- Тир
- T3
- Ранг
- #103
- Процент побед
- 48.99%
- Популярность
- 0.50%
Corki сейчас находится в категории T3 по данным ARAM Mayhem. Открыть гайд чемпиона

Riven сейчас находится в категории T3 по данным ARAM Mayhem.
Riven the Exile
Yes, if you are comfortable creating your own openings instead of waiting for a perfect engage. Pick Riven when your team has at least one other source of crowd control or poke to make enemies spend mobility before you go in. The tradeoff is that she can look useless if you dash first into five ready opponents and have no way to reset the fight.
Riven wants to enter after key enemy tools are down, burst a priority target, then use shields and short movement to keep fighting or escape. If the enemy backline is exposed, go fast and force them to react; if they are stacked with peel, hit the frontline until someone mispositions. The tradeoff is patience: waiting two seconds can win the fight, but waiting too long lets your team get poked out.
Yes, Snowball is usually one of Riven’s best ways to reach the target she actually wants. Throw it when the enemy carry has already used a dash, cleanse-style tool, or defensive spell, then follow only if your team can move with you. The tradeoff is obvious: a bad Snowball turns Riven from a flanker into a delivery system for enemy crowd control.
Start from fog, side angles, or behind your frontline instead of walking straight down the lane. If an enemy uses an important stun, knockup, silence, or displacement on someone else, that is your window to dash in and punish. The tradeoff is that Riven has to spend mobility to reach people, so entering too early often leaves no movement left to dodge the counter-engage.
Focus the closest high-value target you can actually stick to, not always the lowest-health champion on the screen. If a carry is reachable after they waste mobility, commit; if not, shred the frontline and look for a second entry when the backline steps forward. The tradeoff is that chasing too deep for a perfect kill can pull you away from your team and make your shield timing irrelevant.
Do not eat poke just to threaten an engage; preserve health until your team can force a real fight. Use minions, brush, and brief forward movements to bait skillshots, then punish when the poke champions miss or walk up too far. The tradeoff is that you may give ground early, but staying healthy gives Riven the all-in threat she needs later.
Against durable frontlines, do not waste everything trying to one-shot them unless your team is ready to finish the target. Hit them when they overextend, use your shield to trade through their return damage, and keep enough movement to avoid being pinned. The tradeoff is slower fights favor sustained enemy damage, so you still need to look for a backline angle once the frontline is softened.
Use it before the fight fully breaks open when you know you can keep hitting or when a target is about to enter lethal range. If you wait until you are already crowd controlled or forced away, you may miss the window where the extra threat matters. The tradeoff is that using it too early can make enemies kite backward and waste your engage, so pair it with Snowball, ally crowd control, or a clear misposition.
The biggest mistake is spending every dash forward before the enemy has answered. If you use all your movement to reach a target, any root, knockback, silence, or exhaust-style pressure can leave you stuck in the middle with no recovery. The safer habit is to enter in layers: threaten, force a reaction, then commit once the punish tools are gone.
Not always; build for the job your team needs and the damage profile you are facing. If your team lacks burst and the enemy backline is squishy, damage helps you end fights fast; if the enemy has layered crowd control or multiple bruisers, some durability lets you survive long enough to use a second rotation. The tradeoff is that tankier choices reduce your kill pressure, while pure damage makes every engage much less forgiving.
Riven generally values augments that help her reach targets, survive the first counterattack, or reward repeated casting and close-range combat. If an augment only improves poke or passive backline play, it usually does not match what Riven needs to win fights. The tradeoff is that greedy damage augments feel amazing when ahead, but defensive or mobility-focused options often save games where the enemy has strong peel.
You can be the engage, but you need to be selective because Riven is not a guaranteed long-range lockdown champion. Look for enemies who walk past their frontline, stand near your Snowball angle, or burn movement to dodge allied poke, then go in hard. The tradeoff is that failed engages are expensive, so if no clean target appears, pressure space and wait instead of forcing into five prepared enemies.
Let the primary engager start, then enter half a beat later when the enemy has spent their first peel tools. This is often Riven’s best setup because she can follow chaos, clean up low targets, and use her mobility for damage instead of just reaching the fight. The tradeoff is that if you dive at the exact same time as your tank, you may stack too hard and give the enemy one perfect counter-combo.
Immediately decide whether you can continue, shield out, or turn back to protect your team. If enemy damage is still available and your mobility is low, reset behind allies instead of chasing the next low-health target. The tradeoff is that Riven can snowball fights hard, but one greedy extra dash can hand the enemy a shutdown and flip the entire brawl.
Enemies counter Riven by holding crowd control for her entry, spreading out so she cannot hit multiple targets, and saving disengage until she commits. Adapt by approaching from angles, baiting peel with short threats, and attacking whoever wastes their defensive tools first. The tradeoff is that you may not always reach the ideal carry, but killing the available target cleanly is better than dying for a highlight attempt.