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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Introduction: Who is Irelia?

Hello summoners! Season 3 has arrived and many new items and build paths have opened for Irelia. But first, let's talk about who









The Ionians have developed some of the most breathtaking and deadly martial arts on all of Runeterra – just one manifestation of their pursuit of enlightenment. The most remarkable blade style to emerge, however, was the unusual byproduct of foreign intervention. Master Lito was a swordsman whose teachings were sought by ruling classes from nearly every city-state. His art was a highly-guarded secret, but it was said that swords would breathe in his grasp. He withered unexpectedly from a mysterious disease which baffled the brightest of Runeterran physicians. When he died, he left behind Zelos and Irelia, his son and daughter, and a truly unique weapon. Zelos became a Sergeant in the Ionian military and left to seek assistance from Demacia immediately prior to Noxus' invasion of Ionia. Irelia, charged with the protection of their home until Zelos returned, was alone when Noxian forces struck.
The Ionians fought admirably, but soon Ionian blood stained the land beneath the prints of foreign boots. At the Great Stand of the Placidium, Ionians prepared for surrender, but were inspired to maintain their resistance when the young Irelia hoisted her father’s enormous blade and pledged to hold until her brother returned. In the chaos of the ensuing fight, Irelia was cursed with dark Noxian necromancy. As her life ebbed, Soraka, the Starchild, made a final attempt to anchor Irelia’s fading soul. Unwilling to relinquish her home, Irelia rose at the brink of death, and her father’s sword lifted in the air alongside her. Irelia rushed back to the fore, unfazed by the blade's sudden animation. The weapon danced around her effortlessly, cutting down Noxians as they gaped in horror. The decimated invaders were forced to retreat from the Placidium. Irelia was appointed Ionia's Captain of the Guard, and when the defense of her homeland moved to the Fields of Justice, so did she.
The sword flourishes, as though painting with blood.
―Taken from a Noxian Field Report
Pros:
- Can build very tanky and still assassinate carries.
- Very hard to peel from carries with her extended tenacity.
- Good sustain even with the heavy nerf.
- True Damage ^_^
- Farms Easily, including under tower.
- Great scaling, especially into Mid Game.
- Has no true hard counters (Not even Olaf or Jax)
Cons:
- Squishy early game.
- No hard escape.
- First few levels are not very strong.
- Can go OOM (out of mana) early on.
- Generally doesn't hard counter anyone.
- Crippled by Attack Speed reduction.

- Can build very tanky and still assassinate carries.
- Very hard to peel from carries with her extended tenacity.
- Good sustain even with the heavy nerf.
- True Damage ^_^
- Farms Easily, including under tower.
- Great scaling, especially into Mid Game.
- Has no true hard counters (Not even Olaf or Jax)
Cons:

- Squishy early game.
- No hard escape.
- First few levels are not very strong.
- Can go OOM (out of mana) early on.
- Generally doesn't hard counter anyone.
- Crippled by Attack Speed reduction.
This will be brief as there is not much to explain.
With the recent nerfs to Arpen, especially the marks, I dislike getting the
Arpen Marks now, and would rather get the Flat AD Marks
in conjunction with the
, for 15 bonus AD at level 1, which helps greatly with last hitting, and is absolutely necessary when doing so under tower.
The
offers 13 AR at level 1, and combined with masteries gives 18. The flat Ar is generally a very good choice because most solo tops are in fact physical damage dealers, and because of this, getting more armour early on compared to armour per level means you are better in lane against them, as armour per level do not offer very good armour at low levels, making
Irelia's already shaky early game even weaker.
The
offers MR per level. The reason why I prefer MR per level as opposed to flat MR is because most solo tops are not magical damage dealers, yet Irelia must face both physical and magic damage mid to late game, making scaling MR more potent then than flat MR at those stages. This build does not have a lot of MR either, so late game, every bit of extra MR counts and helps, which explains my thought process behind scaling MR compared to flat MR.
With the recent nerfs to Arpen, especially the marks, I dislike getting the



