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IRELIA BUILD GUIDE: [S4] Insert Nerf Joke Here by Johs

by Johs (last updated 12 months ago)

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1
Greater Mark of Critical Chance( +0.93% critical chance)
8
Greater Mark of Attack Damage(+7.6 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Life Steal(+6% Life Steal)
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 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
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
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 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
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.

Irelia is an incredibly strong, often overlooked bruiser/assassin. If played correctly Irelia has very few counters. Even if you lose your lane horribly, you will often catch up with your opponent because of how incredibly powerful Irelia becomes with levels and how she can make due with little to no gold. Her kit scales with every stat in the game, meaning that pretty much every item can work on her. This also makes items such as Trinity Force and Wit's End incredibly strong on her, since she uses every stat they offer.

This guide will hopefully make you better at the forgotten Queen of the top lane.

About The Author.

[https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc3/1073823_695572563792737_451274201_o.jpg]


I actually spent 10 minutes thinking about what I was gonna put here, typing stuff out and deleting it. Then I realized that it doesn't really matter, now does it?
So yeah, Hi. My name is Johs (IGN: Johsbk), as of right now (as in, right now when I'm typing this) I'm rated Platinum IV on EUW. I play League Of Legends and Dota 2 way too much and I should probably go outside every now and then. Sometimes I stream League and other games at twitch.tv/johsbk, so if you wanna follow that you can (God Bless America).

Changelog

01.08.2013
  • Added [S4] to the guide name to be better than everyone else.

Irelia's Base Stats

  • Health 456 (+90)
  • Health regen 7.5 (+0.65)
  • Mana 230 (+35)
  • Mana regen 7.0 (+0.65)
  • Range 125
  • Attack damage 56 (+3.3)
  • Attack speed 0.665 (+3.2%)
  • Armor 15 (+3.75)
  • Magic res 30 (+1.25)
  • Movespeed 345


Base stats are incredibly important when it comes to knowing your champion. You need to know as much as possible when it comes to how much punishment you can deal and take.

Terms Used In This Guide

  • CC = Crowd Control
  • CCR = Crowd Control Reduction
  • HP/5 = Health Regen Per 5
  • HP = Health
  • ASPD = Attack Speed
  • AD = Attack Damage
  • AP = Ability power
  • AA = Auto attack
  • CD = Cooldown
  • ADC = Attack Damage Carry (Traditionally )

Masteries

[http://s18.postimg.org/j9jvcx8bd/standard_irelia_masteries.png]

Above is the standard mastery page for Irelia, you'll use this in most matchups, sometimes swapping the 1,5 armor point to magic resist. Every little bit helps.

If you want to go full man-mode (for when you don't need to be tanky and your team needs da damages) you can use this.

[https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/602735_695076623842331_1332483636_n.jpg]

Just adapt as much as possible when it comes to masteries. Every now and then you'll want the mana regen and summoner spell cooldown from utility while staying relatively tanky and damage-y. So you'll end up with something like this. This page is especially useful for when you wanna run Teleport.

[http://s21.postimg.org/jsw7qrzlz/bipolarelia.png]

Runes

[http://i39.tinypic.com/k2nsyb.png]


This is what I use most of the time, personal preference and such.

Quints


The lifesteal quints are great for obvious reasons; more sustain in teamfights and in lane. Nearly any quints will work

Alternatives:
  • Flat health regen.
  • Movespeed.
  • Attack Damage.
  • Attack Speed.
  • Armor.
  • Magic Resist.
  • Flat Health.
  • Armor Pen.

Glyphs


I use flat magic resist glyphs because most top laners have mixed damage, but they can be swapped for scaling magic resist.

Alternatives:
  • Scaling Magic Resist.
  • Armor(If against a hard physical damage champion).

Seals


Armor seals are the best seals you can have. The enemy team will always have physical damage. If for some reason they do not have ANY physical damage AT ALL, you can swap these with health per level or magic resist seals.

Alternatives:
  • Scaling Health.
  • Flat Health.
  • Flat Health regen.
  • Scaling Health regen.

