This meta overview presents IRELIA’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where IRELIA performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Solo Baron Line IRELIA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Hullbreaker
Split-pushing power
+400 Max Health
+50 Attack Damage
Set Sail: Gain 5% Movement Speed.
Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base
plus 5%
(ranged champions deal 40% of the damage), increased to 240% base
plus 9%
against structures (ranged champions deal 40% of the damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor
(25% bonus if you're a ranged champion) and 10-120 Magic Resistance
(
) (25% bonus if you're a ranged champion).
3100
Hullbreaker TIPS: This item is the cornerstone of a powerful split‑push strategy. It provides significant health and attack damage, boosting both your survivability and tower‑breaking potential. The “Set Sail” passive steadily increases your movement speed, helping you rotate between lanes and avoid ganks. Every fifth attack on champions or epic monsters triggers “Skipper”, dealing hefty bonus physical damage—and even more against structures—making it indispensable for rapid turret takedowns. Additionally, “Boarding Party” buffs nearby allied siege and super minions with extra resistances, amplifying your split‑push threat. Perfect for solo laners who want to apply pressure on the map and force enemy responses without directly joining teamfights.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Immortal Treds
Deal bonus damage or gain increased healing and shielding
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
Now and Forever: When you have more than 50% Health, deal 5% bonus damage. When below 50% Health, gain 12% increased healing and shielding.
2000
Immortal Treds TIPS: These boots combine adaptive offensive power, sustain, and increased combat effectiveness. While above 50% Health, you deal increased damage, and when below 50% Health, you benefit from stronger healing and shielding to improve your survivability. The additional Omnivamp further restores Health from all damage you deal. They are an excellent choice for fighters, AP bruisers, and champions who want to balance offensive power with sustained durability throughout extended fights.
Blade of the Ruined King (Attacks deal bonus damage) as your first item, followed by
Gluttonous Greaves (Grants Attack Damage and Omnivamp) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Hullbreaker (Split-pushing power).
Immortal Treds (Deal bonus damage or gain increased healing and shielding).
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Hullbreaker
Split-pushing power
+400 Max Health
+50 Attack Damage
Set Sail: Gain 5% Movement Speed.
Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base
plus 5%
(ranged champions deal 40% of the damage), increased to 240% base
plus 9%
against structures (ranged champions deal 40% of the damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor
(25% bonus if you're a ranged champion) and 10-120 Magic Resistance
(
) (25% bonus if you're a ranged champion).
3100
Hullbreaker TIPS: This item is the cornerstone of a powerful split‑push strategy. It provides significant health and attack damage, boosting both your survivability and tower‑breaking potential. The “Set Sail” passive steadily increases your movement speed, helping you rotate between lanes and avoid ganks. Every fifth attack on champions or epic monsters triggers “Skipper”, dealing hefty bonus physical damage—and even more against structures—making it indispensable for rapid turret takedowns. Additionally, “Boarding Party” buffs nearby allied siege and super minions with extra resistances, amplifying your split‑push threat. Perfect for solo laners who want to apply pressure on the map and force enemy responses without directly joining teamfights.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Death's Dance
Delays damage taken
+50 Attack Damage
+45 Armor
+15 Ability Haste
Cauterize: 30% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
Defy: When a champion that you damaged within 3 second(s) dies, cleanse Cauterize's remaining damage pool and restore Health equal to 90% bonus AD
over 2 second(s).
3200
Death's Dance TIPS: This item combines Attack Damage, Armor, and Ability Haste, significantly improving survivability in extended fights. A portion of incoming physical and magic damage is delayed over time, reducing immediate burst damage. Participating in a champion takedown clears the remaining delayed damage and restores Health. An excellent choice for fighters and other AD champions who need to survive heavy damage and keep fighting after securing a takedown.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Kraken Slayer
Deal bonus physical damage
+45 Attack Damage
+35% Attack Speed
+4% Move Speed
Bring it Down: Every third attack deals 150–210 bonus physical damage (120–168 for ranged champions), increased by 0.75% per 1% Health the target is missing, up to an increase of 75%.
2900
Kraken Slayer TIPS: This item combines Attack Damage, Attack Speed, and mobility, enhancing sustained basic attack damage. Every third attack deals bonus physical damage that increases as the enemy loses Health. An excellent choice for marksmen and other champions who rely on frequent basic attacks and want to finish off weakened targets more effectively.
