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Spells:
Ghost
Exhaust
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Introducing My Guide
After some thoughts I decided to make an update to my old guide as I still was not happy with the finished product.
The first days out I saw Riven guides pop out of the ground as if somebody planted mushrooms. The following "voting" battle did hit some good guides and everything became chaotic as everybody seemed to believe that items & skill usages would be set in stone- which is not the case. It is a rather fluid process and I believe it is not that important to present one uber- build but more to explain your thoughts so everybody can adjust your ideas to their play style.
I am not the guy who wants you to dictate his play style I just want to open your mind for bringing new tools and ideas to yours.
Also, if you are looking for just a brief guide, that gives you a snapshot of Riven, then you should continue searching as my guide goes a little more in- depth and takes some time to read completely as I feel that I need to explain my choices to give better insight.
Most of the guides out there are for normal or ranked Summoner's Rift matches.
The difference is that mine is specialized on the smaller battleground that is Twisted Treeline.
I know there are not that many people outside that prefer 3 vs 3 but I know they exist. I belong to them and love playing Twisted Treeline (despite its balancing issues) because it is fast, action driven and it is easy accessible for new players as they just have to concentrate on 5 other guys, instead of 9.
At Twisted Treeline you will meet slightly different circumstances compared to Summoner's Rift especially if you consider playing normal games.
-
I. Games usually are shorter even when you got quite even teams
II. The group set-up tends to melee / bruiser heavy set-ups
III. Certain groups in the jungle share the same spawn possibility
So I adjusted my basic build to that needs and made it cost less than 11.000 gold even if you include a possible "Doran's Aegis" (yeah, that's a word creation- more on that in the items section) as an unconventional approach of choice. This sum includes

As you will be often matched with other AD heavy champs I chose an item set-up that basically gives you a strong offensive, synergistic defensive measures, as well as a great group support. These 3 factors are even more important if you solo queue as you usually can not rely on your team mates if you are unlucky.
So, if you prefer playing Twisted Treeline, or are quite new to it, then give my guide a read and share your thoughts because this is all what it is about.
Also I have to mention that this guide is more focussed on casual players who play Twisted Treeline unranked in solo queue but I will add a specific section for ranked matches as well at a later point of time, where I will discuss possible bans and good team compositions in more detail.
But most information can be found in the guide anyway.
Feel free to comment and do not be judgemental early just because one of the items or runes does not suit your needs at first sight. Please, before you evaluate the quality of my guide read it completely and learn to understand the thoughts behind my choices as I try to explain every tiny step that's behind my method of playing Riven at Twisted Treeline.
Enjoy reading.
Best Regards
Blowfeld

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. Now she seeks atonement and her own way to serve the pure Noxian vision in which she believed.
“There is a place between war and murder / in which our demons lurk.”
- Excerpted from the poem, “Scarlet Shon-Xan”

PROS
You got great mobility
Lots of AE Damage
Strong late game
You can shield yourself easily from nukes
Great skills to avoid skill shots
2 Interrupts
Awesome Ultimate
Great passive for sustained damage
CD affected skills (screw you mana pots!)
Crimson Elite Skin
Great champ if you planned getting used to smart cast anyway
CONS
You rely heavily on items
Mediocre in farming early game
Your stuns are very short and more for annoying and interrupting
Your AE effects have a very short range
Physical damage output only- can be easily countered by armor
You need to put thought in positioning and engaging
Passive needs some time to get used to
Valor & Broken Wings are not able to flash you through objects
If you feel different then it's also all- right to take a more defensive approach- but in my opinion you waste a little bit of Riven's potential then.
Why do I build exactly like this?
These skills offer Riven the possibility to maximize her damage output while you will still have some utility as

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Essential Masteries![]() ![]() ![]() ![]() Additional Masteries ![]() ![]() ![]() ![]() |
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Essential Masteries![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Alternative mastery trees to consider: (click-able for overview)
0/21/9 for a more defensive set up
9/0/21 for more utility (not the best choice in my opinion)
23/6/1 if you like experimenting and have problems with last hitting and early game
Personally, I play 23/6/1 right now with an experimental rune set up and it fits my play style quite well- even if it is not the "recommended" way to play her.
What I want to say is that you should find out which masteries and runes facilitate your style most. Feel free to make some "odd" choices- just do not try crazy things in ranked games when you do not know the outcome...
space | space | space | space | space |
These are the summoner spells that I consider most viable for riven at Twisted Treeline.

Hell of a great spell and I can totally see why nearly everybody wants it to be in his/ her repertoire. It is great for surprisingly initiations into fresh or existing fight (thus I prefer to use


This is also a very useful offensive/ defensive summoner's spell, especially at Twisted Treeline. Whenever you feel out of the action or need to catch up to somebody it does the job. Somebody flashes away in lane? With

Some players state that Riven "does not need" this summoner skill and I agree. But it further enhances her strengths and this makes it still a totally viable spell on her.

If you prefer a very aggressive play style or want to shut down specific champions it is a great spell for an offensive bruiser. If nobody else on your team has taken it consider if you should not take it.

I love


It is a great defensive spell as it eliminates one of Riven's cons- her liability to crowd control. If it makes you feel safe and your team has at least one



What can I say? If you consider jungeling consider taking

My personal choice:
I prefer




Just look what your team-mates are taking and what you prefer. Your team has chosen double






The "odd" choices
Alternative summoner spells that you can take but I just do not see fitting to your role.

Can be useful, but I believe that there are other champs that can better refrain from the spells considered as good choices then you do.

It is a great spell, no question. But as we plan to establish good map control by placing wards I move it to second tier choices.

