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Irelia Hybrid Hard Carry
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Spells:
Ghost
Ignite
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Introduction




Below are the nerfs that riot imposed in the lastest update.


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- Now heals for 10% vs minions, and 20% vs champions.
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- Ability Power ratio increased to 0.5 from 0.4
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- Deals physical damage instead of magic damage.
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- Scales with attack damage and ability power
I am always changing up my builds on champions especially Irelia because she is so versatile. There are a slue of different ways to build her and play her. Many of them are very effective when used correctly.
I am starting to lean toward my original build more and more each day as it is much more consistent. With
Mercury's Treads Irelia is very resistant to CC and magic damage. When I am not so worried about CC and magic damage I can pick up
Ionian Boots of Lucidity so I can Q E and R more, which are your main sources of damage. You need lots of attack speed to make E worth while and in the 2nd build I sacrificed too many defensive attributes for too little attack speed. With
Berserker's Greaves and the alternative runes of Alacrity I found myself unable to escape CC and taking tons of magic damage.
Currently I will be trialing scaling Seal of Defense and the
Quintessence of Movement Speed because they add to her over all survivability and utility. Speaking of utility...when I first set my masteries to 21/0/9 I had my doubts and I'm now starting to believe that 9/0/21 is going to be much better for movement speed, CDR, spell recast, mana regen, monster buff, etc. This build does not focus on the traditional autoattack hard carry of the past. It focuses more on extreme burst with Q E and R. The W is easily the weakest of her abilities in this build because of low attack speed. If the build leaned more toward attack speed autoattacking then 21/0/9 or 21/9/0 would be a no brainer and the obvious best choice.
I am starting to lean toward my original build more and more each day as it is much more consistent. With



Currently I will be trialing scaling Seal of Defense and the

Pros
+ Your abilities are very strong giving you lots of burst damage.+ Almost immune to CC.
+ Very quick and mobile.
+ Great farmer.
+ Stun and slow ability.
+ Incredible 1v1 champ.
+ Physical, magic and true damage.
+ More armor and magic resist than I had first expected.
+ There is actually much more ability power and a little more attack speed in this build than what is listed above because the passives from


Cons
- Movement is slower than I'd like.- Low HP makes you kind of squishy in mid game.
- Low attack speed making

- Little cooldown reduction.
- Would like more armor penetration and magic penetration.
- There isn't a lot of room for situational items.
- The build is expensive lots of gold and IP for optional runes.




The skill sequence on








Mark of DesolationMark of Desolation
Mark of Desolation obviously the best choice here.
Seal of DefenseSeal of Defense
Seal of Scaling Mana Regeneration,
Seal of Armor,
Seal of Attack Speed, or
Seal of Evasion are also viable.
Seal of Scaling Mana Regeneration because spamming
Bladesurge is really fun but you can get by without them.
Glyph of Shielding
Glyph of Scaling Magic Resist are strongest for endgame.
Glyph of Magic Resist,
Glyph of Scaling Cooldown Reduction,
Glyph of Scaling Ability Power,
Glyph of Attack Speed and
Glyph of Ability Power are also fair substitutes.
Quintessence of DesolationQuintessence of Desolation
I'm recommending Quintessence of Desolation because they are probably best and much more popular amongst players. I personally like
Quintessence of Movement Speed especially during the laning phase because she is kind of slow until you get
Lich Bane and/or
Boots. Using either set of Quintessences is a strong choice.
Quintessence of Attack Speed discussed below.
Recommended Rune Combinations
Mark of DesolationSeal of Defense
Quintessence of Desolation Weaker early game but stronger endgame boost
Mark of Desolation
Quintessence of Desolation Good early and midgame boost.
Mark of Desolation
You can spam abilities freely with
Seal of Scaling Mana Regeneration.
Mark of DesolationSeal of Defense
I am currently running this set.
Mark of Desolation
Quintessence of Desolation
Getting 1 Quintessence of Desolation and 2
Quintessence of Attack Speed gives you 18 armor penetration and 19 attack speed. I experimented with this set a few times. When you combine these runes with
Berserker's Greaves you have quite a bit of attack speed in the early game making
Hiten Style worth maxing second. But, you lose tons of survivability from
Mercury's Treads, Seal of Defense and
Glyph of Scaling Magic Resist.
You should do fairly well with any of the above recommended combinations. Experiment with them yourself to find out what you like and fits your playing style best.
Mark of Desolation obviously the best choice here.
Seal of DefenseSeal of Defense













Quintessence of DesolationQuintessence of Desolation
I'm recommending Quintessence of Desolation because they are probably best and much more popular amongst players. I personally like




Recommended Rune Combinations
Mark of DesolationSeal of Defense

Mark of Desolation


Mark of Desolation




Mark of DesolationSeal of Defense


Mark of Desolation



Getting 1 Quintessence of Desolation and 2





You should do fairly well with any of the above recommended combinations. Experiment with them yourself to find out what you like and fits your playing style best.
When I first selected my masteries I chose the classic 21/0/9 setup. 21/0/9 favors autoattacking AD champions quite well but after some experience I have found that this build makes
Irelia an ability burst champion, not the traditional autoattacker, using Q E and R as her main sources of damage. I have now changed my masteries to 9/0/21 this works best with my play style and most of my rune combinations. If you are using the last set of runes that focuses on attack speed you may consider 21/0/9 or 21/9/0.

