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Irelia Build Guide by madalin120988

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League of Legends Build Guide Author madalin120988

Irelia - Small Girl, Big Blade

madalin120988 Last updated on July 11, 2012
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Win 49%
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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: 21

Honor Guard

Defense: 7

Strength of Spirit

Utility: 2

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Hello, MOBAFire readers and welcome to my third guide that I made here on this wonderful site. My first two are on Shyvana and Xin Zhao, so it's no secret I like the tanky DPS type more than any other types of champions in this game. Why Irelia this time? Well, simply put cause she's awesome as hell. She's a champion that incorporates two types in one, she is a tanky DPS no doubt, but she is also as competent an assassin as the squishy burst types like Akali, Talon, Katarina, Fizz or....ok, let's put her in too: Evelyn.

I first bought her cause I had a friend that totally kicked *** with her and I wanted to see this power for myself. It was love at first site, I could say she replaced Garen as my main(at least until I bought Lee Sin). And since I bought her close enough to the date when she turned from tier 5 to tier 4, Riot actually had the courtesy of returning 1500 IP to me, so you could say she's sort of my lucky charm champion(he he) :). So what makes her so special? Her burst? Her versatility, Her true damage? Her sustenance? Her ever changing CC?, Her pretty low cool-downs? I don't know, maybe all of them, let's find out.

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Pros / Cons

So why get Irelia and what's wrong with her?


*Great damage
*Good sustain in lane(even after THAT NERF)
*Melee champion with REALLY powerful(unlike Wind Slash) ranged ability on a really short cool-down
*Almost doesn't give a **** about CC
*Good farmer
*Can always come back even if doing poorly(unlike OTHER assassins, yes Akali, I mean you..)
*Great fighter
*One of the best targeted dashes in the game
*Doesn't die easily
*Excellent attack animation
*Low cool-downs
*Pretty damn good chaser
*Has a huge floating sword controlled by telekinesis
*Epic back-story
*Pretty hot


*No escape mechanism
*Not as overpowering as she was before THE NERF(X-()
*A little squishier than other off-tanks
*Has really spammable abilities, but uses mana.
*People tend to be very afraid of you(not always a good thing)
*Not very funny jokes
*Lame dance

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As far as runes go, I don't think I really have to explain why I get armor penetration marks. As for the other runes, it is my personal play style to put and emphasize on offense since Irelia is an assassin after all. People who still think Irelia is a tank unfortunately still exist and it's very sad they do. Her main role is to kill enemy champions and that's what I gear her for.

These are the reason I use AD quintessences and cool-down reduction per level glyphs. That doesn't mean that the classic MR per level glyphs and flat health quintessences are a bad idea, just that it's my personal advice to someone who uses Irelia to preoccupy themselves mainly with offense. The AD quints work wonders in conjunction with the armor pen marks, making her pretty dangerous even at level 1 and the celerity glyphs eliminate the need for items like Shurelya's Reverie, Ionian Boots of Lucidity or Youmuu's Ghostblade and concentrate on more important items.

As for seals, I use vitality because, like I said, Irelia tends to be a little squishier than other off-tank champions(like Garen or Riven, for example). That is somewhat natural, as she is an assassin and all her 4 abilities are mainly offensive(she doesn't have a damage reducing or absorbing shield, extra armor or MR or a maximum health steroid). I prefer these, but the flat armor seals are not bad either, in fact if you use health quints they are actually the better choice.

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Again, Irelia's an assassin, so my philosophy is full on offense here too. You can get more in the defense tree if you want to be tankier, but I find that unnecessary, given her extremely powerful health restoration. Also, since Irelia is a bit mana starved early on, some points in expanded mind might not be a bad idea. I choose to ignore this fact and go for offense. Just my personal style. So far, this has not failed me too much, because usually, if you're smart about spamming your abilities you'll manage to avoid mana depletion for quite a while.

