Wild Rift Guides
Riven Baron Lane Wild Rift Guide
Who counters Riven in Wild Rift? The toughest Riven Baron lane counters are Garen, Renekton, and Wukong. Full Riven Baron Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Riven is pure execution: a manaless burst bruiser whose damage depends on how cleanly you chain her dashes, stun, and attack resets. Played well, she strings Broken Wings, Ki Burst, and Valor into one combo that ends with the enemy dead and Riven untouched. Played sloppily, the same buttons leave a melee champion standing in the open with everything on cooldown. Her lane threat builds on itself. The third Q knocks up, W stuns, E shields and closes, and from her first few levels she can turn one enemy mistake into a kill. Her ultimate adds range to everything and finishes runners, which is why a Riven with one kill tends to collect several more. She has two real enemies: crowd control, which interrupts the combo, and time, which lets enemies stack armor against her. Riven games are won in the window where her mechanics matter most and enemy items matter least.
Strengths
- Devastating all-in burst from the early levels, with a stun, a knockup, and a shield woven into one combo.
- Extremely mobile: multiple dashes let her engage, dodge, and exit on her own terms.
- Snowballs as hard as anyone in the game: one early kill can become a deleted lane.
Weaknesses
- Execution and cooldown dependent: a botched combo leaves her stranded with nothing.
- Falls off against stacked armor and scaled carries, so her lead is on a timer.
- Useless from behind: a Riven without a gold lead is a stun bot and little else.
Build Snapshot
Rune Setup
Summoner Spells
Riven Baron Lane Counters
Who counters Riven Baron Lane in Wild Rift (WR)? These champions beat Riven in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Garen: The silence lands mid-combo and locks out the rest of your buttons, his regen erases your chip damage, his W blunts your burst, and he is never not ready.
- Renekton: He matches your early aggression with cheaper tools: a point-and-click stun, built-in sustain, and fury windows that beat your cooldown windows. Your ceiling is higher, but only from the mid game onward.
- Wukong: The clone spends your combo on a decoy, then the real Wukong bursts you while your cooldowns are down. His knockup interrupts your dash chain, and one wasted rotation against him is a lost fight.
- Malphite: Armor stacking against a champion whose whole combo is physical burst. His shield soaks your opener, every armor item softens the rest, and his point-and-click ultimate catches your dash-in with nothing to dodge.
- Jayce: Jayce chunks you before your dashes ever connect, and the knockback resets the engage you spent three cooldowns setting up. His poke wins the levels where you want to all-in.
Champions Riven Is Strong Against
Riven's best matchups in Wild Rift. Riven holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Nasus: He only wins if the game goes long, and your repeated early all-ins force him to choose between stacking and staying alive.
- Mordekaiser: His only real threat is the big slam, which is easy to dodge, and a dash escapes his pull, so by the time his death realm hits you are usually ahead on items.
- Kayle: Her melee phase cannot answer your combo, so you kill the carry before the carry exists, and every early kill sets her late game back too far to recover.
- Aatrox: His combo needs you to stand in the sweet spots, and your dashes simply leave them, so he never lands a clean sweep and loses the early trades. Only the level five World Ender all-in is a real threat.
- Teemo: A squishy yordle you reach in one dash and delete in one combo. The blind only mutes your autos, not the Q dashes, W stun, and ultimate that do the actual killing.
Early Game
Trade in full combos, not single spells. From level three you have the whole sequence: shield in, dash twice, stun, reset an attack, third dash for the knockup, walk away. Spend it when their escape or key cooldown is down, never into a full kit. Between all-ins, farm with your dashes ready and your health high, because your lane presence is the threat of the combo as much as the combo itself. First blood here is not a bonus; it is the plan.
Mid Game
First item plus ultimate is the kill window of the whole game. The combo now deletes squishies outright and Wind Slash executes whoever limps away. Shove your wave and use that kill threat: side-lane duels, river picks, dives with your shield eating tower shots. Check enemy shields and defensive cooldowns before you commit; one defensive button can flip your whole burst math.
Late Game
Enemy armor is online and your burst hits softer, so pick targets carefully. Flank, wait for the fight's crowd control to land somewhere else, then burst one squishy start to finish and leave. Wind Slash opens fights as poke or ends them as an execute; do not spend it in between. Against a tanky frontline you are not a frontliner, you are a flanking threat their backline has to keep watching for.
Teamfights
Patience, then violence. The enemy team has exactly enough crowd control to stop you once, so enter after it is spent: dash in from the side, stun the cluster around their carry, and put the whole combo into one target. Your shield buys one mistake, not a brawl. If their peel holds, threaten the flank without committing, because a Riven waiting at the edge of a fight changes how five people position.