I really like the way foggy12 made his Annie spell section so I'm going to steal his idea and use it here.
The Good
Ghost and
Ignite are my personal favorite on my hard carry champions.
Ghost has a tremendous amount of utility. You can use it to turret dive, run away, chase enemies down, save a turret, save a friend, etc.
Ignite adds good damage to your burst and can be used to kill enemies that are running away or to their turret.
Ignite is particularly useful against champs with lots of health regen like
Dr. Mundo and
Vladimir.
Flash and
Exhaust are also very good. Almost any combination of these 4 spells is a good choice. Make sure you select Cripple and/or Blink of an Eye masteries if you are using
Flash and/or
Exhaust.
The Bad
Heal: Sucks and is for noobs. Good for level 1 fights but beyond level 6 it's basically useless.
Cleanse:
Ionian Fervor and
Mercury's Treads are enough CC reduction to get you out of any situtation. If they don't save you nothing will.
Teleport: Maybe useful...but I like this for slower champs like tanks who need help getting around the map faster.
Clairvoyance: Best left to support champs that don't need use spells to help land them kills.
Clarity: Irelia is very mana effective so you should have little use for this spell. Again, best left to support champs.
The Ugly
Revive: Absolutely not.
Fortify: Leave it to tanks.
Rally: LOL really?
Smite: Find a different guide.
The Good















The Bad












The Ugly










I usually go to the lane with a












Save up 1260 gold to rush a




If you see the enemy team does not have a lot of CC and AP then I'd go for










An obvious and easy pick. All of the attributes on this item help all of your abilities and it's relatively cheap making you quite powerful in midgame fights.

-

-

-

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Nice boost of 80 AP and a great passive that will be abused. The movement speed will be greatly appreciated. The magic resist is small but provides just enough when combined with




Another easy pick which adds a serious punch to your








Every good carry needs some defense and I'm recommending Gaurdian Angel because it offers armor and magic resist. Furthermore, it has a great passive for



Add's tons of damage to



Other Optional/Situational Items













Summary and Example Builds






For balanced teams with CC.






For heavy AD teams with little CC. Note: this build gives 35% CDR and with masteries you will make it to the 40% CDR cap. Ability spam!






For heavy AP teams with tons of CC.
I haven't made much room for defensive items in this build so you won't have a lot of variation in your final builds. You are a hard carry that is quite item dependent. If you tread carefully and focus well, you'll should be a serious assassin.
The update just occurred and I decided to try the new build I had put on paper. Below are some of my results.
First game, Victory! Early game was very rough because I was solo top in a 2v1 against lots of harassment,
Ashe and
Cho'Gath. Lost my turret at like level 8 but had 1 kill and enough farm to still be a factor in team fights. They surrendered before 30 minutes.

Second game, Victory! Duo lane with
Alistar against
Garen and
Nasus we did quite well but my teammates were really fed, which led to me getting mostly assist because I wasn't the biggest damage dealer on the team. Surrender @ 20 I believe.

Third game, Defeat! Long game. I had the best creep score and KDA ratio on both teams. Duo lane with
Amumu in a 2v1 against
Mordekaiser. Lots of farm and a couple early kills, one on top and a gank in mid. At about level 7, I farmed the jungle like mad and helped the lanes as needed.

In the game below, I used the last set of recommended runs which give lots of early attack speed from the
Quintessence of Attack Speed,
Seal of Attack Speed,
Glyph of Attack Speed,
Berserker's Greaves and
Guinsoo's Rageblade making the damage from
Hiten Style add up fast. We surrendered due to a rage quitter but I'd say it works.

Used the CDR boots in this game. I was just running away with it. Early surrender brought us the victory!
First game, Victory! Early game was very rough because I was solo top in a 2v1 against lots of harassment,



Second game, Victory! Duo lane with




Third game, Defeat! Long game. I had the best creep score and KDA ratio on both teams. Duo lane with



In the game below, I used the last set of recommended runs which give lots of early attack speed from the







Used the CDR boots in this game. I was just running away with it. Early surrender brought us the victory!

5/27/11 - I took the 2nd build with the
Berserker's Greaves and runes of Alacrity down because it leaves you much to vulnerable to CC and magic damage but I have left some recommendations to them as some people may like this option.
5/27/11 - Changed masteries to 9/0/21 from 21/0/9. Revised Spell, Masteries, and Rune sections.

5/27/11 - Changed masteries to 9/0/21 from 21/0/9. Revised Spell, Masteries, and Rune sections.
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