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Summoner Spells

Flash and Heal

This is the spell combo that I personally use on most of my champions with very few exceptions. Some people are trolls and call me noob for using a level 1 spell, but I say screw them. Heal is amazing, as it not only saves one's life, but also that of a team-mate and that's priceless,. The reason I don't use Ignite is because most of my champions are really high damage and they can usually take care of the opposition without it. It works on Irelia just as good as it does on anyone else. It is NOT and exclusive carry and support spell.

What else can I say about Flash except that it kicks *** and should be first pick in summoner spells regardless of champion?

Irelia isn't very dependent on summoner spells, though. She can work just as well with any other combination. She can make due with Ghost or Exhaust and Ignite is always a great choice for an assassin. Even Teleport can be useful, as we all know Irelia's place is solo-top and it can be a great advantage to get back in the lane really fast.

Obviously, needless to say, spells like Promote and Revive are stupid and should not be used by anyone under any circumstance(not even at level 1). Clairvoyance is useful for support champions, but a total waste on Irelia.

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Skill Sequence

God, this is one mean passive, it makes Irelia a really dangerous foe, as most of the time not even crowd control can stop her. Combine this with some Tenacity and Irelia becomes almost immune to CC. That's really scary...

Wow, just wow, all assassins have a close-gap ability like this one, but this one is just amazing. First of all, it's on a really low cool-down at top level, second it scales with 100% of TOTAL AD which is deadly awesome and it even applies all on-hit effects, including the health restoration and true damage from Hiten Style. That is bad-***. Combine this with the Sheen effect from Trinity Force and the on-hit magic damage from Wit's End and this ability hits like a truck. Apart from Shadow Dance which is just ridiculously over-powered, this is by far the best targeted blink ability in the game, better than Paranoia and certainly better than Audacious Charge, Heroic Charge or Aegis of Zeonia. I find it better even than Leap Strike or Nimbus Strike. I take this at level 1 and I take 1 extra point at level 4 because the extra-damage helps a lot with last hitting. I choose to max it second because the health restoration and true damage from Hiten Style are too good to pass up.

Another amazing ability. The passive on this used to be one of the most powerful sustain abilities in the game. Until the infamous nerf that cut it in half and put the other half on the active(damn you, Riot). It's still a very good ability, as the true damage on her auto-attacks makes her a really dangerous 1 on 1 champion. Unfortunately, her legendary lane sustenance will never be the same. It was like, having a built-in extra Vampiric Scepter. And to think they did this on the same patch they nerfed most of the life-steal items(:|), that's just mean(damn you again, Riot). Old Irelia was almost impossible to push out of the lane, now it's a little easier. I still choose to max it first cause it's still beneficial(just not OP anymore :(( )...

It's true, the possibility of a stun as long as 2 seconds can turn the tide of a losing battle, but the damage on this ability is unimpressive to say the least, and it doesn't help that it scales with AP and has a 0.5 ratio(really not worth it to build hybrid Irelia). While a 2 second slow or stun is certainly more useful than a 1 second one, I strongly advise to max this ability last, as the reduced cool-down and increased damage on Bladesurge are most definitely more important. However, most certainly take 1 point early at level 3, as it's her only form of CC. Plus, the animation is AWESOME, she ****ing smacks people on the head with her sword :)).

********... It's not enough this chick has 75 true damage added to each of her attacks, she can also shoot 4 blades of over 200 each? And she doesn't even stop attacking when she does. That's power... I can't tell you how many kills this has netted me. Either finishing off fleeing carries, gaining an advantage on bruisers who seamed to actually out-damage Irelia, hitting as many opponents as possible in a crowded team-fight(and gaining a lot of health back), this skill is good for EVERYTHING. It's an ultimate, so it's needless to say you should pick it up whenever u have the chance(levels 6, 11 and 16). Oh yeah, it also has a pretty low cool-down for an ultimate, it was added 10 seconds in THE NERF, but it still doesn't matter: really spammable skill with pretty good damage. Unfortunately, it doesn't scale very well off AD, but it also has a 0.5 AP ratio which gives an extra 15 damage per blade from Trinity Force. Might not seem like much, but they are 4 blades and it's better to have it than not(just like in the case of Equilibrium Strike).

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Ok, here it is, this is the core of every champion guide, the items.

