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All Guides Irelia Guides A basic guide to Irelia Top and Mid (was for 6.21; items section updated for 6.22 some. Please open to discuss!)
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Irelia Statistics for Suijinheki

Author's performance with Irelia compared to the ranked average.

Value
Average
Games Played
12
6
Win %
67
42
Kills
5.8
6.2
Assists
5.6
5.4
Deaths
3.1
6.8
KA:D Ratio
3.7
1.7
Gold Earned
11.3K
11.2K
Creep Score
189.6
180.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Okay really really recommend taking this most of the time. otherwise you do have quite a bit of flexibility with playstyles to pick from with other spells.

12.pngSince I'm top lane usually and I play fairly split push heavy, take this to have map pressure and mobility when splitting, or for tp ganks that really help bot lane snowball (pays very generous dividends often).

3.png There are some matchups where I'd consider doing this. Tryndamere's one of them off the top of my head.

6.png Ghost as of the current patch is incredibly potent right now. Ghost has always been a decent-good choice on irelia and right now it's a very solid pick. Irelia's inherent escapes aren't very reliable and ghost really helps you with that. If you run 15% CDR on summoners from mastery tree you can actually cheese people with ghost-tp and getting to lane quicker than they can every time if you know lane will push to you and you can hard freeze.

14.png Mid lane usually. As a midlaner irelia frankly doesn't have the team utility many mids like Orianna or Viktor or Anivia have or wave control. You need to have kill pressure when you play mid lane so that you aren't constantly shoved in and have opportunities to get fed off of kills mid or roams to bot/top. Also useful for ensuring your have W-Q resets since as mid irelia you'll be building lots of damage. Lots of damage = much, much bigger q's (it's got a 1.2 AD ratio for crying out loud!)

New Runes Back to Top

Masteries Back to Top

OUTDATED. THESE WERE FOR 6.21 I WILL BE UPDATING WITH NEW MASTERIES SHORTLY


This is what I usually run. This set up again, is meant to emphasize your role as a midgame carry as well as aid some in surviving and farming long enough for irelia's power spikes (depending on match ups) at 5-7, and again at 9 and 11 and 13. But there are some other rune pages that are definitely viable as well as mastery set ups.

If you are mid lane running this runepage set up I've detailed run 18/12/0 or 12/18/0 pretty much no questions one or the other absolutely. Midlane is where you need, need, need to go into cunning to gain merciless and assassin as masteries to make your job of killing your opponent easier, especially because you will need to pack more damage than normal irelias top lane.

Again masteries come down to very individualistic preferences. I can see Thunder Lord's Decree or grasp being fine on Irelia.

Abilities Back to Top

E
Q
W
W
W
R
W
Q
W
Q
R
Q
Q
E
E
R
E
E
Passive
Q
2
8
10
12
13
W
3
4
5
7
9
E
1
14
15
17
18
R
6
11
16

General: R>W>Q>E

Level 1/2/3: Actually quite a bit of freedom here. Melee match ups E is usually a bit better than Q but there do exist some match ups where it may be better to just take Q first for safer and more guaranteed farm. Putting a point into W level 2 actually isn't terrible in some situations. If you've taken a noticeable chunk of damage level 1 putting a point into W can let you sustain enough so that when you level up to 3 your level up "health" doesn't decrease because your % max hp at the time is low or lowish. Other than that almost always make sure you have at least 1 point in Q,W,E by level 3.

