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![[image loading]](http://i.imgur.com/0s0aJ.jpg)
Irelia, The Will of the Blades.
+ Show Spoiler [Stats] +Health 456 (+90) Attack damage 56 (+3.3) Health regen. 7.5 (+0.65) Attack speed 0.665 (+3.2%) Mana 230 (+35) Armor 15 (+3.75) Mana regen. 7.0 (+0.65) Magic res. 30 (+1.25) Range 125 Mov. speed 320
+ Show Spoiler [Abilities] + Ionian Fervor (Passive)(Innate): Reduces the duration of stuns, slows, taunts, fears, snares, and immobilizes for each nearby enemy champion. 1 Champion: 10% 2 Champions: 25% 3 Champions: 40% Radius: 800 (estimate) Bladesurge (Q)(Active): Irelia dashes forward to strike her target, dealing physical damage. This applies on-hit effects. If it kills the target, Bladesurge's cooldown refreshes and refunds 35 mana. Range: 650 Cost: 60 / 65 / 70 / 75 / 80 mana Cooldown: 14 / 12 / 10 / 8 / 6 seconds Physical Damage: 20 / 50 / 80 / 110 / 140 (+1.0 per attack damage) Hiten Style: Passive (W)(Passive): Physical attacks restore health. Health Restored: 10 / 14 / 18 / 22 / 26 Hiten Style: Active (W)(Active): Irelia's physical attacks deal additional true damage for 6 seconds. Cost: 40 mana Cooldown: 15 seconds True Damage: 15 / 30 / 45 / 60 / 75 Equilibrium Strike (E)(Active): Irelia pierces her target, dealing magic damage and slowing the target by 60% for few seconds. If the target has a higher health % than Irelia, she stuns the target for the duration instead. Cooldown: 8 seconds Range: 425 Cost: 50 / 55 / 60 / 65 / 70 mana Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.5 per ability power) Duration: 1 / 1.25 / 1.5 / 1.75 / 2 second(s) Transcendent Blades (R)(Active): Irelia summons 4 spirit blades which she can fling to deal physical damage to enemies they pass through, and she heals for 25% of that damage vs champions and 10% vs minions. Cost: 100 mana Range: 1,200 Cooldown: 60 / 50 / 40 seconds Physical Damage: 80 / 120 / 160 (+0.5 per ability power) (+0.6 per bonus attack damage)
Masteries
9/12/9 or 9/14/7 with indomitable for maximum flexibility. There's really no lane you absolutely need 21 defense for especially if you have armor quints, but the CDR is nice. Versus AP tops you can consider running MP5 yellows and going 9/21/0.
Summoners
Flash is better most of the time than ghost, but if you really like ghost and the enemy team doesn't have spells you need to flash out of then feel free. The 2nd summoner depends on your laning opponent.
Runes
You can take AD reds for easier last hitting and slightly better trading early game. It helps a lot if you expect to get pushed in. AS reds are better for later when your W is maxed and with 9 offensive mastery you should be able to lasthit comfortably anyway. Armor yellows, MR blues. MSPD, Armor, MR, AD, HP regen, Lifesteal, are all viable quint options.
Skill Order:
Always max W. Leveling Q > E gives more utility due to the CD reduction but at the cost of slightly less damage. E > Q is more damage plus longer stun. I like to max Q 2nd vs ranged champions and max E 2nd vs melee. It's personal preference. At lv1 wait until you know what you need before leveling a skill, though vs most matchups it should be Q for lasthitting.
Item Build:
Open with boots + pots. Cloth is only good vs champions you absolutely cannot trade with and have to take free hits from in order to last hit, which really should be no one.
Versus bruiser tops, phage + tabi or mercs should be your first items. Versus AP tops, two null + recurve or phage because you're getting wits ends eventually. If you're winning a lane, a phage will often solidify your advantage more than wits even vs APs. Rushing MR is good vs multiple AP champions.
Gold items are most of the time bad. Get dblades instead. Only philo stone is sometimes okay if you really need the regen.
