Category: Champions (Page 30 of 43)

Irelia impressions

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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.

Patch Day 11/16 – The nerfs that didn’t happen

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It’s patch day again, a day that was supposedly going to bring some balance to the game. While I’m pleased with the nerfs Sona caught, some of the Riot posts on the forums led me to believe we’d see significant rebalancing this patch but there really wasn’t much.

That said, here’s the rundown, which, as usual, is only big picture stuff. You can read about all the little bug fixes yourselves.

Amumu got a bug fix and damage reduction to his ult, both of which look really nice. I know that Amumu is strong – anyone with an AOE disable is – but he’s often not a great pick for a team. He’s quite bad in lane, and he takes a jungling spot from your team. Granted, he’s a very strong jungler, but that leaves the enemy free to use a toon like Warwick or Shen or Udyr, all of which are strong picks as well and much less reliant on one big skill. In short, I think this is a good change.

Corki got nerfed, though not a ton. He’ll be extremely scary if he’s ahead, and I’d say, despite the nerfs, he’s still a top-tier carry. His Big Ones deal 60 percent increased damage, down from 100 percent, and Missile Barrage caught a general mana cost and base damage nerf.

LeBlanc got a buff to two of the stats that were recently hotfixed. Her ultimate now has a scaling cooldown and she gains .5 more armor per level. It’s very strange to me that she was apparently so broken she needed hotfixed but that the hotfix was apparently overkill. So why has Sona been so busted for so long? That’s another post for another time.

Lux caught some small buffs, but I don’t think it’ll be enough to make her a force in most games. Her Prismatic Barrier got a missile width increase and a slight AP buff, while Lucent Singularity has increased radius and greater slow values at all ranks. Her ultimate also now ignites her passive debuff if it’s already on the target and then reapplies the mark. Personally, I’ve never been able to make much of her passive. It’s decent against melee toons in lane, but anyone else just avoids the thing. I still think she needs some base damage buffs for her spells, even if they’re small.

Miss Fortune caught some nerfs and a strange little fix. Her auto attack missile speed is slower, though I’m not sure why. It’s not that she’s attacking slower, just that once she does, the actual bullet takes more time to land. It really makes very little sense to me. Bullet Time got some bug fixes that will result in damage nerfs and also had a significant cone width reduction. Make It Rain also got a slight damage nerf, though personally, I’d still maintain that it’s Double Up causing most of the lane problems.

Sona is probably the one place Riot delivered for me this patch. She’s still very strong, still a giant, walking Baron buff for her entire team, but she isn’t quite as easy to play. I still think her design is severely flawed, mostly because she isn’t encumbered by targeting her spells, but hey, it’s a lot better than they did on any other top-tier toon.

Here are the Sona changes:

-All aura durations reduced to 2 seconds from 3
-All aura buff durations reduced to 0.25 seconds from 1

Hymn of Valor
-Attack damage and ability power aura reduced to 6/8/10/12/14 from 8/11/14/17/20
-Mana cost increased to 65/70/75/80/85 from 55/60/65/70/75

Song of Celerity
-Active movement speed boost reduced to 8/10/12/14/16 from 8/11/14/17/20
-Mana cost increased to 65/70/75/80/85 from 55/60/65/70/75
-Aria of Perseverance mana cost increased to 65/70/75/80/85 from 55/60/65/70/75

Crescendo range reduced to 1000 from 1100

That’s pretty much it for the champions. As I said, not a lot in the way of top-tier nerfs. I think Miss Fortune is ever so slightly less problematic, as is Amumu, but Galio is still a ban, no questions asked, and you’ll probably still see Sona on the list as well. The one bright light here is that Riot has talked at length about fixing some of the frustration around the AoE metagame, so maybe those changes (which would affect every champion I’ve listed) are lined up for a later date.

I’ll have another post later this evening regarding the new item and the item changes.

Irelia patch skins announced

The announcement post for the Irelia release skins is live, giving us a sneak peek at tomorrow’s additions to the store. There’s some good stuff this go round, though my favorite has to be Monarch Kog’Maw. That’s just hilarious. For existing toons you can also get Feral Warwick and Secret Agent Miss Fortune.

Looks like Irelia is getting the 975 RP treatment, and surprisingly, it’s her Aviator skin that will be 975, not the Nightblade. I’d imagine you’ll see a ton of ninjaesque Irelias running around tomorrow.

Irelia is on release notice

Right on schedule, Riot has released the official pre-patch skill list for the newest champion, Irelia. Her skill list looks interesting, and has the potential to be viable in the jungler, which would be a nice addition to the league.

Here’s what we’re looking at:
Bladesurge: Irelia dashes forward to strike her target. If it kills the target, Bladesurge’s cooldown refreshes and half the mana cost is refunded.

Hiten Style: Irelia is skilled in the art of Hiten, passively giving her physical attacks health restoration. Activating Hiten Style adds true damage to her physical attacks for a short duration.

Equilibrium Strike: Irelia’s attack balances the scales, dealing damage and slowing the target. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.

Transcendent Blades (Ultimate): Irelia summons four spirit blades which she can fling at her enemies. These blades deal magic damage to enemies that they pass through, siphoning life from them and healing Irelia.

Ionian Fervor (Passive): Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia.

Definitely an interesting passive, though I wonder how useful it will be. In a teamfight situation, it’s rare for CC to be the thing that actually kills a melee DPS. The problem is usually being in the middle of the AOE-fest and taking more damage than you can handle. Building her as a tank could make the passive really interesting because she’d be think enough to withstand some burst and then able to make use of Equilibrium for some stuns.

Personally, I’ll be looking into her jungling capabilities first. Inherent lifesteal is always good, and the active on that skill could make it very easy to bring down the buff camps.

I’m also curious to see how that ult will work. From the wording, it sounds like you cast to summon the blades and then perhaps cast again to throw one at an enemy? Or do they all throw at once? Is it targeted or a skillshot?

My biggest concern for Irelia is that she’ll make Katarina obsolete. Kat already has a tough time in most games due to the prevalence of silences and stuns. Giving what sounds like a similar character a slow/stun, true damage, lifesteal, and Kat’s dash ability could take Kat off the radar for most players.

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