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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Runic Blade (PASSIVE)
Riven Passive Ability
Important!
11:42am PST 1/27/12
Updates are in the process, and I have made some headway in the build section.
More changes will ensue in the next couple days.
If you have any questions/thoughts/concerns, please don't hesitate to leave a comment or message, I will get to you.
Best of luck
~Blakhart
Riven, the Exile
I love



Personally, I prefer to solo top with her. Having the ability to farm alone and only needing to worry about 1 other person(most times) is the best spot to put her. Plus, she can do a lot of damage early on, giving her the advantage in 1v1 situations. If I'm not last hitting, I'm harassing the hell out of the other guy to get him the hell out of my lane.
I play


But since she has no self sustain, you need to be more cautious with your actions.
Being a feeding


Now, without further ado, I present to you My Riven guide!
Disturbed is my favorite band, and they had a song that I thought would be great to listen to while reading this guide. Feel free to skip it if you do not like them. The choice is yours.
Pros
![]() + Excellent mid-end game farmer + Very high damage output + Good mobility with abilities + Can be a game turner + Purely cooldown based + Her kit makes her deceptive + Good escape mechanism(that isn't affected by slows) |
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Cons
![]() - Slightly squishy early on - Requires a lot of farm - Ability usage takes time getting used to - Slow farming early levels - Very item dependent |
My main goal with my masteries is to have as much damage output as possible, without sacrificing too much. Since the new mastery remake I have had to think really hard as to how I want to approach them, and this is the best that I was able to come up with. I get what I need in utility, as well as having plenty of damage output in offense.
Other viable setups include:
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See above for details |
Runes




This is my primary setup, it allows me to have some decent lane sustain(armor and mag res and some armor pen for later on. The movement speed is great on

If you don't wish to follow this path, other viable options include:
Greater Quintessence of Desolation
Greater Quintessence of Desolation

Greater Quintessence of Strength


Greater Quintessence of Regeneration
Greater Quintessence of Regeneration


Greater Seal of Vitality
Greater Seal of Vitality


Greater Glyph of Warding



Greater Glyph of Shielding


They actually out do their flat counterparts by level 9, so the choice is yours.


Flash





Flash has so many uses, that going on without it would be complete suicide... DO NOT FORGET

Exhaust

I use this for a pure aggression, making my opponent deal not as much damage, but also weakening their resistances. This is a very powerful spell since it can be used offensively, as well as defensively, based on the previous statement. I take this over other spells most times.
If I don't get

Ghost:

If I know I'm going to have to deal with dash/jump enemies, then I will grab





Ignite:


Get this mainly if you see an enemy playing:



Keep in mind these aren't the only players that heal themselves, or give them a few precious seconds of life time.


I used to main

Teleport:

Although I don't see a complete necessity for this spell, it can save you lanes if your enemy has a strong pusher or backdoor champ like



Again, these are only a few champs that have this ability, and if they are competent players, they will pick up on things like open lanes, so use

What can Riven do exactly?



This passive is what separates her from other champions, as well as distinguishing great





Cooldown: 13 seconds
Physical Damage Per Strike: 30 / 50 / 70 / 90 / 110 (+0.7 per bonus attack damage)
This is her most aggressive skill. It allows




This will allow me to stay on target, as well as making the most use of my passive.
Some




I despise it being done this way since you won't be able to make use of your passive, nor will you be able to stay on target as effectively. However, it does make a useful minion wave cleaner.
Tip: Use this to get create a good amount of distance when running from an enemy, as well as for chasing.


Cooldown: 11 / 10 / 9 / 8 / 7 seconds
Physical Damage: 50 / 90 / 130 / 170 / 210 (+1.0 per bonus attack damage)
This is in my opinion her BEST ability. It's ratio is amazing and the base damage is great. The fact that the cooldown gets lower every level is beyond amazing. With my build she will be able to use this skill about every 3 seconds instead of 7.
I choose to max this skill because of the fact that it's a hard CC, it's CD lowers every level, and it deals a good chunk of damage by its third level.


Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Shield Strength: 60 / 90 / 120 / 150 / 180 (+1.0 per bonus attack damage)
Though this is not a true escape mechanism, it's still a great ability since you can combine it with

This is the only shield ability in the game that is not based on Ability Power, but is instead based on Attack Damage. It's dash is great for initiating fights, combine it with




This skill also makes your next attack gain a

Tip: Even though this can't go through walls or over cliffs, you can still use it with







Use this skill when confronted with these barriers.


