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Spells:
Flash
Ignite
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
UPDATES


Also REMEMBER TO WARD
Most of the builds on
Riven you will see will put a point in
Broken Wings,
Ki Burst, and
Valor as the first three points.
From here I max out her
Ki Burst for the reduced cooldown and increased damage that come with it. Whenever I can't level up
Ki Burst or
Blade of the Exile, I alternate between leveling up
Valor and
Broken Wings so that I maintain a proper amount of damage output, while also being able to absorb some damage from turrets/minions/enemy champions. I tend to level
Valor over
Broken Wings for the reduced cool down on each successive level of
Valor. This reduced cool down, along with the larger shield allow me to reposition myself more often, and to negate the harass of my opponent. If I am winning my lane hard, I will tend to max
Broken Wings before I max
Valor, but this rarely occurs. Of course, leveling
Blade of the Exile whenever possible. Leveling up her skills in this order allows her to do damage, escape, farm, and almost anything else she needs to do.




From here I max out her











I start off going either boots and 4 pots (tp back to base at 1:30 for a 4th pot) or
Cloth Armor and 5 pots. I changed this from starting with a
Doran's Blade because I have realized after another 6 months of playing
Riven that while the
Doran's Blade is great against matchups that you will have no problem with, the boots and cloth armor provide a larger benefit when you also get 4 or 5 potions.
From here, on my first trip back i usually pick up
Ninja Tabi a
Vampiric Scepter and a ward. You may be wondering why go
Ninja Tabi rather than
Mercury's Treads. This generally depends on how my lane opponent is doing as well as the general composition of the enemy team. Because most top laners tend to be AD bruisers,
Ninja Tabi tend to be a better choice for the laning phase. Some guides offer
Ionian Boots of Lucidity as an alternative to
Mercury's Treads and
Ninja Tabi, I do not think it is really worth sacrificing the tankiness. I would almost always suggest selling your
Ninja Tabi once the game gets to late game. This does depend on the team comp of the other team, however usually it is a good idea to pick up
Mercury's Treads
If I happen to be having a hard laning phase, or know that I'm going to need to be tanky for my team I build a
Heart of Gold so that I can be tanky and can eventually build it into a
Randuin's Omen. I would rarely suggest actually going this route. Rather
Wriggle's Lantern is a much better choice.
Once back to lane, I try to farm up for at least a
Phage. This will increase your tankiness in 2 ways. First, it will provide you with more health, making it harder to kill you. It also provides you with more attack damage. This damage will scale with your shield, making it harder to kill you. With the slow, you should be a formidable duelist at this point. At this point, depending on the amount of gold you have, you might want to get one of three items. If you feel that you need the stats a phage gives you, but you also need some sustain, 2
Doran's Blades would be a good pickup. If you feel like you don't need the sustain, and can just survive, you can go straight for the
Phage. If you feel like you don't need to be tankier, and you dont need the sustain provided, and have enough gold, you may want to pick up a
B. F. Sword. This is a very good pickup because it is the expensive part of your
Bloodthirster .
If your lane opponent happens to be an ap caster such as
Vladimir or
Rumble you might want to skip the
Phage for now and just go straight for a
Hexdrinker. This will give you more surviveaility against ap, as well as giving you a larger shield.
Once I make it back to lane, I try to farm for at least a
B. F. Sword if not
Bloodthirster.
Bloodthirster is a great item on
Riven seeing as how her entire kit scales amazingly well with attack damage (0.5 on passive, 0.7 on q, 1.0 on w and e, 0.6-1.8 on ult). The life steal from
Bloodthirster also allows you to sustain in lane, and negate any damage that is done to you. If you are completely destroying your lane, you may want to just go for
Bloodthirster first, just to give you a massive damage boost, making it impossible for your opponent to push you out of lane without help.
At this point the laning phase is generally over, but I try to keep on farming as well as I can while still helping out my team. Usually I try to finish my
Frozen Mallet just so I can be even tankier and stick to whoever I need to. Lately I have found myself staying in top lane as long as I can, regardless of my team's situation just because I can usually force more than 1 person top to deal with me.
90% of the time, games will be over or it will be pretty obvious who is going to win at this point. Once
Bloodthirster and
Frozen Mallet are made, it depends on the enemy what to build next. If the enemy is building a lot of armor such as a
Frozen Heart or
Randuin's Omen I will build a
Last Whisper. If you are not worried about armor, but they have a lot of magic damage, and it is doing more to you than you're comfortable with, feel free to finish off your
Hexdrinker into a
Maw of Malmortius. If you decided to skip the
Hexdrinker, you can just build a
Guardian Angel. If you have Built all of this, you may want to go for a second
Bloodthirster to simply put your damage and sustain over the top. If your team needs to be tankier, a
Randuin's Omen is a great item because it provides health, armor, an amazing acive, cooldown reduction, and more.
In many builds you will see people stacking
Doran's Blade. This is an option to you, however I generally avoid it simply because it sets your build behind. If you are in a closely matched lane, this can be a good strategy, however I tend to not do this. Another item that you will sometimes see built on
Riven is
The Brutalizer. This item is a pretty good item for [Riven]], however like with the
Doran's Blade it just delays your items too far to be worth the stats it gives. On other champions like
Talon or
Renekton this might be a great item, but I do not suggest it for
Riven.
Items to NOT get:
Infinity Edge
Black Cleaver
Phantom Dancer
Madred's Bloodrazor
Trinity Force
Anything with AP
Anything that offers mana
Anything that is based on attack speed




