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Choose Champion Build:
-
VS AD
-
VS HEAVY AD
-
VS AP
-
VS TANKS
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Ionian Fervor (PASSIVE)
Irelia Passive Ability
Changelog
8/10/2014
I have switched around the abilities because i undervauled



9/8/2014
Guide starting to get revamped.

True Damage Cannot Be Defeated
Let me introduce myself
Hi, I'm Bitpik and I've been playing this game for around four years now.


Bragging rights Season 2:

1643

1678

1694


Bragging rights Season 3:


I'm not like Ego Ignaxio. I don't only play





Anyway, have fun reading my guide and i hope i can teach you as much as possible with it. I hope you find

Bragging rights Season 4, Pre-master tier patch:


She is however, just like every other champion a lot harder to play the better your opponents get. If you suddenly jumped from silver league games to platinum league games you would probably get dominated because the way you play has to be entirely different. I remember the old days of DPS



This will be a guide for top league ranked games and pretty high ELO normal games. Keep in mind that there are probably a few


Although






In a teamfight,



This means that









You will need a good initiate on your team
This build is focused on being a tanky assassin, not a tank.









Overall


Other mentions:
Pros
- One of the best toplaners midgame
- Snowballs ridiculously.
- Good mobility and catch potential.
- descent throughout the entire game.
- Great in skirmishes.
- Good sustain and pretty easy to farm with.
- Even if she's behind she dishes out a lot of damage once she has
Trinity Force.
- Good mana pool.
- If played perfectly, cannot be beaten 1v1.
- Insanely fun to play.
Cons
- Sucks as a fulltank which is a pretty big reason to why she-
- isn't a good teamfigher.
- Weak prior to level 3.
- Heavily lacks crowd control after laning phase.
- Can't fall behind in levels.
- "Better nerf Irelia" joke wasn't funny to start with, now its gotten far worse.
You might wonder why she isn't picked more if there are so many more pros than cons, and the reason is that teams know how to abuse her weakness in teamfighting really well. AD Bruisers are also so far out of the metagame that you simply can't carry with them as long as the enemy team groups. Atleast




Offensive masteries work very well just based on how much damage


- Now the offensive tree mastery points are VERY straightforward honestly, so I'll keep each explanation quick.
-
Double-Edged Sword isn't that great on most champions in my opinion, but it benefits
Irelia a lot again because of how little damage she takes in an initial all-in. 2% more damage should equal around 8 damage in an all-in and an extra 1-2 damage per auto-attack. I don't think the extra minion damage taken is a factor because of
Irelia's sustain.
-
Fury or
Sorcery? I chose
Fury because 3.75-5% attack speed can be hugely beneficial earlygame. Even lategame i think
Fury is overall much better than
Sorcery, and
Sorcery sucks earlygame.
-
Butcher +
Feast or 1x
Fury +
Expose Weakness ? I personally thing
Feast is to strong to pass up on. If you were to last hit every creep of a wave it means 18 health and 6 mana which in most lanes, can mean a big amount. I don't feel like
Irelia benefits enough from
Expose Weakness or
Sorcery to justify skipping it.
-
Brute Force +
Martial Mastery or
Mental Force +
Arcane Mastery? Obviously you take
Arcane Mastery kappa. Kappa stands for irony
- I really don't like
Warlord .
Irelia's bonus AD at level 18 with the "vs AD" runepage/item page is 30+10+4+11 55. And 2% of that is literally 1.1. Not just that, but earlygame
Warlord provides nothing. That's why i prefer going
Frenzy if I'm against a tankier champion. One could argue that
Warlord is much better if you build a ton of AD, but the only damage item i tend to ever build(other than
Trinity Force) is
Youmuu's Ghostblade, which also has the crit. Because of
Warlord being bad you can pick
Blade Weaving and
Dangerous Game for free, and both those masteries are very good.
ASDASDASASDASDASDASDASDD
-Sadly, the defensive tree is also very straight forward. The only thing worth thinking about is
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AP
Irelia

