Guide Irelia League of Legends S6

Ionian Fervor

(Innate): Reduces the duration of stuns, slows, taunts, fears, snares, immobilizes, blinds and silences for each nearby enemy champion.

  • 1 champion: 10%
  • 2 champions: 25%
  • 3 champions: 40%
  • Diameter: 1200 (sight range)

Tips :

The ultimate anti-control

   Don't confuse bump, control and suppression anymore.
One of the most powerful passives of the game against teams with a lot of controls. This value multiplies as it stacks, with the resistance of an item. However the resistance from two items does not stack. Be careful not to confuse bumps, controls and suppression.

A bump s a projection in the air or otherwise, the projections are not influenced by resistance, you will not jump more quickly, league of legends is not a Benny Hill film!
A suppression  is an ultimate which cannot be cancelled with a purge but by a mercury belt. For example the ultimates of: Warwick, Malzahar, Skarner... are all about "hard control".
A control is, therefore, the rest, meaning a fear, a stun, a cage, a root, a slow, a taunt...

As such, control spells in teamfights are not very effective against Irelia, you must therfore force your opponents to use them on themselves to indirectly protect their allies. Or do not hesitate to to put yourself in front of weak allies to take skillshot controls in their place, such as Ashe's ultimate for example.

Irelia can reduce the length of controls to about 35%. This is huge when up against teams based on controls, such as Amumu/Sona/Galio...

How to calculate the reduction in the length of controls.
Go to the next skill if this doesn't interest you.
It's multiplication? Yes, it is in fact simple addition, I will therefore explain it to those of you who are interested.

The function is a little similar to that of the penetration in %. So we start with a resistance of 0 without masteries. The resistance from a mastery accumulates with the resistance from the item with the biggest resistance, which accumulates with the spell to give the biggest resistance (to avoid problems Riot hasn't created a champion with 2 resistance spells, the same goes for the masteries). ONE single value in each element.

I will therefore explain the maths with two examples:
Example 1: Irelia is near to 2 opponents, with mercury boots and resistance masteries
She therefore has:
- 25 resistance thanks to her passive (2 opposing champions not 3).
- 35 resistance thanks to her mercury boots.
- 10 resistance thanks to her masteries.

We start with the fact that we endure 100% of the length of the control to begin with.
The non simplified maths is therefore:
100% * [(100-35)/100]    > coming from the mercury boots, the biggest value
65%  * [(100-25)/100]    > coming from Irelia's passive
48,75*% * [(100-10)/100]  > coming from the masteries
43.875%

Obviously this calculation is easily simplified to do the sums more quickly:
100% * (1-0,35)    > coming from the mercury boots, the biggest value
65%  * (1-0,25)   > coming from Irelia's passive
48,75*% * (1-0,1) > coming from the masteries
43.875%

Irelia will therefore only endure 43,875% of the length of a control spell, for example a stun from Taric of 1.5 seconds will last 1.5*0,43875 = 0.66 seconds!! But obviously 100% of the length of a suppression.

To be sure that everything is clear, here is a 2nd example with a trap.
Example 2: Irelia is near to 3 opponents, with mercury boots and resistance masteries
She therefore has:
- 40 resistance thanks to her passive (3 opposing champions not 2).
- 35 resistance thanks to her mercury boots.
- 10 resistance thanks to her masteries.

We start with the fact that we endure 100% of the length of the control to begin with.
The non simplified maths is therefore:
100% * [(100-40)/100]    > coming from Irelia's passive!! The biggest value, so it has been applied first this time.
60%  * [(100-35)/100]    > coming from the mercury boots
39% * [(100-10)/100]  > coming from the masteries
35.1%

BObviously this calculation is easily simplified to do the sums more quickly:
100% * (1-0,40)    > coming from Irelia's passive
60%  * (1-0,35)   > coming from the mercury boots
39% * (1-0,1) > coming from the masteries
35.1%

Irelia will therefore only endure 35.1% of the length of a control spell, for example a stun from Taric of 1.5 seconds will last 1.5*0.351 = 0.53 seconds!! But obviously 100% of the length of a supression.

I hope this is clearer, it should be known that the calculations for the % of penetration are done in the same way.


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
Tips :


Irelia rushes at her target, leaving a traînée white trail behind her.

The dash: Irelia's swiss army knife

0.1 seconds to 10m : Irelia > Usain Bolt
Be careful not to over use this for last hit because it uses a lot of mana. 35 mana is returned to Irelia if she manages to kill the minion in question and you recover your cooldown, therefore you must not miss ! You must not waste your mana because Irelia is very vulnerable and you will get zoned. This spell also lets you survive dives by using your A on minions without much HP and then sending out the spell.

This spell inflicts the damages of your Z, so always activate it before the Z when you used your A on a champion. This spell also inflicts a lot of bonus damages from sheen, wit's end, the slow from phage and other items with a 'one-hit effect'.

