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His sustain is really strong, but you can burst him pretty well. Save your stun for when you're both below 50%.
Azir
Don't let him poke you. You can zone him completely out of the lane if you're aggressive starting at lvl 3. If his ult is down, he can't be in lane with you.
Cassiopeia
Dodge her poison, proceed to kill her.
Cho'Gath
He should never be able to land a Q on you. If you get ahead, he'll never be able to do anything vs you.
Darius
You outscale Darius very hard. Try to bait his Q at level 1 to shove the lane in. Just get exp til level 3, then you can fight. Watch out for his burst at 6.
Dr. Mundo
Super passive farm lane. Get your trinity asap and go kill his teammates.
Fiora
Armor quints, start cloth 5, rush tabi. Get thornmail soon after your trinity. GA is also quite good. Don't try to wait out her w, you need to attack right through it.
Fizz
His %missing hp dmg on hit is countered by your E. Dodge his R and E with q.
Gangplank
Super annoying laner. Your E is much lower cd than his w. Make him blow that in one trade, then kill him in the next.
Garen
Max W. Wait for lvl 3 without taking too much damage, then you can just W attack through his spin and out damage him. Save stun for after the spin. Attack speed marks help a LOT.
Gnar
You can handle him in lane, but both of you have kill pressure on the other. Go in when he can't go mega for strong trades. His team fighting is better than yours, but you can out split push him.
Gragas
Dodge his Q with yours. Stun up, acquire kills.
Heimerdinger
Pretty annoying as a top laner. Don't try to dive him in his turrets. When you have trinity, you can 1-shot his small turrets.
Irelia
Max e, try to let her stun you before you stun her, unless you're both low enough to 100-0 in the stun duration.
Jarvan IV
Don't get hit by e+Q at level 2, don't get cheesed at level 6. Tabi are your friends.
Jax
Quite a skill matchup. Bait out his E, then dodge the stun with Q to a minion. Once it's missed, Q back in for a really positive trade. He outscales you post 11.
Jayce
Don't eat E+Q combos. Once you get phage you can get back in his face after he knocks you away. Longer trades are better- Jayce excels at short trades.
Karma
Relies on her W to kite. Bait that out, then Q out of its range, then Q back in. Her level 1 is very strong- don't take Mantra Q damage.
Kassadin
Just kill him, he can't do much vs you.
Kayle
Don't get poked too hard. You can kill her levels 3-5 pretty easy. Post 6, if her ult is on CD you can kill her.
Kennen
You can deal with him in lane, but watch out for his r in teamfights.
Kha'Zix
As soon as he hits you with Q, trade back with E and autos. He snowballs hard- don't let him.
Lee Sin
Use low hp minions to keep up with his dashes- try for longer trades. Dodge the Q, don't get 100-0 at lvl 6
Lissandra
Get mercs early. Your tenacity, E, and dashes should let you walk all over her.
Lulu
You might kill her early, but later on she's basically uncatchable, even for you. A real nuisance in teamfights.
Malphite
Really annoying lane for you. His E counters your W, and he'll rush armor. Max E, farm up, kill his allies.
Maokai
There's no way he can kill you. Early you have kill pressure, once he gets roa you don't.
Mordekaiser
Annoying laner. Let him shove, don't get poked, and kill him when your jungler shows up.
Nasus
Try to bully him early, especially before he takes wither. Freeze the lane if possible. Roam and snowball your team ASAP
Nidalee
Dodge her spears, kill her at levels 3+
Olaf
Save your stun for when you're both low HP. If he tries to E you, chase him with a Q to minion and force a longer trade. Don't get behind or he'll walk all over you.
Pantheon
Armor quints, cloth 5, tabi. Make sure to watch for his ult roams at 6.
Poppy
Don't get wall slammed. You're better than her pretty much the whole game long, and your W counters her passive.
Quinn
Quite strong in lane. Don't get aad when her passive is on you. You can win all-ins levels 3-5 pretty easy. Post 6 she has really strong burst potential.
Renekton
Make him push at level 1. Trade any time he doesn't have fury. Your levels 4,5, 7 and 9 are stronger, but don't fight at 6 or 11. He is traditionally a counter-pick to you, so this can be a really tough lane.
Rengar
Super snowball-y kitty. Take your E level one, stun him in your minions if he leaps on you. Do NOT get near him if he has full ferocity low levels.
Riven
Her post 6 is really good, but your pre 6 is a lot better. When she has her ult you can't fight her until you have at least a full defensive item and Trinity.
Rumble
Fight when he's low heat, don't fight in danger zone. Flamespitter is really strong. When you stun him, walk behind him to not eat flamespitter dmg. Get MR early.
Ryze
Start doran's shield, watch him do no damage. Rush mercs, kill him.
Shen
You probably can't kill him and his ult is strong for roams. Interrupt his r with E if you can. Farm up, take TP.
Shyvana
Your true dmg counters her passive. Dodge the E, stun her during her W. Attack speed marks!
Singed
Stark flask 3. Just farm and don't let him take towers. Max W so you can tank minions better if he dirty farms. Let your jungle/mid know to ignore top lane.
Sion
Dodge Q, E, R with Q. Stun him, out dps him, kill him, avoid passive with q/e, outfarm him.
Swain
Dodge his W with Q. Zone out of his tether when possible. You can kill him pre 6; post 6 try to engage on him if he's OOM or just toggled his R off. If you can stun him before he transforms you can win. Ignite is needed in this lane.
Teemo
You have lots of kill threat on him. Take Q level 1, don't get poked more than you have to, and try not to get shoved all the way into tower where he can harass for free. Pre 6 is the easiest kills, post 6 try to avoid shrooms
Trundle
His Q is really strong all game long, his R steals all your defensive stats, and his passive makes it hard to all-in him. Usually ends up being a farm lane. Try to stun before he chomps.
Tryndamere
Don't listen to me on how to play vs him, I never win this matchup. Ask someone else.
Udyr
You basically can never do anything to Udyr. Best bet is to try to farm as best you can, max E, and hope your team can kite him mid/late game. His E counters yours, and his Q outdamages you like mad.
Urgot
Builds froheart early, which is really annoying. Relatively tough to kill, but you can do it pre 6 as long as you dont get poked too hard.
Vladimir
Don't get poked too much at low levels. You win all-ins until 6. If he ults, disengage immediately, then fight again.
Volibear
Basically the only champ you can't fight at low HP. Don't fight if his passive or ult are up- pop them then leave.
Wukong
His ult is crazy strong- but your W is stronger until ~16. Like Garen/Shyv, attack him through it. You NEED long trades- he'll usually try for short ones. If you can predict where he stealths to, you'll win. Be careful 1-3; max W.
Xin Zhao
Don't die at low levels and you outscale insanely hard.
Yasuo
Kill him early, kill him often.When he starts trying to dash like mad, just stun him and wail on him. When he runs, catch up with Q. Dodge Q knockup with q.
Yorick
Quite an annoying laner, but if you don't get poked you can kill him pretty easily. Your true dmg counters his passive.
Zac
You have some potential to kill him early. He can out sustain you, so don't let him. Might turn into passive farm lane.
Zed
His poke/waveclear is strong, but you can kill him pre 6. Watch out for his passive. When he ults you, stun him and Q/run away. Once it's on CD you can still fight him.
Alistar
You probably can't kill him- headbutt and pulverize are op- but your true damage helps deal with his ult, and he's not as annoying to the enemy ADC as you.
Hecarim
Just hit 3-4, then you can trade normally. He shoves harder than you- you can let him early, but watch out for his roams and homeguard-TP ganks.
Vayne
Insanely irritating harass at low levels, and it's Vayne- she'll outscale you eventually. 4+ though you destroy her if you're not too low already. Just Q a minion, trade up, and Q to her once she's blown her E.
Akali
Pretty weak vs you. She's too squishy to survive your damage post 6. Don't feed her though- you'll regret it. Get MR if needed.
Ekko
Doesn't have much that threatens you. Your early game is vastly superior levels 3+, feel free to trade and kill
Hi, I'm xDarkwind, a Platinum Anivia and Irelia main. I mostly made this guide because I noticed that pretty much all Irelia guides out there seem to recommend builds that I don't think are as strong as they could be, most notably by recommending Blade of the Ruined King as a core or semi-core item. A lot of them also highly misrepresent her lane matchups in my opinion, so I wanted to give people a better idea of how to play in those lanes. This guide should be fairly accessible to most players. If I use any terms you aren't familiar with in this guide, you can look up the term here. Still, it is more geared towards fairly experienced players. I'm still adding some content to this guide, so stay tuned for more info!
Irelia is a top lane fighter. She has very, very high base damages, decent dueling potential, good burst damage, and some decent DPS. She tends to be chosen for her snowball potential and her ability to hard carry mid game fights. Our main goal on her is to get our Trinity Force and start bursting as many enemy squishies as we can get our hands on. Getting our team ahead in the mid game is the whole point of picking Irelia.
Irelia excels at jumping in and destroying a single damage threat, no matter how much peel the enemy team throws her way. She also has good mobility, snowballs super hard and has a mid game power spike so large that you usually can win the game right off of it. She works reasonably well in most team comps because her kit is pretty versatile. The idea with this build is to abuse your mid game strength to the greatest extent possible so that you can win asap. All of that said, here are some pros and cons of Irelia.
There are lots of options for runes on Irelia. The main build shows the most general set, which can survive lane against basically anything. Here, I'll discuss why I choose those particular rules, as well as talk about lots of other solid options. First off, here is the standard rune setup I use.
Runes
Precision
Press the Attack
Lethal Tempo
Phase Rush
Overall, these runes are incredibly safe. Greater Mark of Attack Damage is the most standard choice for marks, giving solid trades, good last hitting, and some damage on Bladesurge. Greater Seal of Armor is also standard, providing resilience against auto attack harass in a ranged matchup and stronger trades and all-ins in a melee one. Greater Glyph of Magic Resist are necessary in case you're laning against an AP top. One Greater Quintessence of Armor will help keep you safe against all-ins from heavy physical damage dealers. The Greater Quintessence of Health Regeneration will help with overall lane sustain and get you through your early levels. They provide a ton of safety against poke based top laners. Combined, these runes will keep you safe in almost any lane matchup, and are by far the most versatile set up for Irelia.