If you were to go AP






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This section will be about runes and how they work. I personally think that tech(masteries and runes) is a huge part of league and having an optimal one can actually be gamechanging. I recommend buying runes as soon as you start playing, go for tier 1 runes until you reach level 20, in where you jump to tier 3 runes right away. Tier 1 runes are pretty underused in lower levels making a page for level 20 only costs around 500 Influence points. Tier 2 runes are horrible for the most part as they only give the slightest of improvements compared to tier 1 runes, and they're around five times as expensive. I suspect most of the people reading this guide to be level 30 though, so lets jump into some less basic stuff. I currently use 3 runepages for ![]() ![]() |
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Mark tier list
Tier 1:
Greater Mark of Attack Damage
Tier 2: greater mark of armor penetration,
Greater Mark of Attack Speed
Seal tier list
Tier 1:
Greater Seal of Scaling Health,
Greater Seal of Scaling Armor
Tier 2:
Greater Seal of Health
Tier 3:
Greater Seal of Armor
Glyph tier list
Quint tier list
Tier 1:
Greater Quintessence of Attack Speed,
Greater Quintessence of Armor,
Greater Quintessence of Attack Damage
Tier 2:
Greater Quintessence of Movement Speed
Tier 3:
Greater Quintessence of Health Regeneration,
Greater Quintessence of Health
Tier 4:
Greater Quintessence of Magic Resist, greater quintessence of armor penetration
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These two types of runes can be taken for basically every runepage. Some pro players like running one ![]() ![]() ![]() |
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The Overall Best Page vs All AD Champions
We go for nine



We go for nine


I really like going for 10% cooldown reduction from



Being left with little armor in the first levels we run a






An Agressive Page for Oneshotting and Snowballing vs AP Champions


Vs Tanks such as
Dr. Mundo
OFFENSE
a3% movement speed at level 1 - 3% movement speed at level 18
a4.5% Attack speed at level 1 - 4.5% Attack speed at level 18
I run 2x








DEFENSE
1.53 Magic Resist at level 1 - 27 Magic Resist at level 18aa
Because of



Pretty good. Back in the day people used to run these and AD quintessences. But since attack speed quintessences got buffed, and

Even after the nerf they're still great runes and should be taken vs AD Lanes if you don't have any

Pretty good, but not nearly as strong as their counterpart;



Although outclassed by

A lot of people like running these in every page, and i understand why. Having <4x of




I've seen people who always run 3x of these as


I feel like people haven't picked these up because of










Flash is the most powerful summoner spell in the game for most champions and situations.
Teleport+
Flash makes you very resiliant against ganks early on.
- To
Flash>
Equilibrium Strike rather than
Bladesurge>
Equilibrium Strike if you're both at full health(meaning you stun instead of slow). For more information about this combo check the ability section.
- Is very handy for finishing kills in teamfights. Something which
Ghost can't provide.




-
Ghost can be more effective than
Flash when you clean up after a teamfight or when you're chasing someone.
- Relatively weak in laning phase as it lowers your kill potential and escaping.




- Enhances your already high kill potential in lane and is especially effective versus champions such as
Lissandra who lack defensive mechanisms earlygame.
- Can be huge versus health-regeneration champions such as
Dr. Mundo and
Aatrox in the lategame.
- Should be combined with
Crystalline Flask so that you don't miss out on sustain early on.
Because of how much utility


- The best summoner for toplane and has been for the entirety of season 4. Gives you a huge amount of map presence if used correctly.
- Can be used for sustain by recalling then teleporting back to lane early, this means you can also be a
Doran's Blade or
Boots ahead of your opponent.
- The toplane who doesn't have
Teleport lategame suffers because his opponent will be able to splitpush in order to farm and force objectives such as Baron.






