Idea about Irelia update

GrReaper96·12/17/2015, 8:56:48 AM·3 votes·466 views

Remember when Irelia used to be THE champion. She was so famous that people were like "keep calm and nerf irelia." But what has happened to her now? Alone, forgotten, swept under the bed. item 3070 item 3070 I love this champion and dont want to see her become the next Evelynn so here's some of my ideas on how to make her better.

Passive: Ionion Ferver Irelia gains 1% bonus tenancy for every 2% of her max health missing, up to 35% bonus tenancy

This buffs Irelia in lane early game while weakening her in team fight late game. It also preserves her concept of "If you try break me ill just at you stronger", which before this she got from her E. Now she cant just randomly run in a team fight with 40% bonus tenancy like she used to before. Also the overall value is reduced by 5%. This gives her more counter play where you cc-ing her early is better than cc-ing her later, unlike before when she just walks right to your back line without worrying about the cc much.

Q: Bladesurge Irelia dashes to the target enemy, dealing physical damage and applying on-hit effects. If Bladesurge kills its target, it refunds 35 mana and resets its cooldown.

PHYSICAL DAMAGE: 20 / 50 / 80 / 110 / 140 (+ 100% AD) RANGE: 650 COST: 60 / 65 / 70 / 75 / 80 MANA COOLDOWN: 14 / 12 / 10 / 8 / 6

No change here. One of her signature moves and in quite a decent spot.

W: Hiten Style

Passive: Irelia heals for 5% of the damage she deals

Active: Heal increased to 10% and basic attack deal bonus damage for 6 seconds. If the target has lower armor the bonus damage is physical, while if the enemy has lower mr the bonus damage is magical. If the enemies armor and mr are equal the the bonus damage is true.

BONUS DAMAGE: 20/30/40/50/60 (+ 1% AP) (+ 1% AD) COST: 40 MANA COOLDOWN: 15

This removes Irelias crazy sustain early game while increasing her sustain late game. With this she cant just stay in lane forever with basic-attacking minions. It does let her heal through skills now, but Irelia cant really spam her Q and E early game due to mana issues. Overall it offers less sustain than Nasus passive early game. Also, as an AD champion that also has AP scaling, it encourages her to buy item 3146, which combos with her passive.

As for true damage now she cant get her 15 true damage for 6 seconds wonder at level 1. She now is forced to cast E to proc the true damage. Also it fits her "balance" theme that the type of damage depends on her enemies defenses. Also the total bonus damage is less than live to reduce her mid-game snowballing powers with 70 true damage.

** E: Equilibrium Strike** Irelia pierces the target enemy, dealing them magic damage and slowing them by 50/55/60/65/70% for 2 seconds. It also causes the enemies resistance to balance out and become equal, rounded of to lower value.

RANGE: 425 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 8 MAGIC DAMAGE: 80 / 120 / 160 / 200 / 240 (+ 80% AP)

Example: Enemy has 151 armor and 50 mr After equilibrium strike: 100 armor and 100 mr The effect occurs AFTER the damage is dealt.

This fits well with the name "equilibrium strike" while also adding a new mechanic to the game. No longer can enemies simply just focus on one resistance while ignoring the other. It also forces her to take at least 1 level of E before she can get her true damage, meaning most likely only when she is level 3 will she unlock her deadly true damage. Plus, she can only deal true damage to a single target instead of multiple targets at once, lowering her team fight strength.

It also lets her level up her Q second now instead of her E, which is good since right now all of her skills scale well with level, causing a dilemma on which skill up level up sometimes. The AP ratio is also slightly increased, giving her at least some feedback if she gets an item with AP.

R: Unlimited Blade Works (sorry i just couldn't resist to use this name on a master of blade)

Irelia creates a circle around her, causing 2/3/5 (+1 per enemy champion) blades to appear randomly inside the circle for 8 seconds. A blade will always appear beside an enemy champion. Irelia can Bladesurge towards these blades for no cost, resetting its cooldown and picking up the blade.

Her next basic attack will throw the blade, gaining bonus range dealing bonus physical damage. If Irelia leaves the circle the blades will disappear.

PHYSICAL DAMAGE PER BLADE: 60 (+ 50% AP) (+ 20% AD) RANGE: 500 BONUS RANGE: 375/425/475 COOLDOWN: 100

This is what we want from the 'will of blades'. Not just some random blade shooting. We want her to create those blades, grab them and throw it at the enemy. Since most of her skills have had their team fight capabilities reduced in this work, this is to make her more maneuverable in team fights, and sacrificing her healing for more utility. However, if her Bladesurge was on cooldown before this is cast, it would leave he in a tight spot where she cannot dash to her sword. Hence, she has to think twice if she wants to engage Bladesurge into the enemies lines.

Overall i think Irelia has been quite neglected these in the past season and wish the Devs would show some love to her in the upcoming season. If you have any suggestions pls leave a comment

Edit: Ulti damage reduced

1 Comments

King President12/17/2015, 11:00:18 AM2 votes

[slayer-pantheon-thumbs]