Each of the following runes can be substituted in in order to customize based on your matchup, or based on personal preference.
Attack Speed
These are great for longer trades. They're stronger when maxing Hiten Style over Equilibrium Strike, but are weak in short trades and aren't as good for last hitting. Examples of good matchups for attack speed marks are Garen and Shyvana.
Scaling Health
These could be okay, in combination with at least 1 armor quint, vs melee AP tops like Rumble. They aren't my favorite choices for top lane, but they'll give you a lot more overall tankiness a little later into the game. You could also take 4-5 along with 4-5 Greater Seal of Armor.
Scaling Magic Resist
These are quite good against AD tops when their team still has magic damage. They are less versatile, though- if you run these against AP tops you'll be in a lot of trouble.
Cooldown Reduction
These will significantly decrease the CDs of all your skills throughout the game. If you combine them with 2 points in Sorcery, you'll be sitting on 10% CDR to start the game. Since you are fairly cooldown reliant, this can be an effective tactic. However, they will leave you highly vulnerable to magic damage, especially in the early game.
Three of these will solve all of your Fiora and Pantheon problems. They're also a solid choice into Renekton and other physical damage dealers. Taking just 1 is standard for my guide, and will help dramatically against all top laners. Keep in mind that quints are the most efficient runes to get armor from.
Attack Speed
These are good in the same kinds of matchups that attack speed marks are. However, you'll have less defense and a harder time sustaining through the lane without defensive quints. They are the most efficient attack speed runes.
Attack Damage
These are okay in most scenarios. They provide better burst damage with Bladesurge than other options, easier last hits, and auto attack damage. I'm not a big fan, but if you don't have the IP for one of the other options, they're fine.
I really wouldn't take any runes that aren't listed here on Irelia.
Going 21 points into defense will hit all the really strong masteries you want, and is MUCH stronger and safer in the early game than taking 21 points in offense.
Block and
Unyielding give a small decrease in damage that adds up over time, especially early.
Recovery is decently strong in the early game and will give you some extra early sustain.
Enchanted Armor is pretty powerful late game, giving a noticeable buff to your resistances.
Legendary Guardian is super good in teamfights mid game, and isn't bad in lane, either.
Those masteries are the most versatile set that I would use in a blind pick scenario. However, I strongly recommend you tailor your masteries to both team comps. While
Oppression is normally pretty weak on Irelia, it's suddenly strong if your team has lots of AoE CC, especially AoE soft cc. It can be worth it to take points out of
Perseverance and Second Wind in favor of more points in
Resistance and
Evasive if you're up against a top laner like Lissandra. Even though
Tenacious does not stack well with Mercury's Treads or Ionian Fervor, it can still be worth picking up if the enemy team has lots of strong CC. Make sure to keep your points out of
Swiftness , but otherwise, feel free to customize to the game you're about to play.
Start flask 3 pots in most matchups. This will give you a lot of health and mana sustain to survive your first couple of levels until you have access to your combo. The mana is really important, because it will let you use skills a lot more liberally at low levels than you could without it.
I haven't seen anyone do this since the start of Season 5 and the change to shop range, but you can actually still get Crystalline Flask 4 Health Potions as your starting items. Go out normally with 3 HP pots and place your trinket ward to spot out any invades. If nothing is happening, you can recall at 1:20 and walk out to the edge of shop range. Wait until you have 35 gold, then run top. You'll arrive very shortly after minions do. This was pretty common back in Season 4.
Cloth 5 is my preferred start against champs like Fiora, Pantheon, and Riven. This start gives a LOT of sustain and a whole bunch of armor. Overall, it will greatly reduce their ability to kill you and builds nicely into Ninja Tabi.
Doran's Shield is an okay choice against all-in champs like Riven. I usually prefer Cloth Armor 5 hp pots over this start, but the shield is a solid alternative. It is also a really strong choice if you're expecting to go up against an ADC top, or if you expect a lane swap... not that those happen in solo q...
Core Items
This is your core item. It's insanely strong on you. As soon as you get it, you're instantly the strongest champion on the map in almost all games. This should be your first major item 100% of the time. There is absolutely no situation in which I wouldn't build it.
You'll always want a Guardian Angel eventually. Most of the time, it should be an item you'll get after 2 or so defensive items. If your team is well coordinated, though, you can actually get it right after Trinity Force and it'll give you a huge advantage.
Boot Options
These are ideal when up against ranged AP champs with cc. Ryze and Lissandra are perfect examples of this. Any time someone is able to kite you with their CC, you should get Mercury's Treads. If there are any super heavy CC skill on the enemy team, such as Enchanted Crystal Arrow, Mercury's Treads are your solution.
These are some of my favorite boots. They're great for laning against pretty much all AD champs, but especially counter champs like Tryndamere and Fiora. These are also really good at helping vs ADCs in mid and late game, because the passive isn't affected by Last Whisper.
These are only good when you're ahead in your lane, think you can snowball, and the enemy is pretty squishy. If you get to late game, you should sell them for one of the other options.
Armor Options
This is overall my preferred choice for Armor options. It will give you the most defense vs physical damage of any options, and it's quite inexpensive since the change to armor items this season.
Frozen heart is a better defensive option than Randuin's Omen when you're snowballing. It will give you CDR and mana, both of which are really useful, especially when ahead. The attack speed debuff aura is its biggest selling point. It doesn't give any health at all though, which is the major reason I prefer Randuin's Omen most of the time.
I personally LOVE Thornmail in late game. It just makes you even more annoying to ADCs and removes all the lifesteal that they would normally get. If the enemy ADC doesn't have enough lifesteal or magic resist, it can do most of your work for you. It's also really really strong against Fiora, Tryndamere, and Master Yi.
This gives you slightly more health than Spirit Visage, and the passive spell shield can be super powerful. If there are particularly large spells like Curse of the Sad Mummy that you don't want to get hit by, this will handle them. Overall, it is very close in strength to Spirit Visage.
Maw is ideal vs AP champs with high burst, but little DPS. The damage it gives you is also really nice, but it generally isn't enough on its own as a defensive item vs APs in the late game. Hexdrinker is a great mid game item and is the main reason to build Maw of Malmortius.
Snowball Items
This is the best snowball item there is for Irelia. If you're winning like mad, you can 2nd build it, which will let you burst squishies incredibly fast. It will also give you a lot of pushing power. Make sure you use your active during your burst.
This is another good snowball item. It'll give you even more chasing power than just your Trinity Force, armor pen that's really really strong, some nice attack speed, and a good bit of AD. Again, make sure to use your active. This is cheaper than Ravenous Hydra, so I typically buy it second when I think I need defense earlier than I could get it with a Hydra build.
This is sometimes (rarely) worth it as a snowball item in combination with Ravenous Hydra. It makes your burst damage very high with Trinity Force procs and the Ravenous Hydra active. I don't think it's that worth it most of the time though.
This provides massive attack speed, tenacity, good movespeed, and a good boost of attack damage. I still almost never buy it. The reason why is that I typically don't have a need for the combination of stats it provides. If there is a lot of CC threat on the enemy team, I tend to just get Mercury's Treads. If not, then the tenacity on this item is wasted, and I should just get Youmuu's Ghostblade instead. However, if you REALLY need Ninja Tabi, REALLY need tenacity, and want to get some damage on the way, this is your item.
Troll(ish?) Items
Zhonya is actually an okay item to build on Irelia in some very rare situations. Your Equilibrium Strike scales .5 with AP and your Transcendent Blades scales 2.0 (and is AoE and low CD). Getting Zhonya's Hourglass will give you a lot of damage on your E and R, more healing from your R, armor, and its OP active. I've built it twice, both times against a team with both Zed and Karthus; I won both games. That's a pretty low sample and it's quite rare to see Zed and Karthus on the same team. Building Zhonya's Hourglass in ranked is... suspicious at best.
You thought Zhonya's Hourglass gave you lots of healing from your Transcendent Blades? Think again. This gives an absurdo amount of damage to your R, which increases its in-built spellvamp, and it also gives you ACTUAL spellvamp, just in case you needed to heal more. The active... exists... and it also gives a decent chunk of AD and lifesteal. But if Zhonya's Hourglass was questionable, this is well beyond that. Don't get it outside of normals.
Trolololol, pair with Hextech Gunblade and Spirit Visage to be the ultimate troll healing master. Surprise your friends with the heals of the century! Not an item to buy in any competitive game, ever.
Why Don't You Get...?
This item is not that good on Irelia. It is only good as an all-in item when you want to fight almost immediately. We don't want to fight at low levels- it's more important to sustain through our mediocre levels 1-2 than to survive all-ins, because Equilibrium Strike will let you avoid them. The lifesteal isn't good enough to merit buying Doran's Blade after our starting items most of the time. However, it's worth mentioning that Doran's Blade is effective at deterring all-ins, as much as it is at winning them. For that reason if you base early and have just enough for a Doran's Blade, it's not the worst thing to get one. Just know that you're delaying your Trinity Force.
The active on this is nice on other champions, but your Ionian Fervor makes it pretty silly to get an item like Quicksilver Sash. If you think you need more tenacity, just get Mercury's Treads.
Warmog's is just a really underwhelming item now. It's supposed to be an anti-poke item, but I feel the strongest counters to getting poked are Enchantment: Homeguard and engaging quickly. Which, by the way, you're quite good at in mid game.
There are just better armor options available. Randuin's Omen does the same thing, except better in every way for you. The Omen active will help you chase, it gives better stats, and is barely more expensive. The Sunfire passive might mess up your Equilibrium Strikes.
This item is in a really bad spot right now. The components barely give any bonus for you, so there's no point in getting it unless you can 1-shot it. Even then, it only makes a strong impact for a few minutes. It's not as strong a snowball item as Ravenous Hydra or Youmuu's Ghostblade and its defensive stats aren't nearly as good as something like Spirit Visage. Hexdrinker is better for hybrid defense and offense.
Youmuu's Ghostblade is a better version of this for you. I mean, if their entire team is composed of tanks, and your whole team does physical damage, buy this. Otherwise, no.