One very simple way on how to secure Dragon with the use of
Teleport:
This method only works if the opponent doesn't have



- 1.Make sure the lane is pushed towards the enemy. This means he won't be able to take your turret, and you won't loose a huge amount of minions if he starts pushing (he probably will).
- 2.Recall to base and then go towards Dragon, this means you can heal up or buy before going there. Or you just go straight for Dragon, this means you arrive there more quickly.
- 3.Take dragon, if they initiate on you you will win (if not very outplayed) because the enemy's toplaner is still top, trying to either clear the creeps or punish you for roaming.
- 4.Recall back to base and then
Teleport back to toplane.
The reason to why their toplaner can't come down and help his team is because you pushed the lane, he will loose a lot of gold and experience if he leaves his lane since the minions you pushed will get killed by his tower.
This is a very easy use of

Exhaust is the best bad spell. It's generally very bad in lane as it just doesn't do anything noticable, unless your opponent super overextends. And it's lategame isn't close to as strong as
Teleports.
Revive is bad. But not as bad as the spells bellow in my honest opinion. To be completely honest i think
Revive is a bit underrated, and it can be strong if you're in a farm lane, because of how much impact it has in the later stages. I'm currently 5-3 with
Revive+
Teleport toplane
Shaco, and it shows that the resurrection can be pretty huge in the endgame.
Barrier doesn't have any synergy with
Irelia's kit, and it gets completely outclassed by
Teleport.
Heal A worse version of
Barrier.
Cleanse Just.. why would you take this if it doesn't take away supression? You already have your passive and if you really needed to avoid crowd control it's better to just go for
Mercury's Treads. Having
Cleanse in a summoner spell slot just makes you too weak in lane, and it has no lategame punch.
Clarity By far the worst summoner spell in the game as it has absolutely no use for any champion.
Teleport is better for gaining mana earlygame, and lategame
Clarity is useless.
Clairvoyance.
Clarity is the worst summoner spell in the game.
Clairvoyance is the worst summoner spell for
Irelia. If you find a scenario where
Clairvoyance is more useful than a
Stealth Ward I'll nominate you for nobel prize.

_-_-_-_-_-Short description of good items-_-_-_-_-_
Definetaly a must-have for



A great item for burst, it proccs on







Gives a few great stats to





The strongest item in the game for

This is currently one of the worst items in the game, but would it be buffed i can see it working well in combination with

These are in my opinion the best boots for all AD bruisers at the moment just because of how they synergise with health(which you always build a lot of). If my botlane loses i always get these just because of how much pressure their AD carry will have in midgame fights.
The second best option for boots, but they are only really useful if you're againt a lot of crowd control and peel. As long as the enemy team has an AD carry i never get these just for the magic resistance, always get them for the Tenacity instead.
The best boots for 1v1'ing just because of how they work with


In the very endgame, you can replace your boots with these if you perform the role as a splitpusher.(although it's often not recommended). They are stronger than

Yes, this is also a damage item that should be more than enough for

A great item if your composition is based around earlygame while the enemies are based around lategame. For the most burst earlygame you build 2x






Building this means you're an absolutely amazing 1v1'er. But in diamond 1 atleast, you NEED tankyness just because of how important teamfights are. In lower leagues it can be very beneficial to build this item together with


A strong item but is only really useful when you're a splitpusher. It makes you very hard to pick off while you're pushing. Some people build this item when they want to carry a losing team, but the only way this item will pay off(in comparison to tanky items) is if you try to drag people to you on toplane as you splitpush.
I only build this if I'm splitpushing versus a low-damage target such as



A great item if you're facing an AP top and midlaner, but I'd only save it and upgrade it into

A very overrated item for



Overnerfed. It's a descent item if you would have around 4000 health, but even then 70 AD isn't that huge in comparison to what


Definetaly not as important as it was in season 2, but strong never the less because of





Being the best armor item for most toplaners at the moment, you will want to buy this item almost every game. 20% cooldown reduction is huge and the passive even bigger. The armor is great at the moment since you always combine it with health items such as