This is a great skill, but as our beloved Billy Mays would say;



Cooldown: 75 / 60 / 45 seconds
Minimum Damage: 80 / 120 / 160 (+0.6 per bonus attack damage)
Maximum Damage (25% health or lower): 240 / 360 / 480 (+1.8 per bonus attack damage)
So we get a pretty good ability from her ultimate, AND we get this? Very cool I say, and here's why:
This ultimate just screams PENTAKILL... No, not the band, the actual in game achievement.
This skill also separates good

Be sure to activate this just a split second before a team fight, and to use your passive after activation. Keep an eye on the timer, and use it to land the final blow on running enemies, or when they are all grouped up with very little health. This has turned the tables of a 4v1(me being the one)along with a distant enemy



Ionian Boots of Lucidity

Mercury's Treads

Ninja Tabi

*Ignore




This is the bare minimum I must achieve in order to play Riven the way I do.
With this bare minimum, you will have about 35% CDR, +43 AD, and some health and armor pen to boot.
This starter core allows me to stay in lane with a hefty chunk of health, and enough damage for my skills to do their job effectively. I find this to be an efficient start, but you are more than welcome to try other starts.
If you decide to go the







The total cost of the core build is:



Total: 3702 (4177+

With that in mind you will need either of the following:
- 12 champion Kills
- 191 minions/monsters
- 74 assists
- 12 Baron Nashor kills
- 25 Dragon kills
- 30 turrets
- 61 minutes
Keep in mind, these are not all serious numbers, but estimations in order to achieve your core. I'm in no way shape or form saying you must set a goal to get these numbers at all, but giving you an idea as to how little you must gather in order to obtain any core items.

The most viable alternatives I see to fit around the way I build

Fitting, and useful:
Trinity Force

This can be built off from the early


This is recommended if you do not want to get
Frozen Mallet!
The Black Cleaver


Tiamat

Atma's Impaler



Her recent nerf hit her pretty hard, so I had to change my build up in order to optimize for it, and Atma's is just not cutting it at the moment. Overall, still a great item, and it should not be disregarded.
Trinity Force and Frozen Mallet
I mainly get
Frozen Mallet with this build, but do keep in mind, that
Trinity Force is an AMAZING alternative, and works really well with
Riven.
My only issue with it is that the mana stat is wasted, but if you feel
Trinity Force is more suited to your playstle, then by all means, get it instead.
Expensive, and/or Situational:
Last Whisper


Madred's Bloodrazor



Infinity Edge





If you don't have these items with you when you start getting

Wriggle's Lantern

This is a great item to get on

Also, if you and your jungling partner are up to it, you can get Baron Nashor with them really early, giving your whole team a huge advantage.
Great partners to do this with are:





















If any of these allies have a wriggles, you have a high chance of success of taking Baron early on. Do keep in mind, that there is a risk of getting caught, and you need to have pushed your lane back far enough to perform this action. Also, keep in mind, that this is not something you can just do whenever you feel like it. It takes practice and you should only do it with someone you trust.

Try to get this item as soon as enemy ap carries become an issue. This can save you from a good chunk of magic damage, so use it to your advantage. The +35 AD comes in handy too.
Wit's End

Though I don't care for attack speed on

Thornmail

A basic item to grab when there are ad enemies stacking attack speed as well as damage and crit. Keep in mind that this works for auto attacks only.
Sunfire Cape

This item is fairly explanatory, since

Guardian Angel

Another self explanatory item, if you feel you are lacking some resistances, don't be afraid to get this item, it's very useful when you start to get focused unexpectedly, giving time for your team to think of how they are gonna react to the enemies after almost single handedly taken out half of their hp.
Quicksilver Sash

If you get really far into the main build, and you're against some really heavy CC enemies, including


If you get ghosted, you've just effed your team and you will be criticized greatly, especially if it was a game turning moment.
Banshee's Veil

Though I do not condone grabbing items that end up wasting stats, sometimes, you have to make exceptions. This same logic applies to


With that said, If you're enemies have a very specific burst that you just hate(I.E:

Force of Nature

This is a great item for magic resistance, and the health regen passive works really well with my standard build. Keep in mind, that with my build, you will lack some magic resistance, so I strongly suggest getting this ESPECIALLY when there's an enemy


*Thanks to PsiGuard for mentioning Banshee's and FoN to me*


In order to last hit properly, it helps to know how much damage you can do to perform this.
I've calculated that

For a grand total (up to an amount) of 185 points of damage, at level 1, if targeting a single minion.
Keep in mind that the second part of her ultimate,

I wish I could say much more in this chapter, but I'm afraid I just can't. Your playstyle is unique to your own. With that said, if I were to explain my own reasoning for doing things that I do in game, I'm telling you to play like me, and that's not what I'm aiming to do.
If you have a specific question, I would be more than happy to answer it with the best of my knowledge. Simply leave a comment, and I will get to you as quickly as possible, so keep an eye on your posts.
I will however use this half of the section to post videos of my gameplay. I will not only show Do's and Don'ts but also any other awe inspiring act. So, keep a look out!
Pros
|
SPA | SPA |
Cons
|
MMMRiven is a lot like a high risk Lee Sin. Much like


Speed: 9
Sustain: 6
Ganking: 7
Deflection: 3
Counter: 7
Late Game: 4
Riven does snowball
Riven is good at farming

MMMRiven is really tough. Her jungling isn’t anything different than



MMMShe has 2 AoE (






MMMShe has a few issues early on where she will have to choose between ganking or jungling because her life will dip too low otherwise. This persists until around your second



MMMShe has two forms of mini-CC and a gap closer, which isn’t anything to write home about if she didn’t do a billion damage. I do a





MMMRiven isn’t in her jungle that often because she’s ganking a lot. This leaves it wide open for anyone to take what they would like. Unfortunately, if you’re in the jungle with Riven you’re also likely lower health because her early sustain isn’t amazing and she’ll be saving full health time for ganks on lanes. This can mean that you will find a weakened Riven with high cooldowns in her jungle, which is easy pickin’s.

MMMRiven stands somewhat like


MMMHer scaling is enough that if she does get early kills or assists, the damage output is insane. However, if she doesn’t secure those early kills she becomes a lot weaker and is overall just a high cooldown stun/tank or an extremely fragile damage dealer. She does have the ability to snowball hard, so her late game is heavily dependent on player skill and situational advantage compiling into a high-damage tanky lady.
- Stagger your skills and auto attacks! Your Q resets on all animations, so you can time it to maximize DPS.
- You have a while to use your third charge of
Broken Wings. You can quick QQ at someone and then slash them and finish the Q into a W right away in order to get an interrupt and stun.
Ki Burst is instant casting. Keep this in mind when going at someone that you can just slash burst slash for a lot of quick damage.
- Before you go into a gank, activate your
Blade of the Exile. This will give you great damage throughout the gank and you can even shoot the wave off and maintain your blade. I found myself often turning it on, going at a lane, tossing the wave to secure kill #1 while chasing after another person (you can shoot it any direction at them).
- Don’t get ganked! Really it only takes a few sight ward and/or awareness of where she is on the map and you’ll be really hard to gank. Play a little more passive early on and you won’t regret it.
- Don’t underestimate her CC and damage.
Ki Burst may only stun you for half a second, but that’s enough time to get another auto attack and/or Q in which means that while you’re not sitting there idle you are taking a ton of damage instantly.
- Invade her jungle early and often. A strong bottom lane combo, heavy push mid or a strong counter jungler will put her down early and keep her down for the rest of the game. She has great scaling with low base, which means keeping her down means she is down for good.





This gives you two relatively weak solo laners early on (Nasus and Sion) and double CC on the bottom lane. This will allow you to gank all day long and keep the other team in a state of loss of experience, last hits or just dead. >Good against: Early game pushers, people with a channel ability >Bad against: Wards, passive play, safe laning phases
*This info was used from Hahano's Jungling guide, look it up after you're finished reading this one to get an idea about other jungling champions ^_^*
Know When to Smite
This Chart will help you decide when to last hit a monster with


Use this chart to your advantage and securing things like Dragon and Baron Nashor!
Blue Buff
You may hear your mid caster say, "Don't take blue buff, because you have no mana pool and don't need it". I say "Shenanigans, I have fairly long cooldowns".
Blue buff on