A lot of people seem to think that Blade of the Ruined King is an awesome item on Irelia. These people tend to incorrectly believe that Irelia is an auto attack/dps champion in teamfights who is at her strongest in late game. She isn't either of those things. Irelia is strongest just after completing Trinity Force, and then slowly falls off. This fall off isn't dramatic- you're never useless, and you're often stronger than your lane opponent in late game. However, there will come a time when you're not able to dive the ADC by yourself and kill them.
Blade of the Ruined King doesn't help with that. That's because the vast majority of your damage comes from Trinity Force procs, Equilibrium Strike, Bladesurge, and Transcendent Blades. You don't typically get off enough autos in a teamfight for Hiten Style to have a huge impact. BotRK provides mostly attack speed, which you can't usually use all that well in a teamfight, and not that much AD, so it doesn't add to most of your reliable sources. Ravenous Hydra does help- it gives a lot of AD for Transcendent Blades and Bladesurge, and its active provides a bunch of additional burst. Youmuu's Ghostblade helps also- the armor pen amplifies your Trinity Force procs, which is extremely painful. BotRK is only good for splitpushing or DPSing down tanks. Ravenous Hydra does a better job of the first, and the second isn't your job.
Keep in mind that LCS top laners as a rule DO NOT build Blade of the Ruined King. No EU LCS Irelia top laners have built Blade of the Ruined King this season. In NA, Calitrlolz, Flaresz and Seraph have built it. One game, Calitrolz won with only Bilgewater Cutlass, and he's 1-1 with Blade of the Ruined King completed. Seraph is 0-1 with Blade of the Ruined King, and Flaresz is 1-0. I can't say for sure that this is true in Korea or China, as I don't have their stats stored and don't know where to find them. I can't recall a player in either region building it on Irelia, though I don't watch every game.
Overall, there are just lots of small reasons why Blade of the Ruined King is not that worth it on Irelia most of the time, and although the stats look good on her in theory, in practice it often doesn't work out that well. All of this said, Blade of the Ruined King is now a significantly better item on Irelia or otherwise due to Enchantment: Cinderhulk and the lifesteal now working with the %health damage. If you want to get it as your snowball item and the enemy team is fairly tanky, I won't disown you.
Your passive is Ionian Fervor. It's quite a strong passive that gives you a little bit of tenacity any time an enemy is nearby, increasing to a really strong amount with 3 enemies nearby. This does stack with other sources of tenacity such as Mercury's Treads, although not perfectly. It makes you a lot harder to pin down than a normal champ and is a big part of why you're such a nightmare for the enemy ADC.
Your Q is Bladesurge. This is a pretty fast targeted gapcloser. It deals full auto attack damage, some bonus damage, and applies on-hit effects, so you can use it to deal an extra burst of damage with your Trinity Force procs. The part of this skill that makes it really strong for you is that is if last hits an enemy, it will reset its cooldown and return you some mana. It's really important, especially in the early lane phase, to always get the reset with your Q so you don't run out of mana and can always dodge enemy skillshots. You can use it to farm minions as well, just be aware that it costs you mana to do this. The refund is only a flat amount of mana, so as you skill it, it will refund for proportionally less. This skill makes you really really mobile once you max it, and as soon as you get Trinity Force you can 1-shot caster minions with it and Hiten Style, allowing you to jump all over the place as long as minions are there and Trinity Force isn't on cooldown.
Your W is Hiten Style. The passive portion gives you a small amount of health gain on-hit. When you activate it, it doubles the health gain you get on hit, and also gives you a large amount of on-hit true damage. This is where your DPS comes from and also where you get a little bit of sustain. You'll want to have this up any time you go in for an extended trade. There's generally no reason to use your Bladesurge on an enemy champion without Hiten Style active, unless your Bladesurge will last hit them without that damage. While the bonus true damage will not work on structures, the healing will- both the passive and the active portions.
Your E is Equilibrium Strike. This skill is incredibly important to use well, and knowing how to do that is a bit of an art. It deals a good bit of magic damage in burst and slows. However, if the enemy's percentage current health is equal to or higher than your own, it will stun instead. Most of the time, it's better to save this skill during trades until the enemy gets your health lower than theirs. Equilibrium Strike is a big part of why you're so strong when both you and your opponent are low HP.
Your ult is Transcendent Blades. It gets a lot of flak for being a "weak" ult, but it's actually super strong for you. Each time you activate it, it will send out a blade in a line dealing damage and healing you for a % of that damage, up to a total of 4 blades. The damage isn't bad and scales quite well, it heals you for a good amount, and provides good wave clear if you need it. If the enemy has a large minion wave, you can actually still fight them as long as Transcendent Blades is up- it will heal you more the more minions it hits. Its most important function, however, is getting you lots and lots of Trinity Force procs. If you spread out the actives, you can get 4 bonus Trinity Force procs from it, which is just an insane amount of damage.
Most of the time, this is the max order I use. Maxing E first gives really good burst damage and a lot longer duration stun. That will let you stick to your opponent really well and get incredibly good trades. I take E at level 1 vs melee enemies, but you can take Q first if you need to farm safely vs a ranged opponent like Teemo.
Maxing W first is also an option. That will give you stronger sustain in lane and better DPS. If you can get long trades, maxing W is often stronger than maxing E. Examples of good opponents to do this against are Garen and Shyvana. For these same benefits, I usually max W second.
Maxing Q second is sometimes a good option, also. This will greatly increase your stickiness, your mobility in general, the ease with which you can 1-shot minions with Q, and your burst. Don't max it first, though, and I usually max it last. Keep in mind that maxing it increases its mana cost.
Irelia's early lane phase isn't that bad. Your Bladesurge lets you farm really well, Equilibrium Strike keeps you pretty safe, and Hiten Style will let you sustain some. Your biggest issues in lane are mana (which is why we take Crystalline Flask) and your first few levels. If you hit level 3-4 without getting behind in health or pots, you should be able to win the lane in most matchups. Until level 3, you usually don't want to be very aggressive at all. You can trade some damage back if a melee tries to engage on you by stunning with Equilibrium Strike, getting an auto or two, and leaving. Vs ranged opponenets, you want to stay far away from the minions or in the lane bush until some get low. Then, you can Bladesurge in, get the last hits, and get out- the most important thing is to not get poked too hard.
After level 3, and especially starting at level 5, you can trade by waiting for the enemy to be near a low health minion. When that happens, you Bladesurge the minion, stun your opponent, activate Hiten Style, and auto them a bunch while walking with them. If you want to all-in them, you can use your Bladesurge for additional burst and chase. Otherwise, you want to Bladesurge back out (ideally to another low minion to save the CD&mana) and wait for your CDs to be up again. A trade like that should be super positive for you, but you have to watch your mana bar to make sure you can afford to do it.
You get really, really large power spikes in lane as Irelia. Typically these come at levels 3, 4, 5, 7, and 9, as you get more points in the skill you're maxing. Also, getting Sheen or Trinity Force is always a MASSIVE powerspike for you.
Jungle Camp Starts
It is possible as Irelia to take a jungle camp at level 1. I'll explain what to do if you do want to start a camp, but it's important to understand WHY to take a camp, and WHEN it's a good idea. If you do take a camp, it should ALWAYS be wolves- wolves give more gold and more exp than wraiths, so there's no reason to take anything else. Taking wolves gets you to level 2 safely, and under some circumstances, it can get you an exp/gold advantage as well. If you have a weaker level 1 than your opponent, you take can take wolves, because you'll skip that weak level 1. If level 1 is risky vs your lane opponent, you can take wolves for the same reason. If the enemy has very weak pushing power (something like a Poppy), taking wolves can give you an EXP/gold advantage, as they won't have the chance to shove the wave all the way into tower. If they have really strong clear, though (such as Olaf), they might get it to your tower too quickly and actually put you behind. If you have a stronger level 1 than your opponent (i.e. Nasus), you should never take wolves, as you won't be in lane during the time that you have an advantage.
If you decide you want to take wolves, you'll need to start your W and take your Q at level 2. You'll also need attack speed marks and/or quints in order to speed up the process. Start with Doran's Blade and a Health Potion. Activate W on cooldown while taking the wolves, starting with the big one and then the two small ones. After you finish, recall, then Teleport back to your tower right away, buying 3 Health Potions and 2 Mana Potions on your way. The enemy will be pushing when you arrive, so you'll want to try to negate that push with your Q as much as possible.
This is a risky decision, in my opinion. You've just blown your Teleport, which means you're highly vulnerable to ganks, and you're trying to counter push when your lane opponent has more minions- and you don't even have your Equilibrium Strike yet. If you should happen to get forced out of lane, you'll end up 1-2 levels behind, which is a catastrophe. Even if it succeeds, you're only gaining a little gold and- at best- half a level. Instead, I prefer to play the lane straight-up if possible.
If you expect your opponent to start a jungle camp, you should attempt the "Wickd Method." At about 1:00 on the game clock, attempt to trinket ward the enemy Gromp if you're playing on red side, or Krugs if you're playing on Blue side. If you find an enemy, simply Equilibrium Strike them and walk away. If you take too much damage, simply recall and return to lane. If not, you're probably right, they most likely ARE starting wolves. Assuming the enemy jungler isn't spotted by your ward, you can sneak in behind the enemy turret and delay the enemy minions until your minions are about to hit their tower. Then walk back around to lane. This will cause the entire first wave of minions to die to tower before they can TP up, as well as 1-3 of the 2nd wave to the enemy minions, depending on how fast they take wolves. It'll also put on a freeze for you, which can be really really nice. That will keep you even or even ahead in exp, you'll get more gold, and they'll have used TP while you won't have.
Alternatively, you can simply walk up to the enemy melee minions as they arrive in lane (but before they've aggrod your minions) and get them to group up. This will help you set up a freeze directly. This is risky in the short run, as you'll be DRAMATICALLY behind in exp when the enemy laner shows up with their Teleport, but will put you ahead in exp by the time the wave bounces off your turret. You have to be very careful not to push when attempting this method, as you can easily mess up the freeze.