Kraken Slayer — This item combines Attack Damage, Attack Speed, and mobility, enhancing sustained basic attack damage. Every third attack deals bonus physical damage that increases as the enemy loses Health. An excellent choice for marksmen and other champions who rely on frequent basic attacks and want to finish off weakened targets more effectively.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
+20% Tenacity
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 5 seconds (70s Cooldown).
Sterak's Fury: Triggering Lifeline increases size and grants 30% Tenacity for 8 seconds.
3200
Sterak's Gage TIPS: This item combines a large amount of Health, crowd control resistance, and additional Attack Damage based on the champion's base Attack Damage. When your Health drops to a critical level, it grants a powerful shield that scales with bonus Health and temporarily provides even more Tenacity. An excellent choice for fighters and other AD champions who need additional survivability in extended and intense fights.
Sterak's Gage — This item combines a large amount of Health, crowd control resistance, and additional Attack Damage based on the champion's base Attack Damage. When your Health drops to a critical level, it grants a powerful shield that scales with bonus Health and temporarily provides even more Tenacity. An excellent choice for fighters and other AD champions who need additional survivability in extended and intense fights.
Death's Dance
Delays damage taken
+50 Attack Damage
+45 Armor
+15 Ability Haste
Cauterize: 30% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
Defy: When a champion that you damaged within 3 second(s) dies, cleanse Cauterize's remaining damage pool and restore Health equal to 90% bonus AD
over 2 second(s).
3200
Death's Dance TIPS: This item combines Attack Damage, Armor, and Ability Haste, significantly improving survivability in extended fights. A portion of incoming physical and magic damage is delayed over time, reducing immediate burst damage. Participating in a champion takedown clears the remaining delayed damage and restores Health. An excellent choice for fighters and other AD champions who need to survive heavy damage and keep fighting after securing a takedown.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Death's Dance
Delays damage taken
+50 Attack Damage
+45 Armor
+15 Ability Haste
Cauterize: 30% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
Defy: When a champion that you damaged within 3 second(s) dies, cleanse Cauterize's remaining damage pool and restore Health equal to 90% bonus AD
over 2 second(s).
3200
Death's Dance TIPS: This item combines Attack Damage, Armor, and Ability Haste, significantly improving survivability in extended fights. A portion of incoming physical and magic damage is delayed over time, reducing immediate burst damage. Participating in a champion takedown clears the remaining delayed damage and restores Health. An excellent choice for fighters and other AD champions who need to survive heavy damage and keep fighting after securing a takedown.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Frozen Heart — This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Amaranth's Twinguard — This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Chempunk Chainsword — This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560
) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by
Demolish (Your third attack against a turret deals bonus damage),
Bone Plating (Reduces incoming damage.) and
Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.) in the secondary tree. Below you can see possible options for replacing runes.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 3-5 bonus
or 5-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Demolish
Destroy turrets faster
Your third attack against a turret deals bonus physical damage (85 + 28% max Health
for melee champions; 50 + 20% max Health
for ranged champions).
Cooldown: 30s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Second Wind — The rune restores health every 5 seconds and significantly boosts regeneration after taking damage from an enemy champion. This rune is especially useful for champions who are often in the thick of the fight, such as tanks or fighters, as it helps sustain health during battles. The effect is doubled for melee champions, making it even more effective in extended fights, improving survivability.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
(Q) BLADESURGE
9/8/7/6s
20
Dashes through an enemy, dealing 48 physical damage (10/40/70/100 + 65%
) and healing herself for 6.4 (11/14/17/20%
).
Bladesurge's cooldown is refreshed if the target was Marked or dies to Bladesurge.
When aimed, Bladesurge will prioritize targets it will reset on.
Deals 150% damage to minions.
(W) DEFIANT DANCE
14/13/12/11s
75/80/85/90
Hold: Defends with her blades for up to 1.5 seconds, taking 50% (60 + 7%
) reduced damage.
Release: Whips the blades forward, dealing 49 physical damage (20/35/50/65 + 50%
+ 40%
), increased by up to 100% with charge time.
Cannot be interrupted.
