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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
I. Introduction



Riven I believe is currently one of the stronger top-laners out there right now with her four dashes, which ensures safety and potential aggressiveness in lane, AD-based shield, which makes her one of the best candidates in the game for building an AD-Caster build, and an AD execute ult, which, all in all, allows for easier snowballing.
Riven is also very versatile. She is generally always able to change accordingly to the enemy team comp depending on what they build. She also fits in most team compositions quite well.
Most importantly,
She's very fun to play.
This guide will be focusing on my views on how this champion should be built and played. I believe the information listed below is optimal if not sub-optimal on

Before I get into the details of this guide, I know some of you may be wondering. Who is this RosePhoenix guy and why should I listen to what he says?
Well first of all, I was 1840 elo player (10 elo ***) on NA in season 2and currently am a Diamond 4 player on CN as well. Elo is generally good credibility for determining a player's average skill.
Of course, I am not perfect. I personally don't even think I've discovered every single trick there is to

That's all I have to say.
Without further ado, let's begin.


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In Noxus, any citizen may rise to power regardless of race, gender, or social standing - strength is all that matters. It was with committed faith in this ideal that Riven strove to greatness. She showed early potential as a soldier, forcing herself to master the weight of a long sword when she was barely its height. She was ruthless and efficient as a warrior, but her true strength lay in her conviction. She entered battles without any trace of doubt in her mind: no ethical pause, no fear of death. Riven became a leader amongst her peers, poster child of the Noxian spirit. So exceptional was her passion that the High Command recognized her with a black stone rune sword forged and enchanted with Noxian sorcery. The weapon was heavier than a kite shield and nearly as broad - perfectly suited to her tastes. Soon after, she was deployed to Ionia as part of the Noxian invasion. What began as war quickly became extermination. Noxian soldiers followed the terrifying Zaunite war machines across fields of death. It wasn't the glorious combat for which Riven trained. She carried out the orders of her superiors, terminating the remnants of a beaten and fractured enemy with extreme prejudice. As the invasion continued, it became clear that the Ionian society would not be reformed, merely eliminated. During one bitter engagement, Riven's unit became surrounded by Ionian forces. They called for support as the enemy closed in around them. What they received instead was a barrage of biochemical terror launched by Singed. Riven watched as around her Ionian and Noxian alike fell victim to an unspeakably gruesome fate. She managed to escape the bombardment, though she could not erase the memory. Counted dead by Noxus, she saw an opportunity to start anew. She shattered her sword, severing ties with the past, and wandered in self-imposed exile - on a quest to seek atonement and a way to save the pure Noxian vision in which she believed. ''There is a place between war and murder / in which our demons lurk.'' |


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Pros
+ Extremely mobile + Not hard-countered by any champion + Great snowballing potential + Two disrupts + Extreme potential if mastered + Build complements her kit |
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Cons
- Cannot 100-0 enemies late game - Has a hard time dealing with high armor laners - Susceptible to long range kites - Extremely weak against CC - One-dimensional build - Reliant on attacking to sustain in teamfights |



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Runes



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Runes



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Runes



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L Y P H S |
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Runes