Laning Goals
The goal of your laning phase is to get enough farm to get your Trinity Force as soon as possible. The only things you should buy prior to your Trinity Force are items that you NEED in order to be able to farm effectively in the lane. For example, vs ranged champs you might need Mercury's Treads to be able to farm without being threatened, or vs something like Fiora you might need Ninja Tabi. Other examples of items you might need would be something like Chain Vest or Spectre's Cowl. Anything much more expensive than that you will need to buy later- getting Trinity Force is your top priority.
Pressing Advantages
At any time that you're stronger than your opponent, they basically shouldn't be able to be in lane with you. If they're in exp range of your minions, you can Bladesurge to a caster, use your Trinity Force move speed to catch them, stun them, walk with them while doing a ton of damage with Hiten Style, Bladesurge to them to extend the trade even more, keep orbwalking with them, and walk away when you're done. You can even pop Transcendent Blades to do more damage and get more Trinity Force Procs. You just want to be sure that their jungler isn't there when you're doing this. If they show up right as you blow your Bladesurge on the enemy laner, you won't have an escape or a stun, so you'll pretty much be 100% dead.
For some bizarre reason, people seem to think that Orbwalking, Stutter-Stepping, Animation Cancelling or Attack-moving is something that only ADCs need to worry about. But that's not the case at all- it's actually a critical skill for Irelia players to have. First off, take a look at this video intoduction to Orbwalking:
The idea here is to get as many auto attacks in as possible while walking with your opponent. This is especially important to get right once you start getting ahead in the lane, as it will let you squeeze out those 1-2 extra autos while chasing that get you the kill. What the video doesn't describe well is how animation cancelling works for melee champions. Instead of a projectile, you have to either learn precisely when the damage occurs in your animation, or listen for the sound. I prefer to listen, as I find that to be much more reliable and accurate, but both methods work.
Bladesurge is a very finicky skill in terms of getting the mana and cooldown refund. There are four possible outcomes when you use it on an enemy:
You could hit the minion and fail to kill it. This will not give you the CD refresh, mana refund, or gold for the last hit.
You could hit the minion and fail to kill it, but it die almost immediately from another source. If it dies soon enough after your damage, it will give you the CD refresh and mana refund, but of course will not give you the gold.
You could perfectly last hit the minion. Yay! Money, mana, and CD.
You could arrive after the minion has already died. This, too, will not give you the CD refresh, mana refund, or gold for the last hit. It will, however, leave you with a Trinity Force proc that you can use for whatever purpose you desire.
What all of that means is that it can take a little while to get used to the way Bladesurge works. Once you play Irelia for awhile, though, you'll figure out how to fall into category #3, rather than the others, on a pretty consistent basis. Keep in mind that Trinity Force has a 1.5 second cooldown between procs. Without that damage, you won't be able to 1-shot casters, so you can only dash around about every 1.5 seconds unless there are low health minions near.
First off, let's take a look at the mana cost on Bladesurge. With a level 1 Bladesurge, it will cost you 25 mana to last hit a minion. Minion waves arrive every 30 seconds. This means that the number of minions you can last hit per wave without losing any mana is limited by your mana regen per 30 seconds. From levels 1-11, assuming you don't level Bladesurge past 1 point, you can last hit 2 minions per wave with Bladesurge and regen all your mana. From 11-14, you can last hit 3 minions per wave. That is assuming that you don't use any other skills, which is of course ridiculous. However, if you have Crystalline Flask, then your mana regen, those pots, and your mana pool should be large enough to handle the mana cost of your other skills, assuming you use them reasonably. Overall, this means you can be pretty liberal with Bladesurgeas long as you make sure to land the last hit. Failing will cost you an additional 35 mana and put the skill on cooldown. Just keep an eye on your mana bar- if you want or need to trade soon, you're going to need at least 175 mana to do so effectively.
When last hitting under tower, it's almost always worth it to use Hiten Style or Bladesurge to secure the minions. Hiten Style only costs 40 mana, so if you're last hitting at least 2 minions, it's cheaper in mana to use Hiten Style. However, keep in mind the following things:
Don't use Hiten Style to last hit under tower against ranged opponents. You'll take a ton of harass from autos and skills.
Using Hiten Style to last hit will put it on cooldown. You won't be able to trade right away after farming, so if your jungler is coming or you want to trade, don't use it.
Mind your attack damage. If you're maxing Equilibrium Strike, Hiten Style may not do enough damage to last hit the way you want to.
Mind the minion's health. If they're in strange amounts, Bladesurge is more flexible than Hiten Style.
In the middle of the lane, there are lots of reasons to use Bladesurge for last hits. If there are two minions dying at the same time, you can auto one and then Bladesurge to the other. If your opponent is ranged, you can camp in the bushes or far from the wave between last hits. Then, when several minions are low, you can Bladesurge in, get a couple of last hits, and then leave. This will minimize the harass you're taking. Ideally, you want to Bladesurge for one creep, last hit one next to it with an auto attack, and leave- getting more than 1 creep for your 25 mana. Again, keep in mind your mana pool- you need at least 175 mana to trade. Once you get a few levels, ranged champs shouldn't be able to zone you any more, so you shouldn't need to last hit with Bladesurge for this reason.
Finally, if you're far ahead in the lane and want to freeze, it may be useful to stand between the enemy's minions and the enemy champion. This way, you can zone them twice the range of Bladesurge away from their melee creeps. To do this, you stand max range of Bladesurge away from their melee creeps, where you can instantly Bladesurge to last hit them. If the enemy attempts to get close to the creeps, you can Bladesurge to them and trade, forcing them away and zoning them even farther. This isn't as good as laning normally, as described in the laning section, if your goal is actually to kill them (you're more likely to get a trade by standing in your minions and using their minions as a surprising double gapcloser). However, it can be useful if you're trying to set up a freeze for a long time and don't actually want to fight.
Irelia is a very good roamer. You should always be on the lookout for opportunities to gank mid or Teleport bot. In mid, you ideally just walk down to their lane, come in behind them, Equilibrium Strike, Hiten Style and auto a few times. With the damage from your mid laner, they should be dead by the time you Bladesurge them.
To gank bot, it's ideal to Teleport to a ward behind the enemy laners. From there you can do pretty much the same thing- walk up, Equilibrium Strike, Hiten Style, get some autos in. Don't be afraid to last hit one of their bot laners with Bladesurge so you can immediately Bladesurge to the other. Getting your ADC fed is important, but kills on you are very strong, too.
Objective Control
After either of the above moves are successful, you should always look to take Dragon with your jungler's help, if possible. If Dragon isn't available, you should try to push down either mid or bot tower.
Another tactic that's pretty nice to use is something freddy122 has been doing in SK. If you shove your lane in top all the way to your opponent's tower, you can just walk down to mid/ Dragon and contest it. Then, as soon as the Dragon is down, you can look at top and decide- if they shoved in and you can defend the tower, you should Teleport back up there. If not, you can just walk back up and save your Teleport cd. The only risk is, if the enemy can Teleport and get an engage while you're on your way down, you could be forced to blow your CD early. This technique is especially useful if you're not used to Teleport yet and aren't confident in your ability to Teleport to dragon impactfully.
In late game, you'll need to keep in mind your Teleport timer. If you don't have Teleport up and Baron is alive, you can't afford to be in bot lane.
Warding in Lane
Warding as a top laner is pretty straightforward. There are only two things you're warding for during the lane phase: to keep track of your lane opponent and to know when ganks are coming.
Position 1 Ward
When playing on Blue side, this ward will give you early warning of ganks coming from the enemy tri. It will also let you know if your opponent ever tries to roam. If you're pushed up in the lane on Blue side, that is a good place to ward.
When playing on Red side, this is a defensive ward. It will prevent the enemy jungler from coming behind you from behind Baron pit. If your mid laner has strong lane control and the entrance to your red side jungle by wraiths is warded, you won't need a ward here.
Position 2 Ward
This is the standard ward location. It's very easy and safe to place a ward here and can help spot ganks on both Blue and Red side.
Position 3 Ward
This ward is especially useful on Red side. If you're pushing up far in the lane, this ward will give you much earlier notice of any incoming ganks than the ward in position 2.
Position 4 Ward
This ward will let you know about any incoming tower dives when playing on Blue side. It's also useful when playing on Red side vs a jungler like Rek'Sai or Zac, although it's difficult to place safely.
If you have consistent lane control, it can be very valuable to place a pink in either position 1 or 2 from Red or Blue side respectively. This will allow you to clear any wards your opponent has and also maintain vision for a long period of time. If you're behind, though, you're likely to immediately have the pink ward cleared.
Mid to Late Warding
After towers start falling, how you ward will need to change. If you're behind and have lost your tower, it's very important to keep ward coverage to alert your mid laner when your opponent roams. On the other hand, if you're ahead and split pushing, you'll need deeper ward coverage to prevent being caught out. Make sure to ward the appropriate side of the jungle for your situation- the enemy jungle if you're ahead, your jungle if behind.
Position 1 Ward
A ward here is very, very important. When ahead and pushing the lane, this is the easiest route for an enemy jungler or mid laner to come and gank you. If behind, this ward isn't quite as useful.
Position 2 Ward
Warding position 2 is necessary if you reach the 2nd enemy tower in top, or if you're pushing even farther than that. This gives you very good warning when someone is coming to gank you. On the other end, if you're very far behind, this ward will help keep track of your lane opponent.
Position 3 Ward
A ward in position 3 prevents sneaky opponents from jumping over the krug wall to gank you. It also gives you much earlier warning of the incoming gank. This ward is also highly useful when behind, again alerting your mid laner to any roams from your opponent.
When splitpushing top, keeping a ward in positions 1, 2 and 3 will alert you to any and all incoming ganks. Positions 4 and 5 are helpful at spotting out enemy rotations when sieging turrets and for pressuring Baron when playing on Blue side. These wards will allow you to catch out enemies that mis-position during a rotation or that venture out too far towards Baron.
Blue Side Warding
Wards in positions 1 and 2 are defensive wards on Blue side, designed to protect your mid laner from roams and dives. They are also okay wards when split pushing, giving early warning. They won't show you any ganks directly from the enemy base, though. A ward in position 2 will help when forcing Baron from red side.