- Faster jungling
- Stronger ganks
- More experience and gold
I say take it, unless your mid caster must absolutely have it. Make a judgement call, and ask yourself: "Do they REALLY need it more than me?"
Hopefully, this will help you make that decision.
They do not need the buff if the champion is:









These champions either have a mana sustain, don't use mana, or if the player is competent enough they won't have mana issues to begin with. (Like me with

However, there are some champions that will need it more than you. Those are the kinds that must win their lane if they are going to have any significant impact later on, and they are:




















Also keep in mind, if your mid asks for the buff and they are under the "I need it" list, don't be a jerk, do what it takes for them to get it fast, and let them have it so they have a much better chance at winning their lane.
Please also be aware that I am not saying "No, you don't need it gtfo nub". I am explaining that the first blue on

To say that even the champs in the "Don't need it" list don't really need it is udder garbage.
If they are having troubles, and could really use it, by all means, let them have it.
But if your ap carry is 0/2 by the time you get to Blue, then they can wait to earn it.
Do you really want to give your buff to someone and the moment they get back in lane, they die because

Your Jungle Route
Under Construction
Ganking
As stated above,
Riven needs to gank very often. Your best bet is ganking the mid lane, hopefully after the enemy blew flash. In order to do this sucessfully, you will need to be at least level 2(when you have
Ki Burst). After finishing the Wraith camp, go to the below bush and ping to let your ally know you're ganking.

Or, if you gank immediately after grabbing blue buff instead, go to this bush, and ping to let your mid know you are ganking.

If you decide that you are going to gank another lane, notify them about it on your way there via chat.
If ganking bot, go here and notify your bot team mates:

Don't leave your solo top ally unattended, especially if he/she's 1v2'ing up there. Gank his lane as often as possible if that's the case since he/she will have the disadvantage.
Either way, when ganking for them, notify them and wait here for the initiate:

If enemies are pushed back so far that you can't gank, then your allies should be fine. Keep in mind, that when you are asked to hold lane for allies, to do so AS SOON AS POSSIBLE. The last thing you need is your turrets dying before you even hit the 8 minute mark.
If you think I missed something, or have any specific questions, please leave a comment, and I will get back to you, Garen-teed.
I apologize that you are going to be called things such as "OP", "Noob Champ", "Non skilled player", after using this build.
I can't guarantee that you will win every game with my guide, but in most games you should end positively if you did everything you can.
I've had a Triplekill, (and the aforementioned) Quadrakill with this build so far, and am aiming to get a Pentakill.
If you have any questions, please don't hesitate to ask, and if you just have a comment, I appreciate those as well ^_^
If I say or do anything that helped you, please hit that +Rep button for me :)
Thanks for reading my guide, now go out there and kick some ***!
If you have any screenshots of your achievements, PM them to me, and I will post them in a Wall of Fame section.
Many people helped this guide get to where it's at, and with that said, I have special thanks to go to them!
First, I'd like to thank you who read this and supported it. Without you, this guide would be nowhere.
Next, I'd like to thank Hahano for the use of his amazing jungle
Riven section.
Next, I thank PsiGuard for the use of his Superior Route image and his well thought out review shortly after I released this guide.
I would also like to thank Jhoi Jhoi's wonderful guide format from her Making a Guide guide.
Give these guys a round of applause, for being outstanding contributors to MOBAfire, and for graciously lending info out to players in need.
- Add more info about
Trinity Force and
Frozen Mallet (Slacking, but will resume once I have the below finished)
- Explain more about boots (In progress)
- Add some videos (more difficult than I thought)
- Edit Mastery section (Done)
- FINISH DOMINION SECTION (in progress)
Guide Published, added her Story
~Thursday, Oct. 13 2011~
Re-edtited some sections based on PsiGuard's review.
~Monday, Oct. 18 2011~
Finally finished my revisions after many attempts due to recurring errors. Enjoy.
~Wednesday, Oct. 26, 2011~
Added a jungle section and build, fixed some small errors, and added a special thanks section.
~Thursday, Nov. 4 2011~
Fixed some more minor errors, and added the Wall of Fame section, as well as adding a little more info.
~Friday, Nov. 5 2011~
Changed Glyphs in the first build to scale better into a later game.
~Sometime in late November~
Changed the masteries for the new patch
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