Combine this with an early

The most common rune choices for Riven are the following:
- Greater Mark of Desolation or
Greater Mark of Attack Damage
Greater Seal of Armor or
Greater Seal of Evasion (if you go 9/21/0 or 21/9/0)
Greater Glyph of Magic Resist or
Greater Glyph of Cooldown Reduction
Greater Quintessence of Attack Damage or Greater Quintessence of Desolation
From these I have chosen the subsequent runes as the standard runes for this build
Greater Mark of DesolationYou will be able to ignore quite some armor in the late game as




greater quintessence of desolation Even more armor penetration. This will make them hurt!
As you can see this very rune set up is aimed at a strong end game without ignoring survivability and damage output in the early game as well.
NOTE: Jungeling runes can be found in the jungle sub- section later on.
Here is the aforementioned experimental choice of runes that I use at the moment- just to make you open minded for alternative routes:

Greater Seal of DefenseThis leaves you a little vulnerable in the early game but if you manage to stay healthy and defensive then you will benefit from this in the late game.

greater quintessence of desolation As you do not own armor penetration marks in this set up I believe that you should at least take these to compensate.
Let me elaborate my odd rune choices to offer you some test worthy alternative.
As my play style tends to be a little more defensively and last hit oriented until I hit level 6 and finally have my ultimate available I only engage if I know that I will seriously hurt the enemy or get out without losing much.
That means, that I will only overextend for a certain kill and do nothing crazy before that, just farm hard and try to keep minion waves close to my tower but still out of reach. I want money and not to go to base every minute because I am either dead or did something silly as "feeders" can break the morale of a random group easily.
So instead of trying to even up Riven's early game weakness I try to further strengthen her late game dominance. I know it is an uncommon approach, but it fits my personal game style.
I have chosen

Buying attack damage/level Marks & armor penetration Glyphs is superior to buying vice versa as the armor penetration per point of attack damage @ level 18 is 0.74:1 instead of 0.66:1;
Believe me or ask me for the maths in the commentaries as I will gladly explain.
Greater Mark of Scaling Attack Damage catches up with flat attack damage marks at level 7;
- Bonus @ level 18: 14 attack damage;
- Greater Seal of Defense &
Greater Glyph of Scaling Magic Resist catch up with flat runes at level 10;
- Both grant about 11
armor/
magic resist more than their flat counterparts once fully charged;
By playing careful and not running out and calling " DEEEEEMAAAACIIIAAAA!!!!" we just gained 14AD, 11 armor & 11 magic resist for free.
I'd say that's about 1/2k gold worth.
If you have problems early game or like playing aggressively from the start then I recommend the standard runes mentioned in the top of this section

Your passive and a reason why many Riven players fail hard.
Have you seen that well known pro player trying out Riven for the first few minutes, bashing all the buttons and telling everybody that there is no damage output?! Well that was not only fun to see but also it is one of the things you will have to learn to master as Riven.
When to use an auto attack in between skills or when to pass on using it makes big difference.
You can stack up

When you play you need to know how many stacks you have got and make decisions on the fly:
"Do I use


In that case that would be 2 Stacks wasted, but probably with 3 stacks ready and your ulti popped, waiting for WIND SLASH and a

So use your stacks wisely, add them in between abilities to maximize your sustained damage output or bring some after you used 2 or 3 skills to initiate. Just make sure that if you overstack

This is what makes the difference between the "Button mashing meh Rivens" and you!

This skill is great to close gaps, to devastate everything you pass through while dashing (AE, yeah!). And not only you build up 3 Stacks of

Can you imagine how much that

The bonus AD scaling of this spell is decent, 0.7 is better than at her release and gets the job done.
And do not complain that this skill does hardly the damage of an auto attack as you can cast it 3 times quickly to have a nice burst/ knock back combo.
You can also use


You may feel it's CD as a obstacle in your game flow, but with your CDR items your cd will be reduced to about 7.5 seconds and it activates after first usage of that skill. So if you auto attack in between and use the full 3 second window between your


This skill is both, a nice opening ability, as it does a fair amount of damage with its 1.0 bonus AD scaling but it is even better to interrupt ultimates and annoy people in destroying there gaming flow.
As an AE ability it has a quite narrow range, so positioning is key to success!
It also has a scaling CD which makes it useful every 4.6 seconds at level 18 with your CDR.
Remember that


UPDATE2:
Due to a ninja update in the last few days the stun time was increased to 0.75 seconds; Minor, but potent-> even more reason to max this talent first.
UPDATE1:
With the hotfix (09/20/2011) the cast time on


Not too much to say on this skill. It scales well and its basic shielding is kind of ok since the fix. With it's now ridiculous low CD you can almost spam it later on, especially with your CDR. Absorbing more than 300 dmg for free every 4.0 seconds? Hell, yeah! One of the reasons why you do not build up a big health pool necessarily...
Use it to avoid any kind of skill shot, to shield yourself from incoming damage, to jump out of range, to jump into range, to reposition, to save an ally from a nuke flying towards him so he can call you "noob" because he most certainly would have magically avoided it ;)
Oh, and it will empower your


Riven's great ultimate and one of the abilities that make or break good Riven players.
At level 18 this skill has a 45 second cool down, with your CDR that is 30 seconds.
You will be able to have this up in nearly every encounter you will have as it lasts 15 seconds.
So please don't be a fail Riven by activating this skill at the end of a fight to strike down the enemy with your active part of it.
Pop this skill when you initiate into a fight. It gives you 20% bonus AD. That's a lot. Makes you hit harder and makes

