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Post-Patch Survivability Irelia






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Spells:
Flash
Ignite
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Introduction
First off, this is my first build here. I'm not going to say this is the only way to play Irelia, or post screenshots of my stats, or claim that if you play any other way, you're wrong. Additionally, I'm aiming this at someone who knows nothing about Irelia, and have offered some tips for people who are just starting to play the game and want to give her a try, since when I first started playing her, that's what I really wanted (and never found) from the guides here.
This most certainly isn't the only way to build Irelia, it's based on my play-style, so if you don't have good results with it, please do try another build or make one for yourself that suits you.
Screenshots? Well, I don't personally believe that kills = good build/player, particularly because of Irelia's particularly vicious kill-stealing capabilities, and those stats could be a result of otherwise poor team play in favour of getting high kills purely for the sake of screenshots for a guide such as this.
Finally, everyone plays champions differently. There are certain things everyone who plays the champions well does and doesn't do, but there are nuances of playing each champion, such as starter items, favouring certain runes, masteries and summoner spells, that are individual to the people who play those champions. I worked this build out after the 1.0.0.118b changes to Irelia, as she was feeling a bit squishier than she was before with my fully damage build, and I'm a strong believer in melee being capable of taking a fair amount of damage and, if necessary, suicide when the tank dies to save the carries and ranged. Yes, I know, lots of people say not to take

So, if you think this build looks decent, then feel free to give it a try. If you comment, try to keep it constructive. Thank you!
Greater Quintessence of Desolation
Fairly self-explanatory. Armour penetration items are a waste of gold when they can be replaced by high damage items, and as an assassin, you should use your gold for as many high damage items as possible. Getting armour penetration quintessences and marks gives you enough to get past base armour stats.
Greater Seal of Defense

Because I believe that all melee should be able to tank a bit of damage to save their ranged team-mates, defensive stats are vital. This will also allow you to stay in lane longer during early game. I take per level runes because I don't plan to build either stat in items, but


Potential alternatives:

I don't personally focus on cooldown reduction on Irelia because her cooldowns already scale so well with her level, paired with the last-hit function on



Again, down to play-style. The extra attack speed can make her extremely hard to beat and help her rack up the kill score, but I feel it almost nerfs your damage, because you're sacrificing armour penetration, which is minimal on items, and not present on enough items that provide other useful stats, whereas crit is present on plenty of items that also offer AD. Since crit can be capped purely from items, if you wanted to cap it on Irelia for some very peculiar reason, you could do it without losing the armour penetration.
I go 9 points into Utility because I personally like the experience boost and the wee bit of extra gold. Some people debate that it's not worth it, but even 5 gold every 10 seconds can make the difference in terms of when you get


Flash gives you an almost guaranteed escape. With the stun/slow from



This is my personal preference, because it allows me to get an early kill for my lane. This puts the enemy champion behind on experience and gold, and leaves me free to farm in peace. It doesn't lose its usefulness in mid-late game, either. Throwing it on a squishy champion before focusing them is an almost guaranteed kill.

Clarity is something I only take for other people. If you're laning with a mana-intensive champion or against an aggressive team that force you to blow mana to stay alive, you may need it. I would reccomend it for players who are just starting out, because it really does allow you to learn Irelia without having to recall too often.

Not my personal favourite, but it does have a lot of strong uses. It can be used for chasing, escaping and initiating, and keeps a lot of control on the fight for your team. Exhaust targets that are a guaranteed kill for your team before they try to run away.

Ionian Fervor reduces the duration of stuns, slows, fears, taunts, snares and immobilises at an increased amount per nearby visible enemy champion. Basically, this is Tenacity in passive skill form, but it does stack with Tenacity.

Bladesurge causes Irelia to charge forward to a targeted enemy and do attack damage and apply on-hit effects (like

Because of the effectiveness of



Causes Irelia's physical attacks to restore health.
- Active
Causes Irelia's physical attacks to deal true damage for 6 seconds.
Try to use



A targeted ability that causes a small amount of magic damage as well as slowing the target. If the target is on a higher percentage of health than Irelia, she will stun it instead.
I love this ability because I believe the mechanic requires you to think about health in a different way.


On the first click, Irelia will prepare four blades. The ready effect of the blades appears as a buff and you will have a set amount of time to throw all four blades towards your mouse cursor. She will be healed 20% of the damage done to champions and 10% of the damage done to minions.
I use

1. Chasing/turret diving from a distance - A low health target can go down fast due to the 1,200 range on this ability.
2. Clearing minion waves quickly - If a lane isn't safe but needs to be pushed back, you can jump in, spam


3. Healing - If you've been caught out and pulled almost to death, then running away while spamming your blades behind you into the chasing enemies can save your life. The heal on this ability also allows you to stay in lanes longer, or stay in for a team fight.
4. Whittling down health -

General Tips:
I don't intentionally try to fight my opponents in lane until level 5. At level 5, most champions are relying on their ultimate to win them the lane, but you'll have all three abilities and a rank 3










Now, this is very much a play-style choice. Because I use

Alternatives:









Cooldown Reduction. I've covered this a bit in runes, but Irelia's abilities become very spammable. There's nothing nicer than being able to hop into a lane mid-late game and sweep through a minion wave and being able to get back to safety just as quickly. If you manage to not last-hit one minion with

Alternatives:





I go for








Alternative:

You can build







As I mentioned in the Introduction, this is sort of a sticky subject.







Alternatives:
Well, that isn't good enough reason for everyone, so I have already provided one alternative,





It took me a long time to learn to love






This item provides for your team, as well as you, and reduces the armour of nearby enemy champions. It isn't a vital item, but it is a very strong item for any team with more AD than AP, or against a particularly pesky tank that refuses to die. Like with

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