From here, on my first trip back i usually pick up










If I happen to be having a hard laning phase, or know that I'm going to need to be tanky for my team I build a



Once back to lane, I try to farm up for at least a





If your lane opponent happens to be an ap caster such as




Once I make it back to lane, I try to farm for at least a






At this point the laning phase is generally over, but I try to keep on farming as well as I can while still helping out my team. Usually I try to finish my

90% of the time, games will be over or it will be pretty obvious who is going to win at this point. Once











In many builds you will see people stacking







Items to NOT get:





Anything with AP
Anything that offers mana
Anything that is based on attack speed
The runes I used are mainly for early game dominance in lane.
For reds I went with Greater Mark of Desolation, just to do that extra damage in the early game. These allow your auto attacks to just ignore your enemies' armor, causing your attacks to essentially do true damage.
For yellows I went with
Greater Seal of Armor for extra durability in the early game, allowing you to be a bit more durable, allowing for more farming and more harassing early game.
For blues I went with
Greater Glyph of Scaling Magic Resist, again for more durability early game in case you are facing an AP based champion
For Quintessences I went with the
Greater Quintessence of Attack Damage. These quintessences scale with your entire kit, also allowing you to last hit easier while in the laning phase.
For runes you might also take
Greater Seal of Attack Damage, and/or
Greater Glyph of Attack Damage if you want that bonus AD early game to hit a bit harder.
For reds I went with Greater Mark of Desolation, just to do that extra damage in the early game. These allow your auto attacks to just ignore your enemies' armor, causing your attacks to essentially do true damage.
For yellows I went with

For blues I went with

For Quintessences I went with the

For runes you might also take


Masteries are pretty normal 21/9/0 masteries, focusing on attack speed, cdr, lifesteal, and armor pen. I generally avoid the Deadliness and Lethality masteries simply because I feel like they do not add much to your overall damage for the use of 5 mastery points. Mostly because the 0.5 ad per level and the +10% crit damage dont add very much mostly because
Riven scales terribly with crit, so this mastery is of no use, and the lifesteal can make a greater difference in sustaining yourself even at low levels. the 9 in defense is fairly straight forward. This focuses on ignoring some of the damage that your lane opponent might be doing. The increased hp/5 regen is to help sustain yourself. A while back
Riven to a nerf to her hp/5 regen, and so this helps to make up for it. The 2 points in
Tough Skin
is to help you take less damage when exchanging blows with your opponent. When you consider that each time you attack an enemy champion, the minions attack you, each doing between 6-22 damage, with 6 creeps attacking, every couple of seconds, this quickly adds up to between 100 - 400 damage depending on how long you fight. By even negating 2 damage from this, you are removing quite a bit of this damage source.
If you think that you may need to tank, you could take 9/21/0 masteries, but in that case i would recommend taking a champion that is designed to be a tank such as
Malphite



If you think that you may need to tank, you could take 9/21/0 masteries, but in that case i would recommend taking a champion that is designed to be a tank such as

Generally I take
Flash and
Ignite. On some rare occasions when no one else is willing to take
Exhaust.
I take
Flash for those times that I need to get to or away from an area as quickly as possible, allowing
Riven to catch up to enemies, then unleash her combo upon them.
Ignite is hands down one of the best summoner spells in the game. The free 400 damage at level 18, along with the 50% reduced healing it provides can completely change how a fight goes.
Ignite can also be helpful for when an enemy is just out of range of your attacks, but not your
Ignite. Just pop it on them, and watch as they die.
When no one else is willing to take
Exhaust I will take this as it can help completely shut down an ad carry in a fight, changing the fight and helping you win.
Teleport is a possible option depending on your lane match up. If you know that it is going to be a difficult lane, or a lane that you are going to need to be leaving lane a lot, you may want to take
Teleport



I take





When no one else is willing to take

Teleport is a possible option depending on your lane match up. If you know that it is going to be a difficult lane, or a lane that you are going to need to be leaving lane a lot, you may want to take




















Evelyn LOL














[[Janna] support vs riven? lol















[[Malzahar] Just beat him pre 6



Mordekasier Dont stand in the creep wave and let him build up a shield, and you should be fine























































Overall, I like this build simply because it allows me to run in, do damage, and take some damage, while still being able to escape with my health intact. I have been able to carry games that should have been lost at the 15 minute mark, using this build. It's a decent build in my opinion, but try it out for yourself. REMEMBER TO WARD
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