Red Side Warding
Wards in positions 3 and 5 are ideal when split pushing on Red side. They will spot out pretty much any possible gank. At least one of these is necessary when forcing Baron, as well.
Blue Buff Warding
A ward in position 4 is mostly useful to defend/contest Blue buff. If either mid is especially Blue buff reliant, this can be an important ward.
If you're splitpushing on bottom side, you'll want the same wards as you would in top. The map is reversed, but the placements are the same.
How much do I need to ward?
Most of the time, I rely heavily on trinket wards in lane. Purchasing 1-2 additional Stealth Wards early on tends to be more than enough. If either tower falls early, though, you immediately need more wards to farm safely.
When mid game comes around, you ideally either want a Greater Stealth Totem to keep vision up or to grab two Stealth Wards every time you base. You also want to always have a Vision Ward on the map somewhere, unless you'll need the stealth detection in-combat. For example, if the enemy team has a Vayne, it might be better to hold onto your Vision Ward for use in combat.
Keep in mind that the main reasons you're warding are to avoid getting caught out, keep tabs on your lane opponent, and catch enemies out. Always purchase however many wards you need to do the first two. Catching enemies out is also nice, but purchasing wards to do this is a luxury.
I tend to be fairly selfish in my ward placements, only warding on the half of the map I plan to be on. This is because you usually just don't have the time to try to help ward more than that, and even with a Greater Stealth Totem, you tend not to have enough wards.
Warding Tips & Tricks
Any time you ward, you are exposing yourself to risk. The farther away from your towers and teammates you have to go to place a ward, the riskier the ward placement is. Also, warding takes some time- you can lose experience and gold while warding in lane phase if you choose the wrong time to ward. In lane, it's ideal to ward BEFORE you shove up your lane. If you wait to ward until you already have shoved up, more enemy minions will die while you're warding than if you did it earlier.
There is also a neat trick you can do when on Blue side to ward the river more safely. Take a look at this video, starting at 0:40:
Placing this ward this way is extremely safe. Normally, you would either have to nearly facecheck the river bush in order to ward it, or walk all the way through your tri bush to ward over the wall. Neither of these options is ideal, so learning to ward over the wall this way is very useful. I recommend going into a custom game and practicing placing this ward until you can consistently and easily place this ward.
Irelia's mid game is absolutely insane. At this point, you pretty much always want to group with you team and jump the enemy carries. Since you have your Trinity Force you can really easily burst their AP or AD carries most of the time. Just like in lane, you'll just Bladesurge to a caster minion to get close. Now though, you can usually Hiten Style Bladesurge straight to the enemy champ to get there faster, because you'll take damage on your way and can still get the stun from Equilibrium Strike. At that point, just RRRRRR and auto and you'll burst them really easily with help from your team. Take a look at what Wickd is able to do to Gragas in this video at 34:10:
Even though he had almost no help from his team, Wickd was able to burst Gragas down to only a couple hundred health and blow his flash. If the spear from Nidalee had landed, or if there had been any follow-up damage from his team, he easily would have gotten the kill. You can do this same thing, even if the enemy team is fairly nearby, as long as your team is, too.
If you're fighting in the jungle or the river, just wait for someone to get out of position. If the mistake is huge, you can just walk up and Equilibrium Strike them- otherwise, use Bladesurge to get there. Take a look at this video starting at 36:40:
Notice how extremely far out of position the enemy Annie was. Annie is a high base damage, high CC support, but is super super squishy- so the instant she gets too close to Wickd's Irelia, he stuns her and his team bursts her. As soon as that happened, this teamfight was won for Alliance. From there, Wickd positions in the choke point to zone the enemy Lee Sin and Jinx out of the fight. Once they commit to running the long way around Blue, he turns and helps finish off Trundle. This is EXACTLY how you want to play a teamfight in the ideal scenario- burst one person, zone the enemy carries, and help finish off the tanks.
Following up on Engage
The previous tactic is not nearly as effective when you can't catch an enemy out of position. When that's the case, it's usually best to wait for someone else to start the fight and then jump in and blow up their carries. Until you have at least your Randuin's Omen on top of your Trinity Force, you're still QUITE squishy in teamfights. This next example shows a whole bunch of really nice things done at the same time. Take a look starting at 34:30:
In this fight, Irelia's team is already very far ahead. Wickd is actually splitpushing bot lane at the time this fight starts, because he knows the enemy top laner doesn't have Teleport and he does. The fight starts with the allied Karthus getting knocked right into the middle of Fnatic (a note to Alistar players: don't do what YellowStar did). Irelia instantly starts her Teleport into the middle of the fight, and arrives just after the start. He receives a Lulu Wild Growth and Sivir On The Hunt to run straight at the enemy backline, and as soon as his allied Wukong lands Cyclone on the enemy Lucian and Orianna, he follows up with Bladesurge and Transcendent Blades. All of that damage lets them almost instantly burst both carries. At that point, he dashes onto the next highest priority target- Pantheon- and they clean up from there.
Now, that was a little easier than it will usually be in solo queue, but the same idea applies. Simply wait for someone to engage and then follow up with Bladesurge to help burst the squishies. This tactic is most useful when you aren't tanky yet ( Trinity Force but not Randuin's Omen), when the enemy team is positioning really really well, or when it's getting close to late game and you aren't able to dive the enemy backline alone.
Peeling for your ADC
If your ADC is really fed, or for some reason if you can't kill their ADC/APC (that is quite rare in mid game if you play it right), you can just peel for your ADC instead. Just Bladesurge onto whoever's diving them, Equilibrium Strike to stun, and attack away with Hiten Style. You can then try to dive onto the enemy backline once your CDs are back up or your jungler engages on them.
Splitpushing
Alternatively, you can splitpush on Irelia in mid game. I'm not a big fan of that, because it's a lot harder to get a big enough lead to win off of by splitpushing. I usually only do this when either my team is so far ahead that they don't need me, when they're so completely useless that I can't win teamfights with them no matter how well I play, or when I don't yet have Trinity Force and a defensive item. Irelia is an okay splitpusher (especially with Ravenous Hydra) because your 1v1 is pretty good and your Trinity Force will hit towers really hard. However, it's hard for you to escape if they try to collapse on you, and you don't push waves as hard as you could. Make sure to use Hiten Style, Equilibrium Strike, and Transcendent Blades to get Trinity Force procs on the tower. Keep your flanks well warded!
Don't tell anyone I told you
You can actually purchase an Elixir of Sorcery to amp up your splitpushing. It wlll deal 25 true damage on hit to the turret, and the AP isn't completely useless on you, either. This tends to do more damage to towers than either an Elixir of Ruin or an Elixir of Wrath, unless you have a particularly large minion wave to help you. The more attack speed you have in your build, the stronger this option is.
The only difference between Mid and Late game on Irelia is how hard it is to kill the enemy carries. At this point, you probably can't just dive right in and be successful anymore. The enemy ADC does way too much damage. You have two choices at this point:
Dive the enemy adc/apc anyway. In this case you're trying to cc them as long as possible, do as much damage as possible, and zone them out of the fight for as long as possible. This is where Guardian Angel really shines- the enemy adc can't afford to position between your dead body and your team, because you'll just come up and wreck their face in again. It will help you keep their adc out of the fight for at least 6 seconds more than you could otherwise (your Equilibrium Strike should be off cd when you come up).
Peel for your adc. This works the same way as in mid game- just Equilibrium Strike whoever is trying to dive them.
I usually opt for option 1 any time my GA passive is up, but will peel if GA is on cooldown. Ideally, it should be your goal to win the game before this point, because you'll no longer have the same kind of impact as you did in mid game.
Using Guardian Angel correctly is a really high game-knowledge endeavor, so I can't really tell you how to do it in a simple guide like this. The best thing for you to do is just make sure to die in a way that can help your team- for example, die during a teamfight while diving the enemy ADC. If you do that, your GA passive should at least get you some benefit.
However, the other thing that Guardian Angel does is let you play INSANELY aggressively, as long as your team is around. I remember one particular game in which I was quite a bit ahead and had my Trinity Force, Guardian Angel and a Giant's Belt. I used Bladesurge to jump over the wall behind the enemy's Red buff- into the middle of three enemies- despite my team being significantly behind me and the final two members of the enemy team not being too far away. This is normally a suicide mission. Jumping in like that is WAY too aggressive most of the time- but because I was so very far ahead, and because I had the Guardian Angel passive, I ended up getting 3 kills, an assist, and escaping by the skin of my teeth. Learning when you can play this aggressively and when you can't is something that takes time, but these sorts of aggressive plays are exactly why I love Guardian Angel.
Another thing I want to tell you about is one trick that's pretty useful. If your Guardian Angel gets popped after you use at least 1 Transcendent Blades active, but before all 4 are used, you'll revive with the full 4 charges. So if you expect to get your GA popped soon, it's a good idea to try to have only 1-2 charges of your ult left. This isn't a huge deal, and if you NEED the ult damage at a different time, don't try to save it just for this bug. Know that there is a time limit for you to use all the charges, and getting GA popped won't refresh that timer.
One last thing to keep in mind is that Guardian Angel is not very effective when its passive is on CD. If it's been popped, you're full build, and you have the money, you should sell it in the very late game for a different tank item while the passive recharges. If the game goes long enough and you get enough money, you can buy it back when the passive is back up.
In this section, I'm going to mostly talk about matchups that are either particularly common, particularly difficult, or particularly unique. Basically, I'll talk about matchups that need to be played significantly different from the standard or really really common matchups atm.
Alistar, Difficulty 4/10
Click to read about this matchup
Beating Alistar in the lane phase isn't that hard, but if he plays defensively you probably can't kill him. You'll want to max E and build normally. Crystalline Flask is your best starting item. At level 1, you can afford to shove the lane with autos a little. His AoE from Trample and Pulverize will end up equalizing this before long. If you want, you can try to trade with Equilibrium Strike + 1 auto and then leave. If he took Pulverize, you should be able to get out of range in time. If he took Headbutt and uses it he'll blow a ton of mana and still lose the trade. Obviously you can only afford to do this if Equilibrium Strike will stun.