Passive: Not really helpful nowadays after nerfs. Kinda sorta helpful I guess if you're in a 2 v 1 situation and can use it to turn a fight around or have the extra tenacity get you out of sticky situations with treads but really it's basically not there 95% of the time. Don't rely on it to net you tenacity.
ireliagatotsu.png Get used to this ability. Leveling up Q lowers the CD which makes it very spammable at 40% cdr (3.6s CD). Because it resets when units it's used on die easy farming with irelia under turrets. Don't be afraid to get pushed in early or get zoned off at level 1. Blade surge makes farming almost laughably easy and you can always catch back up. Some neat tricks because of it's reset mechanic are popping your ult onto a range creep activating W and Q'ing to the creep when you have sheen or trinity in the early or normal stages of midgame. This can surprise people since they don't expect you to be able to engage on them when they're near full health creeps. Probably another somewhat controversial opinion of mine again with irelia but against squishy picks who Irelias traditionally maxed E vs for the increased stun duration I'd rather max Q over E now that E's damage was nerfed earlier in Season 6. Typically these picks have mobility to offset their lack of durability and shorter Qs mean you can catch up to them without blowing flash.

W: Mostly maxed skill first. Sustain is strong early getting 13 hp back per hit which can easily translate into the neighborhood of 150 hp in a single creep wave of sustain at level 9 (in short more than 10% of your max hp in free sustain at level 9 without putting anything on cooldown).

E: Equilibrium strike. Flat damage and stun isn't bad per say on it, just the cooldown is always 8s flat without cdr. Maxing q over E just usually nets better results. Per level irelia gains without taking into consideration the natural talents mastery of q is 30, however every level she gains also nets Q about 4 damage. Every point of Q lends itself to 2 fewer seconds on the base cool down. At level 10 or 11 combined with trinity that's 8 seconds of CD. That 8 seconds is enough to jump a second time to a target and only giving up a half second of stun. You basically don't give up any damage whatsoever by doing this and instead gain significantly more target mobility. Otherwise standard drill with Equilibrium strike. You may want to purposefully tank a little bit of creep aggro at levels 5-7 to get your hp a tad lower than an opponent so that you can stun them and get free W active autos.

R: Transcendent Blades. Because This ultimate works the way it does don't be afraid at level 6 to fight with some creep aggro during a trade. More creeps you can hit with this means more sustain for you during it. The AD ratio on this is actually quite high at 2.8 bonus ad (yes it does have a 2.4 AP ratio but the current guinsoo's is frankly too clunky on irelia to make use of and gunblade is *almost* there if you ask me as a viable offensive item but it just doesn't help her or your team in doing your role as much as other offensive items do).

Items Back to Top

Starting Items

    Starting in most match ups
    Mostly vs Pantheon top (I hate playing this). Make sure you run 12 flat armor and the scaling yellows. 28 bonus armor level 1 + feast + 4 potions is a lot of sustain. If you don't feel confident it's enough grab HP regen in the resolve trees T1 or T4 instead of bonus arm/mr and or the summoner CDR. This is not a lane you WANT to feed ever.
    Some match ups may call for this as well. Doran's shield honestly isn't that great outside some fringe match ups involving lots of single target spells but there it can really shine in the early levels where 8 hp is noticeable.

Core Items

    Every time. No questions. AS/Sheen procs. I don't even think iceborne is even in the running vs. this because of how hard Irelia's midgame spike is with Triforce.