Triforce is core, but you can get parts of it mixed with other items for laning, such as a chain vest, wardens mail(super good for laning), negatron, wits end, etc.
If you are a pure assasin, GA is the best defensive item. Otherwise get defensive items after triforce according to enemy damage source.
Matchups:
Irelia has a hard time vs Yorick, Darius, Jax, Malph, Udyr, everyone else is fair game. You still crush those champions if ahead, but they do become difficult when even or behind. If you are ahead, you can force everyone out of lane except for the few who just have too much sustain, in which case you can still zone.
Laning:
Lasthitting is always the #1 priority, trade in short bursts and with as little creep aggro as possible. You should always let the lane push towards you early but not enough that you can get harassed under tower. If you are behind and the enemy champion tries to trade, E and walk away. If you are ahead, Q to a low creep, initiate with E and beat on the enemy champion. Always keep your Q up unless you're maxing it second and going for a full combo trade. In general, conserve your Q because it's also your escape. Control the wave if you are zoning, don't let it push to your tower so that it resets.
Teamfighting:
Assassinate the squishy that's dealing the most damage without taking too much AOE to the face.
Final Notes
Ever since the base stats buff, Irelia has become one of the safest if not the safest top lane pick. She has probably the least number of bad matchups, and the worst ones are entirely manageable.
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I just like to note all the good EU Irelia players (like wickd) max W>E>Q and don't always go trinity force in favour or more tanky items like wits end, hex drinker, atmas, frozen mallet, or just delay it.
Maxing W first is also totally necessary against champions like lane udyr and lane wick if you hope to be able to farm.
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For Q+E combo, if I have a Sheen, is it recommended to delay E for another Sheen proc?
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I prefer Regrowth+Pot -> PStone -> Zerker -> Giant's Belt -> Atma -> Warmog -> FoN -> Last Whisper, running 0/21/9 and flat armor runes.
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I can see how that works. Skip hog because faster warmogs is really important to charge it. You sure you need force of nature and last whisper though? I'd tempted to go wits end-->phage-->zeal-->trinity force as a follow up just because I never feel like I need to be imba tanky on irelia because of how hard it is to pin her down.
CDR builds are also possibly viable, philo+hog-->shurelyas+randuins is very cost effective toss in CDR boots and you are max CDR with efficient items and get sheen and trinity force for damage in there. This is super mobile but less tanky built like a brick set up that you have.
I always go 0/21/9 on Irelia only reason I would want to go into utility is for the CDR I feel.
You should almost never try to initiate team fights, but you should always be the first one charging when chasing. Irelia is an assassin, which means she's particularly good at cleaning up after the initial aoe and ults have been casted. She should be played with a very aggressive mentality, which means you can't be behind on levels or items. Remember to not be a pussy.
I totally disagree. I always initiate on Irelia, is so hard to CC her that she can easily flash out if focused. Also you are totally relying on your jungler to initiate. Irelia isn't really an assassin she is really flexible she has insane DPS with attack speed and insane burst with trinity force and AD items.
Just played using Utah's build except instead of FoN I went wits end-->Shurelya's. 4000 health totally unkillable even if I initiate. Insane damage as well. Over 300 effective AD with W and wits end and +65% attack speed. 140 armour 140 resists. 33 minute game lol, farmed like a beast top while cait farmed bot we split pushed np.
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You should definitly include the other ways to play her in the OP & some infos to when/why/what build.
I know the EU one is aimed to counter dual AP lanes, that's why you get stuff like mercs/wits/hexdrinker since otherwise you'd just explode to burst too quickly.
Afaik the "Standard US"-way you posted is aimed towards maximizing your midgame burst. When and why should you go that route?
What about the tankbuild utah posted? When to go for that?
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How I see it, might not be correct in my logic:
Triforce helps to maximize your burst potential vs AD carries. Better vs solo AD's who you need to kill.
