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

As promised, I did a more in deep guild of


Pros / Cons
spaaaaaaace |
Pros
![]() + Has a useful slow/stun + Queen of solo-top ( too bad ![]() + Ultimate perfect for finishing running enemies, since it does not require for you to stand still *-* + Health restoration and true damage effect that makes her nearly umbeatable early game + Gap closer, that can work as escape tactic. + Great passive useful in various ways. + Very fun to play with. + Can use a sword without even touching it =O |
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Cons
- No real escape tactic, can use Q if minion is near - Very hard to master in the first times. - You will be focused Hardly and will be ganged as hell.( those wards look pretty now..) - *-* has no boyfriend...... |
Masteries
In battle

Runes
Greater Quintessence of Attack Damage:With more Attack Damage you hit harder, in early game this will decide who has 1º blood, you or the enemies.
Greater Mark of Attack Damage:A little Attack damage always helps.
Greater Glyph of Magic Resist:More Magic resistance for
Irelia is perfect because she still is a melee char and gets kited very easily and loses HP fast to Ap-Carrys.
Greater Seal of Armor:More Armor for
Irelia is good as well , in this case against being kited to the Ad-Carrys, if you make them lose the lane more probably is that they won´t be so effective late game, and due to that your team can win team fights more easily- with a much lower probability of losing it.
Summoner Spells

All the other spells I haven´t refereed don´t even deserve to....
The Good
[Flash]: Flashes you from a place to another =O It looks a bit useless and actually.... if used correct..it is... but if used correctly- like flashing through walls- it can save you life. Always take this spell...or better never, never take this spell. |
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[Ignite]: Perfect to finish of enemies and get that all wanted 1º blood. If timed correctly can make an enemies life steal/spell vamp/healing or health regenerating spells useless. |
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[Exhaust]: This spell completely disrupts enemies damage out-put, making them easy targets the get killed- or not annoy you while you kill there allies, only use if trading ignite for it. |

The Meh
[Heal]: Instantly heals you and nearby allies, great for losing team fight situations or 1v1,it may make you even win the game if timed correctly, although a big amount of people rage it... I can´t see why xD |
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[Ghost]: Gives a big explosion of movement speed, making you fast enough to escape a gank or catch a runing enemy, the only spell capable of replacing flash. |
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[Teleport]: This spell is great since ![]() |

The Bad
All the other spells I haven´t refereed don´t even deserve to....
Ability Explanation
-
Ionian Fervor: Reduces durations of crowd control by 10%- for 1 champion near, 25%- for 2 champions near, 40%- for 3 champions near. This passive is perfect too escape or catch an enemy with crowd control, in team fights you can even take all de crowd control and make the enemy team loose.
-
Bladesurge (Q): Your Gap closer that deals a big amount of damage, did I forget that it applies on hit effects like
Trinity Force? Its damage scales an AD and on a 1/1 percentage.
-
Hiten Style (W): Your laning ability!! The health restoration it gives on hit is very good and can be activated to deal true damage, which is an on hit effect that can be used with
Bladesurge and deal its true damage effect and health restoration that does not get lost when activated.
-
Equilibrium Strike (E): Your personal Crowd Control- A Stun/slow that stun when your health percentage is lower then the enemies-, it gives a nice slow to make the runing enemies not so fast and if timed well in a losing battle you can use its stun to finish of a target making you win the team fight or a 1v1 .
-
Transcendent Blades (R): Your enemy finisher, when activated you have a time to use all the 4 blades that deal damage and heals a percentage to
Irelia. What is so epic about this ability is the fact that you can active
Trinity Force 4 times, heals you a percentage of damage, and you don´t even need to stand still to use it =O That is why it is used to finish the runners, and also try to hit the large number of enemy targets to heal more.

Ability Sequence Order
Like anyone should, max your ultimate




Items
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: Attack speed to activate your on hit effects and make damage out-out bigger. Of course also for moment speed.
-
: Its your main weapon!!! In AP- casters there item is
Rabadon's Deathcap your is Trinity Force. You can activate it´s passive on use of
Bladesurge and 4 times with Trascendent Blades
-
: This spell makes u rip off tanks like they where a piece of chocolate, its passive is applied on
Bladesurge and makes it with an even better damage.
Madred's Bloodrazor also gives a nice amount of damage , AS , and survivability with it´s armor.
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: This item grants AS and a bonus AD with a good passive that takes down 15 armor per hit and stacks 3 times.
-
: Sometimes that health restoration is not just enough , so buy life steal with a big amount of AD with it!!! If farmed it gives a good amount of damage and life steal extra.
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: Your defensive item , it grant´s a shield that blacks bad spells, magic resistance and a good amount of HP.

Items - Situational
In case of





Some AD items if you think that doing big damage is better:


Then there are the items that are good for offence and defence that can be used in the build:




All girls like boots ( I think...) and





These are some examples I made to a build depending of Enemy Team:
-If enemy team is based on Ap-Casters:







-If enemy team is based of AD carrys and/or fighters:






Wards are some off the most underestimated items in the game, just ward a bush and it will save you life from ganks, or even give you a kill...
some key locations to ward:
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle

Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Farming/Jungling
Farming on



Teamfights
Start by getting in , make big damage and get out alive. See the enemy that does the most damage, ping him and say to your team focus him when you go stun. Use always

Sometimes you will want to give your kills to your carrys if they are not fed. If not fed carrys are a lot less effective and this makes wining the game a lot harder, When they have at least 1 kill and assist per death your don´t need to give them the kill, but if you think there still not doing good give them it, when they have 2 kills per death you want the kill not him, and if they have 1 kill per 2 deaths they need the kill badly.
Summary
This build is based on my last




Hope you liked reading the build and getting to know some more features of

Credits to jhoijhoi for the template, dividers and warding photo, which you can find here, with that enormous help I improved the guild in so many ways =)
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