyone already anyway.
Just a short note on the kindlegem instead of a prospectors blade; While the damage and lifesteal of it help, you really need to keep the CDR that you usually get from the brutalizer, while still being able to build up your hard-hitting items and survivability in a fair amount of time.
R, 4, E, W, autoattack a bit, Qx3, R.
This generally ensures the maximum amount of damage being put out. You'll want to toss in an auto attack inbetween skills as well, to help build up stacks of sanguine blade for your Q and R; popping 4 (where I typically get/stash entropy) to give your auto attacks that extra oomph to really burn the enemy down.