Now, Irelia is a champion that can be built in many ways, this build that I show here is what I have found out to work best for me. From what I've seen, Irelia, although extremely flexible, is the victim to a very widely used stereotype of building, which in my opinion does NOT AT ALL maximize her damage output(which should always be the goal for an assassin).

People almost always tend to think it's a good idea to follow the 5 gold per 10 seconds philosophy and buy Philosopher's Stone and Heart of Gold as her very first items alongside the Boots of Speed. Why is that really? Yes, I admit Philosopher's Stone does make your life easier as far as mana usage goes and the health from Heart of Gold does make a big difference in the beginning of the game, not to mention that together they give 1 extra gold per second, but people, Irelia is a an assassin, she farms and she kill, does she really need to take the 5 gold per 10 path? She's not a support, for God's sake... I think it's much more beneficial to start with life-steal, as you'll level up her Hiten Style first and we all know how well they work together, even after the nerf. Furthermore, what do they add up to? Well, just one possibility in each case: Shurelya's Reverie and Randuin's Omen. Are these items an assassin should have? I don't think so.

Also, people seem to think that since she has Ionian Fervor, Irelia doesn't need Mercury's Treads so they can give Ionian Boots of Lucidity. That is stupid for many reasons. First of all, these are the same people that build Youmuu's Ghostblade and Shurelya's Reverie on her and these two items together give the maximum 40% CDR, thus rendering these boots completely useless. Might as well get Ninja Tabi or Boots of Swiftness. This is indeed very wrong cause Ionian Fervor is NOT Tenacity and it DOES NOT protect Irelia from fears and silences, therefore she can still very much do with Mercury's Treads. And like I said in the abilities chapter, combining Tenacity with Ionian Fervor makes Irelia almost unstoppable. Even Ashe's annoying arrow will mean next to nothing to her...

Plus, Irelia doesn't need that much CDR because she has pretty low cool-downs and she is an auto-attack champion at her core. For this reason, I think CDR glyphs are enough and in the item build one should primarily focus on attack speed. Yes, attack speed, although some find it hard to believe, Irelia] scales wonderfully in damage with attack speed, because more hits with Hiten Style mean certain death.

Lastly, people build Banshee's Veil on her cause they don't take Mercury's Treads, I find this completely illogical. I know they do it to mitigate CC, but why do they need to? Since they renounced Mercury's Treads because of Ionian Fervor that it's supposed she doesn't need further CC mitigation.

This leaves empty spots for just two offensive items: Trinity Force and Youmuu's Ghostblade. While I do agree with Trinity Force(in fact I think it's a must-have), Youmuu's Ghostblade is a no-no and I will justify my reasons for thinking this later on. Plus, this pair does not give nearly enough bonus AD(only 60) and no life-steal, which means no stacking with her health restoration. Now, why would anyone pass up life-steal on Irelia is beyond me, but people do...

A build like this( Ninja Tabi, Shurelya's Reverie, Randuin's Omen, Trinity Force, Banshee's Veil, Youmuu's Ghostblade) is indeed very tanky, giving a health bonus of about 1300, an armor bonus of 100, and a MR bonus of 50. It also maximizes CDR and brings a lot of extra-money. Problem is, it makes Irelia seem more like a support tank than an assassin an I personally think that is unacceptable... Irelia is a tanky-DPS assassin and should be build like one, no matter how mana starving she may be early-on or how tempting it may be to have 1 extra-gold per second.

Some might argue that building Shurelya's Reverie is not required and it can be replaced with an offensive item like The Bloodthirster. While that can be true to a certain degree, I think it's still not enough for Irelia's needs and it still doesn't justify the usage of Youmuu's Ghostbalde or the lack or ATS bonuses except Trinity Force. Besides, selling Philosopher's Stone is a waste of money and beats the whole purpose of getting this item in the first place. And losing 330 health will make Irelia somewhat squishier.

