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Irelia Build Guide by Who Triboon

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League of Legends Build Guide Author Who Triboon

Floating Blades... OH YA!!!

Who Triboon Last updated on November 16, 2011
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Top Lane
Ranked #55 in
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Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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Hello! I'm "Who Triboon" this is my second guide. I hated my first guide so much because of the lack of detail. So I've looked at other guides and I'm trying to redeem myself. Well first of all this build is tanky DPS, so you be able to do a lot of damage while being able to sustain in a team fight. I love to have Irelia as the off-tank/tanky DPS than somebody like Garen or Nasus because I feel Irelia just does a better job at it. I also prefer Irelia as tanky DPS because I personaly have not had good experiences going straight DPS.

Saying that I think this guide will be very helpful to new Irelia players and Irelia players looking to find a new way to play her. Please do not forget to comment and vote I really would love it so I can improve the guide even more.

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Pros / Cons


    Mana is no problem
    Alot of damage
    Can handle a gank

    Tends to be the target
    Early game can be bad

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The flat damage runes allow you to have some early game damage that can pay off in late game when you are fed. The other runes are my pure tank runes, allowing you to truly be a great off-tank.
Any other runes you could go with?
Well I would say instead of health runes you can always go armor pent. or magic resist, it all depends on how tanky or how much of a DPS you want to be.

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This build makes you very tanky and makes you deal a good amount of damage, so the utility masteries help you stay in lane. The masteries also give you some bonus experience, and some cool down reduction.

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OK! Now we're talking! With these items you can really be a true tanky DPS that will really help your team out. I feel that getting your Trinity Force in the order: Phage,Sheen, and Zeal is very important. Why you ask? Well you don't have terrible mana problems, and you don't need the attack speed or the movement speed in such a hurry. So I would prefer you go Phage for the damage, the slow, and the health. The Sheen next mainly because of the "double strike" you get after casting a spell. The Zeal I feel you don't need early game but I get it to complete the Trinity Force. The movement speed and the attack speed really come in handy in mid and late game.

Warmog's next for the added health. This is also good for the health regan too. This is going to most likly make you one of the tougher people to kill.

Atmas next for 2 reasons. First with the health you have now and are going to get you are going to get alot of AD. Second the armor and crit. chance also help you out.

Thornmail next, well it's good armor and 30% of basic attacks go right back to the attacker. It's a great item to have. Wait? Your enemies are casters? Well don't worry just substitute the Thornmail for a Banshee's Veil.

Frozen Mallet next, well with the atmas you get attack damage from the health and attack damage from the Phage Plus a slow so why not? It's a great item to have.

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Summoner Spells

Why would you go Ignite and Exhaust? Well I go with these spells because ignite it does good damage, it's good for a "hit and run" while they turret hug, plus 50% reduced healing effects. Also if they run with low health they will die from it.

So why Exhaust though? Well it slows, and reduces there damage output by a lot! Making them an easy kill.

Any other spells you could use?
Well Teleport, and Flash are good choices to have.
I wouldn't go with any other spells because they don't have much to offer with your role for your team.

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Ionian Fervor
(Innate): Reduces the duration of stuns, slows, taunts, fears, snares, and immobilizes for each nearby enemy champion.
1 Champion: 10%
2 Champions: 25%
3 Champions: 40%
Radius: 1200 (sight range)

This is a great passive. You get tentincy for enemies being around you! Plus you have Mercury Treads so CC isn't a problem for you.
Note: only works with champions you can see.

(Active): Irelia dashes forward to strike her target, dealing physical damage. This applies on-hit effects. If it kills the target, Bladesurge's cooldown refreshes and refunds 35 mana.
Range: 650
Cost: 60 / 65 / 70 / 75 / 80 mana
Cooldown: 14 / 12 / 10 / 8 / 6 seconds

Physical Damage: 20 / 50 / 80 / 110 / 140 (+1.0 per attack damage)

This is a great charge ability also it's good for farming. The 1:1 AD ratio is great too.
Note: Only allows Irelia to pass through walls to reach her target if there's enough space for her to be past the wall, though damage is always dealt.