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U I N T S |
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Ignite:![]() ![]() ![]() ![]() ![]() |
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Flash:![]() ![]() |
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Heal:![]() ![]() |
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Exhaust: This is a highly situational summoner spell to take. ![]() ![]() |
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Runic Blade [PASSIVE]: An extremely strong passive that produces most of Riven's damage output. This allows ![]() |
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Broken Wings [Q]: Great ability to scale distance, deal damage, clear minion waves, and stack your passive. This ability allows ![]() ![]() There is an extremely potent skill a player can learn when playing riven with this combo. If you've seen streamers play ![]() To optimize harass in lane, remember to autoattack in between every ![]() ![]() One thing I like to do later on in the game is to use ![]() ![]() |
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Ki Burst [W]: Main type of CC in the game. Most of ![]() ![]() ![]() New players will often have trouble pulling off surprise ![]() ![]() |
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Valor [E]: A great ability for mitigating harass in lane and for surprise dives. Early game you can use this ability to get to a minion and last hit it to soak in the damage an enemy will potentially deal. You can also use this to scale distance to reach the enemy laner and combo it with your other abilities to harass. Note that this ability is instant, unlike ![]() ![]() ![]() This ability also cancels the delay animation when ![]() ![]() ![]() Also, using the third ![]() ![]() |
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Blade of the Exile [R]: Great AOE AD execute AND steroid with an extremely low CD that allows ![]() ![]() ![]() ![]() ![]() In my opinion there are two possible times when you should use this ability.
Remember. Although this ability has a low CD, you shouldn't be spamming this whenever you can. Normally this ability should be used to score kills, steal buffs, or push off minion waves when necessary. Just like ![]() ![]() ![]() ![]() |
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The above sequence is a generic skill sequence to follow. However, depending the lane matchup and how the game goes, the sequence will be altered.

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Broken Wings [Q]: I get this ability in most situations when I am sure the enemy cannot out-damage me at level one, which most champions cannot. |
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Valor [E]: I get this ability in situations where the enemy has ranged harass (eg: ![]() |

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Broken Wings [Q]: I get this ability at level two if I started out with ![]() |
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Ki Burst [W]: I get this ability at level two if I started out with ![]() |
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Valor [E]: I get this ability at level two if I started out with ![]() |


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Blade of the Exile [R]: Of course, always get your ultimate whenever you can. The increased damage and cooldown helps way more than any other ability does. |
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This sequence is the most commonly seen and used sequence in the current meta due to it matching with





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![]() ![]() REALLY strong snowball build. The red pot is used when you are low (gives instant health) or when going all in and needing extra damage. Pots are good for sustain as well. ![]() ![]() |
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![]() ![]() Great defensive start. ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() A safer starting item setup against heavy AD laners and / or junglers. I would pick these items if I know I am against a hard lane, such as ![]() ![]() ![]() ![]() |
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![]() Start with Doran's if you're ready to play super aggressive and dominate your lane. This is a really risky way to start the lane, because if you get zoned out in lane, you are forced to sit back with no methods of sustaining, while with pots you are able to passive sustain. Also, with low mobility, you will also have trouble with jungler ganks, which means that you will be unable to push the lane far. |

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![]() Provides great early game sustain, health, and damage to help you win your lane, but doesn't build into anything. Get if you need it. Else just get vamp. ![]() |
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![]() VERY strong cheap early game item that is all a champ even needs for damage. This item, which builds into ![]() ![]() |
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![]() A great cheap anti-caster early game item that also builds off into ![]() ![]() |

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![]() Great boots that provide CC Reduction, something a ![]() ![]() ![]() ![]() |
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![]() Armor and physical damage mitigation boots. Generally rush this against a hard AD laner you're having trouble with or know you're going to have trouble with. Prioritize this second after ![]() ![]() ![]() ![]() ![]() |
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![]() Snowball boots that provide a massive amount of CDR. Get this when you don't need to worry about your defenses and when you're snowballing your lane super hard early on. With these boots you are able to play hyper-aggressively and either zone your enemies or harass your enemies to hell. |

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![]() Gives massive amounts of AD and lifesteal. Provides everything Riven needs in mid game. The massive AD helps ![]() ![]() |
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![]() This item exists for AD casters. Allows for an insanely strong early game item, ![]() ![]() ![]() |
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![]() This item singlehandedly makes ![]() |
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![]() Percentage ArPen which works best against armor stackers. Grabbing this item will let you shred even tanks down with your skills in teamfights and skirmishes. There will always be enemies grabbing armor so you will always need to get this item to further increase your damage output. |