Situational Items

    Boots that you may want to consider. Tailor it to what you need. I usually end up with Tabi or treads or Swifties. Occasionally Ionian if say I'm running my cdr/level or doing very well and need cdr to kill people. Hell those also are some of the situations where I run zerkers for dps. Against all ad teams just run tabi. The item is simply too good in those cases to pass up (30 armor and importantly a .9 multipler on dmg before armor is applied. That's insane to have 2 forms of mitigation in 1 item)
    I often get this as my 2nd or 3rd big item. The stat combination is very useful as is the passive especially. Bigger Spellblades is very welcome on Irelia when you can easily be getting 4 procs in one fight or more if you happen to be dueling whilst split pushing.
    Defensive item choices. Build for what you need. I usually end up getting a randuins or SV after steraks to shore up my defenses, especially if someone on the other side is doing well or they're something like a well farmed Orianna or Viktor to synergize with my sterak's shield. Randuin's omen is especially strong when coupled with Ninja tabi vs. crit dependant Dpsers. You get 19% mitigation on an attack with crit from both before armor's mitigation is applied. So even if they gobble up pen you can actually bring their damage down to around 45% at level 18 with just randuins, ninja tabi, and our heavy armor page.
    So far for 6.22 I've been playing around with the items and these all feel pretty good
    Special note here for this item. This gives a fairly potent spike as a 3rd item after trinity and boots for cheap. My recommendation: trinity, jaurim's fist and then this if you want that kind of a spike. Farming the Jaurim's fist is quick. 300 hp + 40 mr, 15 ad, and 40% AS for 3.7k is QUITE efficient. You get the benefit of 40 on hit damage AND an mr shred of 25. Midgame lots of tanks don't have very much mr. What little they have you can immediately shred to make your mid laner's pen more efficient with this.
    Example build before the super late game against a balanced team
    We're all AD
    As of 6.22: No real big changes to this build although Edge of Night & Wit's End are interchangable with this one.
    Super late game may want to consider replacing boots with this. Randuins + this gives you the same ~21% mitigation before armor vs. crit damage dependant people as long as you hit them once to gain PD's passive as tabi BUT it also has the added bonus of 88% damage from spells and onhits on top of auto attacks. Great mix of offensive and defensive stats as a result. You do give up some mobility. Be mindful of that but if you run a build like Trinity+steraks+youmuus+randuins+spirit visage+PD+elixir of wrath you're looking at some serious AD that the crit could strongly synergize with.
    Will be redoing this build shortly, For now know that youmuu's is no longer a buy.
    I don't like it. If I play mid or top regardless this item must stack before it's useful to us. Irelia usually can't afford to wait for stacks before engaging an enemy. Hence my general dislike for this item on irelia. Frankly if I'm looking for something to really up my damage good amount duskblade is an option. The only scenario I'd ever consider this is if I'm never going to group with my team for some reason and just split push all day. In that case go ham with this as a 5th or 6th item.
    As of 6.22 I believe this item is very strong on mid/dps style irelia as a 5th or 6th item
    So far with Mid/assassin irelia I think this works out well vs most teams. Consider selling the Edge of night at any point for Sterak's gage or Mercurial Scimitar. The mortal reminder can be traded out for Death's dance as well if you feel you need the life steal more. If game hits super late, sell tabi for Phantom dancer. Note: If the team is mostly Magic with not much or barely any physical (mgc top, mid, and jungle), trade out Randuins for Banshee veil. We wouldn't do SV on midrelia/assassin irelia because you need straight up survivability stats since your Ehp is MUCH lower than bruiser irelia. The bubble can save your life because you do not have the survivabilty to tank shots with this build. If you're struggling vs. tanks in the range of 150-250 armor run LD's or Mortal Reminder against them over Bork. Seems kinda dumb that I'm giving this range but above 250 you're not going to ever get enough pen for it benefit you over just building more attack speed (like going back to BorK) to true damage shred them or try a wits end/Guinsoo's rageblade (I know me and others don't like guinsoo's but fighting tanks is basically a wet noodle fight. You WILL end up hitting them enough to make good use of the guinsoo's proc on hits)
ALSO OUTDATED; WAS INTENDED FOR 6.21. TREAD 6.22 WITH CARE.

New 6.22: Okay I've played around a bunch so far and found a decent build for when you are ahead or even. Quick theory and reasoning time: Irelia needs enough survivability to survive melee range for her damage. Irelia scales with attack speed, and AD (4.0 ratio as said earlier). So, I present: Trinity-tabi (unless you REALLY need mr like vs all ap teams)-death's dance-situational items (Preferably something like steraks, randuins, or mortal reminder/LD as a 4th item), 5th what you didn't get before, unless you need MR. Why you may ask?

Theory behind this build

Quick math on the way damage mitigation works: Mitigation % = Mitigation % from resists after pen/debuffs applied x mitigation source 2 x mitigation source n...

So with ninja we get a free 12% reduction from auto attacks. Death's dance delays damage and gives you time to sustain to counter it, which is as good as mitigation in my opinion so 15% here, and then randuins gives free 10% mitigation vs. crit which is very popular on ADCs and many AD carries like Gangplank and Yasuo.

