Talk:Irelia/@comment-3514681-20120418092026/@comment-4460132-20120419162357

^^ (to last Wikia contributor) That's why runes exists : mainly to adapt your playstyle for the early-game. Then you'll discover that the lack of sustain / armor can be fixed with the appropriate sets of runes.

My game-experience changed when i made 3 different sets of runes for Irelia (general, vs AD, vs AP).

About the mindgame of the cooldowns, the opponent can play with it as well as the Irelia's player and it can apply to a LOT of characters in the game...

@Buroda (original poster) : her weaknesses are : her very early game before 3 then before 5), the fact that tenacity doesn't apply to bumps (Janna, Cho'gath, Alistar...) and suppression (Malz, WW, Skarner), very high sustain champs can be difficult to handle for Irelia.

Some Irelia burns all their mana to last-hit with Q when they are pushed, you can try to take advantage of this (if she stays in lane, ganks will be easier. If she quits the lane you can poke the tower). Again, it works better early-game...

Some solid chars can just push and poke the tower, ignoring Irelia.