Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Teleport
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Summoner Spells


Explanation:
These summoners are debatable.
Some prefer Ghost, some prefer Flash, but I find that as an assassin, I don't make much use of ghost as I don't rush Tank.
Teleport is a standard on Solo top because of the utility and map control it gives, but some prefer Ignite for maximum lane domination. In solo queue, it might be different if you are against a high sustenance champion (Nidalee, Soraka solo top), but otherwise, and is much better preferred, Teleport.
Benefits of

- Competitive Games require Counterplay
- First Teleport is always used for own lane, Outlevel and sustain your opponent
Optional:


Skills

Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia.1 Champion: 10%2 Champions: 25%3 Champions: 40%
Explanation:
This is what makes her so versatile. CC Reduction, up to 40% and more with Merc Treads. Yes, it stacks multiplicatively. This is what makes her Borderline OP.

Irelia dashes forward to strike her target for 20/50/80/110/140 (+1 per Attack Damage). If it kills the target, Bladesurge's cooldown refreshes and refunds 35 Mana.
Cooldown 14 / 12 / 10 / 8 / 6 seconds
Cost 60/65/70/75/80 mana
Range 650
Explanation:
Used for many things: Farming, applying an extra hit (Further explained below), Juking and Manipulating the Minions (Also explained below), and Gap Closing as an assassin.
Notes to Consider:
Applying the Extra Hit:
- Bladesurge applies an on Hit Effect and will reset your attack timer. Attacking someone and then Bladesurging them immedeatly after, will hit them twice in what would've been once.
Juking and Manipulating Minions:
- Killing a minion will reset your Q's cooldown so this can be manipuated in two ways:
-- Escaping, running into the top bushes and then using Q to the minions
-- Double Gap Closer, hitting the caster minions then immediately dashing again to the champion
---**Notes to Remember** : Activating W + Q'ing a caster with Trinity will instantly kill it

Irelia is skilled in the art of Hiten, passively giving her physical attacks 10 / 14 / 18 / 22 / 26 health restoration. Activating Hiten Style adds 15 / 30 / 45 / 60 / 75 true damage to her physical attacks for 6 seconds.
Cooldown 15seconds
Cost 40mana
Explanation:
This is your bread and butter skill. This is what gives Irelia her amazing lane sustenance. 26 health per hit is no joke. And the 75 true damage isn't either. This combined with her Q will provide with some pretty burst damage.

Irelia's attack balances the scales, dealing 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage and slowing the target by 60% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.
Cooldown 8 seconds
Cost 50 / 55 / 60 / 65 / 70 mana
Range 425
Explanation:
I like this skill a lot. It can surprise your foe with some 1v1 changing results. In lane against heavy harassers, once you hit 6, they will think twice about harassing you as a well played combo will drop them below 25%. This skill is not used for its damage but it's stun + slow so naturally, only one level is needed.

Irelia summons 4 spirit blades that she can fling to deal 80/120/160 (+60 of attack damage) (+50% of ability power) physical damage to enemies they pass through. She heals for 25% of that damage against champions and 10% against minions.
Cooldown 60 / 50 / 40 seconds
Cost 100 mana
Explanation:
Last but not least, her ultimate. This skill has been nerfed consecutively through patches and is now used for nothing else but clearing waves and proc'ing your Trinity. It used to heal for an insane amount, but now it is purely for damage. Use this wisely, because although the heal is really less, it will sometimes save your life. Learn to aim this and it will actually provide some hefty damage middle-late game.
The key to maximizing damage on Irelia is a technique in DotA known as Attack-Cancel Animation.
Basically put, the auto attack animation will apply damage before it is fully finished, so you can cancel it halfway through, move up a little, and reactivate the auto attack. It is difficult to master, but once you do learn it, you can attack 3 times in what would normally be 2.
For maximum 1v1 dominance, your skill combo should be depicted on the situation.
100% v 100%:
E (Stun) -> W -> Auto -> Q -> Attack Animation Deny -> R -> Q
75% v 100%
Same as Above
100% v 75%
E (Slow) -> W -> Q (Assuming he's running) -> R -> AAD -> E -> Q
Why Q > E?
Irelia's role is Assassin/Offtank, but you cannot thoroughly do both jobs until very late game. That being said, I play her more of an Assassin, thus Utility is key on an Assassin. 14 Seconds on your only gap closer is WAAAAAAAY too long to utilize efficiently, thus prioritizing Q>E.







His early game burst relies too much on mana, and with Jax running a very strict runes/masteries, he must not spam too much. To counter it, you can actually fight him back as after that burst, he is not left with much damage. He has no sustain, which means you can outheal his harass and possibly force him to back early. By the time he gets his Cutlass, you should have decent items, such as Merc/Phage/Recurve Bow. You should do fine then.










However, if you do find yourself 1v1ing him, here's the deal. Fight him normally until he Wither's you for the AS/MS Debuff, then Q to an almost dead minion so the CD resets, and then kite until then. His wither is the reason you cannot fight him 1 on 1. But since it is on a high CD and high mana cost, you can kite him with your massive utility.








With the new masteries, many things have changed.
Why do I run these masteries? Commonly classified as a bruiser, this is only somewhat correct. Irelia is a mobility monster. She is a versatile assassin that can be remotely tanky. This is the common issue I find with others playing her. Some people prefer GP5, Trinity, Blah blah. With MS Quints, FoN, Trinity, Movement Speed in the Utility Mastery, Initiator in Defensive Mastery, and a positional Q, you are a mini Rammus. :P
The 21 in Defense is shined towards the Initiator Mastery as well as the Armor, MR, Hp/5, which help towards her weak laning phase. I no longer cater to the 21 Utility because it gives so little in comparison to what it was before.
Why These Masteries?
Why do I run these masteries? Commonly classified as a bruiser, this is only somewhat correct. Irelia is a mobility monster. She is a versatile assassin that can be remotely tanky. This is the common issue I find with others playing her. Some people prefer GP5, Trinity, Blah blah. With MS Quints, FoN, Trinity, Movement Speed in the Utility Mastery, Initiator in Defensive Mastery, and a positional Q, you are a mini Rammus. :P
The 21 in Defense is shined towards the Initiator Mastery as well as the Armor, MR, Hp/5, which help towards her weak laning phase. I no longer cater to the 21 Utility because it gives so little in comparison to what it was before.
This is where I digress from Wickd's & Chaox's Runes.
Wickd has everything the same except he prefers Heath Regen Quints.
As I said, I prefer being a utility monster, so obviously the MS Quints are much better. Regen Quints are nice, but if you learn to manage your health, it's unneeded.
The armor pen marks are standard and the armor seals is now much better because the Dodge mastery in Defense tree is gone.
Wickd has everything the same except he prefers Heath Regen Quints.
As I said, I prefer being a utility monster, so obviously the MS Quints are much better. Regen Quints are nice, but if you learn to manage your health, it's unneeded.
The armor pen marks are standard and the armor seals is now much better because the Dodge mastery in Defense tree is gone.
You must be logged in to comment. Please login or register.