Al level 3+ you can be really annoying to him any time there are low HP minions to Bladesurge to. Walk up to him to auto. If he walks away, cool. You're zoning him for free. If not, activate Hiten Style and auto him. He'll most likely Pulverize, auto once or twice, and Headbutt you away. Fortunately for you, you can just Bladesurge to the minion, Equilibrium Strike him, and get more autos off. After you have a few points in Equilibrium Strike this trade should be really positive for you. He might just Headbutt you away, instead. If he does this, it's harder for you to trade. However, he'll have blown a LOT of mana for basically no damage. Just keep forcing him to blow that over and over and soon he'll be OOM.
Post level 6, it's ideal to engage the same way you did before. It's very important to not Bladesurge directly to him at this point, though- he'll want to fight you when his ult's up. When you stun with Equilibrium Strike, he'll probably cleanse it with Unbreakable Will and look to trade back. Just Q to another minion and leave. Once his ult's on cooldown, he's all yours.
Azir, Difficulty 3/10
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Azir's laning is pretty weak vs you. Start Crystalline Flask. Bladesurge is your best friend- take it at level 1 so you can get last hits more easily. You'll want to be a little cautious at level 1. Avoid his soldier harass as much as possible and just last hit. If he uses Arise! twice in a fairly short time, you can afford to Bladesurge on to him. He won't be able to summon another soldier on you, and since he's level 1, he can't move them with Conquering Sands. Your autos will hit a LOT harder than his, you have a MUCH higher attack speed, and your move speed is higher than his. You can take half his health bar off at level 1 if he messes up that badly.
Otherwise, just last hit carefully, avoid harass, and wait for level four and a level two Equilibrium Strike. At this point, if he blows Conquering Sands you can immediately punish him hard- Bladesurge to a minion, stun him, get several Hiten Style empowered autos off, and leave. If he tries to use Shifting Sands to chase, you can kill him by using Bladesurge on him and walking with him until Equilibrium Strike is back up. Otherwise you can just keep doing this same trade and start zoning him out a little.
Any time Azir has Emperor's Divide up and uses it correctly, you probably can't kill him. However, it can be very worth it to force it out, as long as you don't get too near his tower, where he can Flash Emperor's Divide you into turret range. Once it's on cooldown he's a sitting duck.
Darius, Difficulty 6/10
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The matchups vs Darius can be a little difficult. You can take Cloth Armor 5 pots or Crystalline Flask, at your discretion. It's very important to have Greater Glyph of Magic Resist in this matchup, as his Hemorrhage will do tons of damage to you without them. You can't afford to trade with him at all until level 3. At level 1, it's a good idea to flirt around the edge of his Q range. If he uses his Decimate, he'll shove the lane toward you quite hard. You can afford to take a Q or two in exchange for minions, but make sure he doesn't hit level 2 and Apprehend you. When he's about to hit 2, back off and just get experience until level 3.
Once you're level 3, you can afford to trade with him normally. Once the minion wave isn't built up against you, you can Bladesurge to a low HP minion, Equilibrium Strike, and auto away with Hiten Style empowered autos. Watch your health bar, though- if he has Ignite you have to watch out for Hemorrhage + Ignite bleeds. They can take you from ~20% to dead very easily, even through a pot. From this point, it's your choice what to max- if you get a good trade at 3 or are doing well, maxing Hiten Style will snowball you harder. If you are worried about his all-in, maxing Equilibrium Strike will keep you really safe.
His level 6 is EXTREMELY dangerous. If he lands an Apprehend on you at 6, just stun him with Equilibrium Strike and Bladesurge away. It's quite important to keep the lane pushing lightly toward you in this matchup, because otherwise he has the ability to zone you post 6. You'll want to build into Trinity Force as normal, with Phage first if you're even or behind and Sheen first if you get an early kill. Giant's Belt is your best option for a defensive item rush- Darius deals a lot of mixed damage, so armor alone isn't that useful.
Fiora, Difficulty 7/10
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This matchup is really swingy. You should be able to win, but if you mess up Fiora can snowball completely out of control. Take as many Greater Quintessence of Armor as you own. Start Cloth Armor 5x health pots. Crystalline Flask isn't awful, but it's a lot more risky. Start with your Equilibrium Strike. At level 1, you can Equilibrium Strike+auto attack to trade, but don't go for longer trades than that. At level 2 you want to be a little careful, her burst with Riposte and Lunge is quite strong. Her level 3 is also dangerous, as she gets access to an auto attack reset with Burst of Speed. Levels 4-5 you beat her quite badly with normal trades, just make sure to max your Equilibrium Strike and save it until it will stun and you're golden.
At level 6 you have to be very careful- her Blade Waltz can burst you from higher than you'd expect and it keeps her from taking tower aggro. If you're under 50% and she's over 30%, she can probably dive you without any problems at all. Once you get Ninja Tabi (which you should get very early), things get a lot better. Typically I'll get Sheen, Ninja Tabi, complete my Trinity Force and then build into Randuin's Omen. Thornmail and Guardian Angel are both very, very good items against her later in the game.
If she starts to snowball on you, things get tough fast. You just have to get as good trades as you can when she goes on you, using Equilibrium Strike ideally after her first Lunge and just leaving. Since you'll having several points in it, the stun should last long enough to get you out of Lunge range. As long as you don't get too low, she shouldn't be able to dive you, just make sure to Equilibrium Strike once she's taken turret aggro. The real problem is that she's very likely to shove up and roam at this point, and until you get your Trinity Force she's a lot stronger than you in teamfights and skirmishes. Try to warn your team every time she's missing, shove a little when she's gone, and either follow her or Teleport down after her.
At levels 1 and 2, don't fight him. Just get exp and any cs you can without taking too much damage. This is the only real time when Garen can abuse you. Once you're level 3, you can fight, but you really want to wait until you have 2 points in Hiten Style. Once you do, you can jump onto him, activate Hiten Style, and your auto attacks will out DPS his Judgment. After he finishes his Judgment and starts trying to leave, you can Equilibrium Strike to prolong the trade further, get more Hiten Style empowered auto attacks off, and even chase for the kill with Bladesurge if he's low enough.
If he tries to engage by running at you with Decisive Strike, make sure to activate Hiten Style before he silences you. This is quite easy to do- the auto attack animation when he uses this skill is very obvious- but if you don't, you'll lose the trade badly. Keep in mind that he's a caster, and when maxing Hiten Style, you're effectively DPS. Don't ever let him get free damage on you with his skills, because that's when he'll be able to get ahead and abuse you.
At level 6, it's typically a bad idea to fight Garen. That ult hurts insanely badly. Make sure to get lots of Health Potions so your HP doesn't get too low from trades, and you typically just want to farm at this point. His passive won't usually let you kill him anymore, although it's possible if you're already very far ahead. Keep in mind that you can use Transcendent Blades to pop his passive, even if he's hiding under tower, if you need to. If you get him pretty low in a trade and want to dive him, that's often the only way to keep him low long enough for your jungler to arrive. You can afford to build normally against him. Zeal, Mercury's Treads and Sheen are all viable first items, depending on what you want to do.
Gnar, Difficulty 5/10
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Going up against Gnar isn't too big of a problem in lane. However, he can be a real annoyance in team fights with GNAR! and Wallop. Start with Crystalline Flask and Bladesurge. This starts out being pretty standard as if he were a normal ranged champ- play safe, just get exp and last hits with Bladesurge and avoid as much harass as possible. Dodge Boomerang Throw if at all possible. If not, stay behind minions as it will do slightly reduced damage then.
From this point, I prefer to max Equilibrium Strike against Gnar, but Hiten Style isn't bad. At level 3 you can sometimes get good trades, but it's better to wait for level 4 most of the time. Any time he's low on Rage and is in mini Gnar form, you can afford to jump to him using a minion and Bladesurge, Equilibrium Strike, and auto away with Hiten Style. Always, always respect Mega Gnar- he gets so tanky and deals so much damage in that form you probably can't fight him in that form, even when ahead.
For pretty much the rest of the game, that's how you want to play- wait out Mega Gnar, then as soon as it's gone, jump on him and combo him down. Know that if he tries to land Wallop on you, you can Bladesurge onto him to quickly get behind him and avoid the stun. You have lots of opportunities to get ahead vs Gnar, so as long as you abuse them you should be fine.
Hecarim, Difficulty 4/10
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Hecarim top has become incredibly popular lately, but it's not too bad of a matchup for you. His early levels are stronger than yours, but as you get points in Hiten Style, you'll start to destroy him. His kit just doesn't have the ability to deal with yours. Start Equilibrium Strike and Crystalline Flask. You can trade with him at level 1 evenly, with Equilibrium Strike+ an auto. He'll answer with at least 1 Q, but that's fine for you. He'll shove almost right away, so you'l have to back off until the lane resets.
It's equally viable to max Equilibrium Strike and Hiten Style, but I prefer Hiten Style. That way, you simply go about your business farming from level 4 on. At any time, Hecarim may try to trade with you by charging up Devastating Charge and running you over. Let him. It'll deal a good bit of burst, and hurt a little, but after you're knocked back, simply Equilibrium Strike, activate Hiten Style, and go to town. The key is to not try to initiate the trade until you get at least level 7, unless you're already far ahead.
At level 6, you have to be constantly on the lookout for his Onslaught of Shadows. Keep in mind that the fear radius is a circle around where Hecarim himself lands- so he'll aim it at where you currently are or else where you're most likely to be in just a moment. Once you get used to how it works, it's pretty easy to dodge it with Bladesurge. You can even Bladesurge directly onto Hecarim himself to avoid it, as long as you Bladesurge near the start of his ult! As the game progresses, you have to constantly be on the lookout for his Teleport Enchantment: Homeguard ganks. Save your teleport to follow him if he tries to do this, because it's the only real chance he has of beating you. He won't be able to bully you in a 1v1 splitpush or outperform you in straight up teamfights.
Jarvan IV, Difficulty 6/10
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Top lane Jarvan IV tends to be chosen as a cheese strat. It's a good idea to start Cloth Armor 5 Health Potions. He'll almost certainly start Long Sword or Doran's Blade and try to kill you at level 2. At level 1 you can afford to get some cs. If he gets near you, you can harass with Equilibrium Strike + an auto. When he's close to level 2, just stay back some and get exp. If he fails to cheese you at levels 2 and 6, you win this matchup.