Your skill range gets increased. Don't cry a river any more about the AE range ;)
And finally you can push the button again to gain WIND SLASH. After 0.25 seconds of delay you can lay a devastating cone attack in front of you. The more hurt your enemy is the more this will hurt on top! And now the slash flies faster thanks to the actual hotfix...
Let´s go back to




In front of you are lying two guys who will either start blaming each other in team chat or who will teach you new curses in their mother tongue ;)
Good job- mission complete ;)
Oh, on an additional note: Imagine how pissed the enemy team is when you use Wind Slash as a low CD

Feel free to experiment with Riven and her skills, that's where the entertainment in playing this char manifests.
Don't let me chew every possible situation for you...
Here are only some quick tips:
Need to poke in lane?
Jump in with






And don't forget one or another auto hit in between as they are supercharged ;)
Want to kill something?
Then activate your









The fun from playing Riven comes from making quick situational decisions. All your skills work greatly offensive as well as defensive. Experiment, combine and be unpredictable. Just don't do the same thing over and over again as they will soon find a way to counter your behavioural pattern. Make them feel like you are always a step ahead and in fact you will get just that!


Regarding Skill Sequences you basically have 3 different viable routes to take (and one optional, if you really prefer a protective route without a competitive damage output) that all work out in one way or another. Whatever Route you take, whenever possible put a point into

I. Burst Damage Focus/ Interrupt Focus
Max out




This route gives you a great damage output and gives you a lot of interrupts as your


But anyway I prefer putting my fist point in

II. Sustained Damage Focus
Max out




This will give your


Also it will help you early game if you have a problem in farming as it grants you 3 powerful AEs early to make last hitting a children's game combined with your talent tree.
III. Balance Ki And Wings
You can max



This build seems to have the lowest damage output in fights less than 10 seconds where you can use every skill at least once...
And here is the optional way of skilling:
IV. Survivability
Max out



I will not recommend this, as your damage output until level 18 will be sub- par. But at least you will be able to absorb a lot of damage and avoiding a lot of skill shots on a regular base if you prefer that kind of game play.
The thoughts behind this...
I made several simulations and calculations maxing either


Results: (in descending order regarding damage output)
BURST DAMAGE FOCUS
If the fight is shorter then approx. 11 sec this one wins the upper hand; Also strong if the fight continues to be quite long;
SUSTAINED DAMAGE FOCUS
In a short window between 11 and 13 seconds this one would have the upper hand even if only slightly;
BALANCE KI AND WINGS
Only spikes for a brief moment around 11 seconds- otherwise inferior;
So you see it is all situational and depends how long your average fight goes at that point of the game and how well you can use your low cool- downs.
But after my calculations it seems to be the best bet to really maximize

And in general the fights do not last that long, at least not at my low level of skill :)

But I will tell you why I chose certain items, show you situational alternatives and possibilities how to build further if a game goes longer than expected.
THE CORE
Ionian Boots of Lucidity
Despite the movement speed you want to gain that CDR. CDR is what keeps your



Mercury's Treads
If your opposing team has a lot of magical damage and CC then these shoes are viable on Riven. Consider buying a


Ninja Tabi
If your opposing faction consists of mostly AD driven (auto attacking) champions then this is a good alternative to


Wriggle's Lantern
So you don't want to jungle and ask me, why I believe this is a really great core item?
Let's have a look at [[Wriggle's Lantern] and what it offers for us.
30 Armor: Considering that most team compositions at Twisted Treeline are AD heavy, armor is a good thing to bei more beefy early game.
23 Dmg: Bonus AD that scales with everything you got.
18 Lifesteal: So, no sustain in the beginning? This helps out a lot to keep your health up a little.
Free Wards: As I mentioned in my intro you usually cannot rely on allies when you solo queue. So you will usually be the one who buys wards. That means in an average match you will buy about 4- 8 wards.
Let's assume you would buy 6 wards. That equals 450 Gold. That makes your item 450 Gold cheaper- 1150 Gold for 30 Armor, 18 Lifesteal and 23 AD? Sounds good to me. Plus you do not have to go back to shop wards, as you always got them with you without wasting space in your limited inventory.
The brutalizer
This is a definite core item as it offers you your 3 main stats: attack damage, cool-down reduction and armor penetration. One of the most cost effective items that Riven can use. If you skip this at Twisted Treeline then I just don't know what to say...
THE ICING ON THE CAKE
Aegis Of The Legion
You may frown a little as you do not consider yourself a tank, so why should you buy this item?
It not only gives you everything you need to be no glass cannon mid game, it also supports your team in all those team fights that are up to come.
In a perfect world this item gives your team a total of 90 armor, 117 magic resistance and 24 AD;
You benefit from them all and also gain some extra health from it. And all of that for 1925 Gold? Great. Also you don't have to rage if your mates consider buying resistances as obsolete (last night a

Combine this mid game with a

B. F. Sword
The Best Friend Sword is a grand tool of destruction.
Build it to a




Make it a


Or build an

The choice is yours, but i prefer the first two choices at Twisted Treeline.
Youmuu's Ghostblade
More delicious cool- down reduction, bonus armor penetration and an active usage, which not only gives you extra mobility but more sustained/ burst damage to bring down towers more quickly.
Remember that your passive can stack up to three auto attacks. So







On top you get more bonus AD that helps you as it scales nicely with your abilities.
If you feel like upgrading


THE SITUATIONAL FRIEND
Hexdrinker
Feeling like there is an enemy AP nuker getting a little out of hand and you want to get control of the situation without losing your damage output?
Skip


It totally harmonizes with your


But if that AP Carrie gets totally out of hand and kills everything around you and even squirrels start to wear radiation suits it is maybe time to pick up