So against these types of very heavy crit based DPSers we get .88*.9*.85= .6732 of damage taken before your resists are applied. This 32.68% reduction is NON penetrable reduction. It cannot be countered by itemization. So with tabi and randuins and standard flat runes you have +99 to your base armor.

Irelia has 89 base armor at level 18. So with this set up you have 188 armor but by then you'll likely encounter penetration. Np 188*.55 (LD/MR) * .93 (masteries) = 96.16 -> 96 armor effectively. 96/196= 0.48979

So with that our final damage that we actual take despite them itemizing pen is: .6732* (1-0.48979) = 0.343469-> 34.3%. With our build we have a 3287hp irelia with a 986 hp shield. So we effective have: (3287hp+986hp)/0.343 = 12458hp. That's over 12k effective hp vs. physical damage. That's insane. Of our build of over  to purely mitigate this kind of damage. Randuins was our only PURE survivability item. Tabi and Death's dance provide movement and combat stats+sustain respectively. The mitigation they provide is the cherry on top to convince me this is very effective vs most teams nowadays that are very AD heavy. You even get free mitigation vs. AP mids. Irelia gets free mr for leveling up and running flat mr grants you 12 mr, while all scaling will put you at 27 extra @ 18. At level 18 after doing similar math to the above with only scaling mr and D'sD vs. pen runes, precision, void staff, and soc you end up with taking .7 damage as your final amount. Sterak's extends you hp with the shielding. You end up having over 6k of effective HP against AP mages because of your HP and sterak's gage passive shield. This is an amount that's sufficient to let you survive melee range given that you are not a main tank. You'll turn into an Anti AD assassin who can tank AD without much fear and only need to be wary of the only magic damage dealer on a team (who indeed can be quite scary. You have to target delete them first to not get screwed). If you build an MR item I'd look to Bveil or mercurial or even the edge of night (I personally favor Scimitar over Edge) as the item of choice over visage. With this build we are looking for the most effective Ehp increasing items (bveil passive with smart play does just that), or looking to further enhance our assassin capabilities while maintaining some survivability (Mercurial especially via the active).

Best part about the build: You always get offensive and defensive power with every item built except for Randuins (indirectly randuins helps you in combat by letting you catch people easier along with the cripple atkspd slow). MS is offensive power to position and catch running targets that try to kite as well as defensive purposes like running away or repositioning.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Akali
    Easy
  • Cho'Gath
    Easy
  • Ekko
    Easy
  • Fiora
    Medium
  • Gangplank
    Medium
  • Garen
    Medium
  • Gnar
    Medium
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Medium
  • Kayle
    Medium
  • Kennen
    Easy
  • Malphite
    Medium
  • Nasus
    Hard
  • Pantheon
    Hard
  • Poppy
    Medium
  • Quinn
    Medium
  • Renekton
    Hard
  • Rengar
    Medium
  • Riven
    Medium
  • Rumble
    Easy
  • Trundle
    Medium
  • Tryndamere
    Hard
  • Volibear
    Medium
  • Wukong
    Medium
  • Yasuo
    Easy
  • Zed
    Easy

VS

Akali

Easy

Run flat mr or standard page and corrupting potion. You may want a sweeper just to screw her over (be wary of ganks if you do so). 1st back if you can get a vision ward. Akali likes hiding in shroud to wait on CDs. Try to zone her starting around level 4 or 5. Akali spikes super hard with gunblade. If you let her get it even if you win laning she can easily out roam you and double kill bot and then snowball out of control so try to utilize your strong level 4/5 to zone her out of it. You can fight on her fairly evenly at 6 even if she has revolver as long as you haven't been poked too much before hand. Consider a hexdrinker rush in this match up to avoid her damage. 