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![]() Balanced resists and an extremely strong passive to let you dive in enemies in many situations where you couldn't without GA. GA is a very strong item for any situation, although the introduction of ![]() ![]() ![]() ![]() |
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![]() MR, shield, and AD. This is an item perfect for any bruiser to get when the enemy AP carry has presence in a fight. The shield helps a LOT against ANY sort of magic damage. Also very efficient as it builds off of ![]() ![]() |
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![]() Armor, health, a MS AS debuff, and a great slowing active. This item is the perfect anti-AD carry item. The active let's you stall their team and the passive also helps zerg the enemy AD carry with ease. Also is a great item when escaping, as the slows will stop the enemies from chasing while you run away. This item greatly helps your engage-disengagement ability. ![]() |
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Another ![]() Even more AD and lifesteal for you to destroy the enemies. You can stack ![]() ![]() ![]() ![]() |

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![]() You won't be focusing on peeling enemy bruisers off your carry in every fight and will not need your team to follow you in teamfights when you're bursting down enemy carries. Unnecessary stuff in this item means you shouldn't get it. People think "Oh since Riven's a bruiser Fromal seems like a great investment," but in reality FroMal is in most ways inferior to Warmog's and also provides way less. The slow is unnecessary and only used against enemies who chose to overextend and get outpositioned. Riven's Q and W are honestly enough for catching people off guard, so why get this if you can get health through Warmog's? Honestly overrated and a stupid item to choose. ![]() |
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![]() This item gives too little good stats. Even if you do build ![]() ![]() ![]() |
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![]() This item is my largest pet peeve. The resistances this item gives is sub-optimal. You won't even be needing the armor it gives. The AD it gives is also minor. There are many other efficient items if you want AD. ![]() |


In my opinion, there are a multitude of ways to play




If your team's front line is weak and enemy bruisers are raping your carries, your secondary aim would be to peel the enemy bruisers off your carry.




This is the most effective playstyle because enemies cannot sustain themselves well enough against your sustained burst. You will soak in damage, bounce out, and come back in sustaining yourself with your massive amounts of lifesteal.





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Use this when you're in lane. When an enemy tries to get close to farm minions or sticks around trying to harass you, you use this. Go for autoattacks between abilities because that optimizes your damage output with your passive.

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Use this combination when the enemy laner is coming near you to harass you. This combination forces a small trade in your favor as the enemy's harass will get soaked in by your shield while on the other hand you poke him with a mini combination of your autoattacks and


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Use this when you're going all in to harass the enemy. When an enemy laner is severely outpositioned and you know you want the trade, use this harass combo. This combo lets you chase up to the enemy and do your damage before he reaches his tower, assuming he is retreating from you after you start harassing (if he isn't and you know you can win him go for the kill)

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Use this combination when chasing down low HP enemy target(s). The first two




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This combo maximizes your possible damage output in a single rotation of bursts. The thought process behind it is simple. You start off with







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This is the combination you use when you suddenly find outpositoned enemies and want to initiate a fight on them as quick as possible. The





![]() ![]() ![]() ![]()
Medium
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![]() Against an ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Easy
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![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Easy
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![]() The trick to laning against ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() This matchup is actually very difficult to win if ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This is one of the matchups I dislike the most even though it isn't as hard as it seems. ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() Since ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() Jax's kit isn't that great against ![]() ![]() ![]() ![]() |
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Hard
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![]() This is another hard matchup that you can get as ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() One of the harder matchups for ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() Nerfs screwed him big time. Avoid forcing engages when he uses his ![]() ![]() |
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Medium
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![]() This matchup is very very similar to the ![]() ![]() |
![]() ![]() ![]() ![]()
Easy
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![]() This guy is extremely weak early on with no form of sustain and no mobility. You can zone him out starting at level one and if he comes too close just go all-on on him. Play hyper-aggressive on him and he cannot handle you at all. He has no way of retaliating to your harass. The only thing to be careful about is when he's level six. Do not get overaggressive as his ult heals him for quite a decent amount. Just like any other ranged champion, if you are able to gapclose without using too much spells, you can deal a great amount of damage. ![]() |
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Medium
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![]() This matchup is very one-sided. Nasus has absolutely no way of retaliating to your harass. Zone him out and stop him from farming. The only things to watch out for are his farms. Ensure that he cannot farm up as if he does, your team will have a hard time dealing with him. ![]() |
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Medium
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![]() This matchup should be played just like a ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This is another hard lane for ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Harder
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![]() This lane is actually a harder ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This lane is just like a ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This lane actually isn't so hard, but I placed it under hard because of the fact that he just starts to regain lane presence after level four. Abuse his early level disadvantage and harass him as much as you can. You can engage on him early and still come back with decent amounts of health. During engages try to dash around him to minimize damage taken from his ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() This lane is actually pretty easy to pull off, but the problem is that you can't kill ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() This is actually quite an easy lane, but I placed it as medium because it's very punishing if you make one mistake. This is like a ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This little guy gives ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This lane would actually be rated medium if not for the fact that his AD debuff from ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() This lane is actually quite simple. ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Hard
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![]() This is one of the harder matchups as ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() As ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() This lane is quite easy as your all in really counters ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]()
Medium
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![]() This lane is quite annoying as that's just how ![]() ![]() |


