All Guides Illaoi Guides How to Destroy peoples dreams: An in depth Illaoi guide (In Progress)
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Illaoi Statistics for Vituperative

Author's performance with Illaoi compared to the ranked average.

Value
Average
Games Played
49
4
Win %
61
47
Kills
7.4
4.5
Assists
3.5
4.8
Deaths
6.2
6.5
KA:D Ratio
1.8
1.4
Gold Earned
13.1K
11.3K
Creep Score
233.1
188.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

There are things that you have to do in League. One of those things is taking summoner spells. I'm going to tell you why you should or should not take particular ones.

4.png F L A S H

4.png OH SHI- is the most useful summoner spell in the game, from dodging or running away to chasing, the utility this spell provides is immense. It allows you a short blink with a 5 minute cool-down. Specifically for Illaoi, this spell allows your fat ass some mobility. In regards to the previously mentioned uses, most of the time you'll be using it to run away pre 6, or reposition post 6. I'll explain the reasoning to that sentiment later.

12.png T E L E P O R T

12.png  (TP) Gives you map presence, it allows you to teleport to friendly structures ( towers, zz'rot portals ), minions (including zac blobs), and wards ( but not the far-sight ones). Illaoi's map pressure should extend to top and maybe mid if everything is dead top. I don't really recommend teleporting into fights for 2 reasons:
1) you are a zone based juggernaut and you are not in your zone, your damage is reduced from not being near tentacles and you become a sitting duck for cc which gives time for people to walk off, which you can't really do much about.
2) you are much more useful at exerting lane pressure because of your crazy wave clear, you give the enemy team the choice to contest dragon or lose an inhib turret.
Obviously there are exceptions such as saving the base, saving an inhib turret or contesting baron. (dont teleport onto baron but in your teams fallback route.)

3.png E X H A U S T

3.png Reduces attack speed, damage out put, and movement speed of an enemy champion. I've wanted to try this, particular against some auto attack based try hard champions *cough* ( 157.png ) *cough*. But I can't abandon flash because it saves your skin early, or TP because it gets a real work out in hard lanes. Maybe I would consider it if they had a CC less jungler or I was feeling particularly confident.

14.png I G N I T E

14.png gives you a scaling, true damage over time (DOT) spell. I don't advise taking this, while it gives you a little early kill pressure, late game its like strapping a pistol to a tank as well as making you give up TP or your only escape. Don't take it.


7.png H E A L

7.png, as the name suggests, heals you and 1 targetable nearby ally for an amount scaling with level and provides a brief movement speed boost. Sub-par in top lane, mainly because 90% of the time there's no one else to heal, the movement speed won't get you away from ganks or chasey laners and the heal heals less than 21.png 's hp. Overall a bit of a waste especially considering it makes you drop a much more usefull summoner spell.

21.png B A R R I E R

21.png gives you a shield that scales in health with level for a few seconds. While I can see the merits of it in 1v3+ situations it makes you give up TP or Flash which is, in my opinion a loss as you lose cs and your map pressure if you lose TP and any mobility or escape if you drop flash. if you were to take it I'd suggest going balls out and taking 21.png and 7.png because then you still have a small escape but 2 combat summoner spells making particularly early fights much easier. But I still heavily recommend 4.png12.png.


13.png C L A R I T Y

13.png Gives you a scaling amount of mana depending on level. The concept of you taking this offends me and I shall not take part in any reasoning for taking this spell.


6.png G H O S T

6.png Gives you a scaling movement speed bonus based on level and makes you ignore unit collision. I can't think of anything this could do for you that flash couldn't do better, not to mention if you are chasing people all over the map you should not be playing Illaoi. Go play Hec, sate your lust for high velocity then return.


1.png C L E A N S E

1.png Removes all crowd control debuffs on you. If you want this so much buy a Merc Scimitar, it even does more than this spell.

New Runes Back to Top

Masteries Back to Top

This is rather a damage focused Mastery tree:
Ferocity:

  1. Sorcery: extra ability damage? sign me up, attack speed is not helpful to you.
  2. Dangerous game: you can take a punch, so why not hurt people more. alternative is feast which offers nice sustain, take it in a hard match up instead.
  3. Vamparism: you have a choice here, you don't benefit from the AP, but the extra AD helps you do more damage late game. this choice is one over damage over sustain, from this you gain 10 ad at level 18.
The base damage a of a max level q is 472
The 10 extra AD ups this to 488 which is a total of 16 more damage
2% spell vamp on this 472 damage is rounded to 9hp. I'm not going to do the math for w inclusive because   q is your main damage skill. 9 hp with your hp pool is unnoticeable. this does go up as the overall q damage goes up and is arguably worth more to you as a sustain tank.