Marks


I use 8 Flat Attack Damage marks and 1 crit chance mark. The one crit mark has won me games, no lie. And even if you don't crit when you want to, you only sacrifice 0.95 attack damage for the chance.

Alternatives:
  • Attack Speed.
  • Armor Pen.
  • Armor(Extreme cases only).
  • Magic Resist(Extreme cases only).

Summoner Spells













Explanation:


Flash just adds on to your already insane mobility. It lets you get away from certain champion abilities (). Also you can royally fuck over a certain jungling tree with this. Oh and sometimes you'll try to flash away from a fling or pull, and it won't work, you'll just flash away and still get flinged back, there's no way to control when that happens, so be prepared to rage ().

Take this instead of, or with flash. In some cases ghost is better than flash, but you'll have to figure that out yourself.

Ignite is great against champions with heal that you generally want to kill as fast as possible (), doesn't work that well against shields though, so if you're against Riven or something you're probably better off with exhaust.

Exhaust is taken against champions that rely on shields (), burst and attack speed. If your support prefers ignite (which most of them do now), this can help your team shut down the enemy AD carry ().

You take teleport for global pressure; dragon fights and ganking. You can use your first teleport to get back to lane faster, then focus on all the other stuff.

Skills

Passive: Ionian Fervor

Explanation:


Irelia's passive is the main reason she can do what she does. Up to 40% CCR is insanely strong, this is why it's so hard to lock her down in teamfights.
Ionian Fervor scales multiplicatively with Tenacity, meaning that you can't just add and get 75% CCR when near 3 champions. This ability has it's own section later on in the guide.



Q: Bladesurge

Explanation:


Irelia dashes to enemy mo-fo of choice, dealing physical damage, Bladesurge applies on-hit effects (), and can be used as an auto-attack reset. If Bladesurge kills the inferior plebian it is cast on, the cooldown is reset and Irelia gets back some of the mana spent casting it.



W: Hiten Style

Explanation:


Passively restores some of Irelia's health when she auto attacks an enemy thug. On activation it gives TRUE DAMAGE on-hit and doubles the health gain. Deals no damage if Irelia is blinded.
When Hiten style is activated it works with your Bladesurge, giving you up to 75 bonus true damage.



E: Equilibrium Strike

Explanation:

Deals magic damage and slows the chosen mo-fo if Irelia's health percentage is higher than the target, if Irelia's health percentage is lower than the target, Equilibrium Strike stuns.
Equilibrium comes from the latin word Aequilibrium, meaning balance. Hence why it stuns if Irelia's health percentage is lower than the target, get it? It balances the fight.
Equilibrium is also a sci-fi action thriller movie from 2002, starring Christian Bale (One of his best roles, the Batman movies were terrible).



R: Transcendent Blades

Explanation:


Irelia's ultimate, despite having been nerfed quite a lot, is a really strong ability. It's a skillshot, that's not even really hard to hit (The blades go super fast). Basically you get 4 blades that can be magically shot out of your awesome aura of superiority, at level 1 it deals 320 physical damage before reduction on all targets, if you hit all the blades. AND IT HEALS.
...But you'll probably just use it to farm the lane.




Skill Order

In a hard lane you'll want to start with Equilibrium Strike, most good players will try to punish you early game (Where Irelia is at her weakest), so this helps a lot against all-in champions (Do NOT underestimate certain champions at level 1 ).

Usually at level 2 you'll take Bladesurge, easier farm, more mobillity and gives you decent burst.
From there on you'll max Hiten Style as soon as possible, ALWAYS MAX HITEN STYLE FIRST.
After maxing Hiten Style you have the choice of focusing on Bladesurge or Equilibrium Strike, most of the time you'll want to take Bladesurge.

Obviously you take ult when possible (Levels 6, 11 and 16).

TL;DR - >>>

Item Builds

Starting Items:

Most combinations of the above will work.


Core:

Explanation:
The reason I only list as core, is because everything else will vary. This is the only item you will get every game, no matter what. The upgrade of your boots will depend on the enemy team, your entire build will depend on the enemy team, cookie-cutter builds do not work.
There is no perfect build that will always work, you have to adapt.