VS

Cho'Gath

Easy

Standard page and build is fine. Get treads vs. and play relatively passive until 4/5 and then shit on him. Suggested to get a single dorans if you can't afford sheen 1st back or even get phage over sheen 1st back to avoid him crapping on you with his ult.

VS

Ekko

Easy

VS

Fiora

Medium

Another skill match up. Like with many top lanes you want to bait the skills before engaging.

VS

Gangplank

Medium

This can be tricky. You have to play GP's barrel minigame. For me if I get close enough to the barrel when it's 2 hp I'll have a chance to hit it before gp can hit it when it decays to 1 hp. Alternatively if gp tries to set up a chain with the barrels a good trick is if you're on a 2nd or nth one away, to just stand close enough to last hit the one you're closest to because it takes time for the explosion to travel. GP's level 2 is actually quite vulnerable if he doesn't hit w/ a barrel. You can go for some early harass then with E, auto, Q auto combo while chugging a corrupting potion charge. It'll pay off dividends later if your jungle decides to gank at levels 4-5 or even just let you pressure and zone a bit during levels 4 and 5. Rush trinity in this match up. If you're slightly ahead don't be afraid to just straight up W-Q onto gp after you have trinity and boots. Damaging him and his mana bar is valuable in this match up. You want to pressure GP in lane. He may simply win his bot or mid lane their lanes if he's allowed to just merry merry ult them w/o consequences.

Ninja tabi if he's top lane and Randuin's. After that you'll need to actually build damage because he renders your armor somewhat useless due to free barrel pen hence we just do Randuins-tabi to cut down his and adc damage as much as possible without relying on armor stats for that. So build damage and hp like steraks to kill him reasonably quickly. I usually do Trinity-tabi-randuins-Steraks-situational items in this match up.
If you and your team can bait out his ults and then team fight you'll likely win as long as you and carries haven't taken too much damage.

VS

Garen

Medium

You're not going to win during the early lane. Farm until you hit level 5. Then you may want to engage. If he tries to engage before and you can't avoid it turn on W before he hits you w/ a q. You'll just hit him back during his E. Try to stand in a minion wave during it to make the damage go down as well as make him tank some minions (hopefully). Remember his ult is an execute. Don't stick around too long if you're low. Suggested build: Trinity, ninja tabi, randuins/spirit visage, sterak's, situational last 2 items. Otherwise this lane is another wait for your level spike at 4/7/9. Probably can't kill him unfortunately since he gets free dmg reduction on W and a speed boost on Q for escapes + he likes building HP

VS

Gnar

Medium

Skill match up. Mini gnar is easy to kill with sheen but he does like poking hard early and then mega gnar is durable enough generally to trade with you and not come out too behind. get boots after sheen if you can. You need movement early here to have any hope of catching gnar generally and it makes dodging his skill shots and jumps easier. Still match up generally favors you from level 5-11

VS

Jarvan IV

Medium

VS

Jax

Medium

VS

Jayce

Medium

Start w/ Q. Match up is frankly on the easier side. Play passive til 4 or 5 and then look for damage/waste his mana. Otherwise try to minimize the poke you take without giving up too much farm. Bush play will be integral to ensuring you can last hit without taking much poke. Suggested to all in him level 6 since he doesn't really get a spike at 6. You'll likely want boots on your 1st or 2nd buy (definitely get sheen asap). Remember jayce's mana costs are high. If he does tear less build then he must hammer to get mana back and you can expoit that for an all in oppurtunity. If he does the tear build then he spends 750g on non combat stats and you can again, exploit and even jump him with a Q W if you have sheen to just put damage on him and force him to hammer you away or die.

VS

Kayle

Medium

VS

Kennen

Easy

VS

Malphite

Medium

I actually put this as medium because many malphite players rely on the match up to win them this when it's not hard to me to win this one often. It'll usually be a free farm lane but if you can bait out malphite's E you can easily win trades. Alternatively shove him constantly. Malphite's mana and last hitting under turret sucks. If you shove him in constantly he'll lose CS and therefore have to decide between saving mana for ult or csing with it. Make sure to ward up because junglers like ganking for malphite since he sets them up easily from level 6 on. Usually you'll want trinity rush and treads. TP gank bot after trinity or sheen during this match up is very effective because malphite depends on his carries to win him the game. 

