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Spells:
Flash
Exhaust
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Introduction
Anyways, this is my guide to laning Irelia, the will of the blades. Irelia is an offtanky-dps champion, that relies mostly on her skills for high damage output. If a jungling quide is requested, I may make one in the future.
Greater Mark of DesolationGreater Mark of Desolation - I choose these because most of Irelia's damage output is physical damage, so the armor penetration works great.
Greater Seal of ReplenishmentGreater Seal of Replenishment - I choose these because Irelia has a lot of mana issues early game, even when you get a Philosopher's Stone. I don't choose to get the mana regeneration per level seals because generally all of her mana issues are early game. If you don't usually have mana issues, then you can go with
Greater Seal of Armor instead for the extra armor.
Greater Glyph of Celerity - I choose these because Irelia is a very skill based champion. The less cooldowns, the more you can use your skills. With this and your items, you will have 40% cooldown reduction at level 18. If you want to be more tanky, you can choose
Greater Glyph of Magic Resist magic resist glyphs instead.
Greater Quintessence of Fortitude - I choose these for the extra health early game, which makes a huge difference. If you don't like these hp quints, you may go with
Greater Quintessence of Movement Speed instead for extra move speed, which i don't think is necessary with the extra movement speed from the
Trinity Force and
Force of Nature. You can also go with Greater Quintessence of Desolation armor penetration quints for more damage, or if you want to go more tanky you can go with either
Greater Quintessence of Armor armor quints or
Greater Quintessence of Magic Resist magic resist quints.
Greater Seal of ReplenishmentGreater Seal of Replenishment - I choose these because Irelia has a lot of mana issues early game, even when you get a Philosopher's Stone. I don't choose to get the mana regeneration per level seals because generally all of her mana issues are early game. If you don't usually have mana issues, then you can go with
Greater Glyph of Celerity - I choose these because Irelia is a very skill based champion. The less cooldowns, the more you can use your skills. With this and your items, you will have 40% cooldown reduction at level 18. If you want to be more tanky, you can choose
Greater Quintessence of Fortitude - I choose these for the extra health early game, which makes a huge difference. If you don't like these hp quints, you may go with
Flash - Flash is the ultimate summoner spell. You can use it for virtually anything, and is great on Irelia for chasing or getting away.
Exhaust - Exhaust is great for singling out people in team fights, getting kills in lane, or just 1v1'ing somebody.Other Options:
Ghost - Good for chasing and running away. I prefer
Ignite - Reduced healing, true DoT, good for getting those kills that you cant chase down. Not really that neccesary on Irelia, because she is a good chaser, or you can just use
Teleport - Useful for saving turrets with
For masteries, i go with a 9-0-21 mastery page. Why 9-0-21? Alot of the point in the offensive mastery page are useless for Irelia. For example, Sunder ignores armor for your PHYSICAL ATTACKS, meaning your auto-attacks. Irelia is not an auto-attacking champion, and relies more on her skills. The critical damage from Lethality is useless since Irelia does not crit often. Instead, with 21 points in Utility, you can have more cooldown reduction along with mana regen, increased move speed, and a lower cooldown on flash.
Tier 1 - I put 3 points in Deadliness for more critical chance, and 1 point in Cripple to make your
Exhaust more effective.
Tier 2 - I put 4 points into Sorcery for increased cooldown reduction.
Tier 3 - I put 1 point into Archaic Knowledge because
Equilibrium Strike is magic damage.
Tier 1: I put 3 points into Good Hands and 1 point into Perseverence. Why choose Good Hands over Perseverence? Perseverence at level 3 is 4% increased regen. Meaning is you had 100 mana per 5, it would only increase it by 4 mana per 5, which isn't very useful. Good Hands will reduce your death timer by 10%, and late game that could take a good 6 or 7 seconds off of your death timer, which could just make a difference.
Tier 2: I put 4 points into awareness for increased exp gain, which is useful to outlevel those that dont have any points into the Utility tree.
Tier 3: I put 1 point into Greed for increased gold per 5. Why greed you ask? Greed gives you 1 extra gold per 5 seconds, which is an extra 12 gold per minute. In a 50 minute game, that's an extra 600 gold. I put 3 points into Meditation for increased mana regen since Irelia has alot of mana issues early game. I put 1 point into Utility Mastery because you need 1 more point to put into before the next tier of masteries. This could also be useful if you get a buff from killing someone and it'll just last a little bit longer.
Tier 4: I put 3 points into Quickness for more move speed, and 1 point into Blink of an Eye for reduced cooldown on
Flash.