Quicksilver Sash
A most times underrated item. Using it is a great way to counter AP heavy teams with suppression/ a lot of disabling potential.
You will often see a


Last Whisper
The guys in the other team go quite armor heavy as your team-mates switched to







You have to make up your mind what is more useful in your specific situation but I would tend to recommend

Frozen Mallet
You already have armor up @ 150+ and still feel squishy? Then buy this beauty and nobody will ever stop to hug you if you do not want them to. Hitting bad guys with the mallet makes sure you can tell them everything about shopping, celebrities and beauty products until they either die of exhaustion or by your blade.
Also



If you plan on buying a



I still have to brake down some numbers on this and will keep you guys updated.
Sword Of The Divine
As we are still in the situational section I can totally recommend this item mid game instead of







It's just not really good on Riven as a regular item for a build.
Sword Of The Occult
Things are going really well from the start on? You are feeling in the mood to dominate out of cheap stuff? Then this sword will make you happy. Just make sure you maintain 5 or 6 stacks at least and it becomes totally cost worthy.
But if you have a feeling of not doing so well, please avoid it because the more you suck, the more this item sucks as well ;)
Thornmail
The enemy Team consists of triple AD auto attack champions? Congratulations,





Tiamat
If you are feeling superior and/ or have a certain level of blood alcohol then buy this baby. Enjoy mashing mob packs while you get soothed by the relaxing splash animation.
It is not that bad and certainly great if you want to troll an annoying team :)
Why the heck you think it could be useful to buy a
Doran's Blade in the mid of your build? You stupid? NOOB!
As mentioned in my guide my choice for Doran's Blade mid game might seem odd.
Let me elaborate this a little.
Around level 10 you got your survivability build up well by owning


I believe


At level 11 you got your second rank of

You can easily skip


Of course this is the first item to sell if your inventory gets full when you go into a late game.
But what about
Sheen &
Trinity Force?
I have made some calculations. Even all stats on


If you can't maintain the proc whenever it is off CD then it falls behind- significantly.
And the only thing you can build out of it without blaming yourself as a baddie would be


It is not a bad thing to own and I don't call people using it names, but I just think it is too expensive and prefer other items on Riven.
The mathematical calculations I did on that topic (that wasted 2h of my life) showed that damage wise it is never more than 5-10% behind



The hotfix (09/20/2011) makes AD heavy items pull even more slightly ahead as the ratio on

The only thing I rant about are Riven players combining


Is
Hextech Gunblade useful for Riven?
Right in the beginning I was not sure if it is a viable alternative on

Then I found out that only a third of the actual spell- vamp would be counted on abilities like


Let's assume that you do well and do not die often then

On the other hand

So if I summarize and do some maths, then




-
Lane partners
Last hitting
Zoning
Pushing
Ganking
Warding
In general I can say that Riven does fine in both, top and bottom lane. I have tried both and both ended up successfully. So feel free to choose your role or go even jungeling / part time jungeling if you trust your team to be able to hold 2 solo lanes and feel like a little PVE/ ganking combo...
Lane partners
Let's talk about who would be good lane partners or team partners in general as you need a good gank sometimes when you solo top.
Riven is then strongest when she has team-mates with a lot of crowd control. When your mates have "knock ups", "stuns", "slows" & silences that is always a great thing. If they have a far ranged ultimate that is not bad as well. Or if they possess the ability to further shield you/ heal you. And also they should not be too squishy.
So, who would be a good lane partner for you? I will just mention a few and leave the rest to your imagination as I am sure everybody has their own favourite team members.
a.) when I am in lane alone
Even after the nerf on his regeneration abilities


If your enemy is a bruiser and overextends then he really has a problem when suddenly a whole portion of damage jumps at him. If he runs, you catch him- if he stays and fights death catches him...
You are in top lane, everything is fine, you poke here and there- the world seems normal and relaxing. Suddenly laughter. Poof! Damage out of nothing. The last thing you will see while slowed hard is Riven jumping at you.
I love playing a



With his slow, his silence and the possibility to appear unnoticed and stealthed just to unleash crazy burst he is a force to fear. When he comes to help you gank your lane prepare to put your enemy six feet under.
Dude, this guy can launch scary ganks. If your opponent in lane is a caster he will wish he was at a different place!


You have a back and forth with this damn





b.) When I lane with a partner
It is great to have an AP/AD combination to not easily get hard countered by a focus on a special resistance.




Not my first choice as lane partner because a good


There is no hope when you lane with a good

His


If you fight two melee champs they will not get out of this.