A great and easy to buy item as it gives both health and armor, and a lot of it. The other components of the item are not as strong as lets say



An ok item but why take it in front of the other choices here? It gives some magic damage, but the magic damage doesn't scale well at all into the later stages of the game. A lot of champions buy this in order to push faster, and pushing speed is the last thing

My favorite magic resist item since



Good item that gives both health, magic resistance and a great shield. You can take this item if you keep getting caught out by single-target displacement spells such as



A pretty mediocre item on




Zeke's herald


- The 100 health you just got will be very strong if you have a billion armor and magic resist.
- But it will be pretty useless if you only have 20 armor and magic resist.
Tenacity doesn't add, it stacks. If you have for example 20% tenacity there will only be 80% of crowd control left. Then if you get 50% tenacity from one effect you will have 40% of crowd control left. In other words, the 50% tenacity bonus removed 50% of the already reduced crowd control effect(80%).












_-_-Starting items-_-_
The best starting item atleast for my playstyle. A health potion is mandatory and


The second best starting item and should be taken in matchups where you can't benefit from




If you for some reason run


In order to reliably survive early against






_-_-Early-game Goals-_-_
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You play defensively with heavy reactive aggression and build 2x ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Irelia is a champion that needs all of her abilities to trade well. All of the abilities help








This spell is very easy to lasthit with but you should try and use it as little as possible, or you will run out of mana quickly. You should always stay at a fair amount of mana if you plan on staying in lane, since you will need it for a trade, gank, kill or escape. If you're at 0% mana you will be zoned against most enemies(if they have mana). If you cant really leave lane without loosing loads of minions and have no mana, wait until you can use your





Most of the time i max











After









Against many ranged opponents you wont be able to start a trade with



90% of the time i max this 2nd just for extra burst and stun duration. It actually scales better than



A lot of people think that


The picture above shows an ultimate hit on both minions and



Orbwalking
Orbwalking is when you move between autoattacks. You can cancel autoattacks animations by simply moving to cancel it and then autoattacking again. This results in being able to position a lot better in a fight(for example when your chasing someone). Since you skip your autoattack animations, it also results in you attacking faster since the delay between autoattacks is more shorter.
Orbwalking takes time to learn and is easiest explained when used on AD carries. AD carries need to position almost perfectly in teamfights to unlock their full potential and to do so they must orbwalk. This video is a great example of orbwalking:
Last-hitting (derp)
Last hitting takes a bit of practice for newer players but its quite simple. All you need to do is make sure you do the killing blow with them which is especially easy with


Cooldown Knowledge
Cooldown knowledge is one of the most important things in this game because of the advantage you get in lane from it. An example of cooldown knowledge is that if








___ In general ___
Generally what you want to do is play safely but still reactively against most toplaners. Avoid ganks at all costs and don't die to them. Remember that 12 last hits = 1 kill in gold. More information on how to play lane is in the matchup section bellow this one.
___ Level 1 fights ___
If a level 1 fight is going to break our you should always take




___ Items ___
Build items that work well in your matchup by following the "Items part 2" section. Dont build upgraded boots too early since it delays your damage and survivability.
___ Objectives ___


Dragon can be taken this early if you dominate the enemy team in a fight and almost ace them, but dont walk down before around 8:00 even if their toplane cant help since even a 5v4 is very hard when dragon is focusing you. Even though you might get a kill its not worth the risk since your loosing a lot of guaranteed farm toplane.