Tier 5: I put 3 points into Intelligence for more cooldown reduction to use your abilities more often.
Tier 6: I put 1 point into Presence of the Master for less cooldown on your summoner spells.
Offense:
Tier 1 - I put 3 points in Deadliness for more critical chance, and 1 point in Cripple to make your
Tier 2 - I put 4 points into Sorcery for increased cooldown reduction.
Tier 3 - I put 1 point into Archaic Knowledge because
Utility:
Tier 1: I put 3 points into Good Hands and 1 point into Perseverence. Why choose Good Hands over Perseverence? Perseverence at level 3 is 4% increased regen. Meaning is you had 100 mana per 5, it would only increase it by 4 mana per 5, which isn't very useful. Good Hands will reduce your death timer by 10%, and late game that could take a good 6 or 7 seconds off of your death timer, which could just make a difference.
Tier 2: I put 4 points into awareness for increased exp gain, which is useful to outlevel those that dont have any points into the Utility tree.
Tier 3: I put 1 point into Greed for increased gold per 5. Why greed you ask? Greed gives you 1 extra gold per 5 seconds, which is an extra 12 gold per minute. In a 50 minute game, that's an extra 600 gold. I put 3 points into Meditation for increased mana regen since Irelia has alot of mana issues early game. I put 1 point into Utility Mastery because you need 1 more point to put into before the next tier of masteries. This could also be useful if you get a buff from killing someone and it'll just last a little bit longer.
Tier 4: I put 3 points into Quickness for more move speed, and 1 point into Blink of an Eye for reduced cooldown on
Tier 5: I put 3 points into Intelligence for more cooldown reduction to use your abilities more often.
Tier 6: I put 1 point into Presence of the Master for less cooldown on your summoner spells.
Regular BALANCED Build
Mercury's Treads - This one is pretty self explanatory. Tenacity +
Trinity Force - This item is your bread and butter. It has everything. Health, crit, attack speed, damage, move speed, ability power, a chance to slow on hit, and last but definitely not least, an improved effect of sheen.
Youmuu's Ghostblade - Attack damage, armor penetration, crit chance, and an active that gives you increased move speed and attack speed? Why wouldn't you want this item?
Shurelya's Reverie - More health, along with cooldown reduction, and health and mana regen. Not only that, but an AMAZING active that gives your team increased movement speed. This combined with
Randuin's Omen - Armor, health, health regen, and a chance to slow people that attack you. I LOVE this item on Irelia. It also has a great active that basically says "DPS champions, GTFO. Oh, and we're gonna chase you down." With
Force of Nature - Movement speed, extreme health regen, and alot of magic resist. This item makes you tanky as hell, and have so much movement speed with your Optional:
Banshee's Veil - As if you didnt have enough Tenacity, this gives you health, mana, and magic resist, and blocks one negative spell every 45 seconds. Basically with this, merc treads, and
Atma's Impaler - You have around 3k health end game, so why not turn some of that into attack damage?
Warmog's Armor - Tanky and alot of HP? Why the hell not?
Guardian Angel - You're tanky, have alot of hp, invincible to CC, and deal high damage. Now they cant even kill you? AWESOME.
Spirit Visage - Increased healing AND health regen? HELL YEAH.
Thornmail - For those teams that are all or mostly physical damage.What not to get:
- The lifesteal is nice, but Irelia really doesn't use her auto-attacks much, so the attack speed isn't really necessary. This and most other attack speed items really aren't extremely useful.
- Same reason as
Ionian Fervor - This is your AMAZING passive. Basically when there are more people around, you get more Tenacity, which is amazing in team fights. Basically, screw CC.
Bladesurge - This is your gap closer and farming ability. You should max this first because it is your main damage dealing ability, and with
Hiten Style - This ability isn't extremely useful on Irelia because she does not use her auto-attacks much, but the true damage is nice and the health restoration is very useful early game. Put 1 point in this at level 3, but then max it last.
Equilibrium Strike - Your slow/stun, and one of the most useful abilities that Irelia has. Used in conjunction with
Transcendent Blades - Your ultimate. I love this skill. You can use it to farm whole minion mobs, to heal in a teamfight or even a 1v1, to kill anyone that's almost dead and is about to get away(in a teamfight or laning), or just to deal massive amounts of damage. The healing on this skill has been reduced alot, but it's still very useful, and ever since they made it scale with AP and AD together(rather than choosing the higher value), each blade does a great amount of damage.
Early Game
Your main harrassing combo early game is
Main Combo
Your main fighting combo is to
Teamfighting
In teamfights, you can use





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