As Jarvan IV gets near to level 6, you have to play carefully again. His Cataclysm burst will hit quite hard, especially if he's able to combo it with his Demacian Standard+ Dragon Strike combo. You can beat him even at 6, but if he took Ignite you have to be very, very careful. From level 7 on, as long as Jarvan IV isn't snowballing, you can beat him fairly easily.
Jayce, Difficulty 4/10
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This matchup is quite skill based, but you have the edge. As usual, Crystalline Flask is what you'll want to start. Bladesurge is your best level 1 option. You mostly want to farm level 1, using Bladesurge to dodge his Shock Blast. Once you've done so, if no enemy minions will die soon, you can Bladesurge onto Jayce and get an auto or two, and then walk out. Once he gets access to Acceleration Gate, it becomes even more important to dodge Shock Blast- taking too many empowered Shock Blasts will quickly lose you the lane.
Any time from level 3 on that Acceleration Gate is on cooldown you can easily trade with Jayce. Bladesurge to a low hp minion, then stun with Equilibrium Strike and get your Hiten Style autos down. If he uses Thundering Blow to try to disengage, you have two options. You can walk away and accept the trade as it is. This usually results in a mostly even trade, although he's squishier than you, so even this way it tends to benefit you some. Otherwise, you can Bladesurge back in, ideally by using another low health minion and then a third Bladesurge straight onto him. This is obviously more risky, but with his disengage blown, you have a good chance of being able to kill him.
This matchup is a little bit tough, especially if you misplay it. Much like you, Jax has a weak first couple of levels and scales up dramatically. Unlike you, this scaling is mostly with his ult, Master-At-Arms. Start Crystalline Flask. Take Equilibrium Strike at level 1. You can afford to trade at this level. If you walk up and Equilibrium Strike+auto, he can't really do much. If he uses Counter Strike, you can easily get out of range of the damage and stun. His level 2 is a little bit stronger than yours, but it's pretty marginal. You can bait out Counter Strike fairly easily, and if you do it right you can still trade evenly. Just walk up to him and auto away. If he uses Counter Strike, simply make him commit into your minions to get the stun down, and then Equilibrium Strike him in them once it's over.
Post 6, trades get a little closer, but they're played the same way. Now, though, you get the opportunity to dodge much, much more easily- you can make your own low HP minions with Transcendent Blades. You tend to stay stronger than him until level 11, when he gets his second point in Master-At-Arms. However, this lane is a rush to Trinity Force. If you're ahead and have yours completed before he does, you can still fight him quite easily at 11. Watch his build- if he grabs a Vampiric Scepter prior to his Trinity Force, he'll be a lot weaker than you for a long time. If he builds Blade of the Ruined King as his rush item, things are a little tougher. That is cheaper than Trinity Force, so unless you're enough ahead to have your Trinity Force at the same time as his Blade of the Ruined King, he'll be stronger than you at that point.
This is quite an annoying matchup. Fortunately, Malphite has very limited potential to kill you 1v1 unless you make a major mistake. Unfortunately, his kit is quite strong against yours. Start Crystalline Flask and Equilibrium Strike. You really can't do much against him until level 9 at the earliest without jungle help. His Granite Shield, Ground Slam and Seismic Shard all make it really tough for you to beat up on him. Just focus on farming toward your Trinity Force.
Shoving the wave into Malphite's tower is often an effective way of denying him cs. Just make sure to watch carefully for jungle ganks- his Seismic Shard and Unstoppable Force are both incredibly strong at setting up ganks. Both Equilibrium Strike and Hiten Style are viable maxes. Even though Ground Slam reduces your attack speed a ton, the true damage is a little bit stronger at breaking through Malphite's heavy defenses. Equilibrium Strike is of course a little better at setting up ganks.
You can build normally against Malphite, he isn't that big of a threat to you directly unless he's insanely fed. Unfortunately, though, he outscales you in 5v5 teamfights. There's not that much you can do about that, other than just trying your very best to win in mid game. Your one real advantage over him later in the game is splitpushing- in a 1v1 you do outscale him for quite a while.
Nasus, Difficulty 6/10
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There are two ways to play this matchup. You can either focus on bullying the Nasus as hard as possible as early as possible, or you can focus on farming and roaming. Either way, if you play it right, you can win the game very easily, very quickly. If not, it's a slow crawl to defeat.
If you want to bully/kill the Nasus, start either Long Sword 3 Health Potions or Crystalline Flask. Either way, take Bladesurge at level 1. The instant you get in lane, start looking for chances to auto attack him. If he's auto attacking a minion, auto attack him. Make sure to drop creep aggro between attacks. The instant he uses Siphoning Strike, it's time to abuse him. Auto him once as he uses it on the minion, then Bladesurge him for the auto attack reset and burst. Then orbwalk with him and attack ~2 more times, then drop minion aggro before they destroy you. Continue to abuse this same tactic at levels 2 and 3. Unlike most matchups, you want to put 2 points in Hiten Style by level 3 to do as much Hiten Style damage as possible while his Wither is still weak.
Unfortunately, I don't feel like that tactice is particularly effective. If the Nasus doesn't play it right, you do have the opportunity to kill him, and there's a good chance you'll zone him from stacks early. But as soon as he's got 2 points in Wither, it doesn't really work any more. Also, you leave yourself incredibly vulnerable to jungler ganks early. Not having Equilibrium Strike until level 4 and using your Bladesurge on Nasus means that if the jungler shows up, you're a dead Irelia. And since people HATE Irelia and love ganking for Nasus... well, it's pretty likely to happen. Instead, I usually opt for method #2: farm and roam.
The thing about Nasus is he can't participate meaningfully in fights until he gets stacks on his Siphoning Strike. A game with a Nasus is a 4v5 for at least 15 or 20 minutes. Start Crystalline Flask and Equilibrium Strike. You can be decently aggressive levels 1-2 even in this method. You can just Equilibrium Strike and auto, then walk away. If his Siphoning Strike is on CD, you can just walk up and auto him, especially while he's csing. Once you get level 2, you can even still use Bladesurge for some additional burst if you're not going to need it to last hit soon, and you should still be able to deny him some stacks with this method. Both maxing Hiten Style and Equilibrium Strike are viable, but I greatly prefer Equilibrium Strike. It will delay his Wither on you, allowing you to get more autos in and deal better burst damage.
As soon as you see an opportunity, try to snowball your team. By Teleporting to gank bot or roaming mid, you force Nasus to make a decision- Teleport down after you and give up stacks, possibly to lose the fight anyway, or stay- and know his lanes will get behind. Either way, as long as the roam/ Teleport is good from you, it should be a lose-lose for Nasus.
Keep in mind that it is extremely easy for Nasus's jungler to gank. His Wither sets them up perfectly. Also, it counters your Hiten Style pretty effectively. Until he gets around 200 stacks on his Siphoning Strike you should have no issues at all bullying him around.
Olaf, Difficulty 7/10
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This matchup is pretty difficult. Olaf is one of the "traditional" Irelia counters, but fortunately he isn't played much. Taking Ignite into this matchup will help tremendously with Olaf's healing from Tough It Out. If he takes it and you don't, there can be real issues for you early in the lane. Start Crystalline Flask. It's a good idea to wait in fountain for your 4th Health Potion, if it's possible to do so. Take Equilibrium Strike at level 1. You have to play your first few levels very defensively. You can only afford to trade with Olaf once at level one. Ideally, you want to bait out an Undertow and dodge it, then get a short trade with Equilibrium Strike and an auto attack. He can run you down with Undertow spam if you let him, so you have to be very careful.
Level 2 is worse. You can now use Bladesurge to dodge his Undertow, but he will most likely be pushing by this point. You most likely will have to give up a good bit of cs until the wave shoves to your tower. If you try for a trade, it almost guaranteed won't go well- his Reckless Swing, Undertow and Berserker Rage will out damage you significantly in any length trade. Even at level 3, a single point in Hiten Style will only make the lane fairly even. You are definitely going to want to max out Hiten Style in this matchup. The real key to this matchup is learning how to bait out and dodge Undertow. If you can get him to waste a good portion of his mana in the first few levels, you have a good chance of winning levels 4-5. Otherwise, he'll just harass you down with ax after ax. Pay attention to how he positions and where your minions are dying- he's very likely to thrown an ax towards where you would have to be to last hit that minion. They do have an incredibly large hitbox, so watch out. It's difficult to explain in words better than that how to dodge them. My best advice is just to play the matchuup several times until you get a feel for how he'll throw them.
Once you're level 4-5, you can finally get good trades off or even all in him. Level 6 is a bad level for you- his Ragnarok, Tough It Out and Berserker Rage make him very difficult for you to finish off. Your level 7 is pretty comparable to his, but back off when you're level 8. Level 9 should be in your favor.
Renekton, Difficulty 9/10
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This is one of your hardest lane matchups. Even so, you absolutely have the ability to win this lane- you just get punished hard for mistakes, and Renekton is stronger than you in true late game. Start Equilibrium Strike and either Crystalline Flask or Cloth Armor at your discretion. Greater Quintessence of Armor are a pretty good idea, but they're not mandatory. Greater Glyph of Scaling Magic Resist or Greater Glyph of Magic Resist are mandatory. This matchup is almost entirely determined by how well you play around Renekton's Fury bar. His skills really don't hurt much when he doesn't have Fury, so any time you're at the same level as him and he has less than 50 Fury, you can trade. That includes as soon as you walk into the lane. Just walk up, Equilibrium Strike and auto attack. After that, though, you're going to want to be more defensive. He'll reply to your Equilibrium Strike with either a Cull the Meek or Ruthless Predator. Either way, it won't do that much damage and he'll probably start shoving the wave in. That's exactly what you want.
Until level 4, you don't want to be aggressive unless Renekton makes a mistake. If he uses his Fury poorly- such as for Slice and Dice or similar- you can probably go for a fairly aggressive trade. Otherwise, you just want to get exp and what farm you can. Don't go for any creeps that will cost you too much health. Both Equilibrium Strike and Hiten Style are viable maxes. I tend to favor Equilibrium Strike a little bit, because I find a good Renekton won't die 1v1 to Irelia in lane regardless. In that case, Equilibrium Strike sets up better ganks.