I'm sorry for this really long rant, but I want everyone to understand why I don't at all agree with what people believe to be "standard" for Irelia and how this build of mine is a sort of protest against this way of building Irelia. And now onward to the actual build:

I start with this item all the time, both on my off-tanks and my carries, as I find it better than Doran's Shield in every possible situation. Many people don't agree with Doran items and say it's always better to start with boots and 3 health potions. I really think Doran's Blade(and ring in the case of a mage) is a balanced item that gives everything a champion needs at the start of a game.


I get these two things on my first way back. They work very well, you start moving at a decent speed and you have that very nice extra life-steal that couples with the one from Doran's Blade and of course, with Irelia's wonderful Hiten Style.

Very nice item, gives health and AD, both desperately needed by Irelia. Also the main component of Trinity Force. What's not to like?

Already went into great detail about why these boots are so awesome.

More life-steal, good AD for starters, some nice armor and a free ward every minute. Why would you not get this item? Who says it's only for junglers?


You get one of these two babies, depending if you want the extra burst damage and solving your mana problems now or you prefer to wait and get some more ATS for now.

This item is so important on Irelia, I finish it extremely early, more so than on Lee Sin or Shyvana, because she literally lives and breathes through it.


I usually get these two together when I get the money. The protection you get from them is not to be neglected. A really great duo. Do NOT however, combine them into Sunfire Cape, as that's not what they were bought for.

You can sell the Doran's Blade and get this to take Irelia's ATS to about 1.5. That's really awesome.

You make this now before any other offensive items because you want to round up those stacks before the game ends to get the most out of it, although it does offer serious protection even with them.

Superb item that offers both offensive and defensive bonuses. Should be a must-have for any auto-attacking off-tank in this game. Very neglected and under-rated item, I've only discovered it's potential when I started playing Shyvana(when she came out). With Mercury's Treads it brings the MR bonus to 55(with a possibility to become 75 in combat). The on-hit magic damage is very cool too. Great item overall.

Even after it's infamous nerf, it's still a good cost-efficient item, and I think it's still the bread and butter of any off-tank. Some people prefer the more AD giving(and much more expensive) Maw of Malmortius, but I get my MR from Wit's End, therefore this is the better choice. The AD Irelia will reach will be incredible for such a tanky build and the crit chance works well with the one from Trinity Force. You can build this item before or after Wit's End, depending on preference.

You'll most probably not make it this far, but if you do, you can sell Wriggle's Lantern and become the ultimate killing machine by replacing it with this. You'll lose some armor, but who cares? This will give Irelia carry-like AD while still being tanky as all hell. Sounds good, right?

Optional items

Just one, Frozen Mallet. Now, this item would make Irelia the best chaser in this entire game, as Bladesurge applies on-hit effects. One might be temped to say I don't get it cause I already have Trinity Force which is also made from Phage. No, totally wrong. Don't believe the people who say you should NEVER get them both in one build. In fact, they work very well together. You know why? Because you get them for different purposes: Trinity Force's most important attributes are the AD, the attack speed and the Sheen effect, while the slowing effect in very unreliable and you have to be very lucky to apply it just once on an opponent during a skirmish.

If you want to have additional CC, you NEED to get Frozen Mallet. I use this on champions who really need it cause otherwise they are too easy to kite: Wukong and Darius. They use Trinity Force well too and I get it on them too and it does wonders. The difference is that they are somewhat tankier than Irelia, so they can afford to lose the 600 health(the difference between a fully stacked Warmog's Armor and Frozen Mallet). The second difference is that Irelia is much less easy to kite, because she has both the low cool-down gap-closer like Nimbus Strike and the extremely powerful slow like Crippling Strike. This means that she isn't actually dependent on Frozen Mallet and therefore she can reach 4k health without any problems.

However, there will be special occasions, when the enemy team will be particularly good at kiting melee champions in which you might want to make a sacrifice to her health bar and get Frozen Mallet. These special occasions will be when you encounter enemy teams with more than 2 of the champions on this list: Kassadin, Ezreal, Ashe, Vayne, Jax, Jayce, Kog'Maw], [[Nocturne, Fizz, Katarina, etc. If you find yourself in such a sticky situation(very hard to reach and kill your targets), DO NOT HESITATE to take Frozen Mallet alongside Trinity Force. It is NOT a mistake and don't let anyone tell you otherwise.