The


The

I like to go 9/21/0 on
Irelia, because my build focuses a lot on defense. The 9 in offense gives
Irelia the basic physical damage including the Arpen from
Weapon Expertise
, and the 21 in defense gives
Irelia Ar and MR, the health masteries, the bonus tenacity which stacks with BOTH her passive
Ionian Fervor and
Mercury's Treads , a little bit of bonus percentile health, and most importantly, the 3% damage reduction from Honour Guard. This may not seem like a lot, but it is huge especially once late game comes, and carries that would normally do potentially 1000 damage per auto attack do 30 less. Combined with armour, it takes that many more attacks for them to kill you, making this mastery invaluable. I would rather not get the Health Regen from
Perseverance because it is based on how low your health is, and your health shouldn't go that awfully low in lane with the sustain you have, and even then, the little bonus health regen won't save you from having to go back if you are low on health with no more
Health Potions.








So, Season 3 is here and we have many new items, and many of the old ones have been changed. So why these items?
- Mercury Treads
Mercury's Treads, although there is the
Zephyr, a great item for
Irelia because she scales off its stats so well, the only thing I would substitute it for would be
Black Cleaver which gives a ton of AD and that little bit of health. Because of this, I would rather stick with these boots for the tenacity and the nice bit of MR that this build does not really have much of.
- Wit's End
Wit's End is a core Item for
Irelia in Season 2, still amazing in S3. Although the MR was nerfed by 10,
Irelia still synergizes so well with this item. Provides 40 MR, 40% Attack Speed, 42 Magic Damage per auto attack. This works very well with her
Hiten Style and gives her some nice survivability. Getting it early makes you almost impossible to duel midgame, and offers a massive increase to your midgame damage. This item can however be built a bit later if you are against a pure AD champion such as
Riven or
Fiora, but in an even game with an AP Carry alone is a reason to get this item.
- TriForce
Trinity Force. Like the Wit's End, was arguably a core item in S2, and it is still good in S3, despite the small nerfs.
Irelia can use every stat it offers to her advantage. Health gives raw survivability, AD gives sustained damage and helps to last hit under tower early with a
Phage, AP is not as useful, but has some mild scaling with her
Equilibrium Strike and her
Transcendent Blades. Raw mana helps
Irelia, especially early game when she can go OOM from spamming
Bladesurge, especially if she is under her tower. Attack Speed synergizes with
Hiten Style, and the Critical Chance can offer a bit of extra burst if you are lucky. Movespeed is always great, as well as the effects of
Trinity Force. The Sheen passive activates with Irelias
Transcendent Blades, and she can fire each of her
Transcendent Blades with the cooldown of the TriForce passive to deal monstrous damage. The slow from
Phage Is a nice bonus to fact that
Irelia with full CDR is already a very strong single target chaser. Rather expensive though, so the item does not need to be completed until later on if you would prefer some earlier survivability, such as from the
Randuin's Omen
- Randuin's Omen
Randuin's Omen Another one of her core items in S2, and it actually has been changed a fair amount. While the active does not cripple attack speed anymore (sadface), the passive has a 100% chance to proc, slowing the TOTAL attack speed of the target attacking you by 20% and their movespeed by 10%. The 35% movespeed slow from the active isn't that bad either. The attack speed slow is calculated based on the targets TOTAL attack speed. In other words, if
Caitlyn has 1.5 AS, she will be dropped to 1.2 AS, as 20% of 1.5 is 0.3, and 1.5 - 0.3 = 1.2. Anyways, this item makes it rather difficult to kite you, and take you down with physical damage, and when combined with
Frozen Heart, can shut down (most) AD Carry's damage potential by a significant amount. Very powerful, and you can even get an early
Warden's Mail in lane if you are against an auto attacker such as
Fiora or
Tryndamere. What's better than winning almost every trade! ^_^
- Frozen Heart
Frozen Heart, this item was in my honest opinion, stupidly overpowered in Season 2, and received some (much) deserved nerfs. It is still very strong, offering 90 AR, 20% CDR, 400 Mana, and a 20% Attack Speed slowing aura, that, like
Randuin's Omen is calculated off of TOTAL attack speed. Attack speed reductions stack multiplicitavely, but the passive on Omen stacks ADDITIVELY, meaning instead of 20 + 20% of 80, it is just a straight up 40% Attack Speed reduction, and this hurts AD Carries A LOT. CDR is nice on Irelia, as having your
Bladesurge and Equlibrium Strike up that much more often helps chase down single targets even easier, and having barely any downtime with your
Hiten Style helps a lot too. The chunk of AR can never be ignored either. This item was just made to cripple AD Carries, and that`s what we`re using this for.
- The Black Cleaver
Black Cleaver is a VERY strong item right now, even with the impending nerfs. Originally intended for AD Casters, (not really what
Irelia is) but the stats it gives are phenomenal. Irelia builds decent Attack Speed, and her
Transcendent Blades can stack the Ar shred very quickly. This combined with the Flat Arpen and the High AD makes
Irelia even scarier for Carries.


























