Situational Damage Items:


Situational Defensive Items:


Obviously is the optimal item for Irelia, but rushing it is some times not viable, start with the phage, because it's insanely strong, there's basically a 25% chance that you will royally fuck up your opponent EVERY TIME you auto-attack or Bladesurge. that will do for a while, if it's possible you want the entire trinity force as soon as possible, but please don't go for a 20 minute Tri-force every game.

A note on Tri-force build order, starting with phage is usually the best idea, from there you get the zeal, then fully upgrade it into the tons-of damage, triple-blade of awesome.

Sample Build Against A Balanced Team:


Sample Build Against An AD Heavy Team:


Sample Build Against An AP Heavy Team:


Against Lulu or Teemo:


The Legendary Bronze Vampire:




If you've been paying attention, you've noticed that I list Wit's End in most these builds.
That's because it's a solid cost efficient item that works incredibly well on Irelia.
And I like purple as well. So buy it.

Early Game

Early game you have one job - Farm. Farm as much as you can, survive lane and farm. Against most common top lane champions, you will lose early game.
If you're against an AD champion you'll usually want to start with Cloth Armor and 5 potions to survive.
If your lane is fairly easy, Crystalline Flask () is a great item that pays for itself after 4.22 uses (In Invertedcomposer we trust).
Every now and then you'll feel like starting with Boots Of Speed, most of the time that's a bad idea, but in certain matchups it's necessary to win your lane.

Irelia loses a lot of matchups before level 7/9, but sometimes you get to go full man-mode early game, this is where Elixir Of Fortitude () or Doran's Blade () come in handy. Giving you that early "Oomph" can be really useful. However if this doesn't work out, you probably just wasted 350/475 gold.

Mid Game

When MID (I'm sure you have your reasons):

Mid game is where Mid laners usually push, take a turret and then go ganking. Ganking with Irelia is pretty straightforward, you can start the gank with your or hold on to it in case the target gets away from you. You'll want to stun or slow them with your then just AA them to death with activated. Irelia has a surprising amount of burst with her AA-Q-AA combo (with or without active).

When TOP:

Mid game is sorta different when you're playing top. There's less room for ganks, especially on bot lane.
You'll probably only gank mid a few times, if you can. If you have teleport then you can easily countergank and fight for dragon. You should push your lane (Remember when pushing) at this point and try to be with your team in fights.
In mid game fights you can easily become a problem for the enemy team. If you're ahead you can most of the time kill the enemy ADC in small skirmishes, remember that you're very hard to peel at all stages of the game. Farm if you can but don't make it top priority.

Late Game

This is where Irelia gets really scary. By now you should have da damages (usually and ) and da tankyz ), at this point you can 1v1 just about anyone if they're not completely (and by that I mean COMPLETELY) crushing your team. If you see the enemy ADC alone and you KNOW they're not with the rest of the team, go for the kill.
Make sure that Baron is warded ( seriously I don't care if you think it's the support's job, if it's not warded you should ward it), if the enemy team goes for dragon your team should INSTANTLY go for ze baron.
Irelia is a great oracle carrier, so if the enemy ADC is or you should get one.
Don't be afraid to KINDLY take control of the team if you don't already have a "temporary captain".
Stay with your team all the time. Push turrets together and win team fights.

Team Fights

In late game team fights, Irelia has the potential to completely shut down almost any champion. Most of the time you'll go for the enemy ADC, you should be near impossible to peel away and kite. Always try to get the STUN from on the carry, instead of the slow. There's not too much involved when it comes to killing people late game with Irelia, so it shouldn't be that hard. Some times you'll want to PROTECT your carries instead of going for the enemy carries. Stun/slow any threat to your carry and annihilate them.

When to go for the enemy carries:

  • You are not too far behind and you can potentially kill them.
  • Your carries do not necessarily need you to protect them.
  • The enemy carries are stronger than yours.
  • They have .