___ Junglers ___
Its very important to know what your jungler and their jungler is going to do. If they will gank you level 1, if they will gank you level 4 and this is very dependant on both their picks and which side you are on. Since if your on blue side your closest to their red, and if your on purple side your closest to their blue. You can say that if you always know where their jungler is you will never loose lane.
Red start is very common in soloqueue and if your on blue side you should always watch out for this. However, mana hungry champions probably wont do this like for example






Blue start is not as common as red start in soloqueue since it gives a lot less gank potential. A lot of junglers need to start blue though because of being mana starved. Other champions like





___ Map awareness and Wards ___
Having good map awareness is often the key to carrying in soloqueue. The more map awareness you have the higher chance you will have to help your teammates or get yourself fed. Map awareness sort-of has to do with the last section ("Junglers") since its used to track down enemies over the entire map. Wards help with map awareness and we buy them to more easily track down the enemy team. Some examples of wards in the laning phase are:




Lets say your against





Another example thats quite the opposite is






The most important thing about toplane is adapting to situations with either plays or picks. There is no way that you will make it to a top ELO team if the only toplaner you can play is



A good







Go





Also countered by:



















Dont ever start






Also countered by













Other counters:














Start with








Other counters:










This is a farm lane that







Always start








Other counters:































This lane should be ridiculously easy to win since you have the ability to cancel her



Start





Other counters:













Start either




Counters:




I always use the runepage with +20 armor against







If im honest i dont know much about










Other counters: Most ranged champions in the game. Champions that can heavily harass him or kill him the first 9 levels.





I start




Other counters:









Start




If he stacks loads of mana then stop pushing him to turret, and kill him since he wont have many other items.
If he has blue buff and doesnt stack a lot of mana, only fight with him if your sure you will either severely wound him or kill him. If you both end up at 50%, or even you at 70% and him at 50% he will regen it all up again.
Other counters:





I will add all matchups soonish. For now check out the Gameplay Video's section!









Start








Other counters:























Counters:




















You can go




Counters:






Ok, I never pick

















UPDATE: After playing






Counters:







Dont ever attack him when he has



UPDATE: So after both 4PL and go4lol where i played









To the left: Jax's ultimate
Grandmaster-At-Arms. If he uses it too early then try not to fight him since its duration is low. Your
Transcendent Blades is stronger if you hit it on a few minions+jax.
To the right: Jax's
Counter Strike. Never autoattack him when he uses this since the only thing that would do is make it deal more damage. Yes, it DOES block your
Hiten Style's true damage aswell.
Counters:






AP






AD









If your ahead
Roam as much as possible without loosing too much farm from toplane, get all of the drake's and win the game. If you dominate fights at this point you will almost surely win the game because of how well

If you have

In teamfights you should always go for their carries unless they have a full-on assassin team. If they have a full-on assassin team, focus whoever is focusing your own carries. Since the assassins are quite squishy, you will clear them very quickly resulting in their AD carries being helpless afterwards. Try and prioritize champions that are fed over champions that are under-fed. Midgame you will pretty much be able to do anything, its lategame where it starts getting tricky for

If your behind
If your behind there are two different ways to go, either you will build gp5+tankyness to still provide a lot of use in fights and for the gold per 5(gp5) passive, or you go straight for lategame with the normal build, but your teamfight presence will be weak. You will never want to be in this place as

For the tanky way you should go things like






This build is focused on utility and tankyness. Meaning you wont do much damage but you will still be useful as a meatshield. The gold per 5 items are bought to provide some sort of gold income since farming is hard if your behind, especially if your building tanky. The other items are mostly just for tankyness and slows/speedbuffs. Dont forget to use the active of

When going for lategame with the standard build you have to be very cautious in teamfights. As long as your carries are safe, dont go in while their cooldowns are up. You are extremely squishy at this point but if a teamfight goes heavily in your favour you are instantly back in the game.
Remember that if you win a fight there is no point in just going back to base. Take an objective instead like Dragon or a turret. You can port back after the objective is taken.

If both teams are equally good, lategame is all about champion select. The way you play here should be highly dependant on what team compositions you and your enemies have, and who is ahead or not. If you are ahead then Lategame is all about either getting baron freely, or winning a forced baron fight.