Either way, starting at level 4 you can really abuse Renekton's mistakes. If he uses any skill- especially if he uses a skill and doesn't have much Fury- you can jump on him and lay down the damage with Bladesurge onto a minion, Equilibrium Strike, and Hiten Style auto attacks. He'll respond with a Ruthless Predator followed by Cull the Meek and most likely try to Slice and Dice away. Save your Bladesurge until he uses Slice and Dice. Be careful not to overcommit, though- if your Hiten Style is about to wear off, back out and don't chase any farther.
Level 5 is also a good level for you. After that, though, you have to be careful- his level 6 is significantly stronger than yours. It's a good idea to wait for level 9 when possible to fight again, but level 7 isn't awful, either. You can build pretty normally against Renekton, but it's a good idea to get Ninja Tabi early.
Riven, Difficulty 6/10
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This is probably my favorite top lane matchup. It's very skill based, with a heavy snowball in either direction. It's even got a lore background- Noxus vs Ionia. Start Equilibrium Strike and either Crystalline Flask or Cloth Armor. I prefer running Crystalline Flask along with two armor quints. Throughout this matchup, it's VERY important to wait for Riven to make the first move. If she attempts to engage on you, you can usually retaliate evenly or win. If you try to open up with an Equilibrium Strike, you're going to get punished- hard.
This philosophy requires you to give up some early CS. At level 1, you can afford to trade with her as long as she blows at least 1-2 Qs to get to you and doesn't deal damage with them. At that point, you can Equilibrium Strike and auto attack and then leave- you will probably take more damage, but you have better HP regen and more pots than her. However, when she gets close to level 2, you'll have to back off and wait for the lane to shove in. Otherwise you'll take way too much damage from her level 2 all in.
Once the lane pushes in, you should be able to farm easily enough. If she tries to abuse her Valor to harass you under turret, just Equilibrium Strike her for it and she'll regret it- a lot. If you're level 3 by this time, you can go for a full on trade with Hiten Style and Bladesurge, assuming there aren't too many minions. I cannot win this lane maxing Hiten Style, I always max Equilibrium Strike. That way, you can get more Hiten Style empowered auto attacks off before she can retaliate or escape. All of that said, know that some other Irelia players, including Irelia Carries U, disagree with me completely on max order. They claim it's the other way around, and you can only win with W maxed first. I honestly can't see it- Hiten Style may give you more damage, but Equilibrium Strike will allow you to avoid a lot of Riven's auto attack damage and get more auto attacks off yourself. You just have to be careful while Equilibrium Strike is on cooldown. Once you're 4-5, you can wait for her to blow a skill, then Bladesurge up to her, Equilibrium Strike and Hiten Style on her. You should win that trade/all in as long as you're on-level, have a similar number of minions, and she used at least 1 skill prior to your Equilibrium Strike.
Once you hit level 6, you want to be much more careful. It's still possible for you to win fights, but it's quite risky- her ult provides so much burst damage it's typically better to play more defensively. Once you get Ninja Tabi, Trinity Force and at least a Giant's Belt, you'll be quite a bit stronger than her for a good while.
Rumble, Difficulty 6/10
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A good Rumble player is a very rare thing. This champion is VERY mechanically intensive, requires you to pay attention to multiple things at the same time, and has an insane skill cap. All of that said, if you DO come across a good one, watch out. He has some of the most obnoxious pushing and harass potential of all top laners.
After that, play passive, passive, passive. Once he gets access to 2 or 3 skills, it becomes nearly impossible to trade with him. Even if you stun him with Equilibrium Strike, his Flamespitter will still do damage to you, his Scrap Shield will block a noticeable amount of damage, and it's quite difficult to dodge his Electro-Harpoons, even with Bladesurge. Your goal is to survive and keep up in CS until you get to at least level 7. At that point, you'll finally have some chance to start fighting him.
Both Hiten Style and Equilibrium Strike are viable maxes. Equilibrium Strike will help you stick to him better, though, as well as letting you avoid some Flamespitter damage, so I prefer that max on the whole. Keep an eye on how he manages his Heat bar. If he uses it well, he'll stick in the Danger Zone (over 50% heat) most of the time. His most vulnerable time is just after his Overheat ends- his abilities will do reduced damage because they aren't enhanced, and his autos won't have a huge bonus to them. He's surprisingly slippery with Electro-Harpoon slows and Scrap Shield speed buffs. You're going to want to get either a Hexdrinker or a Spectre's Cowl early to deal with his damage. Make sure to get off of The Equalizer as soon as possible, as it does ridiculous amounts of damage. Rumble's greatest strength is his mid-game teamfights. If you can keep him from having a massive impact in the Dragon pit early, you have a good chance of beating him.
On another note, if you come across a Super Galaxy Rumble, report him for spamming. One can only stand listening to his galactic hyper barrier and super galaxy comeback breaker so many times before pulling their hair out.
Udyr, Difficulty 10/10
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Oh, man. Udyr. This is NOT the guy you want to see staring you down from across top lane. He does more damage than you. He's tankier than you. He's faster than you. He has more sustain than you. His stun has longer range than yours. All around, he is just a total pain in the behind, and you have no real way of dealing with him...ever.
But all is not lost! Almost no one plays Udyr top, and there's a reason why. It's SO much easier to play around an Udyr in a teamfight than an Irelia. If you can get your Ninja Tabi, Trinity Force and Randuin's Omen, you'll be good to go. The trouble is getting there.
Start Doran's Shield or Cloth Armor and Equilibrium Strike. He'll most likely have Wilding Claw at level 1. Get what CS you can. You can trade with him- auto+ Equilibrium Strike+auto, but be careful not to get longer trades than that. Wilding Claw HURTS. From here on out, the name of the game is to not overextend. He can and will run you down, taking out half of your health or more while chasing you across the lane. Just play REALLY defensively and get what CS you can. There's no real way for you to out all-in him or out-trade him at any point in the game unless you're astronomically ahead. He wins all-ins against you pretty much always, and his sustain is so much better than yours that even if you get a favorable trade, he can just shrug it off with Iron Mantle. There's a tiny glimmer of hope at level 6- you have an ult and he doesn't. But even then, it's a tough ask.
Vladimir is the troll healing master. He has super strong sustain, burst healing, and poke in general. Start with Bladesurge and Crystalline Flask. Greater Glyph of Magic Resist are mandatory in this matchup. I often take Ignite into this matchup- it will deal with his healing, and he's fairly likely to take it himself. If he has it and you don't, you have to be defensive in the early levels.
At level 1, mostly just get last hits with Bladesurge. Don't push the lane- if he has Ghost he can run you down and kite around you if you do. Abuse the bushes as much as possible to avoid auto attack harass. However, if he blows his Transfusion on a minion, punish him for it- its cooldown is quite long at low levels. Bladesurge onto him, get some autos down while orbwalking with him, and get out before his Transfusion is back up. At level 2, you can do the same thing, even if he uses Transfusion directly on you. Just Bladesurge onto him, Equilibrium Strike, get some autos in and walk away. Unlike most lanes, Vladimir isn't likely to push into you very hard at low levels, until he gets his Tides of Blood at either level 2 or 4. That means that if you get a good trade at level 1 or 2, you can all-in him with Ignite at level 3.
I usually prefer to max Hiten Style against Vladimir for the greater sustain and damage. Equilibrium Strike isn't awful, but unless you know your jungler is coming top a lot, I'd go with Hiten Style. Levels 4-5 are pretty good for you- as long as you haven't been poked down too hard, you can all-in him. Just realize that if your all-in fails at any point, it heavily favors Vladimir- his Transfusion gives him tons of sustain. His Sanguine Pool is somewhat effective at disengaging, but using it costs him a ton of health and it's on a long cooldown. Any time you can get him to use it, it's a win for you.
Be careful at level 6. His Hemoplague amplifies all of his damage a LOT, and has a good chunk of in-built damage to go with it. If he uses it, leave immediately- it has a long cooldown, so as long as he doesn't get a kill out of it you're good to go. His sustain will get stronger and stronger through level 9 and when he gets Hextech Revolver, but you still have the opportunity to win all-ins if you avoid his ult and are even/ahead. Keep in mind that Hemoplague can be devastating in teamfights- try not to group too closely with your carries.
Yorick, Difficulty 4/10
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Talk about a rare sight. Yorick is the lane bully of lane bullies in top lane. It's not that bad of a matchup for you, though. Start Crystalline Flask and Bladesurge. Keep in mind that his sustain is stronger than yours throughout the game, but also that he is similarly mana gated as you. You can trade with him at level 1. As soon as he uses Omen of Pestilence or Omen of War on you, Bladesurge away from his pet and onto him, then auto attack away for a positive trade. Make sure to leave before minion aggro destroys you. You can do the same thing pretty much for the rest of the lane phase, just adding in Hiten Style and Equilibrium Strike as appropriate. You have a pretty good opportunity to kill him at level 3 if you shove in lightly and good good trades levels 1-2.
Both Equilibrium Strike and Hiten Style are viable in this lane, but I marginally prefer Hiten Style. That will let you burn through his Unholy Covenant more easily and snowball harder. Levels 4-5 are again very strong for you, but levels 6-9 are even better- Transcendent Blades is FAR more powerful than Omen of Death, and more points in Hiten Style is always better. Keep in mind that you can Bladesurge to last hit any of his ghouls after a second or two. It's usually not worth the mana, but if you need a gapcloser, they'll do.
You tend to be more useful in teamfights, but that all depends on who he has to target with his Omen of Death. If he revives a Kog'Maw, Cassiopeia or similar you could be in for a tough fight late game. Mid game there's no contest, though- you're far superior.
Thanks for reading my Irelia guide. Hopefully it can help you carry your team to victory in the mid game! If you have any questions, any recommendations, or any feedback please feel free to leave a comment below. I'll respond to pretty much everything posted. I really like explaining my thought process on decisions I make, so if you disagree with me about something feel free to tell me why.
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