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Patch 16.2.1
Snowball your lane through mechanical outplays, then use your mobility to exert pressure in side lanes. In teamfights, look for a Flank or Flash engage onto the enemy backline to delete the ADC/Mid before they can react.
High-mobility AD caster bruiser that thrives on animation canceling, short burst trades, and snowballing through superior mechanical outplays.
Every time you use an ability, you get a stack (up to 3). Your next auto-attack consumes a stack for bonus damage. Never spam spells without weaving autos; you lose roughly 30-40% of your total damage output.
A three-part dash. The first two are for gap closing or damage, the third is a knock-up. You can hop small walls with the third strike. Timing this with move commands is key to the 'Fast Q' mechanic.
An instant point-blank stun. Use this to interrupt enemy dashes (like Lee Sin Q2) or to guarantee a safe auto-attack before dashing away with .
A short dash that grants a shield. It has a high cooldown early, so don't use it just for mobility unless you're safe. It can be used to mask the startup animations of , , or .
Gains bonus AD and increased range on all attacks and abilities. The second cast (Wind Slash) is a cone-shaped execute—it deals more damage based on how much health the enemy is missing.
You want to wait for the main engage, then use and to reach the backline. Use to stun multiple people and 2 to finish off low-health targets.
If your team is behind, play peel. Use and 3 to keep divers off your own ADC.
The most important Riven mechanic. Clicking the ground cancels the animation, allowing you to auto-attack much faster. Essential for high DPS.
Use to get in range, stun with , land a empowered auto, then use to block any return damage while you retreat.
Cancel the animation with . Stun them immediately so they can't flash the Wind Slash. Use 2 before the final 3 knockup ends.
Inputting and at the exact same time after an dash makes both spells fire instantly. Great for surprise burst.
| Spike | Why |
|---|---|
| Level 1 | combined with allows you to out-duel almost any champion if you land all three strikes and autos. |
| Level 3 | You have your full trade pattern. Access to shield and stun makes you incredibly hard to trade back against. |
| Level 6 | gives you a massive AD boost. Most opponents are in 'kill range' from 60% HP if you have Ignite. |
| Level 11 | Second point in and usually high Ability Haste by this point means your shield is on a very short cooldown. |