Early game should be focused around farming minions and forcing an all-in.



Once you hit level six, you reach a turning point. Grabbing kills will be a lot more easier with your ultimate. If the enemy is low enough, diving will be extremely easy. A small trick I like to do after level six is get the enemy laner low enough, bait the enemy jungler to come gank, and grab a double kill off of that by insta-bursting down the enemy laner and using your combos to kill the jungler. Little to no champions can duel with


Continue to farm and try to get

Warding is also an essential part of laning. On top lane if you're on blue side there are two key places you need to ward - one in the tribush and one by the baron river, while if you're on purple side there is one place you need to ward - the baron river.
You'll generally want to ward for safety early on as the jungler plays a key part in laning phases. However, as the game progresses warding becomes more of a tool for aggression. For example, warding the enemy red so that you can steal it when it's up.
Also keep in mind the time when you'll want to kill top tower. There's a common misconception that destroying the top tower extremely early is good. In reality, destroying top tower early will only leave you zoned out from the minions once the lane is pushed. Leaving the top tower alive early is a lot better because the tower denies your minion XP from the opponent early on if they are forced back or decide to roam.
Now since destroying top tower early is bad, when should we destroy it?
Generally you'll want to be destroying top tower when you want to push for group objectives together with your team or if you feel like your other lanes are having trouble and wish to roam around more. By destroying top tower you are letting the enemy top laner farm, but you are also leaving the rest of the map 4v5. Essentially you want to destroy the top tower when you want to pressure the enemy.


I believe mid game starts for





One important note to keep in mind is that enemy champions with abilities on CD do little to no damage to

As the game progresses, roam more and more. Secure Dragon when possible and aim to make plays for your team or even for yourself by abusing your mobility with the long distance engage combinations.


Late game starts when the AD carries on both sides start to deal massive damage.

Always remember to position yourself correctly and never ever waste cooldowns when unnecessary. Early through mid game is more forgiving if you misuse an ability when roaming, but late game is when it truly matters. One wrong move and you'll get bursted down. Even



Jungle







There are two standard routes I follow.
Blue Route (If Purple Side)
- Start at blue golem and get a good leash from teammates and do go SMITELESS
- Go to red lizard and get him down to an executable health before using
Smite or use
Smite to start off if you know enemies won't contest. Care for enemy jungler steals as purple side is extremely vulnerable to enemy counterjungling at your red.
- Gank a lane if gankable, else farm.
- Head back to base and buy items.

Red Route (If Blue Side)
- Start at red lizard and get a good leash from teammates.
- Go to blue golem and clear the camp.
- Gank a lane if possible, else farm wraiths and wolves.
- Head back to base and buy items.


21/9/0
R>Q>W>E
Mid lane







The playstyle of mid





That's it for my


Thanks to:
- jhoijhoi for the awesome guide on making guides! You can find it here!
- Wintermond for providing helpful feedback!
- TheMcDanee for the amazing banners. If you like any of his artwork please go support him!
Last but not least thank you for reading this guide. I hope you all have a great time with

Thanks a bunch!
/signed RosePhoenix

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