When to instead protect your carries:

  • You are far behind in terms of farm and levels.
  • You have no kill potential on the enemy carries.
  • Your carries are a lot stronger than the enemy carries.
  • Your ADC is .

Winning team fights is the key to winning games. If possible get a before the fight starts. You want every advantage possible. Keep morale up in your team and remember to stay focused.

Matchups

What to do as Irelia against X champion:


Against LANING

  • Do NOT have long duels with him, unless you're really ahead he will beat you.
  • He's basically a melee ADC, he relies on his heals to survive, so ignite is helpful.
  • Since he needs to attack you to survive you'll get a early.
  • Try to kill him when his resource bar is as low as possible so that he doesn't heal a lot from his passive.
  • He's basically Fiora without her ult.
  • Build early and he does no damage.
  • If he builds spellvamp and ap he's really weak early-mid game.
  • will do the trick if he goes AP.

Against JUNGLING

  • Ward your lane.
  • Don't worry, if he's jungling he won't get any substantial farm unless he gets like 20 kills.
  • If he DOES get 20 kills then you're pretty much screwed.

Against

  • Either you're going Irelia mid or they sent Ahri top, you have the advantage here.
  • You'll probably never kill her post-6 unless she completely wastes her ult.
  • Ahri is squishy. You can man-mode in this lane and win.
  • Her spells are easy to dodge ('cept for her W) and should never hit you unless you're already CC'd.
  • -AA--AA should do the trick.
  • Get and early.

Against

  • I haven't played this matchup since the last Akali nerf but it doesn't look like a lot has changed.
  • NEVER fight in her shroud.
  • Beg your beloved jungler for an early gank, might wanna get a pink ward for that as well.
  • Prevent her from ganking your teammates.
  • are incredibly useful here.
  • Faceroll harder than your lane opponent.
  • Try to avoid this matchup.

Against LANING

  • He actually hurts in lane, and your doesn't reduce his CC.
  • WARD YOUR LANE. If the enemy jungler decides to drop by without you knowing, you will probably die.
  • Even though his ult doesn't reduce your damage, you'll still have problems killing him early-game.
  • Alistar has high mixed damage early-game, his W-AA harass does a lot of damage, but he'll probably specialize into AD or AP later (meaning that you can easily build against him). If he goes for Aura-tank items he'll be a problem, but he shouldn't be allowed to farm that much.
  • Farm for a few levels and dunk him.
  • You should build against his team more than you build against him.

Against JUNGLING


Against LANING

  • This has literally never happened to me, but if it does I guess you just get and win.

Against JUNGLING

  • Ward your lane.
  • Don't dive your lane unless you KNOW that Amumu isn't nearby.
  • Don't focus him in teamfights.

Against

  • Her spells are insanely easy to dodge.
  • Squishy, you can go man-mode here.
  • Don't dive her.

Against LANING

  • or feed.
  • Annie is squishy, so dunk her.
  • Do your best to prevent her from roaming.
  • Don't get beaten by a little girl.

Against 3k ELO JUNGLING

  • Ward the enemy jungle.
  • Go kill Annie whenever you feel like it.
  • +20 LP (Will vary).

Against in LANE

  • Get level 4.
  • Kill her.
  • Farm Ashe for 20 minutes.
  • +20 LP (Will vary).

Against in TEAMFIGHTS

  • Ashe will try to kite you, but your has 50 more range (650) than Ashe's AA (600).
  • If Ashe flashes you will most likely be in a pretty terrible position, if you have flash you should either flash to her or flash away.
  • At max rank your has a 6 second CD (without CDR). That's 6 seconds where Ashe can and will pew pew you.
  • Your has 425 range and an 8 second cooldown (without CDR). Meaning that you need to get at least 175 units INSIDE Ashe's AA range to slow/stun her.

How Ionian Fervor stacks with Tenacity.

"How does stack with Tenacity?"


Ionian Fervor stacks multiplicatively with tenacity, so to find out how much you benefit from adding Tenacity to your build, we first have to look at what a multiplicative stacking effect is.