R>W>E>Q
- Hiten Style (W)
In most situations. Despite the (rather) heavy nerf to her
Hiten Style, she still gets pretty good sustain. 5/7/9/11/13 health restored per auto attack is quite good, and can be boosted even more by grabbing a
Doran's Blade or 2, making it very hard to force you out of lane in combination with the sustain that
Transcendent Blades give. The true damage 15/30/45/60/75 per auto attack when this ability is activated does VERY high damage midgame, and is what makes it so hard to trade with
Irelia when she has this ability up, especially at level 9 - her midgame. Because this is her core strength, it is worth maxing out first in almost every situation. Try to trade only when you have this skill up, as it is where her strength comes from. Avoid using this to farm unless you are under tower. Always use
Hiten Style over
Bladesurge to farm under the tower. The bonus true damage makes it easier to last hit than 20 Bonus Physical Damage, and uses a LOT less Mana than the latter, making it better to use this when you can instead.
- Equilibrium Strike (E)
Maxing
Equilibrium Strike second is generally a good idea. The base damage on this ability is pretty high, (280 at rank 5!!!) not to mention the slow/stun duration increases with rank. A 2 second stun is nothing to laugh at, even if it is single target. Because of the increased utility and high base damage it offers, maxing it 2nd is a great idea. This can be maxed first if you are in a lane where your opponent constantly tries to initiate trades that you do not want to trade with, but generally you don't need to max it first, because your
Hiten Style offers so much trade potential and damage AND sustain anyways. The stun is critical when ganking and when trading, so always try to make sure you are of equal or lower health before using this skill. Very good skill for quickly disengaging from an unfavorable trade due to the stun. A late game 2 second stun on a carry is deadly and if their carry doesn't have
Cleanse or
Quicksilver Sash, they're dead. Not necessarily from you, but a decent team that can focus will take advantage of a carry stunned for 2 seconds and tear them apart. easily. every. single. time.
- Bladesurge (Q)
Your
Bladesurge is really a 1 point wonder. It is useful for farming, especially under tower early game, and as a quick gap closer when trading or for midgame. The cooldown is very long at early ranks, but you won't be using this onto champions early on anyways, and the cooldown resets whenever you kill something with it. Because of this, the high cooldown is negligible and the Mana cost only gets higher with rank, which isn't a good thing because the base damage of this ability isn't very high anyways and you will be primarily using this to farm with. Later on however, it scales very well with CDR (3.6 sec CD with 40% CDR) allowing you to chase very well, but that is only a necessity once mid-late game comes. Remember that
Bladesurge applies on hit effects, including the true damage from
Hiten Style and bonus damage from
Wit's End and most importantly, the proc from
Trinity Force, allowing you to essentially one shot caster minions, which helps greatly with offensive mobility, allowing you to dash to a minion, then onto the enemy without having it go on CD so fast.
- Transcendent Blades (R)
Get
Transcendent Blades whenever you can. It has a variety of uses, and contrary to popular belief, is not useless for damage. At rank 1, it has a base damage of 80. Multiply that by 4 and you get 320, which isn't bad (assuming you hit all 4 of them). Because of the signifigant damage and the heal, popping this in the middle of a trade when you're surrounded by many of THEIR minions will heal a very large amount of your health because it hits both the minions and the champion. This can be used to finish off people just out of your range as well, and can be used to quickly push the lane or heal off of the minions if you are to take significant damage, despite the reduced healing against minions. Has a decent scaling with AP and Bonus AD, and is very good at activating the bonus damage from
Trinity Force , as you can shoot each blade 2 seconds apart and get the bonus damage each time. The health restored in large teamfights cannot be ignored either. Not the best ultimate but a solid one nonetheless.