(E) FLAWLESS DUET
12/11/10/9s
50
Send a blade to target location.
May be recast within 3 seconds to send another blade.
The blades converge upon reaching their destination, dealing 80 magic damage (80/130/180/230 + 80%
), stunning for 1 second, and Marking enemy champions and large monsters hit for 5 seconds.
(R) VANGUARD'S EDGE
70/65/60s
100
Fires a storm of blades that deals 125 magic damage (125/250/375 + 70%
) and Marks enemy champions for 5 seconds.
The blades explode into a wall for 3 seconds upon hitting an enemy champion. The bladewall deals 100 magic damage (100/225/350 + 70%
) and slows by 90% for 1 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron IRELIA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron IRELIA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+50 Attack Damage
+35% Armor Penetration
+15 Ability Haste
Icy: Damaging active abilities and empowered attacks slow enemies below 60% current Health by 30% Movement Speed for 1 second.
3100
Serylda’s Grudge TIPS: This item significantly increases physical damage through percentage Armor Penetration while allowing you to use abilities more frequently. Damaging wounded enemies with active abilities or empowered attacks also slows them, making it easier to chase or keep targets at a distance. An excellent choice for AD champions who rely on abilities and need effective Armor Penetration combined with additional control.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+300 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3000
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+25% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
The information below will help you get familiar with the game on the Mid Line IRELIA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Kraken Slayer
Deal bonus physical damage
+45 Attack Damage
+35% Attack Speed
+4% Move Speed
Bring it Down: Every third attack deals 150–210 bonus physical damage (120–168 for ranged champions), increased by 0.75% per 1% Health the target is missing, up to an increase of 75%.
2900
Kraken Slayer TIPS: This item combines Attack Damage, Attack Speed, and mobility, enhancing sustained basic attack damage. Every third attack deals bonus physical damage that increases as the enemy loses Health. An excellent choice for marksmen and other champions who rely on frequent basic attacks and want to finish off weakened targets more effectively.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Immortal Treds
Deal bonus damage or gain increased healing and shielding
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
Now and Forever: When you have more than 50% Health, deal 5% bonus damage. When below 50% Health, gain 12% increased healing and shielding.
2000
Immortal Treds TIPS: These boots combine adaptive offensive power, sustain, and increased combat effectiveness. While above 50% Health, you deal increased damage, and when below 50% Health, you benefit from stronger healing and shielding to improve your survivability. The additional Omnivamp further restores Health from all damage you deal. They are an excellent choice for fighters, AP bruisers, and champions who want to balance offensive power with sustained durability throughout extended fights.
Blade of the Ruined King (Attacks deal bonus damage) as your first item, followed by
Gluttonous Greaves (Grants Attack Damage and Omnivamp) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Kraken Slayer (Deal bonus physical damage).
Immortal Treds (Deal bonus damage or gain increased healing and shielding).
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Gluttonous Greaves
Attack Damage, Omnivamp
+45 Move Speed
Balance of Power: Gain 12 Attack Damage
or 20 Ability Power
(Adaptive).
Conversion: Gain 5% Omnivamp
. Champion takedowns grant an additional 0.5% Omnivamp
, up to 5%.
1000
Gluttonous Greaves TIPS: These boots combine mobility, adaptive offensive power, and sustained healing. They increase your damage while Omnivamp restores health from all damage you deal. Champion takedowns further increase your Omnivamp, making them an excellent choice for champions who want to balance high damage output with strong sustain during extended fights.
Kraken Slayer
Deal bonus physical damage
+45 Attack Damage
+35% Attack Speed
+4% Move Speed
Bring it Down: Every third attack deals 150–210 bonus physical damage (120–168 for ranged champions), increased by 0.75% per 1% Health the target is missing, up to an increase of 75%.
2900
Kraken Slayer TIPS: This item combines Attack Damage, Attack Speed, and mobility, enhancing sustained basic attack damage. Every third attack deals bonus physical damage that increases as the enemy loses Health. An excellent choice for marksmen and other champions who rely on frequent basic attacks and want to finish off weakened targets more effectively.
Death's Dance
Delays damage taken
+50 Attack Damage
+45 Armor
+15 Ability Haste
Cauterize: 30% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
Defy: When a champion that you damaged within 3 second(s) dies, cleanse Cauterize's remaining damage pool and restore Health equal to 90% bonus AD
over 2 second(s).