Wits end build usually better vs EU's double AP solo's because the majority of damage you will be taking both during laning and midgame teamfights will be magic damage when the farmed AP carries are at their max burst potential. Also better at killing tanks(tanky AP) so good vs something like amumu cho etc.
Tank build of utah's usually better when your team has no tank or initiate, and you need to be able to take the damage for the team through initiations. Here you need to survive the initial burst (force of atmogs).
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On July 21 2011 09:04 r.Evo wrote: You should definitly include the other ways to play her in the OP & some infos to when/why/what build.
I know the EU one is aimed to counter dual AP lanes, that's why you get stuff like mercs/wits/hexdrinker since otherwise you'd just explode to burst too quickly.
Afaik the "Standard US"-way you posted is aimed towards maximizing your midgame burst. When and why should you go that route?
What about the tankbuild utah posted? When to go for that?
If the team was lanewick and amumu which they had in the game I did it you just rape them all because ww and amumu don't have high damage and you just kill all their carries or at least stop them from doing stuff. It's more sustained damage and tankiness so better for killing tankis and surviving burst.
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I edited some stuff including the skill order section. EU plays her a lot differently than NA so I will try to accommodate all the different styles.
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anyone care to justify 0/21/9 over 9/21/0? I usually run the latter. I tend to do Philo + HoG -> TriForce +FoN with a Randuins followup to use the HoG
Aviator Irelia nr 1 cutest skin after cottontail teemo btw. Only reason I bought Irelia to begin with.
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Sorry, wasn't looking at this thread mostly because most people don't play her tanky.
FoN gives movement speed (important given that she has relatively weak initiation so her strength is her ability to catch up and hurt someone... and then walk away if init fails) and massive health regen (important for anti-poke as well as post-failed-init recovery), along with the ever wonderful magic resist (highest MR in one item in the game). With a decently stacked Mog and a Pstone/Miracle you end up with well over 100 health per 5, which means the longer you survive a fight the more obnoxious you usually are. Considering that with Atma and armor runes you already sit on roughly 150 armor at level 18 the FoN will simply match it, giving you a good 150/150 or so.
We (Turkey and I) checked out a lot of items for her post-FoN/Atmog setup and decided that Last Whisper is probably the best single (and relatively cheap) item for increasing her damage, as all but E does physical and it gives her good base AD anyways; it also makes sure that she's able to apply damage to everything, even tanks (although inefficient, the 40% arp + true damage helps). At one point we pondered Gunblade but half of it is too useless (the spellvamp) :[ I also tried Starks and Bloodthirster and while the lifesteal was good, she doesn't attack consistently enough to make good use of the lifesteal, but that may be because I favor playing her as a peeling burster.
I would only play this way if you trust your actual carries and want to make the other team break their backs trying to kill you. I ran this build with a jungle Amumu and just tanked shit while Corki killed everything. The sheer amount of effort needed to take down tankrelia is staggering, especially when you get FoN and have a ridiculous amount of health regen and armor/MR. And it's not like she doesn't do damage; with Atmog complete I was still doing a burst of roughly 1200.
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Only problem I have with atmog is you're rushing a really big item
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2 Individually big items split into 5 cheap parts and all of them being smaller than the smallest triforce component?
Real logic.
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typical atmog build:
gp5 items and potions (assuming you hold onto them long enough) [free] + mercury treads [1200] + warmog's armor [3000] + atma's impaler [2355] + negatron cloak [740] = 7295
typical trin force + FoN build:
same gp5 items and potions + merc treads [1200] + trinity force [4070] + force of nature [2175] + chain vest [700] = 8145
some more food for thought:
atmogs: pros over trin/fon: health, attack damage, total price, further health items increase attack damage obvious upgrade: negatron -> FoN
trinity force / fon: pros over atmogs: sheen proc, movement speed, phage proc, health regeneration, built in pieces / build starts running much more quickly obvious upgrade: hog + chain vest -> randuins omen
I think both builds have merit (and on a lot of champs too lol), but I like the flexibility of the trinity force build myself. If I feel that I have to go defensive early, it's not such a great loss to slide in a negatron or chain vest after my sheen / phage whereas with warmog's you kinda dont want to stop building it to build offensive items. for one, the upgrade efficiency is HUGE, plus it grows with time so you want to get it as early as possible.
