Champion Rework - Irelia, the Will of the Blades

The Yetii Rider·7/30/2016, 7:20:28 PM·2 votes·2,147 views

https://static.lolwallpapers.net/2015/05/Nunu-Vs-Irelia-Fan-Art-932x620.jpg

"As Ionia changes, so must I." - Irelia, attempting to trigger all Karma and Irelia fans simultaneously.

Irelia is a champion that Riot wants to rework in the future, and it has got me thinking. Irelia is a diver, and a diver's job is to get onto a squishy target and bring them down. She's not an assassin, so her power shouldn't be in killing her target, but I think that her stickiness shouldn't punish tanky melee top laners so hard. So I decided to go in a very distinct direction: Irelia has several aspects of her kit that function only when she is targeting a ranged champion.

It's time for Riot to finally admit that ranged champions are harder to kite, thus the champions who are designed to not be kited need something specific to counter them so they can do their jobs without being ridiculously toxic to immobile melee characters.

Here we go

Passive - Transcendent Blades Irelia's swords dance and dart around her at all times. They have 175 range normally, but whenever Irelia auto attacks a champion, her next attack against that champion gains 400 range and slows them by 40% for 1.5 seconds. (10/8/6 second cooldown against that champion)

If a ranged champion is struck by Transcendent Blades, he or she is also Grounded for 1/2/3 seconds.

(Upgrades at 1/7/13)

Q - Bladesurge Cost 50/55/60/65/70 mana Cooldown 14/12/10/8/6 seconds Irelia calls her blades together to make a skateboard under her, dashes to a target, dealing 20/50/80/110/140 physical damage (+120% total AD) and applying on-hit effects.

If Bladesurge kills a minion, the cooldown is reset and Irelia is refunded half of the mana cost.

If Bladesurge hits a ranged champion, Irelia gains a shield that absorbs 70/100/130/160/190 magic damage (+15% of her bonus health). While the shield persists, auto attacks against Irelia cannot critically strike.

W - Hiten Style Cost 40 mana Cooldown 15 seconds Passive - Irelia's auto attacks restore 6/7/8/9/10 health on-hit (+1/1.5/2/2.5/3% of her maximum health)

Active - Irelia's auto attacks deal 15/30/45/60/75 true damage on-hit for 5 seconds.

E - Equilibrium Strike Cost 50/55/60/65/70 mana Cooldown 8 seconds Irelia fuses her swords into a large skateboard and strikes her target through the heart. She deals 70/110/150/190/230 physical damage (+40% bonus AD) and roots her target for 1 second.

If the target is a ranged champion, Irelia instead stuns them for 1/1.25/1.5/1.75/2 seconds.

R - Ionian Fervor Cost 100 mana Cooldown 120/100/80 seconds

Irelia enters a state of perfect balance between rage and focus. All of her attacks become Transcendent, gaining range and Grounding ranged targets, but each champion retains the standard cooldown on being slowed by her attacks. Additionally, she gains 50/75/100 armor and magic resistance for the duration.

Duration: 6/7/8 seconds

8 Comments

WhiteMage7717/30/2016, 7:39:46 PM2 votes

better nerf irelia. kappa

Forhonor3217/31/2016, 4:44:47 AM2 votes

Ok I don't think u understand what makes Irelia so broken. She LITERALLY has everything: lifesteal, true damage, a gap closer, passive tenacity, a slow attack (stun when she's lower health) and a ranged ult that also heals her. You basically have changed little about this except the passive and ult, which is somehow even worse sounding then the current ones, and on top of that your making her E an auto stun for ranged carries and giving her a shield for her Q? I really don't want to step on your work or pride but this is just a fucking terrible idea.

ModEchoing7/31/2016, 4:46:54 AM2 votes

Literally the worst possible idea ever. Tons of free power, even more bonuses over her current form, and arbitrary screw yous to ranged champions because you apparently can't fight an ADC. Not a single redeeming feature here.