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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
I: Introduction

Welcome!
Welcome to my fourth guide on MobaFire! I am Vynertje, and today I will introduce you to my favorite bruiser in this game:
Irelia!
At the moment I am writing this,

I would like to point out shortly that I am not a native English speaker and I will have made errors from time to time, please don't give me a hard time for this. Finally, please read the full guide! The cheat sheet is nowhere representative to the full guide, so please read on!
A short note: whilst the guide is pretty much finished, I am still working on some art to make the guide look a bit prettier. Also, this guide is a re-upload, having fixed a few stuff.
This re-upload is mainly because I messed up selecting guide type, causing the guide not to appear on the homepage and therefore getting only very little attention - as mentioned I've also fixed a few things.
I am Vynertje, I have been playing League of Legends since mid to late 2011 and have been very active since 2012. I play on EUW and main top at the moment (however, I have mained support, mid and jungle in the past too) and

I have been following pro players and asked for some advice for specific champions often and I think this allows me to tell you quite a lot about

You can always check my up-to-date profile here
Also, feel free to add me in-game if you wish to play a game or two with me or ask for some further advice. I always accept those and I most certainly enjoy playing with the MobaFire community!
I also try to stream regularly, check it out :)
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Pros
+ Deals all kinds of damage (physical, magic and true) + Can carry games single-handedly + Will get super tanky + Amazing late-game scaling + Good utility + One shots enemy carries |
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Cons
- Generally a bit weak before level 9 - Hit pretty hard in previous nerfs (better nerf ![]() - Can be mana hungry when playing overaggressive - Depends a lot on ![]() - ![]() - Health can counter her damage pretty well |
Runes




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These seals are just epic. 9 of these give you 13 bonus armor early game, which is about 7% less damage taken by all physical attacks. |
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As long as you do not face an ap top, you are free to use scaling magic resist glyphs, adding up to around 25 magic resist at level 18! When you do face an ap top, you should go for flat. |
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These both help last hitting and early game trades, just as your marks. These runes allow for a very versatile early game set, with both durability and damage. |
Other Viable Runes:
Runes




These are the runes you can use as replacement for my preferred rune kit. While these are good, I simply recommend using my mentioned kit. In the end, it all comes down to personal preference though.
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This is your page if you want to stay a bit more defensive, we take those extra points in
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14 |
This is a more offensive mastery page, and should be used in a more aggressive playstyle. I sacrifice tankyness (
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My preferred spells:
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Great to finish off low-health enemies, when you have just used your full combo. This is also useful to stop enemies regenerating huge amounts of health (like ![]() ![]() |
Other viable spells:
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I think ![]() ![]() ![]() |
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Skilling priority:
>
>
>
Passive: Ionian Fervor
A really awesome passive! This gives awesome tenacity (which means a reduction of all, except suppresses, crowd control) which works really well in teamfights. Since this is dependent on how much enemies are near you, you'd pretty much always have the full 40% reduction in teamfights! A good rule of thumb to know the range of this passive, the range is almost equal to your screen minus the HUD(heads-up-display) while in-game.
Q: Bladesurge



Since this skill refreshes, this can aid your last hitting (you can just Q to a minion whenever you would just fail a last hit. Also, you can take last hits under your turret when you lack the damage to kill them inbetween turret shots.
Now the catch with this skill is the refresh, and this can allow for some neat tricks. One of them is that you can Q to a minion to get into your enemies range, stun him (since he didn't take any damage your


You can also use this skill very effectively to get away from ganks. When you time this well, you can outplay the enemy jungler by using it simultaneously with their gap closer, e.g.


I max this last because your other skills are more important, but that does not make this skill weak. When maxed, you only have 6 second cooldown (!) on it and decent damage. This is actually the reason why


W: Hiten Style



Since this is an on-hit ability, it is of great importance that you get attack speed in your build. This allows you to get as much attacks in those 6 seconds.
Also, as mentioned in the 'cons' part, you do really rely on this spell. When you know it is on cooldown, you should play carefully. Also, after those 6 seconds, you should back off in a fight, because your damage falls of greatly.
Max this skill first because of its epic damage and sustain. You should only max this second, when you are facing someone you know you can never make much use of this skill. This, you could do against

E: Equilibrium Strike

While this skill is mainly good for the utility, it does have some big single-target damage. You can use this skill in lane when the enemy has the higher % hp, deal three attacks with

Also, even though the stun is always best, try not to rely 100% on the stun. A 60% slow is great too, so there is not really a point into attempting to constantly stay at lower hp than your enemy, simply you'd get the stun. However, you should always try to get the stun, whenever possible.
R: Transcendent Blades
I don't care what people say about

Let me tell you, first of all, that this ultimate has a really short cooldown. This is why it is really versatile to use:
- When you want to base, quickly kill a wave with your ultimate so you will lose as little creeps as possible, and it will generally be up again whenever you need it.
- Use it to gain advantage in lane. Since this has really low cooldown, I generally do not fear using it to turn tides while trading with my lane opponent. The heal and damage can give you a good advantage other champions do not have, since their ultimate generally has a longer cooldown
- Use it to survive ganks by healing a bit health while getting chased by shooting this backwards
The damage this skill offers, is a bit underestimated. Since we are buying




So, the main importance in judging what to go for, is how tanky your team is. For example, when you have



For this, my rule of thumb is the following: if your team has two (off-)tanks already (generally the support and jungler), you are free to build DPS. If your team has less, you should at least take away one damage item and replace it with a tank item. If your team has none, you should completely build according to my tank-irelia build.
The DPS-Irelia build
Starting items:













I mention three starting paths here. Generally, you start flask because it offers amazing sustain (and solves your slight mana issues too) and actually pays for itself really quickly. Generally you go with 4 potions (buy your fourth one after the minions have spawned) when you plan to play defensive. When you are going more aggressive, you should bring a ward.