3200
Death's Dance TIPS: This item combines Attack Damage, Armor, and Ability Haste, significantly improving survivability in extended fights. A portion of incoming physical and magic damage is delayed over time, reducing immediate burst damage. Participating in a champion takedown clears the remaining delayed damage and restores Health. An excellent choice for fighters and other AD champions who need to survive heavy damage and keep fighting after securing a takedown.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Death's Dance
Delays damage taken
+50 Attack Damage
+45 Armor
+15 Ability Haste
Cauterize: 30% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
Defy: When a champion that you damaged within 3 second(s) dies, cleanse Cauterize's remaining damage pool and restore Health equal to 90% bonus AD
over 2 second(s).
3200
Death's Dance TIPS: This item combines Attack Damage, Armor, and Ability Haste, significantly improving survivability in extended fights. A portion of incoming physical and magic damage is delayed over time, reducing immediate burst damage. Participating in a champion takedown clears the remaining delayed damage and restores Health. An excellent choice for fighters and other AD champions who need to survive heavy damage and keep fighting after securing a takedown.
Wit's End
Basic Attack deals Bonus Damage
+50% Attack Speed
+45 Magic Resistance
+20% Tenacity
At Wit's End: Attacks deal 40 bonus magic damage on hit.
2800
Wit's End TIPS: This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Wit's End — This item combines high Attack Speed, Magic Resistance, and Tenacity while empowering basic attacks with additional magic damage on hit. An excellent choice for champions focused on frequent attacks and on-hit effects, especially against teams with heavy magic damage and crowd control.
Death's Dance
Delays damage taken
+50 Attack Damage
+45 Armor
+15 Ability Haste
Cauterize: 30% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
Defy: When a champion that you damaged within 3 second(s) dies, cleanse Cauterize's remaining damage pool and restore Health equal to 90% bonus AD
over 2 second(s).
3200
Death's Dance TIPS: This item combines Attack Damage, Armor, and Ability Haste, significantly improving survivability in extended fights. A portion of incoming physical and magic damage is delayed over time, reducing immediate burst damage. Participating in a champion takedown clears the remaining delayed damage and restores Health. An excellent choice for fighters and other AD champions who need to survive heavy damage and keep fighting after securing a takedown.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Mortal Reminder — This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
+20% Tenacity
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 5 seconds (70s Cooldown).
Sterak's Fury: Triggering Lifeline increases size and grants 30% Tenacity for 8 seconds.
3200
Sterak's Gage TIPS: This item combines a large amount of Health, crowd control resistance, and additional Attack Damage based on the champion's base Attack Damage. When your Health drops to a critical level, it grants a powerful shield that scales with bonus Health and temporarily provides even more Tenacity. An excellent choice for fighters and other AD champions who need additional survivability in extended and intense fights.
Sterak's Gage — This item combines a large amount of Health, crowd control resistance, and additional Attack Damage based on the champion's base Attack Damage. When your Health drops to a critical level, it grants a powerful shield that scales with bonus Health and temporarily provides even more Tenacity. An excellent choice for fighters and other AD champions who need additional survivability in extended and intense fights.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Frozen Heart — This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Amaranth's Twinguard — This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560
) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Bloodline (Gains Omnivamp.) in the primary tree, as well as
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.) in the secondary tree. Below you can see possible options for replacing runes.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 3-5 bonus
or 5-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Legend: Bloodline
Increase Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Legend: Alacrity — The rune increases your attack speed by 3% and grants additional attack speed for each takedown of monsters, enemy champions, or minions, up to 20%. This makes it a great choice for champions who actively engage in fights and farm, such as fighters or junglers. The rune helps quickly ramp up attack speed, enhancing your aggressive playstyle and effectiveness in extended fights.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
(Q) BLADESURGE
9/8/7/6s
20
Dashes through an enemy, dealing 48 physical damage (10/40/70/100 + 65%
) and healing herself for 6.4 (11/14/17/20%
).
Bladesurge's cooldown is refreshed if the target was Marked or dies to Bladesurge.
When aimed, Bladesurge will prioritize targets it will reset on.
