Build Guide by Azure-Grey Wolf
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Irelia, Will of the Blades
Irelia, Will of the Blades, is one of the newest champions to join the League of Legends. She is also amazing and probably the most fun champion to play in the game. This guide is for a specific type of Irelia, focusing on survivability, cc mechanics, and overall support.
This is not going to be the best guide out there. I am not nor will I ever be a high elo player. However, I have yet to perform poorly with this build. This is my first guide and I will try to make it understandable, but bear with me as I am only a beginner.
Getting to Know Irelia
Irelia can be an amazing and powerful force on the battlefield. She has much more synergy than it seems on the surface, and with proper itemization can become much more than a simple subpar carry. I believe that if you are looking to carry your team, you need to use another champion. If you want all of the kills and to pubstomp, this is not the guide for you.
Irelia's potential stems from her ability to help the team. How is she a support champion? Let us look at her abilities first.
Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia.
1 Champion: 10%
2 Champions: 25%
3 Champions: 40%
Irelia's passive seems pretty straightforward. What you need to realize her is besides it being a small buff to cc mitigation, it is actually one of your most powerful tools on the battlefield. The passive yells team fight. You want to be in on the action. You are designed to be an unstoppable force, and many people who play her as an assassin fail to realize this.
Irelia dashes forward to strike her target for 20 / 55 / 90 / 125 / 160 (+1 per Attack Damage). If it kills the target, Bladesurge's cooldown refreshes and refunds 35 Mana.
Cooldown 14 / 12 / 10 / 8 / 6 seconds | Cost 70 mana |
Bladesurge is a gap closer, plain and simple. It is only used for the gap closing, and thus we only ever need one point in it. The CDR through levelling it is nice, but you should ideally only need to close the gap once. This ability is often used for farming minions early on. However, it can also be used as a way to bounce to a near dead enemy minion and again to an otherwise unreachable enemy.
Irelia is skilled in the art of Hiten, passively giving her physical attacks 10 / 14 / 18 / 22 / 26 health restoration. Activating Hiten Style adds 15 / 30 / 45 / 60 / 75 true damage to her physical attacks for 6 seconds.
Cooldown 15 seconds | Cost 40 mana |
This is the skill with all of the hidden synergy in it. Most people who play Irelia that I have played with see it as some sort of reason to build lifesteal AS. I see it as free dps, warranting the building of survivability instead. With the rune/mastery setup I have, you gain 32% base attack speed at level 1, and keep it all the way until level 18. This roughly equates to a starting AS of .9 as opposed to .65. At level 18, your dps gain from this ability is roughly 100 true damage with my build.
I strongly believe that the healing is simply a bonus, and the only item in game that affects this healing is Spirit Visage, and it's piddly.
Irelia's attack balances the scales, dealing 80 / 135 / 190 / 245 / 300 (+100% of ability power) damage and slowing the target by 60% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.
Cooldown 9 seconds | Cost 50 / 55 / 60 / 65 / 70 mana |
Hands down Irelia's best ability of the three non-ults. I almost always take this first. With my build there is no AP scaling, but I still max it first. Who doesn't like a 2 second stun/slow? The damage is nothing to scoff at either, and with the CDR built in to my build the cd is roughly 6 seconds. And it costs nothing.
This ability makes Irelia great. She has a gap closer and a stun/slow. While the offensive abilities are obvious, this is actually the ability that makes her kit usable with my build. With the weapons you now have, you can chase down any fleeing carry, and save any teammate. Assassin on your carry? Q,E, and your carry will get away, especially if you keep on that assassin. Enemy carry fleeing? W,Q,E, and down he goes. Enemy tank keeping your allies from getting to the squishies? Drop an E on him and bite him with some true damage, then Q off to a squishy. Not that with Frozen Mallet, any enemy you touch is slowed anyway, and and Randuin's is there in case you need an AoE slow to seal the deal.
Irelia summons 4 spirit blades which she can fling at her enemies. These blades deal 80 / 130 / 180 (+40% of ability power) OR +0.6 per bonus Attack Damage magic damage to enemies that they pass through, and she heals for 20% of that damage.
Apparently, people think this is a lackluster ultimate. It is not at all. This ability is screaming "IM NOT A CARRY ASSASSIN" and yet people keep using her like one. This ability basically increases her EHP by around 40-50%. This ability does a decent amount of damage, but is really only useful for 1v1 fights or chasing as a source of damage. Otherwise, it should be used for the healing when your health gets under the 50% mark. It should be used to bait. It should be used to scare.
It should also be used to farm. With this build the cd is about 25 seconds. It's Lux's ult, but it heals you and takes 4 clicks instead of one. The ult with 0 added AP will always clear a minion wave. It's a great farming and pushing tool, adding to the overall synergy and usefulness of the champion.
Runes and Masteries
This is the part of the guide where people will harshly disagree with me, I think. Basically I take all of the AS you need and throw it into the pregame, allowing you to do some early game damage with Hiten Style and also allowing you to build into the survivability beefy dps that I like to play Irelia as. That's right, beefy dps.
Why dodge? Honestly I will try subbing mana regen per 5 per level, but I like the dodge. Honestly I don't care what yellows you use. Either works and with MR/5/L you can skip Innervating Locket and go right to the other items, and become tankier faster. I haven't tried it and I will, but then again I like aura whoring... as you can see with Aegis.
The only other Summoner spells I would even consider on this champion are...um....Ignite against a team with healers, and possibly Cleanse against a heavy HEAVY cc team. The rest are useless.
Pretty straight forward. Start of working toward an Innervating Locket. After you get this item, your health is substantially larger, the synergy with Irelia's mechanics and healing is very nice, and you will never have to worry about mana again.
Merc Treads is 95% of the time the best choice, otherwise Tabi.
Aegis is amazing - health and an armor/mr boost for the entire team. It's cheap, and it fits well with the theme of the build.
After you get the core three down, it's time to think.
Against Heavy Casters
Build a Banshees, then Frozen Mallet, and finish with an Atmas.
Against Heavy Physical
Build a Randuins Omen, then a Banshees, then either Thornmail or Atmas.
Other Items of Interest
Guardian Angel - Good resistance, but lacks health. The second life is rarely going to do much for you unless you saved your ultimate.
Trinity Force - Has everything Irelia needs, but thematically is not part of this build. I prefer Atma's over this.
Madred's Bloodrazor. Once again, I prefer Atma's, but mostly because it is more cost effective. Basically, the math works out so that Madred's provides slightly less damage and slightly more armor.
]Reasoning Behind Atma's
45 Armor is self explanatory. 3% of Irelia's health at level 18 is about 100 extra damage per attack. Meaning that with W ative, you are going to be hitting for about 175 + 100 + 100 = 375 dps without mitigation. 100 of that is true damage, so even at 60% resist, that's over 200 dps. On a tank. On a squishy you are looking at closer to 275. Without using Q,E, or R.
All I can say is good luck. This build is self explanatory. Let the tank initiate, then get in there and protect your nuke. Protect your carry. Pick off the low health enemies.
You are an excellent pusher and you have great lane presence, especially at level 6+. Irelia is a hard farm at times, but other than that you are good to go.
1v1 there really isn't a champion that can beat you out if you play right. End game carries will give you trouble alone, but no one should be alone end game anyway.
GL, HF, hope you enjoyed this guide.