     4. Bounty hunter: you don't have cc. you do have killable champions.
     5. Battering Blows: you do AD damage
     6. Warlord's Bloodlust: this is a choice between a DOT and sustain. The sustain is worth more to you than the general 6 second burn, from your aoe, as you can 1 shot people at 6 depending if you've gotten ahead. so the sustain will have more impact on the game.

Cunning
i chose cunning over tank because it gives you more damage, you could chose to back up the resolve tree in hard match ups instead. (unyeilding, tough skin, runic armor, Perseverance.)

These choices are the only logical ones as the choices are split into damage support and jungle. The damage you gain is worth more than the mana regen and assassin is amazing in the double kill scenario (getting ganked)

Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

ABILITY RUN DOWN



latest?cb=20151110201430 P A S S I V E - P R O P H E T   O F   A N   E L D E R   G O D

the way Illaoi's skills work is a bit different. your passive is actually your main damage source from the wiki: Illaoi draws the presence of her god, periodically spawning a Prophet of an Elder God.png Tentacle on nearby impassable terrain if none are nearby, lasting until killed or until Illaoi is out of range for 1 minute.
Once commanded, all Prophet of an Elder God.png Tentacles in range slam toward the target, dealing 10 - 180 (based on level) (+ 120% AD) (+ 10% / 15% / 20% / 25% / 30%) physical damage to all units in a line.

Prophet of an Elder God.png Tentacles hits beyond the first within 0.5 seconds deal only 50% damage. Whenever a Prophet of an Elder God.png Tentacle deals damage to one or more champions, Illaoi restores 5% of her missing health.

but what does this mean?
it means they hurt. the tentacles will always have 120% of your ad and 10 x level damage, before q scaling. grabbing someone with e or w'ing anything that isnt a turret will cause all tentacles in range to swing at that target. note: if you grab a soul they will attack the soul try to line them up for collateral. they will also heal 5% of your missing hp. free sustain for hitting these is your party trick when ulting or in lane.


latest?cb=20151110201541 T E N T A C L E   S M A S H

Illaoi slams her idol into the ground, briefly summoning a Prophet of an Elder God.png Tentacle that slams down in the target direction.
This is your harass, and it scales the amount of damage ALL tentacles do (+ 10% / 15% / 20% / 25% / 30%) per level. this means you do hideous amounts of damage. it should be noted that the damage all hits at the same time and starts at the REAR of your character model, so it can hit things that visually appear slightly behind you.

q.PNG

visually you lunge forward during the animation making the damage zone appear to be even further behind you.
q 2.PNG

here you can faintly see the outline way behind you. i had to make it this far through because the tentacle blocks your view from this angle.

the spell has a considerable cast time, meaning you need to lead your target slightly. even if you are displaced when casting this it will still hit the damage zone that was targeted when you cast it before being moved.


latest?cb=20151110201619H A R S H   L E S S O N

Active: Illaoi's next basic attack gains bonus range and causes her to dash to her target, dealing bonus physical damage, capped at 300 against non-champions.

this is your tentacle proc. its damage is secondary to the fact it makes tentacles swing. it gets a cooldown of 2 seconds during ult which makes maxing it first stupid, as q does more damage and will have a shorter cd in ult than if it was maxed. it resets auto attacks meaning you can get a 1-2 in on someone early if you're in an extended trade, which you shouldn't be. basically use this to kill towers very slightly faster if you have the mana for it and feel like it. you can use it to jump to the other side of walls, but the target has to be right on the other side of a thin wall (back of krugs for example) so its not something you'll do often.


