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IRELIA BUILD GUIDE: [S3] 2k+ Irelia Guide by MegaZero

by MegaZero (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
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mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ionian Fervor
QBladesurge
WHiten Style
EEquilibrium Strike
RTranscendent Blades
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ionian Fervor
QBladesurge
WHiten Style
EEquilibrium Strike
RTranscendent Blades

Champion Matchups

Introduction

Elo: [http://i.imgur.com/7e7Xo.jpg]

Season 3: [http://i.imgur.com/JU0o6.jpg]

Season 2: [http://i.imgur.com/p5lNS.jpg]

Irelia is a very strong top lane champion with and is one of the best choices when trying to hypercarry or counter the enemies AD. Due to her innate tankiness along with her passive and a 2 second stun, she is able to jump on the enemy AD and kill her before the enemy team can peel you off. I would consider Irelia's late game to be one of the strongest in the game, and her only weakness is her ease to be counter picked.

Masteries

The basic idea behind these masteries is to survive laning phase, and to give yourself the tankiness to survive long enough to kill the enemy AD. Personally, I find the defense tree to be the best choice for your 21 points, however, some Irelia players like the bonuses from 21 utility, such as summoner CD reduction, movementspeed, cooldown reduction, and early regen+ward. While either way works, I would recommend the 9/21/0 build as Irelia can be shut down fairly easily if you die early on.

This defense tree is oriented as if you are going against a bruiser top, however, the enemy can play an AP champion top such as Rumble or Vladimir. If that is the case, it is better to put 3 points in Magic Resistance, rather than 3 points in Hardiness. Note that against a Kennen, most of his harass is actually physical damage so I would take 3 points in Hardiness.

"Why not take legendary armor?" Well, while this talent looks to be a great use of 3 mastery points, it only increase BONUS armor and magic resistance. Early game, this does nothing to help us. Late game, our only main defensive item is Guardian Angel, which 5% increase is barely over 3 armor and 2 magic resistance. I find these 3 mastery points can be better spent.

"Why do you put 9 points in offense rather than utilty?" This is a person preference, but I would highly recommend it. Irelia scales insanely well with attack speed and cooldown reduction due to her W's true damage. Also, as a champion that spams abilities multiple times in a team fight, cooldown reduction is one of the strongest stats. The armorpen is also great value for the one point spent.

Runes

Attack speed marks is pretty cookie-cutter for Irelia. Getting one or two more true damage auto attack is much more impotant than dealing extra physical damage.

Armor seals is also very standard for any top lane. If you do not have armor seals, you will die to almost any physical brusier.

As for magic resist per level glyphs, if you are against a Vlad or Rumble, it will be better to have the flat MR. Magic resist per level is oriented for late game, as in the mid/late game team fights, it will bring you more magic resistance than the flat MR will.

Probably the most important rune is the movespeed Quintessences. Irelia has no dashes to escape (she has one to initiate) and relies on running away to avoid ganks. She also relies heavily on her true damage (which if you can't run as fast as the enemy, you'll lose those auto attacks while chasing). The only other option I can see working is flat health. This gives you enough tankiness to survive in lane. I still highly recommend movespeed quints.

Summoner Spells



Explanation:
Flash is for obvious reasons, Irelia has no escapes and this is her only way to get out. Also for late game teamfights, you can flash+E to stun, rather than Q+E because this could bring the enemy lower than your health, and it will only slow.

Ignite is for a top lane that you are able to kill. This is pretty much any top lane that isn't Darius or Olaf. Ignite+W true damage will deal almost 900 true damage at level 9 during a fight. Most champions will not have over 1500 health by this point. Add in your auto attacks, and they're going to die from almost any engage if your ignite is up.





Teleport is much more team oriented and I would highly recommend it for arranged team games. The dragon control and ability to teleport bot to stop dives is incredibly useful. Other situations where teleport is better is when you're against a counter lane, such as Darius or Olaf. Teleport will allow you to farm and back when you get low, only to come back to your lane with full health. It will be very difficult to kill these champions and you're much better off waiting until late game.

Skills

Passive: Ionian Fervor

Explanation:
This stacks with the defensive mastery Tenacious and with Zephyr's tenacity making Irelia almost immune to CC's in a teamfight. Also when you get ganked, it is much easier to escape from the enemy's stuns.




Q: Bladesurge

Explanation:
Try to not rely on this ability to last hit unless you're at tower. This ability will consume a lot of mana even if you are getting last hits. Use it as a last resort. There is no need to lose 30 mana to get a last hit if you're able to get it through basic autos. This is a very useful ability to farm at turret. At level 2, you are able to get every single CS at your turret, even if you aren't able to auto all the range minions once, because you can let the turret hit the minion, then auto+Q.


