Runes: AD Marks, AD Quints, Armor Seals, flat MR or MR/level Glyphs
Masteries: 9/21/0. See here: http://leaguecraft.com/masteries/130...00000000000000
Summoner Spells: There are choices here. For mobility, you want
either Flash or Ghost obviously. For your other summoner, you can get
Teleport for team utility or if you are in a heavily disadvantaged lane
(i.e. vs Olaf), or Ignite for stronger killing power, or Exhaust if you
prefer. I tend to prefer Flash/Ignite or Ghost/Ignite.
Skill Build: R > W > Q > E. At level one, you can take
whatever skill you find appropriate (I typically pick up either Q or E),
but you want one point in every skill by level 3. Then focus on maxing W
for stronger sustained damage, Q for lower cooldown on your gapcloser,
and then E last, taking R at 6,11,16.
Item Build: Generally situational. I prefer to start Boots + 3
potions if against an AP top laner, or take Cloth Armor + 5 potions if
against an AD laner. Some prefer getting Doran's Shield, but I prefer
the extra sustain from 3 to 5 potions. Your choice of boots should
always be either Ninja Tabi for better laning against an AD top lane or
Mercury Treads for the MR and additional CC reduction. After that, it is
completely situational on the lane and on the game. Good early laning
items to get include 2x Doran's Blades, Phage, Hexdrinker, and Wit's
End. Pick offensive and defensive choices as needed; there is no "set"
build. I will however strongly recommend you get a Guardian Angel should
you choose to build some offensive items first (i.e. 2x Doran's, Phage,
and Hexdrinker for example) as it will dramatically boost your
teamfight potential.
I also almost never get a Philosopher's Stone and a Heart of Gold only
sometimes since they don't increase your survivability all that much or
help me win the lane more than other early items would.
Some good offensive choices include Phage, Wit's End, Hexdrinker,
Brutalizer, Doran's Blades, etc. For later items, consider Trinity
Force, Maw of Malmortius, Youmuu's Ghostblade, Infinity Edge or
Bloodthirster (only if you're ridiculously fed or if the game is really
taking THAT long), Frozen Mallet, etc.
Some good early defensive choices include Wriggle's Lantern, Spirit
Visage, Aegis of the Legion, and so on. Later good defensive choices
include Randuin's Omen, Frozen Heart. Force of Nature, Banshee's Veil,
Guardian Angel, and what not.
And of course ALWAYS GET A WARD WHEN YOU BACK.
Early Laning: Focus solely on farming and avoiding undue harass
from levels 1 - 4. After that, assess the situation. If you feel you can
go toe to toe with the enemy top laner, you begin to harass them. Your
basic harass combo involves E to stun them, turn on W and use several
autoattacks while moving (to do this, click the enemy with A and then
right click to move, alternating between the two), and then use your Q
once they are out of range and an auto attack. This deals a LOT of
damage against most top laners. Once you get your ultimate, feel free to
include this into it. This is also your laning kill combo, so throw in
an ignite if they are low enough.
For lasthitting at tower, at early levels, you may need to use
Bladesurge somewhat liberally at the tower. Melee creeps die after two
tower hits and one auto attack. Caster creeps die after an autoattack,
tower shot, autoattack or tower shot, autoattack, then Q.
You also want to try to manipulate the creep wave to your advantage. You
can autoattack one of the caster creeps to low hp, so you can use it as
a springboard to quickly reach an unsuspecting enemy laner. Basically,
you Bladesurge onto the low creep and you should be in range to use E
and the rest of your combo, since Q will refresh.
You can also manipulate the creep wave to be frozen in front of your
tower. Don't push the wave and wait for the enemy wave to push towards
your tower. Before it hits the tower, stand in front of the creeps and
body tank the wave. This freezes the lane in front of your tower,
forcing the enemy laner to overextend to get CS. You can take a chunk of
damage doing this, which is why you take the Indomitable and Tough Skin
masteries. You also want to be careful to avoid harass from the enemy
at the same time. I wouldn't recommend doing this if you are currently
weaker than the enemy laner or if they are a very strong push i.e.
Nidalee, Singed, etc. Against such laners, you actually want to try to
push back as much as you can.
Later in the game and teamfights: Your ability to stick to
targets is near unparalleled. Don't be afraid to stick around in fights
with GA and your E up, but generally, you don't want to initiate either.
Irelia is typically not a great initiator and if you do inititate, you
will probably die quickly and end up doing no damage. You do get quite
tanky, but you are not an initiator. Irelia finishes fights, she doesn't
start them.
As a bruiser, focus on the squishies in a fight, which should be simple
given your 6 second gapcloser. You can either kill them or zone them out
of a fight, to rejoin your team in the bulk of the fight. Keep your own
carries alive at the same time and communicate with your team.
So that's basically how I play Irelia.
No comments:
Post a Comment