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Spells:
Teleport
Flash
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Introduction
Introduction
(DISCLAIMER): This is my first guide and as such I would appreciate constructive criticism. I also realize that my build is really quite different from how most people build her, there are reasons for this. If you are still skeptical even after reading these reasons, please at least try it out once, you should be surprised.
Allow me to introduce you to one of the best tanky DPS champions in the game,


tl;dr,

credits/shout-outs
Credits to jhoijhoi for the template, which you can find here.
1/12/11: Changed the masteries, added details to a lot of items and made a host of other changes.
1/11/11: Added
Trinity Force to the optional items list, I hate that item but I put it there to avoid "no trinity? you bad" votes
1/11/11: Added more deets to "Riven's Role"
28/10/11: After careful consideration edited the build to include a late
Atma's Impaler.
27/10/11: First constructive comments received, beginning to act on them and start to flesh out the guide, starting with alternative items and the jungling section.
26/10/11: Guide Published.
1/11/11: Added

1/11/11: Added more deets to "Riven's Role"
28/10/11: After careful consideration edited the build to include a late

27/10/11: First constructive comments received, beginning to act on them and start to flesh out the guide, starting with alternative items and the jungling section.
26/10/11: Guide Published.
Pros / Cons
spaaaaaaaaaaaaaace |
Pros
![]() + // Insane damage output. + // Naturally tanky. + // No mana, no mana issues ^.^ + // Spammable abilities. + // Those abilities include crowd controls, gap closers and a shield. + // Extremely mobile. |
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Cons
![]() - Heavily reliant on early blood. - Becomes A LOT less tanky when crowd controlled. (no shield) - Is difficult to master her play style. - Ignorant people may think you're crazy for playing her. - Everything she says is so preachy. - Her /dance is awful. |
Masteries
Ok wow, new masteries that sent my head spinning. Eventually I came around to my decision of 8/21/1 and am in fact still experimenting with them. The reason for this choice is that, I feel it gives Riven the strongest late game boost possible out of all the other mastery set ups.
Now, obviously going 21/9/0 is a very viable option at this time as it bolsters Riven's early game to the extreme, yet I have a few gripes with it. The ASPD boost just doesn't feel significant on Riven as you are only auto attacking a little over half the time, and if you count the fact that most of the auto attacks you do push out are reset and spaced out by abilities, making ASPD almost useless except for those few moments where you're waiting on cooldowns. Other than that gripe at four mastery points that I feel are wasted, the offense tree feels quite strong now, much stronger than it did before.
Now, like I said, I put 21 points into the defense tree for Riven's late game. 8% CDR at level 18 is simply insane coming from your mastery tree, coupled with the 4% from sorcery and you have a tasty 27% CDR. Oh and did I mention blue potion gives you 10% CDR? That puts you only 3% away from the cap. This means that You'muu's is literally all the CDR you need. And of late I've been beginning to realize the significance of You'muu's on Riven as more than CDR ArP and AD.
The 8 points I put into offense and 1 point I put into utility are obvious enough. You should be using flash, take the 15 seconds. The 8 points in damage go as such, +3 AD off the bat as Riven will almost guarantee you will come out tops in a one on one skirmish. 4% Cooldown reduction, once again obvious enough. Two extra damage versus minions? Would you rather I spend the surplus point on improved recall?
Why not 21 points into utility? Awareness is simply not worth it any more you get less survivability and less CDR @ level 18 (inability to stack intelligence and Enlightenment). May I also add that these two losses are of a significant number and consequence? And all so you can gain a little bit of gold/exp and the summoner spell CDR. Simply not worth it if you ask me.
Runes
Greater Quintessence of Attack Damage: Before you rage at me for not getting quints of desolation, please understand,
Riven has insane scaling from raw AD and early game, having these quints can help secure first blood.
- greater mark of desolation: Even with her insane AD scaling, a little ArP goes a long way.
Greater Glyph of Scaling Magic Resist: Putting the tanky in tanky dps.
Greater Seal of Armor: Refer to glyphs.
Optional Runes.
Greater Quintessence of Scaling Cooldown Reduction: Considering picking just one of these fella's up to push you to the 40% CDR cap (with a blue potion of course) Oh and it boosts your off the bat CDR to a whopping 7% shaving a noticeable amount of time from your rank one Valor and Ki bursts.
- "Greater/ "greater: standard trade off between the amount of flat AD you get vs how much ArP you get. I prefer quints of strength and ArP reds, but... whatever floats your boat really.
Greater Glyph of Magic Resist: If you have a spare rune page for specific encounters, take these if you know 100% you'll be laning versus an AP carry such as Ryze, they make a difference. Trust me.
Greater Quintessence of Health: I'm not a fan of these on Riven, although they are pretty alright on her. They bolster her early game and allow her to 1v1 almost any champion quite comfortably at level one.
Summoner Spells
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Ability Explanation
-
"runic blade":
Riven's passive,
Runic Blade is key to her play style. By using
Broken Wings and auto attacking between each stage makes for a tonne of damage.
Runic Blade scales with bonus attack damage, just like ALL of her abilities.
-
"broken wings" (Q): The key to
Riven's damage output. Each use activates her passive, resets her auto attacks and deals damage, scaling with bonus AD. On top of this
Broken Wings provides a short knock back effect that can aid you chasing down enemies.
-
"ki burst" (W): Instant, high damaging AOE stun. There's not much else to say here, use it to activate
Riven's passive, hurt your enemies, stop them from chasing you, stop them from running away from you, in the middle of team fights, to clear minion waves and more.
-
valor (E): A spammable shield that scales off of AD and provides a short dash. This is an excellent ability, granting
Riven extra tankiness, allows her to dodge skill shots like
Morgana's
Dark Binding and survive those nasty abilities like
Ace in the Hole,
Time Bomb and
Requiem, even the dreaded summoner spell
Ignite. This can also be used as a gap closer.
-
"blade of the exile" (R): Rivens ultimate is
Blade of the Exile not "windslash" Never wait till your opponent is on 10% hp and running from you to activate
Blade of the Exile purely to secure the kill with wind slash.
Blade of the Exile grants you 20% extra total AD, which means your abilities hit harder, your auto attacks hit harder, and
Runic Blade is more effective all of this + your broken wings dash takes you further and ki burst has a larger AOE (and your auto attacks are given slightly longer range). Another thing about using
Blade of the Exile when you engage, is that you don't have to wait for the short channel before you can fire off your windslash which can cause your enemies to be out of range before you can fire it off.
TL;DRBlade of the Exile massively increases your damage output for 12 seconds, use it to melt your enemies and if they're about to escape use windslash.
Ability Sequence Order
Your first point should always go into