Deals 150% damage to minions.
(W) DEFIANT DANCE
14/13/12/11s
75/80/85/90
Hold: Defends with her blades for up to 1.5 seconds, taking 50% (60 + 7%
) reduced damage.
Release: Whips the blades forward, dealing 49 physical damage (20/35/50/65 + 50%
+ 40%
), increased by up to 100% with charge time.
Cannot be interrupted.
(E) FLAWLESS DUET
12/11/10/9s
50
Send a blade to target location.
May be recast within 3 seconds to send another blade.
The blades converge upon reaching their destination, dealing 80 magic damage (80/130/180/230 + 80%
), stunning for 1 second, and Marking enemy champions and large monsters hit for 5 seconds.
(R) VANGUARD'S EDGE
70/65/60s
100
Fires a storm of blades that deals 125 magic damage (125/250/375 + 70%
) and Marks enemy champions for 5 seconds.
The blades explode into a wall for 3 seconds upon hitting an enemy champion. The bladewall deals 100 magic damage (100/225/350 + 70%
) and slows by 90% for 1 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid IRELIA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid IRELIA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+50 Attack Damage
+35% Armor Penetration
+15 Ability Haste
Icy: Damaging active abilities and empowered attacks slow enemies below 60% current Health by 30% Movement Speed for 1 second.
3100
Serylda’s Grudge TIPS: This item significantly increases physical damage through percentage Armor Penetration while allowing you to use abilities more frequently. Damaging wounded enemies with active abilities or empowered attacks also slows them, making it easier to chase or keep targets at a distance. An excellent choice for AD champions who rely on abilities and need effective Armor Penetration combined with additional control.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+300 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3000
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+25% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
The information below will help you get familiar with the game on the Jungle Line IRELIA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle IRELIA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Jungle IRELIA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
IONIAN FERVOR
BLADESURGE
DEFIANT DANCE
FLAWLESS DUET
VANGUARD'S EDGE

Hitting enemies with abilities grant 3-17% (
) bonus Attack Speed for 6 seconds, stacking up to 4 times
At max stacks, attacks deal an additional 25 magic damage (25~150 (
) + 30% bonus
) on hit.
Attacking enemy champions refreshes the duration.
An ability grants multiple stacks upon hitting multiple champions.

9/8/7/6s
20
Dashes through an enemy, dealing 48 physical damage (10/40/70/100 + 65%
) and healing herself for 6.4 (11/14/17/20%
).
Bladesurge's cooldown is refreshed if the target was Marked or dies to Bladesurge.
When aimed, Bladesurge will prioritize targets it will reset on.
Deals 150% damage to minions.

14/13/12/11s
75/80/85/90
Hold: Defends with her blades for up to 1.5 seconds, taking 50% (60 + 7%
) reduced damage.
Release: Whips the blades forward, dealing 49 physical damage (20/35/50/65 + 50%
+ 40%
), increased by up to 100% with charge time.
Cannot be interrupted.

12/11/10/9s
50
Send a blade to target location.
May be recast within 3 seconds to send another blade.
The blades converge upon reaching their destination, dealing 80 magic damage (80/130/180/230 + 80%
), stunning for 1 second, and Marking enemy champions and large monsters hit for 5 seconds.

70/65/60s
100
Fires a storm of blades that deals 125 magic damage (125/250/375 + 70%
) and Marks enemy champions for 5 seconds.
The blades explode into a wall for 3 seconds upon hitting an enemy champion. The bladewall deals 100 magic damage (100/225/350 + 70%
) and slows by 90% for 1 seconds.
Use this combo to surprise assassinate an enemy.
Start with (E1) FLAWLESS DUET, then immediately (R) VANGUARD'S EDGE and (Q) BLADESURGE. Use (E2) while dashing. Immediately AA, (W) DEFIANT DANCE, (Q) one after another once you land. Finish with AA, (Q) and AA.
The Noxian occupation of Ionia produced many heroes, none more unlikely than young Irelia of Navori. Trained in the ancient dances of her province, she adapted her art for war, using the graceful and carefully practised movements to levitate a host of deadly blades. After proving herself as a fighter, she was thrust into the role of resistance leader and figurehead, and to this day remains dedicated to the preservation of her homeland.