VS

Nasus

Hard

VS

Pantheon

Hard

VS

Poppy

Medium

VS

Quinn

Medium

VS

Renekton

Hard

VS

Rengar

Medium

Okay this is one of those match ups where I'll run flat Armor quints and armor/level and even sometimes forgo the corrupting potion for a Doran's shield or cloth armor. DO NOT. And I repeat DO NOT. Let rengar get a kill on you during lane. It can easily snowball out of control with him taking over the game because of the mechanics of the champion. If you can't afford sheen 1st back then make sure you have at least 2 of the following before getting back to your lane maybe even all 3: Cloth armor, corrupting potion, and a doran's blade. During the laning care with the lane bushes and ward them if you need it. Rengar gets jumps by being in them, so be mindful of that. Keep an eye on his stacks. If he's at 4 he will likely look to jump you for an Auto Q-auto Q combo. If you haven't died to him by level 5 you're mostly safe. You need wards this match up because even if rengar loses lane he may look to roam and get kills and if it works your team will likely tilt.

VS

Riven

Medium

Start off E. This is definitely a skill match up but with my runepage and masteries usually favors you because you're too durable for the most part for riven's level 2 cheese or her kind of level 6 cheese. Bait out her skills and engage. Riven will likely try to bait your skills out as well. Do not fight unless you have the advantage or she has put Q,W, or E on cool down just now. Definitely jungle and skill match up. Generally you want to fight at 5, maybe 6 (if level 5 fights went well), and definitely 7 if you're both even. You don't need kills in this match up. Riven's team fight is fairly eh. She's very snowball dependant to be relevant later due to dependence of items to make up for her lack of mobility in team fight situations. You will almost always be more useful later than her.

VS

Rumble

Easy

Standard page is fine. Rumble is stronger early than you however this match up like others turns @ level 4 into a slight advantage to you and then advantageous at 5 on. Be wary at 6 of a gank. The rumble ult can easily trap you for one and then you'll be screwed. If you're not doing well consider a hexdrinker rush otherwise just build trinity, sheen-> phage if you can

VS

Trundle

Medium

Skill match up. This tends to turn into a farm lane imo. Start playing more aggressive at level 4 or 5. At level 6 care for him cheesing you with ult and frozen domain. If he tries to do that flash out if you have to. Don't fight unless you're ahead when you are ulted by him and standing on his frozen domain. Otherwise fairly straight forward match up you should easily win. Trades after he's 6 consist of you doing some damage with E-W combo and then backing off. Do not all in until his ult is down generally. Ult if you have to during it to keep yourself healthy.

VS

Tryndamere

Hard

VS

Volibear

Medium

VS

Wukong

Medium

VS

Yasuo

Easy

VS

Zed

Easy

Laning phase general tips Back to Top

First thing's first: Do not put a point in anything when you first hit SR. You may end up invading with the team, in which you need E. You might want Q for ranged match ups. Regardless don't get that point until you need it.
Second you need to understand your level spikes or strong levels. Irelia's level 1 and 2 are pretty meh. Level 3 okay, and level 4 strongish and level 5 pretty strong. So with that in mind your very early levels aren't very strong. You will need to play passive for a little while before you really want to start pursuing trades @ level 4 or 5. Generally on your first back if you cannot get sheen or don't want to, you'll generally look to buy D-Blade & boots, or phage components, or D-blade and phage components. Generally with trades you'll start them by Q'ing to a low minion to get the Q reset and then pop W and auto - E - auto - Q auto. Now that's an ideal combo. Sometimes you can't get that many resets because your opponent's too mobile. It's okay to just to do a combo like opening up with E after q'ing to a low minion and then W-Auto. Cheap little trick that works especially well w/ sheen or trinity is to pop W and then Q to a caster that's say 3/4 or even full hp if you' have trinity around 15 minutes. The spell blade passive especially with trinity will generally let you straight up kill the caster for a reset.