Teamfights
A huge part of lategame is teamfights. By winning teamfights you not only get a gold lead but also have a great opportunity to take any objective's on the map such as Tower's, Inhibitor's and Monsters.
In this sub-section we will go through a row of different things. For example how Open and Closed areas affect teamfights.
HerpDerp |
HERPDERPOpen areasHERPDERP
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SPACEderp flerp this **** is |
Closed areas
![]() |
Open Areas: Single target damage, Burst and Mobility is what shines in open areas. This is where

Open areas gives the team enough space to spread out making AoE combo's useless. Mobile champions can more easily dodge AoE, poke and could even counter engage if the enemy team's engage fails.
Closed Areas: Closed Areas make it incredibly hard to fight heavy AoE composition's because you can't spread out properly.





Priorities in teamfight's heavily depend on both team's composition's and what kind of AD carry you have. There are AD carries who need heavy protection:









- 1st priority: All-in Assassin's and badly positioned AD carries. Examples:
Akali,
Talon,
Kassadin and melee dps
Kog'Maw.
- 2nd priority: AD carries and high-threat AP carries. Examples: All AD carries +
Cassiopeia,
Karthus,
Annie and
Mordekaiser.
- 3rd priority: Low-threat AP carries and bruiser assassins. Examples:
Swain,
Vladimir,
Sion,
Jax and
Irelia:(.
- 4th priority: The rest.
Baron Nashor

Baron Nashor is a key point in this game to win or loose games. If you manage to take it you get 300 extra gold each, and an amazing buff that gives you Health regeneration, Mana regeneration, Attack damage and Ability power. If you've had an advantage and taken the buff you have almost surely won the game, meaning the enemy team needs to defend it with their lives.
Something a lot of people dont take into account is that the Baron buff actually gives you 3% of your maximum health as health regen every five seconds. Use this health regen wisely and dont just mindlessly dive them as soon as you've taken Baron.
Forcing Baron means two things: Either forcing them to give it to you freely, or forcing them to fight for it.
- Your support or jungler should start by buying an
Oracle's Elixir, or anyone on your team if his item build is completed.
- Constantly roam the Baron pit and clear every single ward they place to keep track on you.
- Take Baron and fight if they initiate on you.
Defending Baron when your behind is very difficult. You need a lot of wards to be able to keep vision over Baron. Don't place wards all over the area if they have an advantage(meaning you cant engage if they aren't doing it anyway). Place a ward at Baron pit if your unsure if they're doing it or not.
Another way to keep them from doing Baron is pushing out mid- and toplane. Don't push bot because of how far it is from baron ofcourse. Push out lanes, clear camps and take the buffs that aren't heavily contested by the enemy team. If all of their lanes are pushing they will loose a big amount of farm if they attempt Baron.
secret trick on how to win every game with
Irelia below!

- One of the most expensive items in the game.
- None of the items that builds into it actually provide a lot for
Irelia.
Wit's End >
Madred's Bloodrazor because of cost difference.
- Fairly expensive item that boosts your damage by quite a bit, but not close to as much as
Trinity Force and
Bloodthirster.
- No tankyness, no utility. This item only provides damage but not a lot of it.
Trinity Force >
Phantom Dancer
- Big amount of damage, but extremely expensive.
- Crit chance and Crit damage doesnt change much unless you're stupidly fed or splitpushing, and in those cases
Ravenous Hydra is better.
- Not worth the cost for
Irelia. You can get it if you're playing full ADC
Irelia(not viable), otherwise not.
Blopisn I dont think a Hall of Fame provides anything for a guide. Everything depends on the enemy players and what happens in the game especially early on. Against a few players i think i could have beaten them even with AP irelia. Showing some nice stats doesnt mean the guide is good, atleast not if you dont add that it was a 1600+ ranked game.
I dont know about you, but from what i have seen Hall of fame only shows that a guide is mediocre and doesnt prove anything. I dont give a **** if some level 5 guy got 20-0 with the build against some players who havent played the game before. Like i said in the what to expect from this guide section, the game changes completely depending on the skill of your opponents.
- This guide was first created late august 2012.
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