I know I’ve been on a mini-hiatus the past couple days, but I have had a chance to catch a game here and there and I think I’ve seen enough of Irelia to put together an impression post. I’ve found her to be incredibly underwhelming and disappointing to play. The things she can do can typically be done better by other champions. That sort of design works when a toon does a lot of different things, but Irelia is just melee DPS, nothing else. It’s not like Morgana, who shields and deals damage and CCs (and still does most of these things better than other characters).
I’m always a little way when Riot releases a melee champion, I think for good reason. Melee is very difficult to balance in this game if you don’t give them a very particular set of skills. They need to be able to close the gap on ranged toons to prevent kiting, they need some sort of defensive ability to keep them alive, and they need to do enough damage to rip up a mage or squishy target as quickly as that target can return the favor.
On the surface, it looks like Irelia has these things. Her passive gives her some CC reduction, she has a dash, and she has two lifesteal skills to keep her alive. With a closer look, though, you can see that her skills don’t work well with one another and lead to confused builds that don’t ultimately scale very well.
Start with her passive – with three enemies on you, Irelia gets 40 percent CC reduction. That’s all well and good, but players still get stunlocked with Mercury Treads, which is essentially what you get from the skill. In short, her passive sucks, and it doesn’t provide the CC she needs. If she was impossible to CC when four or five enemies were nearby, that would be interesting. Obviously you would have to scale down her damage, but it makes the passive actually useful.
Her dash has another issue. While it is good for moving to a target, Irelia has no way to get away from a threat, and her dash can leave her stranded in the middle of a fight. Once there, she doesn’t have a lot of options. Her passive won’t help her get away much, and she can’t leech back enough health in most cases to keep her up.
Her stun is a problem, if only because it’s so conditional. The fact that she has to be lower health than her target suggests that you allow Irelia to get low (lower than her target anyhow), stun, and then leech back your health with her passive lifesteal from both her W skill and her ultimate. That’s fine against one target, but in the midst of a teamfight, she feels very exposed.
Then there’s her W. It grants true damage and fixed lifesteal. The fixed part is very important because it means she doesn’t scale well as a lifesteal champion without buying a lot of lifesteal, instead of buying damage. This prioritizes Bloodthirster for her over Infinity Edge, which is where she would get burst. The true damage is great, but that requires you have a lot of attack speed to make the best of it. Attack speed doesn’t scale very well with the rest of her skills, though. She’s yet another toon that has a complicated and confused item prioritization that ultimately makes every build feel like it’s missing something.
You can see from Phreak’s spotlight how hard a time melee has with attack speed. There are several instances in which he might have had a kill if he didn’t get slowed or stunned by another champion. Irelia’s dash is on such a long cooldown if not used for a killing blow that it doesn’t make for good chasing, and without a good way to her target close at hand, she never gets to make use of all that attack speed. A champion like Tryndamere actually does very well because he can both get into and out of the fight using Spinning Slash and he can slow a group of targets from range. Irelia can only get in on one target, and once in, she can get shut down just like any other melee toon. Her passive just isn’t enough.
Posted in: Champions, Editorial, league of legends, News
Tags: irelia, irelia abilities, irelia buff, irelia build, irelia guide, irelia nerf, irelia op, irelia skills, irelia up, melee dps, melee survivability








I’ve had some success with Irelia.
I run Ghost/Smite, starting with Cloth Armor and 5 health potions. I usually have someone guard the river while I jungle starting with the golem buff. I usually get very low doing this, but I can finish it.
I kill wolves, and then kill lizard.
Then I usually gank the 1v2 lane or mid, 2/3rds of the time it ends in a first blood for us.
After that, I buy Madred’s Razors. I usually try to do dragon here if I can get away with it, or i’ll gank if I can’t.
I get Berserker’s Greaves, and then Madred’s Bloodrazor.
Once I finish Bloodrazor I usually do a fair amount of damage (I maxed W and then Q), and I choose fights similar to how I do with Kassadin. Try to get behind their team, targeting squishys when a fight starts.
I can say she seems a bit weaker than she should be, but she definitely can be good, mainly because she seems to gank fairly well.
Oh, and item-wise, I usually like to grab Phantom Dancer or some type of survivability following my bloodrazer.
I’ve also had some success with her
However i choose not to jungle and instead take a lane with a partner. Laning is similar to almost any other champion, and last hitting is cake with her jump. My build normally starts off with merc treads and a trinity force because merc treads gives 75% reduced cc on her (or something) and the trinity force melds well with her versatility. Giving her tons of extra damage, a slow, and attack speed.
The rest of the build depends on their team make up.
I tried her out for the first two days, but haven’t chosen her since. I’ll probably go back later, try some new builds, but she’s just not that fun to play as, especially for the cost.
Personally I had a rough time playing her. I was never able to provide much in a teamfight without being fed or the other team making some huge failures.
Building Tri-Force was the centerpeice of most of my builds, but I did have some fun with a Merc Tread & Nashor Tooth build. The cooldown reduction helped with chasing alot.
I played a few times with her and was generally not over or underwhelmed, which I think is a good thing…
It felt a lot like Xin Zhao with the passive life stealing, jumping, etc.
I’d prefer champs be put out at this power level rather than OP from the gate.
R>W>E>Q (E = epic cc and high burst)
flash, exhaust, as marks dodge runes, hp quints mres blues, 8/22/0 (be sure to ge the as perks from offensive tree)
I am very very succesful with this build.
boots + 3 pots, lane
get f mallet
boots depending on team: tabi if lot of autoattackers for dodge 20%+, zerkers if balanced, mercs if massive cc.
after fmallet focus on attack speed, for we max W first for laning purposes, lifesteal and the true damage
depending o how it goes (malz getting fed? get banshees or bandana) you can pick a few of the following after frozen mallet:
youmuus/banshees/bandana/sunfire/quinsoo/swordofthedivine/guardian angel/thornmail/negatroncloackstacking
things that arent so nice on her for this build: starks/hextechgunblade (ult doesnt syn)/sheen etc/crit damage/flat damage items.
focus on attacksped to make the most of ur W, ur mostly there to nail enemies so ur team can dive on them (hence flash+exhaust). With high as you can check through a shielded rammus very fast. learn to use your ult whilst retreating and recovering health whilst lowering theirs.