In most situations. Despite the (rather) heavy nerf to her







Maxing





Your






Get


Start with
Boots and 3
Health Potions, and try to farm up around 1500-1600 by the first time you go back.
First Trip:
Buy a
Phage if you can on your first trip back. It offers some nice flat health and AD for sustained damage and to last hit under tower once minions get more armour. Get a Sight Ward and a couple more health pots too.
If you do not have enough, get double
Doran's Blades, or just get this if you are against someone where you need lots of sustain, such as a
Yorick or a
Teemo.
Core Items:
Complete
Mercury's Treads by midgame (Or
Ninja Tabi if you are against a physical damage dealer top). The tenacity and MR are great especially vs AP Carries, as teamfights occur, and AP Carries are generally quite strong mid game, most of them with hard cc.
Try to complete your
Wit's End around midgame (if you're not against a pure physical damage dealer like
Riven, as it gives a massive boost to your midgame dps.
If you do not wish to get
Wit's End first, go for
Trinity Force. You will end up completing both of them anyways, and they both do massive mid game damage, although the Trinity first route is more expensive.
By the end of midgame, you should be building your
Randuin's Omen. An early
Warden's Mail can be acquired if needed, and at this stage, the enemy AD Carry will start to scale into late game, so this item is very good at this stage.
Late Game:
AD carries never stop scaling and in a way can be considered a counter to everything. As long as
Ezreal or
Graves or
Tristana can do damage, they serve their purpose, as they only need so many hits to finally kill you and your team. Because of this
Frozen Heart is very detrimental to an ADC, especially because the AS reduction only gets stronger the more AS they have. The huge chunk of armour and aura not only protect you, but your entire team. When late game comes and
Irelia has to stick to her target and kill them, the huge CDR bonus of this item plays a big part in keeping up with them with
Bladesurge and
Equilibrium Strike.
Black Cleaver is very strong item, even if
Irelia is not an AD Caster. Flat Arpen hurts squishies, and if they get something like a
Guardian Angel, the percentile AR reduction will start to show as well. The CDR and health are obviously beneficial to
Irelia, but the AD and Arpen/AR reduction allows
Irelia to deal very high damage to carries even if they get armour.
Situational Items:
- Guardian Angel
Guardian Angel was nerfed quite hard imo, and I cannot really fit it into my build, as I build very very tanky, all of them which outshine the
Guardian Angel in defensive stats. People are not going to voluntarily focus the
Irelia whether or not she has GA or not, as long as she is tanky, assuming you are against decent people. Irelia will get semi focused anyways because that is what it takes to peel her off of carries, so you might as well get utility from the slows of
Randuin's Omen and
Frozen Heart anyways. This item is still acceptable on Irelia, although I would rather get this on a more offense oriented bruiser or assassin, such as
Riven,
Jax, or
Akali. If you are getting heavily focused and really need to survive, then you can get this.
- Zephyr
Alright. The new S3 item
Zephyr is very attractive, and lets you not get
Mercury's Treads due to the tenacity. It gives a lot of Attack Speed and some AD, as well as movespeed and cdr. Every single stat this item gives is something Irelia scales very well off of, especially the massive 50% Attack Speed. This item is not bad at all, but I can't seem to fit this item on my build. It is a tad bit expensive, and the AS offered by it is just 10% more than say
Wit's End gives, and doesn't give the MR it gives, so I would rather not get it. There is no real situation where this item must be purchased, it's more of an optional item, just choose which item to replace wisely.
- Runic Bulwark
Runic Bulwark gives a lot of defensive stats, especially MR. While it may be commonly a support/jungle/tank item, the multitude of stats, especially the MR are impossible to ignore. If purchased, it can remedy the slight lack of MR that this build admittedly has, so it is definitely a good item. If their AP Carry is very strong/fed, or if they are running double AP, this item is most likely what you want to buy. Great stats all around, offers a bit of Ar and a nice chunk of health too.


