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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Irelia

the Blade Dancer

FighterAssassin

League of LegendsPatch 26.16TopRanked Solo/DuoEmerald+NA19,469 gamesSample data

Role snapshot (Top)

CTier
46.5%
Win Rate
3.8%
Pick Rate
13.2%
Ban Rate

19,469

Games

Moderate

Confidence

Matchup map (Top) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

8,956 games

46.9%Win Rate

FlashIgnite

Reliable build

6,425 games

45.6%Win Rate

FlashTeleport

High observed win rate

2,336 games

49.0%Win Rate

FlashExhaust

Runes

Primary: Precision

  • Press the Attack
  • Triumph
  • Legend: Haste
  • Coup de Grace

Secondary: Inspiration

  • Magical Footwear
  • Biscuit Delivery

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Ionian Fervor

    When Irelia strikes enemies with spells she gains stacking bonus Attack Speed. At maximum stacks she also gains bonus damage on hit.

    Passive — never cast

  • Bladesurge

    Irelia dashes forward to strike her target, healing herself. If the target is Marked or dies to Bladesurge, its cooldown refreshes.

    Cost 15 ManaCooldown 10/9/8/7/6sRange 600

  • Defiant Dance

    Irelia charges a strike that deals more damage as she charges. She takes reduced physical damage during the charge.

    Cost 70/75/80/85/90 ManaCooldown 20/18/16/14/12sRange 825

  • Flawless Duet

    Irelia sends out two blades which converge on each other. Enemies caught in between are damaged, stunned and Marked.

    Cost 50 ManaCooldown 16/14.5/13/11.5/10sRange 850

  • Vanguard's Edge

    Irelia fires a massive number of blades that explode outward upon hitting an enemy champion. Enemies hit by the blades are damaged and Marked. Afterwards the blades form a wall that will damage and slow enemies that walk through it.

    Cost 100 ManaCooldown 125/105/85sRange 950

Scaling — level 1–18

IreliaTop average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Irelia

  • Avoid extended fightsits sustain grows with every trade it survives

  • Deny the resetit wants a kill to come back out; a warded exit removes it

  • Punish the cooldownIrelia is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 5/10, so a practised player gets more out of it than the average

ARAM performance

A
52.1%
Win Rate
0.6%
5.5%
Pick Rate
4.3%
4.6%
Ban Rate
0.3%
Damage dealt
93.9%
Damage taken
106.8%
Healing
95.5%
Shielding
107.7%
Ability Haste
+4

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now+0.0
  2. 26.14Sample win rate across this patch-0.6
  3. 26.11Sample win rate across this patch-0.3
  4. 26.08Sample win rate across this patch+0.3
  5. 26.05Sample win rate across this patch-0.6

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.