I have played together with one yesterday. Liked the armor reduce and his slow while his shield helped him survive well. Hyper-Kinetic Position Reverse got us a lot of kills ;)
Mundo goes where he pleases! Oh, and he will own Dominion. You heard it here first, kids!
Last hitting
This is a more general topic. As I usually play Twisted Treeline in normal mode solo queueing I nearly always see most people around me auto attacking the hell out of every creep. In some matches they just nuke away the complete lane to the enemy tower and when you look at their creep score it says "2" and you know that there has been a lot of money lost.
Creeps on Twisted Treeline reward you with 22 - 36 gold minimum and amount increasing by time played depending on what kind of minion you last hit.
As many people said this before me I can only repeat:
-
"Last hit minions 10 times rewards you about the amount of gold a kill would reward you."
So please do not bash away tons of tons of minions with cashing in a cash cheque by surprise only while overextending and getting more vulnerable to ganks.
Time is money- and minions are, too!
Practice last hitting with your champ if needed in a match versus bots to get used to your hitting animation and to get a feeling of damage output your auto attacks and skills have. It's sometimes useful to use them for last hitting as cool- downs are the only restriction you have in using them.
Once you get better in this you will notice a notable increase of gold in your purse that you can spend to get further ahead.
Zoning
If you are quite new to League Of Legends this term may say you nothing so I want to explain it a little before I post one of the best videos ever made about that topic.
Here is my explanation of zoning:
-
Zoning describes the process of getting lane control by positioning in a way that the opposing faction gets denied in farming gold/ experience either by being threatened or unable to reach the minions.
Matt says in his link about LOL terminology:
-
Zone, Zoning: Zones are areas of control, generally around players, NPCs and towers. Zones are affected by positioning, terrain, abilities, attack range and other game mechanics. Zoning is taking advantage of your knowledge and understanding of these zones to control the fight and harass/push/starve effectively while staying alive and safe.
To give you further insight I will put in a great video that Shurelia created a while ago and that helped me and thousands of other people in learning more about zoning.
On a legal note: I did not create this video nor edit it. All credits go to Shurelia;
Pushing
Pushing describes a single or coordinated attack on creeps and towers in a lane to further advance closer to the enemies nexus.
What sounds easy and understandable in the first place often ends up in chaos in game.
As a general rule at Twisted Treeline I suggest to only push if you have enough map and situational awareness that you know it does not bring you in danger.
Situations in which I recommend pushing:
Your team has scored an ace.
Tell your team members to push a certain lane as far as safely possible and have a close look at the enemy re spawn timer. They can go shopping afterwards ;)
You killed enemy forces in your lane
Your lane is free of enemies and you have the map awareness to figure out that there is no good situation for you to land a gank and no enemy can sneak up onto you.
An enemy tower has an extreme low amount of health
You can push the tower and destroy it if you are sure that you either do not take hits or that you can safely take them and still beat the two guys who lurk at the turret. Act as a team for success.
Your team keeps the enemy occupied far away
Your team has the skirmish under control and you are near a tower with a friendly creep wave covering you? Take it!


Ganking
A gank describes a coordinated attack on a target with the goal to be recognized as late as possible and aiming in a kill.
As you sure have played a few games you already know that ganking can be a double- edged sword. If done properly you hurt the enemy team by killing one or several of their members.
If you fail you waste time and health that you could have used more productive.
Regarding her abilities I consider





If you combine these with




I said "well- planned". This does not mean that you plan a gank five minutes prior to its execution- it just means that you need to have a lot of map awareness, make decisions on the fly and closing the distance to the victim of the gank unnoticed.
If possible attack from behind or from the side, out of bushes or appear around corners.
Flanking is such a powerful tool.
If you feel that you have a problem in holding your lane against a better enemy call in a gank from your team if you see a good opportunity. A good team can always beat a player with better mechanics if they work together.
What to do to prevent ganks?
- Check your mini-map regularly
- place wards, wards, wards
-

- don't overextend at risky places
Warding
Creating view is the main possibility to gain map control.
What tools do help you getting rid of the fog of war so you get a more informative view at the mini map?
- sight ward
-

-

-

-


I have created a picture for where I see the most common places of placement.

A
These to mark the most important warding zones as the not only give you view of to vital points where people pass through regularly but they also grant you vision at 2 jungle creatures that contain powerful buffs and gold.
If you are short of wards make sure that at least those positions are warded!
D
This is a defensive ward. If you are being pushed back this ward will tell you when a possible gank can appear or when they try to strike one of your towers or even consider a

O
Offensive ward. If you have them pushed back this can give you an offensive advantage and minimizes the risk of being ganked.
M
Another good spot to have an overview to get a perimeter so that the enemy can't cross the middle of the map unnoticed.
S
Situational wards. Place if you like to and the important positions are covered. Can minimize the risk of being ganked but I find them to situational to be regularly warded.
G
These are for ganking the mid lane. If you have a

N
Place a ward here if you need sight to flash into their base to back door the nexus.
A tip:
If you know they put a sight ward somewhere feel free to destroy it by making it visible by a

I will post some suggested item builds and options but I want you to be as flexible as possible, so if you feel situation "x" demands item "y" but I suggest item "z" then stick to your own choice because a situational choice is the best choice in most cases.
From level 1 - level 6 your main goal is to farm hard. Every minion out there is like a pot of gold waiting for you to collect it by last hitting it. Do so!
Here are some secondary targets:
-
If your enemy is acting quite passive: Give him some surprising hits on and off to make him feel uneasy & to force him to become more passive or go back to base early. -> establish lane dominance;
If you manage to push your lane safely then use the time the enemy needs to push it back to go and land a gank or farm freely in the jungle and improve your dominance by neutral monster buffs ( see next section);
If your enemy acts quite aggressive try to fall back a little % stand your ground near your tower. Not only does it give you safety and maybe a kill if your enemy gets too greedy, it also helps you to fight in a position where the enemy is vulnerable to ganks as the mid bushes are nearby;
If you manage to reach level 6 before your enemy then try to launch a deadly and surprising assault as you just gained a short window of time where your damage output will be significantly higher than theirs.
Here is the basic item build that you will have completed most commonly somewhere between level 6 and 8 depending on how well you farm and how tough your opponents are.
The Basics


It is important to have this items ready at this time because about now everybody owns their ultimate techniques and it's a time where people start to roam around more, first dragon attempts are done and so on...
Your items at this point help you to have map control

Whatever you do, keep an eye on the mini-map!
Your team should have at least 2 sight ward up to know what's going on. If your enemies have a stealthed team member this is the moment where