At level 5, the cooldown of Bladesurge becomes really very short,, 6 seconds, and lets you chase a target easily. Even if the target flashes, Bladesurge will come back more quickly so you will be back in contact with your opponent as long as your are in range; its therfore very useful to have quick movement.

An interesting move (that is explained in the combos (section) is to use Bladesurge by activating Z to kill a minion, to keep the cooldown of Bladesurge, followed by an E against a champion with a higher % of Hp, follwed by a stun. The problem is that Bladesurge will activate the bonus damages of the sheen on the minion and not on the hero, a little bit of a drawback but it will be easier to kill the minion thanks to that.


    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 (W)

(Passive): Irelia's autoattacks restore health to her.

(Active): Irelia's autoattacks deal additional true damage for 6 seconds. Hiten Style's passive health gain is doubled for the duration.

  • Cost: 40 mana
  • Cooldown: 15 seconds
Tips :


The blades are closed, meaning the spell isn't active.


We hear a sound and the blades light up when they open, meaning that the Z is activated.

Irelia's famous pure physical damages

   Some resistance? Np I have pure damages
The spell that makes Irelia powerful in the lane, effectively letting her inflict pure damages during her attacks and her A, and also allowing her to counter enemies who accumulate armour. Irelia can therefore get resistance, all the while inflciting lots of damages.

Lets Irelia have some sustain in the lane to be able to heal, the amount is doubled once you have activated the skill, however be careful not to use this spell just to heal yourself because Irelia is vulnerable while in cooldown and you do not have infinite mana.

The spell does not work on turrets, pure damages pass through the damages reductions as with passives from Poppy, Alistar' ultimate etc...

You must always use the Bladesurge at the end of Hiten Style because this uses its effects. Be careful while the spell is in cooldown, you must watch out.


    Health Restored: 5 / 7 / 9 / 11 / 13

    True Damage: 15 / 30 / 45 / 60 / 75

    Health Restored while Active: 10 / 14 / 18 / 22 / 26

Equilibrium Strike (E)

(Active): Irelia pierces her target, dealing magic damage and slowing the target by 60% for a few seconds. If the target has a higher health % than Irelia, she stuns the target for the duration instead.

  • Cooldown: 8 seconds
  • Range: 425
Tips :


Irelia hits her target with blades and also stuns or slows her target..

The spell that puts the record straight

   A poential stun and magic damages
When used well this ability lets you stun your target, which is notably very efficient in the early when you are weak; if your enemy tries to harass you in the middle of your sbires, stun him while he takes aggro from minions, hit him once and then escape as he will also take lots of damages.

A very useful spell to survive a gank but also for 1v1 or even to help your jungler in a gank.

Careful, you must really pay attention to whether your opponent has a higher % of HP than you before you stun him. Once your have full HP, and your target as well, bring out the stun!

The spell has a short incantation time and can be cast in duels.

Think about using this spell when attacked under your turret. The more the turret hits your opponent the more damages he will suffer, it is therefore interesting to not stun him immediately but obviously before he dies, so as to surprise him with an ignite for example and then make a kill.


    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 fire individually in a straight line 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: 1200
Tips :


Irelia opens her arms and sends blades out in the targeted direction..

Irelia's multi target blades

   
This spell provides Irelia with even more sustain, all the while inflicting damages on your target.

Lets you quickly push the lane to move to the dragon or to make your opponent lose farm if he backs at the base.

This ability's procedure effects sheen/trinity as well as inflicted more damages on your target.

The ultimate can also let you lower the HP of minions to string together some very useful combos while keeping your A, as explained in the section about combos.

No incantation time, it is therefore possible to cast a spell while continuing to run.


    Cooldown: 70 / 60 / 50 seconds

    Physical Damage Per Blade: 80 / 120 / 160 (+0.5 per ability power) (+0.6 per bonus attack damage)

    Maximum Physical Damage to One Target: 320 / 480 / 640 (+2.0 per ability power) (+2.4 per bonus attack damage)

Pros

 

Reduction of control spells, making Irelia an ecellent choice in compositions (R) AoE with controls like Amumu, Galio, Sona...

Irelia is very powerful in 1v1 in the lane phase because the physical damages she inflicts after certain levels.

It ius easy for Irelia to farm under the turret thanks to her Z and her A.

Irelia's E, when well used, allows you to stun the opponent before using dash on a creep with low HP, therfore all the while garding your A.

Cons

 

Irelia is weak in the early, you must therefore pay attention and be careful. Do not hesitate to stun your opponent when he attacks you in the middle of your minions.

Ganks are also a worry because she possesses no real escape.

Irelia doesn't fear controls very much, however she should fear bumps, like Alistar's Headbutt, because if he chose to use if after you had used your A to protect your AD carry then you would be in cooldown.