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Choose Champion Build:
Spells:
Ignite
Ghost
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Introduction
Irelia is a great solo laner, especially considering she needs those creep kills! Since she is an off-tank, she can do very well solo, and the chance to farm really helps her finish her build early, if you're good enough with those last hits!
Feel free to leave suggestions/comments.
Also do note, the second "build" shows the six final items (as with my other Irelia guide), and the stats she will have with them, since in the first build I am simply showing the order I like to buy items in.
- Irelia is very tanky.
- Her damage is great, even if you only have Trinity Force as your DPS item.
- She has a ton of mobility!
- Her passive
makes it next to impossible to keep her CC'd, when coupled with Mercury Treads.
- Her passive on her W
heals her every time she hits, and when activated does True Damage as well!
- Once you have your first two tank items, you become pretty much indestructible.
- Despite the fact that she isn't really considered an AD Carry, she can carry quite well when built tanky.
- She is a great initiator.
- Late-game she can tank turrets if necessary.
- Once LV6 she can farm creep waves with
.
Cons
- Some champions are very difficult to lane against, forcing you to turret hug, and thus impacting your farm if you are not a good last-hitter.
- If the other team does not have a jungler, you have to 1v2, which can be very bad for you early game.
- Some junglers seem to think they don't need to gank your lane.
- If the other team has a jungler, you have to invest some money in wards, or else die.
- She can be very squishy until you get your first defensive item.
- You need god map awareness in order to put her mobility to use.
- She's best mid/late game, after she has gotten good farm. Ideally you want at least 100 minion kills by the 20 minute mark if not more, as well as champion kills/assists.
Irelia is what we like to call a farm-dependent champion. This means that without enough creep kills, she doesn't get very good items. Any good build for her is expensive, so it is extremely important to last-hit minions.
If you are not familiar with last-hitting minions, and why we do it, here's a short explanation.
When you get the killing blow on a minion, you get extra gold. When you get extra gold, obviously you can buy things much more quickly. However, if you do not score the killing blow, you do not get any bonus gold.
It is also worth mentioning that you generally do not want to stand there and auto-attack minions to death, or spam skills on them. Unless minions are at the turret, you should only

When solo lane as Irelia, its very important to keep a balance of being offensive and defensive. You don't really want to push your lane too hard, but you don't want to let them push your lane hard either. Unfortunately, a lot of junglers will push your lane all the way back to the enemy turret when you B, if they're holding your lane, or if they want more creep kills. If your lane gets pushed too far, this is where you need wards, map awareness, and most likely to stay in a bush or by your turret until the creeps are somewhere about half-way between you turret and the enemy turret.
You want to save




Irelia is an extremely good farmer, since the cooldown on


Now, it is important that you do not rely on

There are only two mastery builds I like to use on Irelia, whether I am jungling or whether I am solo/duo lane. Why? It's pretty simple, I really don't like throwing points into Offense when it comes to Irelia, I personally think she benefits much more from the Defensive and Utility trees.
My primary build on Irelia is 0/21/9, and my secondary build is 0/9/21. I prefer 21 points in Defense, but putting those points into Utility can be quite good on her as well. I think this is one of those things that is going to chalk up more to what you prefer, versus what may or may not be best.
After all, what is best for one person may not be best for another, due to everyone having different playstyles.
That being said, if you want to build tanky for Irelia, I do not suggest putting points into Offense.
Now, in the two builds up top I did not include my Mastery variations, because I almost never use 0/9/21. However, if it is something you wish to try, then I am posting screenshots of both here for you.


Now, let's talk about runes for a moment.
- Marks, sometimes also called "Reds" cater to Physical Attack. You are limited to nine of these.
- Seals, sometimes also called "Yellows", cater to to Defense. You are limited to nine of these.
- Glyphs, sometimes also called "Blues", cater to Magic. You are limited to nine of these.
- Quintessences, usually referred to as "Quints", give extra bonuses and specialize in Utiliy. You are limited to three of these.
Depending on the champion, sometimes you will buy for example a Seal that does not specialize in Defense, or a Glyph that does not specialize in Magic. With Irelia however, both my rune build's adhere to the individual rune specialties.
Marks
There is honestly only one choice for Marks.
Greater Mark of Desolation are in my opinion the best Marks for any AD Champion to use, they are great early, mid, and late game, whereas some Runes seem to only be good early-on before you get most of your build.
I like to choose Runes that will be useful the entire game, not just for 5-10 minutes.
Seals
Honestly, you have two (good) choices here.
You can go with either


The chance to dodge can be great, but it's just that - a chance. And honestly, if your Seals are your only Dodge chance increase, then you probably won't be dodging much of anything except the occasional minion attack.
Armor increase, however, reduces the overall physical damage you take. Which when coupled with


I have seen some people who like to go mana regen, but honestly whether I am laning or Jungling, I have never had mana issues on Irelia. I also think that mana regen Seals are a waste of space when it comes to Irelia, she benefits far more from Armor or Dodge.
Glyphs
GLYPHS. This is another one of those things where there is only one good choice.

Quintessences
Personally... I have been using

There are however, of course, other options.
-
could be rather sexy, but are situational at best. In the rare event there are not many if any AP characters on the enemy team, these Quints become pretty much useless for that game.
- Greater Quintessence of Desolation what can I say, Armor Penetration is sexy.
-
reduced cooldowns is very nice on Irelia, considering her burst combo has a fairly long cooldown (making fast movement speed useful for catching up...)
-
would only do well when coupled with
, otherwise, I definitely would not suggest going with these. There are better choices.
Starting items


This should hold you over for a while, depending on who you are versus on your lane. With


Early Game Items
Turn that

Philosopher's Stone >





I would first like to point out, that although the gold/5 is a "Unique Passive", the fact that the two items are different means you still get the passive from both items. If you were to get two Philosopher's Stone however, you would only receive the gold/5 from one of them.





Situational;




You may want to consider getting two or three of the above "situational" items after


Since all four of the items I listed build into other items of your build, it won't be wasted money; it will just put a slight delay on obtaining your




After all, its better to survive and do a little less damage, than it is to have nice damage and get blown up in three seconds.
Mid&Late Game, Core items
If you have been doing well, you should be able to finish your






After you have completed your

I highly recommend building a


After GA, I suggest getting your

Next are two very specific items. One is Armor, one is Magic Resist. Which one you get first is entirely situational. If the enemy is heavily AD, then get

The active on

The movement speed bonus on


Other notes
As I mentioned earlier, Irelia doesn't really need a DPS item after



Option One - defensive DPS items:



- Atma's and Madred's both give you armor and damage.
- Wit's End gives you attack speed and Magic Resist.
- Atma's gives you critical hit chance increase.
- Madred's gives you attack speed and added magic damage equal to 4% of your target's maximum health to your attacks.
Option Two - Flat out DPS items
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