"When effects stack multiplicatively, the cumulative effect can be calculated by multiplying the effects together." [ Source: http://leagueoflegends.wikia.com/wiki/Stacking ]

So basically you multiply the effects with each other, if you're near one visible enemy champion, you'll get a 10% reduction, if you have merc threads or any other form of tenacity item, this reduction is reduced by 35% when added on top of the 35% CCR you already get from your tenacity item.


w/ any tenacity item near 1 visible enemy champion
  • 0.9 x 0.65 = 0.5850
  • 1 - 0.585 = 0.4180
Equals 41.80% CCR.

w/ any tenacity item near 2 visible enemy champions
0.75 x 0.65 = 0.4875
1 - 0.4875 = 0.5125

Equals 51.25% CCR.

w/ any tenacity item near 3 visible enemy champions
  • 0.6 x 0.65 = 0.3900
1 - 0.3900 = 0.6100

Equals 61.00% CCR.

The Tenacious Mastery in the Defense Tree gives 5% CCR with each point, up to a maximum of 3 points (15% CCR). If you have 3 points in Tenacious with Merc threads the gains of Ionian Fervor become:


w/ any tenacity item AND tenacious near 1 visible enemy champion
  • 0.9 x 0.65 = 0.5850
  • 0.85 x 0.585 = 0.4972
  • 1 - 0.4972 = 0.5028
Equals 50.28% CCR.

w/ any tenacity item AND tenacious near 2 visible enemy champions
  • 0.75 x 0.65 = 0.4875
  • 0.85 x 0.4875 = 0.4143
  • 1 - 0.4143 = 0.5857
Equals 58.57% CCR.

w/ any tenacity item AND tenacious near 3 visible enemy champions
  • 0.6 x 0.65 = 0.3900
  • 0.85 x 0.3900 = 0.3315
  • 1 - 0.3315 = 0.6685
Equals 66.85% CCR.

Having 3 points in the tenacious mastery and NOT having merc threads changes the amount of CCR you get to:



w/ tenacious near 1 visible enemy champion
  • 0.9 x 0.85 = 0.7650
  • 1 - 0.7650 = 0.2350
Equals 23.50% CCR.


w/ tenacious near 2 visible enemy champions
  • 0.75 x 0.85 = 0.6357
  • 1 - 0.6357 = 0.3643
Equals 36.43% CCR


w/ tenacious near 3 visible enemy champions
  • 0.6 x 0.85 = 0.51
  • 1 - 0.51 = 0.49
Equals 49% CCR



What does this mean? Well it means a couple of things:

  • With the tenacious mastery you get nearly as much CCR when near 1 visible champion (50.28%) as you would get when near 2 visible champions (51.25%) without the mastery.
  • After that the gains decrease by a lot.
  • Several sources of CCR do not work optimally with each other.
  • If you decide to go for other boots than merc threads, you don't lose out on a lot.
  • Zephyr is not core.
  • The maximum amount of CCR you get from the tenacious mastery is 13.50% when coupled with Ionian Fervor.
  • The minimum amount of CCR you get from the tenacious mastery is 9.00% when coupled with Ionian Fervor.
  • When coupled with Ionian Fervor AND a tenacity item, the maximum amount of CCR you get from the tenacious mastery is 8.48%
  • When coupled with Ionian Fervor AND a tenacity item, the minimum amount of CCR you get from the tenacious mastery is 5.85%

Who you want on your team

~~To be updated~~

Who you want on the enemy team

~~To be updated~~

Video section

~~To be updated~~

Skins

[https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/998049_695466940469966_138377344_n.jpg]


Frostbutt Irelia is the best skin, and you can't be good at Irelia if you don't have this skin.

Final Comments

Irelia OP.

I'll be updating this guide frequently so let me know if there's anything in particular you want to see here.

Comments

July 31, 2013 - 06:22 PM #1

Do not submit unfinished guides for approval.

July 31, 2013 - 08:27 AM #2

They're both strong laners with infinite poke and solid disengage, Lulu beats most top laners more than Teemo does.

July 30, 2013 - 08:10 PM #3

Better nerf Teemo or Lulu..

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