In this phase try to keep a good balance between
- obtaining buffs
- farm minions
- push lanes, hurt towers
- set the stages for small skirmishes which favour your team
This is the build I prefer against a balanced team at this point:




If the enemy team is very AP heavy consider one of these builds
Offensive:




Defensive:




Do not be afraid to throw in a



But feel free to skip it if you do not like it- it is completely situational. Just do not be afraid to make uncommon choices. Whatever works is good!
If the enemy team is AD heavy (especially if at least one of them relies mostly on auto attacks)




At level 11 you receive your next big damage boost as

This is another moment you should utilise to punish some fools to fight against you but make no mistake and force uncontrolled situations when your mates are not around. Remember you are not immortal!
From this point it is completely your choice which route to go. Choose offensive or defensive items depending on the enemy team set-up as this is the composition you have to counter.
If you are ahead:
Try to kill one of their squishier champs in team fights to gain map dominance, push and split push to come closer and closer to their nexus. You should now have placed wards closer to their base or even next to their nexus to be able to back-door into their base unnoticed.
Obtain buff control and if you can't push further go and clear the jungle. If you are ahead stay ahead.
If you are behind:
If you made mistakes and have fallen behind it is necessary to put up a mid and defensive ward system that tells you when one or two of their champions are separated in a good sport to assassinate them as a team and to punish them for feeling superior. Annihilate their dragon attempts by stealing the buff or killing most of their team and then steal the buff :) Wards and teamwork will be your alpha and omega as you cannot rely on the opposing faction to make mistakes. Fight your way back as a team, keep the morale up. Even matches that seem lost can switch around once you scored an ace in late game.
Here is a snapshot of one of my most common endgame builds that should be finished around level 18





This is a very well balanced build that gives you some of everything you need but makes you also extremely deadly while being hard to kill in the endgame.
If the game continues feel free to roam the items section to catch some ideas for a good sixth item or an elixir. Just don't buy


With my guide you will neither have the highest damage output, or the highest survivability, but you will have the best of both worlds and also support your team with


Here are the basics:
I. Do not initiate.
If there is somebody on your team who is tankier than you, then let those people initiate.
II. Protect your squishy comrades!
Sometimes you want to shut down the enemies' glass cannon as fast as possible but if a team mate next to you is in a bad spot sometimes a simple


III. Take out the enemy glass cannon!
There is one enemy that went full damage items? Great, he just marked himself to be your target No. 1. Wait a short moment until the enemy team has used their CC skills on your more bulky mates and then charge in for the kill. You don't even have to approach that champ straight to warn him. Run to the tanky champ next to him to give the glass cannon a safe feeling only to change directions last second and

IV. Stop channelled abilities!
There are some really nasty channelled abilities in game, think of



V. Be well positioned.
You notice a team fight going into your favour? Then place yourself so that you can land a Wind Slash right into your enemies escape route to take them all out in a cone. Flank them to make them react wrong and get herded together. Stop them from escaping by knocking them up or stunning them.
VI. Apply Pressure.
Pressure them to either get separated from the group to take one out easily or make the group pile up on each other to maximize your AE terror.
VII. Don't die.
If you are sure you will die if you do not run and you see no effort for your team in making the final sacrifice then use your skills to get out of harm's way. Sometimes when the enemy gets greedy they establish some kind of tunnel vision onto you what will make your mates take them out while they chase you or get too close to one of your allied towers. Don't be a coward but don't support the enemy team with your gold and down time either.
This is the part about smashing animal's heads in and emptying their stomachs as we know their prime food is experience and delicious gold.
(Please kids, don't feed mommy's gold necklace to your dog- rather send it to me

Riven is a decent jungler but I do not consider her jungle top tier. Anyway, she still does fine.
The jungle at Twisted Treeline is a little bit like playing roulette, as it is not static but some of the encounters appear quite randomly at certain positions. This sometimes means that you can't for sure say: "ok, first i kill those animals and then I go and kill those Rabid Wolves"- when instead there are only Ghasts.
As Forrest Gump said about jungeling:
-
"The jungle is like a box of chocolates. You never know what you're gonna get."
So my main objective was to establish a kind of safe way of jungeling because a dead jungler is a bad jungler. You want to bring fear not live in fear.
Oh, and also you want that delicious dragon to be dead as soon as possible. If it helps you just assume that you play a 80's movie and the dragon murdered your best friend and kidnapped your girlfriend- that should keep you motivated!
I could also tell you that buff control is important and your mates at the solo lanes grow incredibly strong if they do not die and you can launch some power ganks- but your new motive is just better, that damn dragon has to die!
So, what kind of beasts will you encounter in the jungle?
I will give you an overview as well as the beasts are click-able for more information about them.

Possible spawns at Pos. 1 & 2
(Great start positions if you do not start at position 3 or 4)First spawn at 1:40; re-spawn 75 seconds after the whole camp is dead
1 Golem/ 1 Lizard/ 1 Young Lizard
If you meet this group smite the hell out of the golem and use your broken wings to finish him and his friends off. Don't forget your health potion. The good news are: You just reached level 2 if you started jungeling here.
Income: 62 gold
1 Wraith/ 2 Lesser Wraiths
These folks are quite easy to kill, a smite finishes of the wraith easily and his companions are no match for you. Bad news: If they were your first enemy group you are not level 2 and that sucks.
Income: 71 gold
Possible spawns at position 3 & 4
First spawn at 1:40; re-spawn 75 seconds after the whole camp is dead
1 Giant Wolf/ 2 Wolves
Easy to kill at any level.
Income: 57 gold;
2 Golems
These can be a little difficult if you already used smite, especially if you are not level 2 yet. If you find them problematic take a look if you meet wolves at the mirror camp.
Income: 60 gold
Possible spawns at position 5 & 6
First spawn at 1:55; re-spawn 75 seconds after the whole camp met his maker
Rabid Wolf/ 2 Giant Wolves
This pack is easier than the following one, at least from my perspective.
The rabid wolf gives you crest of nature's fury, which increases your attack speed by 20% and gives you 10% cool-down reduction.
Income: 125 gold
1 Ghast/ 2 Wraiths
These guys are tough, as they steal life from you. I prefer using


