Irelia "Nerfs" Coming on patch 9.15
Ok so, after the rework, Irelia became this VERY beautiful Toplaner, that was very very strong, I'll admit it But we're just getting out of the way now. she's SURELY gonna get other Big nerfs, and Aside from the fact that currently she has 44% winrate diamond + 43% master+ I don't see where riot want to go with this insistent nerfs On Irelia. Playing the champ, i think about what's her strenght, and whats' not. Irelia is simply an all in champion, no questions about it.
She became an all in champ, with no other choice but to rely (too much) on the marks for the q resets.
and here I came up with some Ideas.
As much as I love those q resets on champions, Id feel like

Shouldn't be having the mark on the E anymore.
here's the first concept.
Irelia with no more E mark (buff and nerfs that would be done)
PASSIVE: Irelia gains 1 Ionian Fervor stack for every enemy champion hit by her abilities, or if she hits at least one non-champion, stacking up to
5--->4 times. Ionian Fervor lasts for 6----->8 seconds, with basic attacks against champions and large and epic monsters refreshing the duration.
IONIAN FERVOR: Irelia gains 8--->6.5% − 12---->15% (based on level) attack speed per stack, up to 40--->26% − 60% (based on level).
At maximum stacks, Irelia's basic attacks deal 15 − 66 (based on level) (+ 25% bonus AD) Magic damage bonus magic damage on-hit.
Bladesurge-Q:
PASSIVE: Enemy champions and large monsters hit by Flawless Duet Flawless Duet and Vanguard's Edge's initial barrage are marked for 5 seconds, consumed with Bladesurge.----------->Enemy champions hit by Vanguard's Edge's initial barrage and large monsters hit by Flawless duet and Vanguard's Edge's initial barrage are marked for 5------->8 seconds, consumed with Bladesurge or Flawless Duet.
ACTIVE: Irelia Dash dashes through the target enemy, dealing Attack damage physical damage, applying on-hit effects and Heal power healing herself. Bladesurge deals increased damage to minions.
PHYSICAL DAMAGE:»
5 / 25 / 45 / 65 / 85 (+ 60% AD)»»»»»»»»»10 / 30 / 60 / 70 / 95 (+ 25% baseAD)(+ 55% bonusAD)
MINION BONUS DAMAGE:
x2 Bladesurge normal damage.
HEAL:
12 / 14 / 16 / 18 / 20% AD»»»»»»»»»10-25-35(Q level 1-Level 3-Level 5.)+(6 / 8 / 10% bonus ad)
COOLDOWN:
12 / 11 / 10 / 9 / 8»»»»»»»»»13/ 11.5 / 9.5 / 8 / 6
Bladesurge's Cooldown is refunded if the target was marked or if it dies to after Bladesurge has been cast.
Defiant Dance TARGET RANGE: 825
COST: 70 / 75 / 80 / 85 / 90 MANA
COOLDOWN: 20 / 18 / 16 / 14 / 12»»»»»»»»»18 / 16 / 15 / 14 / 13.
Defiant Dance: FIRST CAST: Irelia channels for up to 1.5 seconds, during which she reduces ALL incoming damage
by 50% (+ 7% per 100 AP)»»»»»»»»»by 45-65% Based on level. .
SECOND CAST: After a 0.07-second delay, Irelia swipes with her blades in the target direction, dealing physical damage to all enemies around her and in a line, increased by 0% − 100% (based on channel time).
MINIMUM DAMAGE:»
10 / 25 / 40 / 55 / 70 (+ 50% AD) (+ 40% AP)»»»»»»»»» 15/ 30 / 40 / 60 / 100 (+ 75% AD)
MAXIMUM DAMAGE:
20 / 50 / 80 / 110 / 140 (+ 100% AD) (+ 80% AP)»»»»»»»»»30 / 60 / 80 / 120 / 200 (+ 150% AD)
The SECOND CAST activates automatically toward the cursor's direction at the end of the duration.