At level 4 you want to start maxing out




This is where my guide is really quite different to the other





-
: Always open with one of these when playing as
Riven and where you have the spare cash buy some more, try to keep your inventory as close to full as possible at all times.
-
: It gives armor, it gives attack damage, it gives life steal and even functions as a ward. Given
Riven's natural armor pool, this item grants all the armor you need as well as giving you attack damage life steal and great utility. The perfect item for
Riven. Get this before
Mercury's Treads whenever it's viable.
-
: These boots are the only viable form of tenacity for
Riven and other than cdr boots are the only boots I'd bother getting for her, always get these unless your enemies have NO CC whatsoever, and I mean none, not even a .5 second stun.
-
: Attack damage, magic resist and a passive that can and will save your life. On many, many occasions I have found myself arrive at a turret after being ganked with less than 300 hp left, and my
Hexdrinker will be on cooldown. Unless an AP carry has been fed early, always get
The Brutalizer before your
Hexdrinker as the cooldown reduction is so very amazing.
-
: I have been becoming more and more fond of this item on Riven. It gives you 30 AD, 15% CDR and a nice chunk of ArP which is GREAT. Now, the crit chance isn't all that great early on, but after you finish your Atma's you will see 2 or 3 crits per combo when utilizing all of your skills.
Youmuu's is also great for chasing as Riven as you will often have to spam your Broken Wing's to catch up meaning that a lot of your DEEPS is on cooldown. Activate that ghostblade burn through those 3 Runic Blade charges, stun your enemy and FINISH THEM. Another thing the ghostblade active is great for is those 3 seconds when everything is on cooldown.
-
: You're a melee dps, a slow, HP and attack damage in one item? yes please.
-
: By this stage of the game, you will probably already be level 18 and have therefore reached your 2.7k HP pool (translates to be around 53 damage). Origionally I posted this guide without
Atma's Impaler included in it because I normally choose to keep my lantern. However, after doing a lot of thinking on the matter, even though
Wriggle's Lantern grants a nice ammount of life steal to keep you going, the added AD and armor from this simply out shine the latter. Of course, you should always keep your wriggle's lantern" until selling it will bring you up to the 3000 gold required for
Bloodthirster.
-
: After all your utility and survivability has been filled out grab this bad boy and become the unstoppable force that
Riven is supposed to be.
Situational/alternative items.
Hexdrinker: Yes, this is listed as a core item, this is because my core items are presuming the enemy team is following the meta. If the enemy is the "we picked all AD for lulz" then feel free to scrap this item for something else on this list.
Infinity Edge: Often if it gets to late late game where I'd normally sell my wriggles for a Bloodthirster, I consider getting one of these babies instead. I must point out that this is quite a tough decision and you must factor in many variables before you decide which path you want to go down.
To keep it simple I will pass over the key things to mention. Firstly, how much sustain do your enemies have? If they don't have any whatsoever it'd probably be worth looking at the Bloodthirster. This allows you to keep pressuring turrets after you've pushed an enemy away from the team fight. If however they have quite a large amount of sustain (IE: Morgana, Irelia, The AD carry built life steal, etc). Look at getting the IE, with your build complete it is very possible to hit over 1100 damage with a single crit, teach your enemies that it's not worth sticking around to try and gain some extra health by attacking minions.
Secondly, are you winning or losing team fights? If you are winning, think about taking the blood thirster. Doing this will cause a lot of trouble for your enemies, no matter how much damage they do to you in a team fight (short of killing you). By the time the get back, you've pushed the lane to their inhibitor and are back on full HP because of it. If however you're losing your teamfights, it might be more beneficial to grab the IE. It might just save your turret if you manage to land the 1124 damage critical hit on Vayne before you retreat to your base and force her to do the same.
Thirdly, any thornmail? If you can avoid attacking any one with thornmail (those that don't do much damage/don't have a taunt) this isn't much of a factor. However if Rammus, Shen, or Galio is toting it around, or maybe even a carry trying to counter your team you HAVE to get the BT. I know lifesteal doesn't counter thornmail but at least it stops you from killing yourself.