The ghast grants you crest of flowing water that gives you 30% increased run speed.
Income: 145 gold
Postion 7: Grez, the lizard lord
Spawns at 2:10 and magically returns 240 seconds after he has been slain;
Grez grants you blessing of the lizard elder that gives you more damage and slows the target. It suits Riven perfectly!
With

This is YOUR BUFF!- Damage and slow. Yeah, this makes you stick to any foe while being more deadly. Only give this away if somebody in your team also profits from it and is more well fed.
Income: 50gold
Position 8: Ebonmaw, Terror of Zaun, Nemesis of Riven
This guy spawns at 4:40 only to laugh about you; once you killed him he needs 300 seconds to run the million kilometres of the snake's way;
Ebonmaw can safely been defeated at level 6 with



Congratulations, revenge taken but we are sorry, the love of your life is in another castle, try again in 5 minutes.
Enjoy your crest of crushing wrath as long as it lasts and use the extra damage output to decimate whatever pleases you.
Income: 280 gold for each team member
Why jungle and what route to take?
spaaaaaace |
Pros
+buffs give you a temporarily advantage +fast leveling team- mates +great ganking options +global gold |
spaaaaaaaaaaace |
Cons
-reliance on team- mates to hold their lane -mistakes can put you behind easily -being vulnerable to counter ganks -super map awareness indispensable -random spawns |
If you cannot rely on your team- mates and you want some jungeling you can go top lane, push the lane hard to their tower and then fall back in the jungle, take out some minions and return to lane when they pushed it back to your side of the lane. Rinse & repeat. But be aware of the map and call out missing champions as you do not want the top laner to gank your mates in the bottom unrecognised. A failed gank attempt will not only cost him xp and gold but also lane control why you get a fair amount of gold/xp/buffs.
If you are going full jungle feel free to pick a viable jungle build. I like to have a balanced build for that which gives me all the benefits of the jungle buffs as well as a good defence (armor is important for jungeling) and nearly all valuable offensive skills. Feel free to use a choice of your own comfort as many builds are fully functioning.

I choose some standard runes for jungeling as you do not need more than 12 armor penetration to successfully jungle.

When it comes to routes it is hard to say which route is optimal as creep packs are varying as mentioned above.
Good starting points are either
-
POINT 1 - safe starting position
POINT 2 - more risky position
POINT 3 or 4 if you plan a 4-3-5/6-4-3 route in top jungle only
Your goal should be to not return before you at least cashed in 700 gold if you start with



Then you can buy

You can also kill it at level 5 if you got blessing of the lizard elder and full health as well as a


If you encounter golems early on use

Do not use

If you found out a great way of jungeling that you believe is fool proof then let me know in the comments as I will test it and if it is really that great I will of course implement that and mention you.
You sure know that your mental status influences your every action. Playing in extreme conditions as anger, despair, exhaustion all influence your capability of making the right decisions in time.
In this section I want to raise your awareness of how you can influence the outcome of your matches regardless of your game mechanics and your eye- hand coordination.
I. Preparation
As simple and obvious as it sounds- play when you are well rested and motivated to have a great match. Positive attitude and a healthy organism are basics that will help you improve your game play as you can process actions better without any handicaps. Hold some snacks and something to drink available it will keep your body fuelled.
Put your favourite record into your music player as enjoyable music will help you to keep up a good feeling more easily.
II. Attitude
A positive attitude can make or break your game play. If you decide that a match is lost after your enemy draw first blood a good outcome will be less likely, especially when you inform your team mates every 30 seconds that this match seems lost.
When something goes wrong don't let it get to you. See it as a chance to learn how to improve and try to avoid the same mistake in future situations. Take it with some humour and sportsmanship. If your enemy defeated you in a fierce battle and went out of the fight victorious recognize his actions instead of calling him a lucker. This will make you feel better anyway.
If you feel like you are in a mental low take a break and do something to ease your mind, something that brings you fun.
III. Raising team morale
One of your team mates just made a mistake that brought the enemy team an ace. You now have 3 possibilities. Ignore it, talk him down or help him up.
I advice the last option, you surely know how it feels when you just hurt your team. It's always great when you realise your team mates take it with humour, cheer you up or plan a new and better strategy.
If your team mates make a good move, bring down a tower, steal dragon or kill an enemy champ reward them with a short recognition. Everybody likes a "well done" or "good job"!
IV. Communication with your mates
Communication is the alpha & omega of good coordination. A good communication does not need many words often. Sometimes a single ping note is enough to make your mates understand you are coming for a gank.
If you plan a bold or heavyset move inform your team briefly so they can adjust their game play. Warn if you see imminent danger, if your mates survive because of your information be sure they count more on your opinion then before.
V. Communication with the enemy team
Do not insult the enemy. You are better than that. Show them that you are good sportsmen. Note big mistakes they make with a twink and be sure that they start to fall into an uneasy mood. "Better luck next time" can be quite friendly meant but if you are already in a dark spot it can further destabilize your emotions.
If your enemy mocks you or insults you take it with humour and show them that they cannot scratch your ego.
VI. Make them feel helpless
Dominate the other team hard by coordinated ganks or actions. If you manage to dominate only a single player hard you can be sure it will have a domino effect and snowball you into victory.
First the dominated player will feel under pressure and experience feelings of despair and anger if he continuously gets focussed, ganked or outplayed. Once you killed an enemy over proportional you can realise the enemy team building up some tension against the "feeder" and the more under pressure said player is the more mistakes he will make and the more passive/ defensive he will play what gives you better map control.
VII. Make them desert to your team
You realise the enemy team is picking on one of their players, calling him a noob or a fail player? Great! Cheer him up with some humour, tell him to not listen to the team and that he surely will improve in the future or that he surely only has a bad day as everybody has sometimes. Either you will gain some respect for your sportsmanship or the picked on will put less effort in his game play as he does identify with your team more then with his own. Now it is 4 vs. 2.
VIII. Mess with them
With every new champ it is quite easy to mess with your enemies mind. Show some stupid moves that do not really bring you into danger, miss a few skill shots or miss- use skills that are on low cool- down to make them think that you are easy prey only to hit them hard and with full force when they overextend with unreasonably high self- esteem.
Once they got hit hard by you it will have some shock value and make them insecure.
Try to play unpredictable. Mix certain strategies. Give them the feeling that you are always one step ahead.
The more you can confuse them the better the outcome for your team.
IX. Make a turn- around
You made some mistakes early game and are behind. You are starting to feel quite uneasy. By now you should know from which factors such feelings come and should try to shake it off to start a well- coordinated or forceful counter attack at the right moment.
This sure as hell is not easy to pull off but if you do you bring them out of their rhythm and dictate your own.
X. Riven specifics
Riven excels at sudden and unforeseen moves. All your skills are quite unpredictable and many people are not used to play against her or even assume that you play an under powered champ and that you are easy prey. That's actually a good thing.
Use Riven's full arsenal of skills and a lot of guerilla hit and run tactics to make you a foe that is uncomfortable to play against.