Situational items

These are the items that you get should you encounter a team which does much more of one type of damage than the other. These are not highly encountered scenarios, as most people know who to pick in regard to their team-mates to make a balanced team, but sometimes it happens. And if it does, it's foolish not to take advantage of the situation.

Scenario 1: Heavy on magic damage

Very simple, you just replace your one and only armor items, which is Atma's Impaler with a similar one that gives magic resistance. The only choice is naturally, Maw of Malmortius. This item will do wonders for your AD levels, more than Atma's Impaler. It's synergy with Wit's End is simply amazing and so is the shield that it'll give you. It'll make pesky nuisances with powerful magic damage over time like Karthus, Swain or Fiddlesticks a thing of the past.

Scenarios 2: Heavy on physical damage

Same principal applies, you replace your MR items with similar ones that grant armor.

You will kind of miss the Tenacity a little, but these boots are the best thing against physical damage, especially if it's physical damage coming from auto-attacks. Champions like Tryndamere, Master Yi, Xin Zhao or Nocturne will not like you at all with these boots.

This item will be the one to replace the trusty Wit's End. The 25 armor may not seem like much, but it does stack well with the other 25 from Ninja Tabi. It gives the same 40% attack speed bonus, also gives 40 AD, and that's wonderful for Irelia. You'll wind up having even more AD than with the Maw of Malmortius anti-caster build. But the surprises don't stop there, cause even against an opponent which doesn't have much health, the on-hit magic damage on this thing is just ridiculously powerful. Combined with [Irelia]]'s true damage and the Sheen effect, even champions like Rammus and Malphite will cower in fear at your mere sight. Of course, it's extremely expensive and will take a long time to finish, but it's incredibly worth it.

Special section on an alternative build

There is on more way I found to build Irelia(and any other tanky auto-attack champion), but this is a build which is so expensive it should only be used in the scenarios where you really get extremely fed very early on and you know You're gonna roflstomp all of your opponents, although the enemy team does have that pesky tank that you know is gonna be a problem(someone like Rammus for ex)... The build is very similar to this one, the only differences being you take Hexdrinker instead of Chain Vest and later you upgrade it into Maw of Malmortius and also, you don't turn your Recurve Bow into Wit's End, but rather into Madred's Bloodrazor. To compensate for the lower armor, you no longer exchange Wriggle's Lantern for The Bloodthrister, but keep it till the end of the game.

Even so, your AD should be higher with this build. It's just a ridiculous build that will make Irelia basically stomp on anyone, no matter how much armor of health they may have. The problem is, that a build with Maw, Madred's and TriForce is one of the most expensive things imaginable, so it's really not a practical thing to go for this build in a game that you aren't bathing yourself in gold.

Special section on Youmuu's Ghostblade

This item is considered must-have by many people for many AD mellee champions(carries, assassins or tanky), but why is that really? Many say it's because it gives almost everything. That's just the problem, it has a but load of stats, but the numbers are low on all of them so you don't really benefit from any of them. You want crit, get an IE, you want armor pen, get a Last Whisper. Even the cool-down reduction, which is pretty cool, doesn't compensate for the half-***ness of this item. Even if it would, Irelia is more about auto-attacks anyway. You could say it helps in that field too, but it doesn't. The active is just ****, I much rather prefer an item that grants me a solid PERMANENT bonus to attacks speed(even if a little lower) like Wit's End. And with Trinity Force, Irelia is fast enough. Plus, Wit's End gives me a defensive value too for it's buck, why would I ever replace it with an item which only gives me offense? Using it instead of Wriggle's Lantern/ The Bloodthirster is even more out of the question, as I already said that Irelia should NEVER lack life-steal. And it gives just 30 AD, ffs. Even after the nerf, Atma's Impaler still gives more than that. And it's also cheaper. And again, it offers defense too...

Enough said, Youmuu's Ghostblade is a no-no.