In this part I give you a standardized build and all alternatives, and what to replace them with.
Early game core:




This is a standard early game core. Remember that health is the most powerful early game defense to get (ever tried killing someone with a






Mid game core:




At this point your goal should be to get as much damage as you possibly can.






Typical late game build:







TONS OF DAMAGE!
But seriously now,
TONS OF DAMAGE!
Okay, when you have come to this stage in your build, you will be most likely be roflstomping everything alive and just...
So basically, we finish




Other optional items:
















Early game core:


As I've mentioned before, health is the optimal early game defense. Because of that, we are going to rush a


Mid game core:




Your mid game purchase should be a

Typical late game build:







If you would ever reach this far into the game, what would happen, is that practically you will be able to stand in the middle of the enemy team for 50 seconds and still laugh at them for doing so little damage.


Other optional items:
















The first dilemma: Blade of the Ruined King verus Trinity Force:
As you have seen, I always pick


- +30 ap
- +5 ad
- +10% crit chance
- +250 health
- +200 mana
- +10% attack speed
- +15 life steal
So, as we can see, the



Now, where the difference comes, is when we take a look at the passives. Now, the blade adds passives that give you damage based on a % of current health, which is good, until you consider that



So, if you really want to fit into your role best, you should buy


The second dilemma: Red Elixir start:
This is something that has been introduced in this season: starting with a

The red elixir start is used to get some form of dominance by having the big boost in early game health and damage. Now, you would say, this is amazing! Yes, but there are some downsides.
The main problem with this, is that the elixir itself only lasts 3 minutes. So you have 3 minutes of dominance over your enemy, but when you don't push that advantage, you waste 250 gold, which is almost equal to a kill.
Now this is my point:



Finally, I would also like to point out that many people out here, that are using mobafire, are not familiar with using the


This is because

So, first of all, it is really important to farm a lot. You should play defensively in most matchups, and just try to farm as much as you can. Your goal should always be to get 200 farm by 25 minutes. Off course you can often compensate your farm by kills, but you should always aim for this.
Farming with



A second important thing, is that you regularly need to build a few defensive items earlier on. For example, when facing


A third note is on warding: there is no reason to constantly buy and place wards. When playing a defensive lane, there generally is no need for wards, because a jungler often does not gank a lane that is pushed to the turret. Another reason not to ward, is when you are losing your lane. If your lane is lost anyway, the jungler will be wasting his time on you, because the enemy can deal with you on his own. So, only ward when you are planning to play aggressively or to push your lane.
A final note on lane phase, is that the turning point generally is level 9, and the completion of your early game core. While most champions have only one core skill,



As anticarry, you are generally not your team's main tank. Therefore, initiating should not be your main objective.
However, you are the front line of your team. You, and your other tanks, will be the ones to dive into the enemy team to deal with their back line. Therefore you must be tanky enough to fit this role.
Your first target should always be the ad or ap carry. Who to target first of these two, is depending on two factors.
1. Which one can I burst down the easiest / has the lowest chance of escape: For example,


2. Which one of the carries is the most dangerous: there is no real point into focussing a 0-10


Important is also, to combine your powers with your tank. For example, when a



Health stacking
One of the most effective things to counter




Another counter mechanism concering this topic, is bruisers who have huge base damage, so they can build tanky as hell while doing **** tons of damage. (**** you,

Early game ganks or 1v2 lanes

It is really important to know your enemy, because if you do not know what to expect from them, you will die unnecessarily because you simply do not know your limits, or your enemies possibilities.
A short note before jumping into my list:



The only two champions I would never pick



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Difficulty: Easy
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I mention ![]() ![]() ![]() |
Difficulty: Easy
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Difficulty: Skill matchup
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Difficulty: Skill matchup
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Difficulty: Easy
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Difficulty: Skill matchup
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Difficulty: Hard
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Difficulty: Easy
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Difficulty: Hard
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Difficulty: Easy
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Squishy assasin versus tanky assasin. 'nuff said. |
Difficulty: Easy
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Difficulty: Skill matchup
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A tanky horror to play against. Attack speed debuff - horribly tanky - good late game scaling. Although I doubt his ability to stop you from farming, you should never be able to kill him and if he gets some ganks, he will kill you. You could decide to trade with him when he has wasted his ![]() |
Difficulty: Hard
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FARM BATTLE! No really, there is no better farmlane than ![]() ![]() ![]() |
Difficulty: Skill matchup
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Worst ***** champ in game. Can splitpush all day, while not being capable of killing anyone in 1v1. You have the edge throughout the whole game once you hit level 6, but she can be ridiculously annoying with her movement speed. For this lane, I recommend building ![]() ![]() ![]() |
Difficulty: Skill matchup
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'Officially' mentioned as a counter to you, I disagree. The only way ![]() ![]() |
Difficulty: Skill matchup
Difficulty: Skill matchup
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Such a tanky beast. ![]() ![]() |
Difficulty: Hard
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Difficulty: Skill matchup
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Difficulty: Skill matchup
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I have played both champions in this matchup, and I can tell you, that the best player will always win this. A super aggressive ![]() ![]() ![]() |
Difficulty: Skill matchup
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The main problem with ![]() ![]() ![]() ![]() ![]() |
Difficulty: Hard
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Even though I mention this as a skill matchup, you have the edge here. You should attempt to stop him from kiting you (by using your ![]() ![]() |
Difficulty: Skill matchup
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Difficulty: Easy

All constructive feedback is welcome, and I always reply to comments.
I'd like to give credit to Daniator15 on EUW for helping me out with some testing and troubleshooting. Also, credit to jhoijhoi for her guide on how to make guides, it still helps me after having already made four guides!
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