Flawless Duet
TARGET RANGE: 775
COST: ~~ 50~~ »»»»»»»»»65 MANA
COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12»»»»»»»»» 12 / 11 / 10 / 9 / 8
Flawless Duet:
ACTIVE: Irelia sends a blade to the target location for up to 3.5»»»»»»»»»4.5 seconds. After a 0.35-second delay, Flawless Duet may be recast to send another blade out, and does so automatically at Irelia's position if the first blade would expire, though not if she is Silence or channeling Defiant Dance or Teleport.
Once both blades have been placed, they fly toward each other after a 0.25-second delay, dealing magic damage and slowing by 45/55/65/75/80% all enemies struck for 1.25 second after converging.
If the enemy was previously marked by Vanguard's Edge, or Irela has less health then her opponent, the target will be stunned instead
for 0.75»»»»»»»»»1 second after converging, and will be dealt bonus magic damage scaling on the target max health.
MAGIC DAMAGE:
70 / 110 / 150 / 190 / 230 (+ 80% AP)»»»»»»»»»65 / 125 / 180 / 200 / 225 (+ 25% AP)
BONUS MAGIC DAMAGE: 4.5 / 5.5 / 6.5 / 7.5 / 8.5% (+2% per 100 bonus ad).
Vanguard's Edge
TARGET RANGE: 1000
COST: 100 MANA
COOLDOWN: 140 / 120 / 100»»»»»»»»»165 / 125 / 90
Vanguard's Edge:
PASSIVE: Irelia gains tenacity based on if she is outnumbered or not (allied champions against enemy champions):
NUMBER'S ADVANTAGE: Grants 0% tenacity. EVEN FIGHT: Grants 15% tenacity. OUTNUMBER: Grants 30 / 40 / 50% (based on Ultimate Level) tenacity.
ACTIVE: Irelia launches a barrage of blades through a wide line in the target direction, exploding outwards upon hitting a champion, dealing magic damage and healing irelia for 10%(+ 2.5% per 100 Ability power.) to all enemies struck.
BARRAGE DAMAGE:
125 / 225 / 325 (+ 70% AP)»»»»»»»»»110 / 250 / 400 (+ 10% ad)
The blades form into a spade-shaped perimeter around the explosion for 2.5 seconds, knocking aside all enemies, though not rendering them Airborne icon airborne. Enemies that pass through the blades are dealt magic damage and are slowed by 90%»»»»»»»»»75 / 85 / 90% for 1.5»»»»»»»»»1.2 / 1.5 / 2 seconds.
PERIMETER DAMAGE:
125 / 200 / 275 (+ 70% AP)»»»»»»»»» 200 (+ 100% AP)
And so, this concludes my attempt on trying to make Irelia not rely to much on her Q reset, cause that is what she actually lives for Atm. It's almost like yuumi, that relies too much on her teammates, so does irelia.
I tried to make her more of a "You decide" champion, that has the ability to try to fight back on tanky opponents with the bonus damage of her E when she's hard losing a lane (For example, against urgot, against Garen, Against darius or probably any other toplaners in this meta, cause they all kinda stomp her)
Or the ability to burst down more squishy opponents once every while with her ulti, being the only tool to get the q reset.
Most importantly, she won't be having the ability to get 65%+ damage reduction, has ALL of her ability power scalings, have been gutted
Also because they're pretty uselsess,
except for the ultimate perimeter.
I nerfed down some of her early damage, as I feel she's more of a late game champion, but without taking away from her the possibility to NOT win early games or stuff like that.
Gave her the sustain she kinda needs early for VERY difficult matchups, so she can heal a little bit like most of the toplaners, who can rely on shields, heals, bonus resistances and more
and here we have it
Irelia that won't be useless in every game in every elo
as she has less wirnate Master-Diamon+ than
akali (that has also been gutted, and gonna be recieving some buffs and changes).