Talk:Irelia/@comment-94.172.19.195-20111107214517/@comment-139.57.172.199-20111107232759

I'm a fairly seasoned irelia player, and her late game can be very scarry depending on how you build her and play her. Some peopleplay irelia super passive, they understand a good irelia build is very expensive and her late game can be very scarry because most of her sustained fighting damage comes from her W. The use of her ulti at the same time spaced out with trinity also causes tones of damage. She needs farm thats nota lie. But a game that goes long enpough if irelia focuses she can farm and shutting her early game down is hard because her Q makes last hitting under towers very easy. and tower divers will regret it if ytou leveled your E. R and W give you amazing early game sustain but those first 3-4 levels for irelia are very scary. She doesn''t have massive burst till a bit later. Her potential basically focuses on her amazxing kit. Her passive (agueably one of the best in the game) prevents the tride and true "someone doing well...stun them!" idea as she gets the stuns reduced if theres multiple enemies. Her W is 75 true damage as early as level 9, thats a bf sword plus some and can't be mitigated. If your up against some of her best counters holding onto exhaust for them really does help. But with the true damage and cc reductioni it means you can build her tanky and bline for her carries and take them down. So if you do want to stop her yes co-ordinate with your team, get people suyper tanky who do decent early game damage (blitzcrank and alister in lane hurt soooo much) and don't mind tower diving, shes easily get her late game pushed back, but unless you keep shutting her down she will eventually catch up. Same approach to shutting down nasus.