Irelia is naturally very bursty (especially given her tankieness) so if you feel you can get your atmogs running quickly enough maybe you dont need the extra damage inbetween. Of course to get the damage out of atmog's, you really need to be autoattacking quite a bit during fights, which is somewhat problematic. conversely, with trinity force you dont need to hit a lot to get your sheen / phage procs, especially with q.
I feel that the reason that atmogs is better on a hero like Jarvan than Irelia is that he has a steroid and an arena which he can use to force you to take his autoattacks. Personally with Irelia I want to dive carries and make them run away, not peel people off my carries. And for that reason, I do not build Irelia atmogs. However, if that IS how you want to play, it may very well be the build for you.
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United States37500 Posts
The problem I see with Atmog's on champions like Irelia (and Nocturne) is that they do exceptional early on due to their kits. Midgame, they really dwindle off while you build at Warmog's. Other champions like Jarvan and Lee Sin scale just fine, even while building their Warmog's due to their passive and extra damage from % life missing, respectively.
Add on the 21 point Defense spec, you're really not doing much damage with Irelia in the first 20 minutes of the game. If I saw this Irelia on the other team, I'd definitely challenge Dragon a lot more frequently and earlier knowing tanky Irelia's lack of offense early on.
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I actually disagree about your point on noc. His midgame is weak anyway because he needs the ghostblade active, and until its done he has trouble picking up solo kills. At least with bits of warmogs you get health.
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United States47024 Posts
I thought the biggest issue with Atmogs is that your first big survivability item is an HP item when Irelia has exceptional natural healing--so it's not a cost-effective source of mitigation when compared to armor/MR.
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My contention with that point is that that's if you're looking at Irelia as a damage dealer. If you look at Irelia as a tank though, mid-game with the tankier build (even if you're still building Atma components) the amount of damage she deals without items is disproportionate compared to the beating she takes, similar to pre-jump-style tankudyr, except compared to Udyr she has a jump so she can actually fuck people up. This means other teams are still forced to deal with her in some way, especially if she just Singed's it and pushes through their team. Ends up being a really good wall for the carries. I'm not gonna deny it sucks mid-game but it usually sucks mid-game for a lot of tanks anyways (ie. Rammus) so it's a trade-off IMO, as late-game tankrelia is absolutely stupid.
Edit:
On July 25 2011 03:27 TheYango wrote: I thought the biggest issue with Atmogs is that your first big survivability item is an HP item when Irelia has exceptional natural healing--so it's not a cost-effective source of mitigation when compared to armor/MR.
With the armor runes and 21 defense you end up with a base armor of like 130 while building Atma's - the issue is MR but that can also be bumped into the 100s with a Negatron.
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Honestly having more health doesn't help you peel, having more damage does, having more health lets you dive carries and you can't get focused down easily, however trinity force burst damage can help killing carries fast if you their team is diving, I don't see the way you guys are looking at it.
If you notice wickd when he plays with trinity force he tends to kill their nocturne or other carry diver first and then jump the carries, while he doesn't do that as much with tankier builds. Trinity force earlier is much easier to focus down if you don't have a zilean or something.
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We're not looking at "more health, more health!" my build trades TriForce for Belt + Atma's. With the armor runeset and 21 defspec this makes her a bitch to kill, while still outputting Irelia damage (only really loses out on the sheen proc for TriForce) on their carry. Neo's contention is that finishing Warmog (especially if you buy a quick Negatron) is weakens her mid-game, such that she's not really building any more damage, and my contention is that her base damage is high enough, especially with a Belt-fueled Atma, that her increased defensive capabilities outweigh her damage shortcomings when she's being played as an initiating tank.
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