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Farming and lane fighting

Now for the laning phase and the farming for gold. Obviously, since you'll be going solo-top and you won't take the gold per 10 seconds route, you will need to out-farm your opponent. That is not a very hard thing to do with her, since her ability to last hit minions with Bladesurge is legendary. However, I advise you to only use it when you absolutely need to. Try not to spamm it carelessly all the time because even at 45 mana usage(rather than the full 75) you will still run out of mana. I've seen the pros use Hiten Style to farm pretty often. I used to not agree with this idea too much, as I saw it as a waste of mana. However, after the nerf, spamming it is more beneficial cause you'll get the full health restoration that she used to have for free. I'm still not convinced it's the right idea though, as even if it only costs 40 mana, it may still cause mana starvation.

Try not to worry about your lane opponent too much, as only the most powerful harassing champions will ever be able to push Irelia out of the lane or kill her. If you feel like retaliating and denying him gold, you can use a quick Bladesurge into an Equilibrium Strike to bite off a good chunk of health. Most will get scared by this and not stay to fight Irelia hand in hand. If he does, be sure to use Hiten Style and hit him as much as possible with it. Hiten Style is extremely powerful and IT WILL make you win almost any duel. Think about it like this: Xin Zhao's Three Talon Strike gives him huge burst damage on any opponent, +75 physical damage for three attacks. Hiten Style gives the same bonus damage on EACH attack for 6 seconds, that means the same bonus as Xin, but for about 4 to 5 attacks, but unlike Xin's, this is true damage, which means it doesn't get reduced by armor. The 1 on 1 power she gets from this is stupendous. This is what makes her probably the best solo-top champion in this game. And like I said, as if that wasn't enough, she can also start throwing the Transcendent Blades, which can win any and all fights she may be in. Attacking Irelia head-on is suicide and most players should know this. All you have to do is be is wary of ganks with a well placed ward, since Irelia is not the best champion at escaping. Also, don't push the lane too far or too fast, this is another reason you shouldn't spamm Bladesurge too much.

I'm not gonna talk too much about individual lane match-ups, because Irelia can beat just about anyone. Garen and Jarvan IV are a little harder to play against and so is Riven. Lee Sin is a bit annoying and Yorick will keep harassing you until he runs out of mana, but by far the most obnoxious opponent you can meet top is Teemo. All of them ca be beaten though, if you can keep a clear head, not provoke them and let them do the first mistake. If you're having trouble with someone, just stay under the turret. There is where Irleia is the queen. No one will ever dare to attack you, since an Equilibrium Strike combined with her burst basically means certain death. Great thing is that you can still farm well even under the tower, because of Bladesurge and you'll be gaining your health back in no time and be ready to go on your opponents head once again. These are the really strong points that Irelia has in her favor and you should exploit them to the maximum.

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Team Work

Irelia basically has a first order of business in each team-fight and that is to take out the squishy dangerous targets. Her survivability is there mainly to help her stay alive if she gets focused and she WILL. Tanking for your team is not your job and if you see yourself in mortal danger and with a possibility of retreat, do it. Of course, that doesn't mean you shouldn't go help your team-mates with a gank or two when they need it, especially if you can dominate solo-top and push your opponent out of the lane. Helping mid lane if in trouble is especially important, as Irleia is a pretty good mage killer. Although you do need the gold, try to leave the kill for your mage if by chance he's underfed. Never be a selfish bastard. You can go even further and gank bot if you're feeling confident your own lane is safe. Scoring a kill on a carry is what Irelia was made for, and it's so easy to do it, it's almost laughable.

In late game, her job stays the same, kill the carry, kill the mage, win the fight for the team. Irelia is even a pretty good tank buster so she can most certainly help the carry mop up what's left of the enemy team. Spamming Transcendent Blades at the right time and position is what will keep her alive in a team-fights long enough to do these things, so always watch if you can hit at least 4 champions with them. The main good thing about Irelia in team-fights is that she becomes dreadfully powerful late-game(unlike most other bruisers who fall off), because if you build her with an emphasis on attack speed(like I do) she gets to hit about 9 basic attacks with one activation of Hiten Style. In damage terms that's what Phreak would call "tons of damage".