TL;DR: Conserve your mana, and you shouldn't miss any minion kills.

Very important detail: When fighting or harassing, your Q will proc your W when it is activated. Always wait for your W to be up to Q the enemy, as you will do a lot more true damage.


W: Hiten Style

Explanation:
One of the strongest abilities in the game. Gives you decent sustain and allows you to 1v1 almost any champion by level 9. 75 true damage per hit along with proccing on your Q allows for almost 750+ true damage in a one on one trade. Always activate this ability when trading hits.




E: Equilibrium Strike

Explanation:
A very strong skill for a bruiser. It will stun the enemy if he has higher % or equal % health than you (This means if you're both full health it will stun), otherwise it slows. When the enemy jumps on you, wait until you fall below their % health so that you can stun, rather than trying to slow to get away. When engaging, try your best to stun rather than slow. This could involve Qing the creep next to them so you don't bring their health below yours or even flashing next to them if you know they'll die.




R: Transcendent Blades

Explanation:
This ability actually does a lot more damage than you would think. Don't recklessly farm with it, but it isn't a bad idea to ult a wave in order to secure dragon or to invade the enemies jungle. Also it's a great sustain ability against a huge wave of minions. You can even stop recalls with it to keep the enemy at his turret for ganks. Overall, it's a pretty good ultimate, but also it's Irelia's only way to do AoE damage to push a lane, so you need to find a good balance..




Skill Order

Key things to do:
Max W first
Max E second
Max Q last
Get R at every level it is available (6,11,16).

Now for early game and starting ability, you want to wait. E is the best for a teamfight as any form of CC is strong in a level one teamfight. E is also useful against anyone that will kill you in lane level l such as Riven or Darius. It allows you to stun them and get one or two cs during the stun.

I would almost never start W unless you wanted to take double golems or possibly the enemy jungle's big wraith at level 1.

Only start Q if the enemy pushed to your turret the first wave, this will let you last hit at turret easily. This is also why I recommended Q at level 2. If your lane is pushing, feel free to disregard Q and get two levels of W.

Item Builds

Zephyr is the greatest thing that happened to Irelia, but keep in mind it gives you no bonus health.

Flask, ward, 5pot gives you a strong early game, be sure to ward before the jungler ganks.

On your first back, if you don't have much gold, grab boots of speed and another ward. If you have a decent amount of money and you're against anyone but Darius or Olaf, a Stinger is a pretty good choice. If you're against Darius or Olaf, max health is your best friend, so phage is much more important than stinger.

On your second back, you should ideally have boots 1, phage, and stinger. Be sure to bring a ward with every back as one gank can set you back incredibly far. Health potions are nice too.

Now it is somewhat situational. I like zephyr on my third back, for the tenacity, attackspeed, movespeed, and cdr. Every stat is really strong on Irelia. If you're having a lot of trouble and you're dying often, perhaps you want to grab more max health, such as doran's blade or doran's shield. In almost every scenario, I would finish my Zephyr before my Trinity.

Once you finish Zephyr and Trinity, I choose to get boots of lucidity. Berserker greaves are also a good choice and Ninja Tabi's are a good choice if you're dying a lot. CDR and attackspeed scale really well on Irelia.

At this point, it should be the end of laning phase. If they have a lot of physical damage, Randuin's Omen is the best way to go. If they're focusing you, perhaps a Guardian's Angel will be the best choice. If they're letting you just kill everyone, why not take some more damage with Infinity Edge!

Laning Phase and Counters

The two biggest counter picks to Irelia are Darius and Olaf:

If you're against a Darius, try your best to just farm. Before level 6, you will kill him if you get a gank and I highly suggest you inform your jungler to at least pressure him. If you get a level or two ahead of Darius, you'll win a trade with your W active, but he can still full combo (Q+Ult+Ignite) for at least 550 damage, so be very careful. I would not recommend playing Irelia against Darius unless your jungler will help you.

This lane is probably more-so a pain than Darius. Once against, pre-6 he should die to ganks. Inform your jungler. After level 6, he will most likely push to your turret and harass you with E. Purple side: Keep the tri-bush warded. Blue side: Keep river warded. If they dive you and kill you at turret, there isn't really a way to come back. Take teleport so you can safely back without missing experience. Late game you will be much stronger than Olaf so try your best to farm. If you lose by 20 - 30 cs and didn't die, you still won the lane.