First Trip:
Buy a

If you do not have enough, get double



Core Items:
Complete


Try to complete your


If you do not wish to get


By the end of midgame, you should be building your


Late Game:
AD carries never stop scaling and in a way can be considered a counter to everything. As long as












Situational Items:










Alright. The new S3 item





* Damage is calculated with the ratios and consumable elixers that the guide does not show in the stats
While it is true that
Irelia's damage is not the greatest late game, it is definitely enough to anti carry and 1v1 carries.
First, let's show the raw damage she can do prior to armour/mr calculations in 5 seconds:
Irelia's Attack Speed ends up around 1.5/second.
Base AS: 0.665. She gains 3.2% per level, not counting level 1. So her base AS at level 18 is (0.665 x 0.032)17 + 0.665 = 1.027/second.
Wit's End = 40% and
Trinity Force = 30%, and you get 4% from your
Alacrity
mastery, making it 74%. 0.665 x 0.74 + 1.027 = 1.5191, around 1.52
This means she will get 1.5 x 5 = 7.5 AAs in 5 seconds, lets just say 7.
Full CDR and level 5, damage:
Bladesurge = 140 Damage, 3.6 second CD, 1.0 AD ratio
Equilibrium Strike= 280 damage, 4.8 second CD, 0.5 AP ratio
Transcendent Blades = 140 damage per blade, 30 sec CD, 0.6 B. AD ratio, 0.5 AP ratio
Hiten Style = 75 bonus damage per auto attack for 6 seconds, 9 second CD.
So she starts with her
Equilibrium Strike, with
Hiten Style up,
Bladesurge's and activates
Transcendent Blades, 3 of them activating
Trinity Force proc, while auto attacking. This means she does:
2(315) + 7(230 + 75 + 42) + 2(230 + 140 + 75 + 42) + 3(173) + 4(264) = 5608
Now, obviously people have armour, no matter how slight it is, and you will not get all 7 auto attacks if a carry kites. Let's use
Vayne as an example, with a standard build and a
Guardian Angel as her defensive item and
Ignite as her other Spell, with consumables. Of course in a real situation as well, it is hard to pull it off by starting with
Equilibrium Strike. You would have to flash to the Carry, and it might not always be possible, so I'll have Irelia start with her
Bladesurge.
Her stats?
1853 + 138(From masteries) + 230 = 2221 HP
109 + 15 + 9 + 4 + 100 + 40 + 70 + 10 + 55(From
Final Hour = 412 AD
1.004 + 0.487 + 0.066 = 1.557 AS
71 + 18 + 50 = 139 AR
30 + 26 + 30 = 86 MR
Remember that you have a
Randuin's Omen and a
Frozen Heart, meaning you reduce her AS by 40%. 1.557 x 0.6 = 0.946/second.
Now let's see how much damage you both take after penetration/reductions:
Calculated in the order of:
1. % Reduction (i.e.
Wukong's
Crushing Blow )
2. Flat Reduction (i.e.
Kog'Maw's
Caustic Spittle )
3. % Penetration (i.e.
Darius's
Apprehend )
4. Flat Penetration (i.e.
Olaf's
Ragnarok )
So Vayne takes:
*Damage taken if their AR/MR is higher than 0 is [100 divided by (100 + AR or MR)]
139 x 0.92 - 10 = 113 = 47%
139 x 0.9375 x 0.92 - 10 = 110 = 48%
139 x 0.875 x 0.92 - 10 = 102 = 50%
139 x 0.8125 x 0.92 - 10 = 94 = 52%
139 x 0.75 x 0.92 - 10 = 86 = 54%
And Magic Damage:
100 divided by 186 = 54%
Irelia takes:
274 x 0.57 - 5 = 151 = 40% (But she takes 3% less damage due to spending 21 in the defensive tree, so it becomes = 37% )
* Remember Vayne's AS is reduced to 0.9
* This is only possible if you have Oracles. As a
Vayne player, I am confident that I can 1v1 almost any champion at 6 items if they do not have Oracles. Depending on the person I expect to be forced to 1v1, i may substitute