Many other factors will affect your choice between the IE and BT, however these will be your main three influencing factors. Just try picking what feels stronger at the time.
Force of Nature: I personally would stick to my hex drinker, but if there's an enemy
Janna or
Zilean that's doing well, you're going to want that added MR and movespeed I suppose, I still would personally stick to the hexdrinker though.
Frozen Heart: Enemy carry has been fed? Has 2.5 attack speed? 100% crit rate with 250% damage? This nifty little item could just save your teams skin, but you're better off simply denying their carry from getting to that stage. It's also worth mentioning that you can use this to replace your
Youmuu's Ghostblade if you're not to fussed on losing 30 AD in favor of an extra 5% CDR and quite a bit of survivability. (Thinking of possibly adding this as a core item in place of
Youmuu's Ghostblade, going to test it out, see if the loss of 30 AD really hits as hard as I believe it will.)
Last Whisper: Been busy carrying your team cause of my pro guide? Everyone stacking armor and now you're not doing any damage? Take
Last Whisper over
Black Cleaver as
Last Whisper is cheaper, applies to your abilities and doesn't require auto attacking the same target 3 times in a row.
Tiamat: + 50 AD is always nice, passive provides an OK farming boost and can often go unoticed in team fights. Only get this item if you have a spare inventory space and have no ****ing clue what to fill it with.
Trinity Force: I personally hate this item on
Riven, admittedly though, that is because I solo que. I take the
Frozen Mallet over trinity because of the 100% slow. By taking trinity you sacrifice HP and 75% chance to slow to gain a small ammount of crit chance (which is nice with
Runic Blade, attack speed (mostly useless) and the
Sheen proc. The proc is what is most important here, YES by taking this your damage out put will increase dramaticaly, no you're not attacking often enough to garuntee that you will slow your enemies before they get away.
Now, I know what you're saying, "Riven is mobile enough to chase her enemies down without a slow." Yes, this is true, no you don't have the entire map to traverse to do it, the slow will secure you the kill before you end up deep in the enemies jungle with no way out. This being said, however, if you are in a team that is: Trustworth (premade), has good communication (voicechat) and has a decent ammount of CC, get trinity. If you can't say that your team is all of the above, just get the mallet.
Farming/Jungling
Farming as



Still need to test Riven in the new jungle, will post a guide when I've figured out what feels strongest.
Laning
As 

Harrasment: One vs one solo top lanes are sometimes entirely situational on who you are vsing. For the most part however you can follow a single strategy to try and dominate the lane.





Sustain: If you are harrasing right, the trade of damage will always be in your favor, if not, stick around farming until you can afford your second







Setting up a gank: Get around them, use




Playing defensive: It happens, junglers baby sit top lane, you're up against an insanely agressive opponent, your minions get pushed back to your turret. Relax, sit back, use your kit to last hit minions even with the turret attacking them and focus on leveling and farming. At this stage of the game, you won't be dived, and if you do it will only result in you getting a kill. Now, to avoid people from QQing if they do get dived, let me explain to you how to counter a dive. If they are melee,




1v2: Your opponents don't have a jungler and have sent two opponents top.

Later on I wish to add a specific tactics for some champions in one v one top.
Turn phase
Roam, roam roam roam. 



Use teleport and your kit to get around the map, gank enemies, push turrets, counter jungle and be a general pain in the ***. If you do this right, you will give your team such a huge advantage when the big team fights start breaking out as your enemies should be under leveled and underfed.
End game

Typical rules in the a team fight apply, spread your CC abilities out to avoid overlapping with allies. Focus the enemy AD carry first, then the AP carry, the support, the melee DPS, then the tank. In 9 out of 10 cases the build I use allows me, with proper coordination, to survive a team fight even if I am focused. Yes, occasionally you will bear the brunt of a viegar nuke while

Summary



Sincerely, Mousekime
// Credits to jhoijhoi for the template, which you can find here.
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