If you know you can out trade an opponent but they're being very passive it can pay to purposely take damage so that % wise you're slightly lower than your opponent. What this'll do is it'll let let you stun the person and get an easy all in instead of a mere slow and then they pop say their escapes. 

Other tips: Don't be afraid to roam. Irelia's midgame is very oppressive. If you roam with boots and trinity you can make plays by coordinating with your jungle to do an invade or just a run of the mill tp gank bot lane. Trinity and boots give you the mobility you need to catch targets easily, especially the ranged ones who generally don't have much Movement speed.

Team fighting with Irelia Back to Top

Irelia in a team fight: So your role in a team fight is 3 fold: zone or kill enemy carries, peel for your carries, and clean up fights*. Now which of these 3 you emphasize will largely depend on your build. Tankier builds will have you focusing zoning and especially peeling more so than cleaning up and higher damage builds will look for kill-zoning + Clean up. During Team fights you want to dish out as much damage as possible while taking only as much damage as your team's other players need you to take. Remember, if you take unnecessary damage you may give up gold or objective pressure to enemy players when you didn't need to. Generally try not to dive too deep, but conversely you may need to trade yourself for enemies. Still keep this addage in mind: Even very beefy picks will often crumble in 5 seconds under complete focus fire by most teams. Straight Team fighting is all about min-maxing your team's damage taken and damage dealt while doing the reverse for enemy teams.  



*Irelia is not a very good fight initiator although you *can* it's not exactly ideal to do so.

Late game Back to Top

So here's a short check list late game with what you *generally* want to be doing:
If you have tp
1. Split pushing with TP if your team is able to avoid engagements and you are able to hold up a lane and take on your lane opponent or whoever it is sent to stop you in a 1 v 1, or at least avoid dying in said 1 v 1

2. Group with your team to pressure or defend objectives (Barons, towers/structures, dragon), or even mini objectives like buffs. If you're grouping with your team for no reason at all then you're wasting precious time that can be spent putting pressure on other parts or the map and even farming. Farm is still important at this point in the game. If you can reach the super late game and get PD to replace boots

If you don't have TP:

1. Group with the team to pressure/defend objectives 

2. Farm periodically in the lane or jungle closest to where most of your team is grouped. Since you don't have tp you need to be within arms reach of the team at least (about 10 seconds of walking max, and watching your team/minimap constantly especially the further out you are).

Generally at this point with team fighting your decisions to peel for your carries will rest on generally the following factors: How much damage do yours do, how much do theirs do? Is my team able to follow up/how good are my own initators/assassins at making carries easy picks? How good is their peeling? How good is our own peeling? Can either carry self peel (like Ezreal)? Generally the better the enemy team is at peeling for their carries and harder scaling your own are, the less you'll want to jump on to their carries unless it's a guaranteed kill since the potential rewards are lesser and the risks are greater.

And for the love of god don't get caught out at this point in the game. If you get caught and die it's easily gg. Watch enemy movements closely right now, more than any other point in the game. Death timers are very long. If you die and then 2 or 3 teammates die that's enough time to end a game.

About the author Back to Top

Hi this is Suijinheki. I've been playing league a pretty long time on NA. I started back shortly after Akali was released and stuck around until half way through Season 3 quit then (had plat 4 at the time) and then came back Season 5, ended with plat, quit again when Dynamic queue was announced, and just came back to play ranked a month before season ended since solo queue was announced again to get plat 4. I've mained irelia since season 2 when I literally first bought her.
I'd like to think I know a thing or two about her but I'm just another student of the game at the end of that day. Maybe this guide will help someone here rise to new heights, whether that be gold, platinum, or diamond. I know I'm certainly hoping for a season 7 diamond border. Wouldn't that be nice to have? Ah the dream, as elusive as it's ever been for all of us eh?

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