Guardian Angel for something like
Quicksilver Sash, for example, if I were to 1v1
Nasus, to remove his ridiculous
Wither and then kite.
So first 2 seconds:
I: (108 + 66 + 81 + 75 + 23)Bladesurge + (110 + 75 + 23)AA + (115 + 75 + 23)AA after Vayne
Tumble's, no third AA because Vayne kites with
Condemn, triggering
Silver Bolts, and stunning you, + 164(Ignite) = 2221 - 938 = 1283. Vayne has 18% lifesteal, reduced to 9% due to
Ignite, so she heals (look below) 55 HP, so she ends up with 1338 HP in the first 2 seconds.
V: (152)AA + (457)Tumble and Crit + (249)Condemn Stun + (60 + 280)Siver Bolts proc + 164(Ignite). = 3495 - 1362 = 2097.
Irelia gains 26 HP per auto/bladesurge, reduced to 13 from Ignite, so she ends up with 2136 HP.
Next 2 Seconds:
With
Irelia's extended tenacity that stacks multiplicitavely. This means that the 1.5 second stun from
Condemn lasts 1.5 x 0.9 x 0.65 x 0.85 = 0.75 seconds. Let's just say 1 second because Vayne will be trying to kite you.
I: With Vayne's
Tumble back up, she will use it when you are no longer stunned. To keep up with her after she will naturally get one free AA on you while you are stunned,
Flash and immediately use
Randuin's Omens active to slow her for a very long time. Because
Bladesurge has a 3.6 second CD, you can use it to get back onto her if she flashes after you do. This results in:
Flash + (137)(Transcendent Blades) + (124 + 93 + 75 + 23) + (124 + 76 + 75 + 23) + 170(Equlibrium Strike) + (184) = 1283 - 1104 = 179 + 68(Lifesteal halved) = Vayne ends up with 247.
V: (152) + (457)Tumble and crit + (152) + (60 + 280)Silver Bolts proc + 164 = 2136 - 1265 = 871 + 43(Heal from abilities halved) = Irelia ends up with 914.
At this point its obvious
Irelia will activate
Vaynes
Guardian Angel, with a simple AA and one more tick of Ignite. While Irelia is brought quite low by Vayne, Vayne cannot kill her after she revives, as if she uses
Condemn Irelia will just
Bladesurge back and finish Vayne off in 1 or 2 more AAs. If Vayne decides to fight and brings Irelia low, a simple
Equilibrium Strike will stun Vayne for 2 seconds then finish her off, which in this simulation was NOT achieved during the fight.
Of course in a real situation, It isn't likely that a competent
Vayne would allow herself to get caught in a situation where she is forced to purely 1v1
Irelia, and that kiting an Irelia with
Frozen Heart,
Randuin's Omen,
Trinity Force becomes a LOT easier when Vayne has people on her team that can protect her and CC
Irelia. Despite the fact that she is almost immune to CC, they still last for SOME time, no matter how short, and that can mean the difference between successfully assassinating Vayne, or die trying to. Admittedly, in a realistic situation, Vayne would probably end up killing Irelia but surviving with very low HP, rendering her unable to continue fighting, or spend too much time trying to kill Irelia, letting your teams ADC rip apart her team. Vayne is one of the best ADCs for killing bruisers anyways, due to her
Silver Bolts and kiting power with
Condemn and a spammable
Tumble, so this is one of the hardest adcs to kill for Irelia. Even if you don't succeed, if there is another assassin or anti carry on your team, they can take advantage of the fact that the enemy adc is vulnerable/slowed greatly, and can finish the job for you.
While it is true that