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The Ionians have developed some of the most breathtaking and deadly martial arts on all of Runeterra - just one manifestation of their pursuit of enlightenment. The most remarkable blade style to emerge, however, was the unusual byproduct of foreign intervention. Master Lito was a swordsman whose teachings were sought by ruling classes from nearly every city-state. His art was a highly-guarded secret, but it was said that swords would breathe in his grasp. He withered unexpectedly from a mysterious disease which baffled the brightest of Runeterran physicians. When he died, he left behind Zelos and Irelia, his son and daughter, and a truly unique weapon. Zelos became a sergeant in the Ionian military and left to seek assistance from Demacia immediately prior to Noxus' invasion of Ionia. Irelia, charged with the protection of their home until Zelos returned, was alone when the Noxian forces struck.

The Ionians fought admirably, but soon Ionian blood stained the land beneath the prints of foreign boots. At the Great Stand of the Placidium, Ionians prepared for surrender, but were inspired to maintain their resistance when the young Irelia lifted her father's enormous blade and pledged to hold until her brother returned. In the chaos of the ensuing fight, Irelia was cursed with dark Noxian Necromancy. As her life ebbed, Soraka, the Starchild, made a final attempt to anchor her fading soul. Unwilling to relinquish her home, Irelia rose at the brink of death, and her father's sword lifted in the air alongside her. Irelia rushed back to the fore, unfazed by the blade's sudden animation. The weapon danced around her effortlessly, cutting down Noxians as they gaped in horror. The decimated invaders were forced to retreat from the Placidium. Irelia was appointed Ionia's Captain of the Guard, and when the defense of her homeland moved to the Fields of Justice, so did she.

'The sword flourishes, as though painting with blood.'
- Taken from a Noxian Field Report

One of the most epic stories of all the champions. It's one of the reasons I decided to buy her. I mean, we're talking about a teenage girl who took command of an army to save her people from an overpowering invading force an when the forces of the invaders couldn't stop her, they used a dirty tactic, like infecting her with dark magic in order to kill her. And what did she do instead of dying? She used this power against them, she took the dark necromantic energy and turned it into the power of telekinesis... How bad-*** is that?

My only regret is that her brother Zelos, which is mentioned here, hasn't turned out to be a champion in LoL himself. What are you waiting for, Riot? I've already stated my desire somewhere on YouTube, that if they do create him, he should be martial arts anime inspired, something like Yusuke Urameshi from Yu Yu Hakusho. That'd be absolutely awesome :D. Why did Darius get a brother immediately and she didn't? Not fair..

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Here are some really nice screen-shots that proves how destructive Irelia can be with this build. This chapter will continue growing as I accumulate more visual material to show. I will also post the pictures that anyone sends me with good scores using this build(if the case will be that my guide will catch on, which I certainly hope so).

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In conclusion, Irelia is a really deadly champion that should be picked up by anyone who wants to deal more than great damage. She's neither a true AD caster, nor a a full auto-attack champion, meaning she should be picked up by anyone who wants a versatile champion(and doesn't have the patience to learn Lee Sin or the skill to play him). She should also be picked up by anyone who wants a champion with extreme sustain for solo top, but wants a bigger difficulty challenge than Garen or Xin Zhao(not that they're not awesome too). And if you like epic stories, cool looks, love Japanese culture and bad-*** martial arts anime, than again [[Irelia] is certainly the champion for you.

I end this guide with some phrases as food for thought:

1.If you get shoved out of the lane while using Irelia you have to ask yourself: "What did I do wrong?"

2.When raging at your team-mates for feeding Irelia, keep in mind that Irelia doesn't get fed by her opponents, there's nothing they can do to stop her...

3.Try not to make too much fun of your opponents when stomping them with Irelia, remember that most of the time there's nothing they can do to stop you.

4.If you play a carry, no matter how many team-mates you have around you, you're never safe from getting killed by Irelia.

5.Never assume you can beat Irelia 1 on 1, even if you play Nasus, Jax or Warwick.

6.When Irelia attacks you, don't bother running, stay and fight, you have a better chance to survive.