Hiten Style: Passive

(Passive): Irelia's autoattacks restore health to her.
Health Restored: 10 / 14 / 18 / 22 / 26

Hiten Style

(Active): Irelia's autoattacks deal additional true damage for 6 seconds.

Cost: 40 mana
Cooldown: 15 seconds
True Damage: 15 / 30 / 45 / 60 / 75

This is a great ability. You get health restored for attacking, Plus 75 true damage for 6 seconds!
Note: The passive works on towers but the active does not.

Equilibrium Strike

(Active): Irelia pierces her target, dealing magic damage and slowing the target by 60% for few seconds. If the target has a higher health % than Irelia, she stuns the target for the duration instead.
Cooldown: 8 seconds
Range: 425
Cost: 50 / 55 / 60 / 65 / 70 mana
Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.5 per ability power)

Duration: 1 / 1.25 / 1.5 / 1.75 / 2 second(s)

This is my favorite ability. It does good damage, plus a slow or a stun. It can really turn a fight around in your favor!

Transcendent Blades

(Active): Irelia summons 4 spirit blades which she can fire individually in a straight line to deal physical damage to enemies they pass through, and she heals for 25% of that damage vs champions and 10% vs minions.
Cost: 100 mana
Range: 1200
Cooldown: 60 / 50 / 40 seconds
Physical Damage Per Blade: 80 / 120 / 160 (+0.5 per ability power) (+0.6 per bonus attack damage)

This is a wonderful spell. You shoot 4 blades that also give you some health back! The 1:0.6 attack damage ratio is a good amount.
Note: You press "R" 1 time to get it activated than you can press it 4 more times to shoot the blades. ALSO The blades fire wherever your cursor is!

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Skill Sequence

Why do you want to max Equilibrium Strike first? Well Equilibrium Strike is a wonderful spell to have. First of all it does good damage, Second of all the duration goes up to 2 seconds for the slow/stun. I think it's good to get that duration to 2 seconds ASAP.

I go Hiten Style next because it's true damage and it heals you! Hiten Style is a great ability to have maxed after Equilibrium Strike.

Why max Bladesurge last? Well Bladesurge is mainly a charge and farming ability, because of the 1:1 AD ratio it does good damage even at level 1. So you don't need to max it till you have too.

Of course put a point in Transcendent Blades whenever you can.

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Skill order

At the start of a battle activate Hiten Style, then open up with Bladesurge, then use Equilibrium Strike. Activate Transcendent Blades, use it in between attacks and abilities for maximum damage. Repeat in till your enemy is dead.

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Escape Plan

The Plan To Get Away By Number of People-

1. If exhaust is up use it on your target. Equilibrium Strike your target, since you are running most likely they will have more health making your Equilibrium Strike stun them. Dash away to the nearest enemy minion, or jungle creep. If they are still gaining on you, dash to them use Equilibrium Strike than run away. Continue till you get to safety or a teammate saves you.

2. If exhaust is up use it on 1 of the 2 chasing you. Use Equilibrium Strike on the other. Dash to a enemy minion or a jungle creep. Try to juke them when possible. Repeat till you return to safety.

3+. Good Luck! You are most likely going to die.

NOTE- If you have ghost use it when you dash, stun, so that you maximize your distance.

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This build allows you to truly fill the role of tanky DPS on your team. You will do great damage and be able to sustain in lane and fights. You won't have to recall much. You will be able to get fed and carry your team to victory which is nice XD!

Well comment and vote below and tell me what you think :D! I want to take your feedback and improve my guide as much as I can. :D

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This website is great! I got all of my pictures from there and in my Skills section there is stuff from that website. I recommend going to this website if you want to make a good guide