Against pretty much any other top:

Early on, you are very weak, do not attempt to fight them unless your jungler ganks. Then be sure to stun them and save Q for their flash. At around level 5, you will be equal or stronger than most other tops. Activate W when fighting, chase them and hit them twice. Q + auto attack for two more hits. This will do 240+ true damage + the physical damage you dealt. At level 5, if you have ignite, you can kill almost any champion below 50%. BE SURE YOU ARE SAFE TO USE Q AND ARE NOT BEING BAITED. Irelia has no escapes and if you chase an enemy too far, there is no way for you to escape. After level 9, Irelia is at peak lane strength and can trade with almost any top lane as long as your W is up. Once again, be sure you are safe to chase with Q.

Teamfighting

Basically your goal is to kill their AD carry. You have the ability to initiate team fights as you are fairly tanky and have a CC (Your E ability). If you see it's a 4v5 because their AD is off farming, feel free to dash in and E someone, starting the fight. Your priorities are AD Carry ---> AP Carry ---> Anyone else. Remember, you will stun someone who is equal or higher % health than you. This means you can dash to creeps and stun them, or flash and stun if they have the same health as you. This can be game changing if the enemy AD is for example, an Ezreal. If you flash E rather than Q+E, he will be stunned for 2 seconds and you should be able to kill him within 2 seconds with Ignite + W.

At the start of the teamfight, if you have a tank like Amumu or Malphite on your team, let him initiate, otherwise, you can be the initiation. Try your best to charge onto their Ranged Carry, if he's very very far away, engage on the next best target (Least tanky).

After the fight has started, try your best to CC the ranged carry or the caster. Then focus the ranged carry. If you know he has flash up, save your Q for when he flashes. Otherwise you can burst him with your Q while your W is activated. Use your ult for some extra damage while you are fighting, it might not be much, but it can make the difference. Generally use your ignite on the target you are killing, but if they have someone with a lot of regen or life leech, such as Vladimir, you should use it on them.

If they all focus you, start building tankier, such as a Randuins or a Guardian Angel. This will make them waste time killing the tank. If they aren't feel free to grab any more damage to kill them faster. Dying to kill their AD carry is almost always worth it, however it is much better if you can kill him and make it out of the fight.

Final Comments

Thanks for reading my guide and feel free to post any suggestions you might have!

Comments

December 8, 2013 - 03:11 PM #1

Thank you very much!.

May 28, 2013 - 04:27 PM #2

WHERE IS BOTRK?

May 8, 2013 - 12:30 PM #3

Mega update please, I'm sure now you play something like Mercs/Ionian + Phage + BotRK + Bruta into something like Mercs + BotRK + Mallet/Trinity + BC + Randuin's/Iceborn Gauntlet + GA/SV or anything similar.

Since its change basically every Irelia is building BotRK.

April 9, 2013 - 03:32 PM #4

WOW just facerolled with this build on a ranked 14/5/7 better nerf Irelia. Runes of AS and MS synergize with her so well, and the best thing is she deals tons of damage while being tanky :D

February 8, 2013 - 10:54 PM #5

Personally, i'd take 9/21/0 masteries, but with +1 point in atk speed, and -1 point in summoner's wrath. I really like the 4% as opposed to 3%, but that's just me. Overall GREAT GUIDE. Haven't had to try this build out, but it seems interesting and viable.

February 6, 2013 - 09:35 AM #6

THIS GUIDE ROCKS!!! :D

just played 2 games...but its sooo much fun!! :D

Guys you need to try this!!!! :)

February 3, 2013 - 10:42 AM #7

this guide is FAR BETTER then this "[S3] REVAMP: Better Nerf Irelia" crapguide ...

sorry but atkspeed + movementspeed is thousands of times better than atkdmg - and this masterie-tree as well!

but i also would suggest ninjatabi's as well! i play mostly each game with those - because 80% of the dmg you take will come from carries ._.

January 29, 2013 - 07:46 AM #8

I love this build, I've been following it and I won every single match except for once.

Now the problem is that I snowball top lane easily, but I feel kind of useless in teamfights..

I wonder if I go Tabi + Zephyr + Wit's + Mallet + Randuin + SV

Replacing trinity force with Frozen mallet and adding Wit's end to compensate for the damage loss.

Will it be better or worse for teamfights?

January 25, 2013 - 09:22 PM #9

Hey, I know maby it's a little bit of topic, but I've been testing out muramane for irelia, and I'm wondering why noone is using it. I tried Iceborn+muramane or a few times and its great because it grants you with +200 dmg per hit when you need it. Of course It means that you need to get frozen mallet instead of trinity force, but i think its worth it.

tho i guess you can go for trinity instead of iceborn, cuz it still gives you some mana + precious attack speed

January 22, 2013 - 07:58 PM #10

cloth armor + 5 pots is the perfect start, you can fight and you have enough pots to stay in the lane. In Addition you get less damage.

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