First, let's show the raw damage she can do prior to armour/mr calculations in 5 seconds:

Base AS: 0.665. She gains 3.2% per level, not counting level 1. So her base AS at level 18 is (0.665 x 0.032)17 + 0.665 = 1.027/second.



This means she will get 1.5 x 5 = 7.5 AAs in 5 seconds, lets just say 7.
Full CDR and level 5, damage:




So she starts with her





2(315) + 7(230 + 75 + 42) + 2(230 + 140 + 75 + 42) + 3(173) + 4(264) = 5608
Now, obviously people have armour, no matter how slight it is, and you will not get all 7 auto attacks if a carry kites. Let's use





Her stats?
1853 + 138(From masteries) + 230 = 2221 HP
109 + 15 + 9 + 4 + 100 + 40 + 70 + 10 + 55(From

1.004 + 0.487 + 0.066 = 1.557 AS
71 + 18 + 50 = 139 AR
30 + 26 + 30 = 86 MR
Remember that you have a


Now let's see how much damage you both take after penetration/reductions:
Calculated in the order of:
1. % Reduction (i.e.


2. Flat Reduction (i.e.


3. % Penetration (i.e.


4. Flat Penetration (i.e.


So Vayne takes:
*Damage taken if their AR/MR is higher than 0 is [100 divided by (100 + AR or MR)]
139 x 0.92 - 10 = 113 = 47%
139 x 0.9375 x 0.92 - 10 = 110 = 48%
139 x 0.875 x 0.92 - 10 = 102 = 50%
139 x 0.8125 x 0.92 - 10 = 94 = 52%
139 x 0.75 x 0.92 - 10 = 86 = 54%
And Magic Damage:
100 divided by 186 = 54%
Irelia takes:
274 x 0.57 - 5 = 151 = 40% (But she takes 3% less damage due to spending 21 in the defensive tree, so it becomes = 37% )
* Remember Vayne's AS is reduced to 0.9
* This is only possible if you have Oracles. As a





So first 2 seconds:
I: (108 + 66 + 81 + 75 + 23)Bladesurge + (110 + 75 + 23)AA + (115 + 75 + 23)AA after Vayne




V: (152)AA + (457)Tumble and Crit + (249)Condemn Stun + (60 + 280)Siver Bolts proc + 164(Ignite). = 3495 - 1362 = 2097.

Next 2 Seconds:
With


I: With Vayne's




Flash + (137)(Transcendent Blades) + (124 + 93 + 75 + 23) + (124 + 76 + 75 + 23) + 170(Equlibrium Strike) + (184) = 1283 - 1104 = 179 + 68(Lifesteal halved) = Vayne ends up with 247.
V: (152) + (457)Tumble and crit + (152) + (60 + 280)Silver Bolts proc + 164 = 2136 - 1265 = 871 + 43(Heal from abilities halved) = Irelia ends up with 914.
At this point its obvious






Of course in a real situation, It isn't likely that a competent









Akali

Difficulty: Medium
Standard Build:






Skills:








Contrary to popular belief,














Cho'Gath

Difficulty: Easy/Medium
Standard Build:






Skills:

















Darius

Difficulty: Medium/Hard
Standard Build:






Skills:


























Diana

Difficulty: Easy/Medium
Standard Build:






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Fiora

Difficulty: Medium
Standard Build:






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Jax

Difficulty: Medium
Standard Build:






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Riven

Difficulty: Medium
Standard Build:






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Shen

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