So the people hating my guide can cheer at my defeats and the people who like my guide can participate in my wins and thoughts.

My last games where quite mixed. In one you can see I failed hard as I totally screwed up everything humanly possible. The others went quite well, tried some 1 vs. 1 and some 1 vs. 2 (which were great if your enemies do not have a lot of CC and are clumped up) that turned out surprisingly well for my standards...
I will irregularly give you some update about my progress playing Riven at Twisted Treeline.
Also I now have the feeling that I can finally continue to play some games as I always had the strong urge to edit something in here while playing when a new thought popped into my head. This is what the first step to obsession must feel like :)
Hopefully my guide did not bore or annoy you and if my English sucks I apologize as it is not my mother tongue and I never wanted to rape your language.
I promise that I will continue to work on this guide, correct some mistakes, be open to different opinions and add some theory crafting as well.
As this is version 2.0 I already have updated nearly all sections and plan some further more.
Also I am looking forward to see your comments about this build -> constructive (!) feedback is always welcome.
ON A PERSONAL NOTE:
If you play Twisted Treeline like my, mostly solo queueing, then you will lose sometimes even if you played well. You will sometimes not play that well and often you will just make stupid mistakes.
If gaming makes you angry then just take a break, go to your gym and build up some muscles while you let out steam.
If you want to theorize about builds, then put on your running shoes and enjoy the last summer days while doing something for your body & your mind.
Stay healthy, stay fit. If you are on a losing streak and do some sports to compensate you will never lose again. Either you win games or you get more attractive and healthy.
But if your favourite MMO servers are role playing servers and

If somebody has a picture of a gibbon in a suit then please leave a comment.
I would first of all thank everybody who read my guide completely. Feel free to commentate or send me a personal message as I am always open for discussion or exchanging thoughts in general. If you liked my guide refer it to your friends ;)
Special thanks go to:
chasean
for making me theorise more about my skill sequence
Click to go directly to survival guide...
BlueInSane
for making me put a bigger spotlight on

Click me because the time for talking is over :)
MrEMeat73
your old comment made me rethink a lot in my build- it was nothing in particular but ended in a domino effect :)
Click me to read about Riven as a class cannon :)
jhoijhoi
for just being a awesome person with some even more awesome guides!
making a guide
Shurelia
for creating a epic video guide about zoning.
Her youtube page
JakofAllSpaydes
because this person will create some awesome signatures for you- if you ask polite.
click here for more awesomeness in your life
YOU
for reading this section :)
09/20/2011 Changes have been made according to new hotfix
BASE STATS
-
Attack Speed per level increased to 3.5 from 2.9
Base Armor increased to 15 from 12

-
bonus attack damage ratio increased to 0.7 from 0.6.

-
cast time decreased to 0.25 from 0.5

-
Shield increased to 60/90/120/150/180 from 40/70/100/130/160.
Cooldown decreased to 10/9/8/7/6 from 11/10/9/8/7.

-
Cast time decreased to 0.25 from 0.5
Missile speed increased by 10% to 2200 from 2000.
early October/2011 Stealth Change to
Ki Burst

-
stun time increased to 0.75 seconds up from 0.5 seconds
-
- Release of guide version 2.0
- Made my major rune & mastery section more "main stream" but still offering interesting alternatives
15/10/2011
-
- Mentioned the stealth change to

-
I. Make this guide more appealing optically
II. Add a section about "ranked" play explaining bans, viable compositions and communication tools
III. Revise jungeling section
IV. Add a section about useful tools and how to further improve your game play and mechanics
V. Update guide to recent changes
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