latest?cb=20151110201653 T E S T   O F   S P I R I T

man what the wiki says about this is long. so things you need to know:
copies the enemy champion it hits and transfers a portion of damage dealt to it to the real one.
grants true sight of the champion.
when the copy is killed, it gives you 25 g, and the enemy will spawn tentacles around them with a reduced minimum spawn distance. these will immediately swing at the champion if in range, providing all the benefits to you (5% missing hp heals etc)
the tentacles they spawn, spawn more frequently the higher level you are.
tentacles will automatically swing at a spirit
BLOCKED BY MINIONS

so what does all this mean?
this is the bread and butter of your max damage combo, which is in game play tips. this skill acts essentially as a damage amp with all the AOE you do. early levels you can grab their soul, but it isnt worth the mana to bust all your skills on it, maybe a w if a tentacle is in range but otherwise its just a waste of mana. you want them to walk out of range, this takes pressure off you, letting you farm while they are busy dealing with tentacles and possibly getting some damage in on them. late game it will do ~70% of the damage to them meaning you can 100%-30% someone just by killing the clone. hit an ad carry with one of these and a q and you'll do 80%-90% of their hp, meaning you can polish off the clone to kill them. yes if a person runs out of hp before their clone they die. if an ally hits the clone and the enemy dies, your ally gets the gold. not you. hit the clone in this case if you cant hit the actual champion.
good shit.

latest?cb=20151110225933 L E A P   O F   F A I T H

ho lord.

Active: Illaoi leaps into the air before slamming her idol into the ground, dealing physical damage to all nearby units and summoning a Prophet of an Elder God.png Tentacle lasting 8 seconds for each enemy champion or Spirit hit.
For the next 8 seconds, all Prophet of an Elder God.png Tentacles become untargetable, swing 50% faster, and Harsh Lesson.png Harsh Lesson's base cooldown is reduced to 2 seconds.

prepare to kick ass and chew bubble gum. tentacles become near impossible do dodge without dashes, harsh lesson means all nearby tentacles swing every 2 seconds(+ cast time of w). you can burst tanks from 70% hp at level 6. squishies form 100%, provided you get the perfect combo. this skill is what makes you scary. this is the 5v1 winner. you get off the perfect ult in the perfect spot i can easily see you 100-0ing the entire enemy team against comps with no dedicated tanks. yes if you ult with 2 passive tentacles sitting around and get all 5 + soul, you will have 8 tentacles. that will immediately hit twice. ill talk about using this more completely in gameplay tips as you have to use this in conjunction with other skills.

H E Y   L I S T E N

now I see other, inferior guides telling you to max e or w. don't. q is your damage. by not leveling q you don't do damage. w gets a 2 second CD during ult anyway. why you would max this first is beyond me. maxing e first is not optimal. your tentacles wont do nearly as much damage. you don't have the cd reduction early to make it worthwhile. to further disparage this reckless behavior:

- you grab a soul and ult so you have 2 tentacles. at level 9 to make math simpler you nave no bonus ad. (with 2 points in q as your second max option. god forbid it should be your third.)
if you max e and the tentacles hit both the target and the soul you do

((93.7*1.2)+90+(202*0.15))+(((93.7*1.2)+90+(202*0.15))*0.5+(0.525*(((93.7*1.2)+90+(202*0.15))+(0.525*((93.7*1.2)+90+(202*0.15))*0.5 = 503

where 93.7 is your ad, 1.2 is the scaling on the tentacle, 90 is your base tentacle damage, which hits twice. the soul then takes an additional 52.5% damage of the attacks twice. the second tentacles beyond the first only deal 50% damage within 0.5 seconds and these hit at the same time. the one that hits the soul first will still do full damage to it.

if this is done with the q maxing relative scalings:
(((93.7*1.2)+90+(202*0.3))+(((93.7*1.2)+90+(202*0.3))*0.5+(0.375*(((93.7*1.2)+90+(202*0.3))+(0.375*((93.7*1.2)+90+(202*0.30))*0.5 =  511

so you can see Q is gonna hurt more here
if 1 tentacle misses the soul which is often the case, they both usually aren't perfectly positioned:
maxing e
((93.7*1.2)+90+(202*0.15))+((93.7*1.2)+90+(202*0.15))*0.5+(0.525*((93.7*1.2)+90+(202*0.15))) = 436

maxing q
((93.7*1.2)+90+(202*0.3))+((93.7*1.2)+90+(202*0.3))*0.5+(0.375*((93.7*1.2)+90+(202*0.3))) = 493
the damage difference is even greater. its effective to say that q blows e damage away.

TL;DR
dont be a dingus and max e or w first.

maxing q second or third is also a bad idea because level 5-11 is that period of time where you should be getting a lot of attention from jg as you push down their first tower. that means ganks. so unless you plan on hitting a 16 second cd skill shot every time, and killing people with less damage, maxing q is better at level 5 and anywhere on either side.

Items Back to Top

Starting Items

    standard start, gives you mana sustain which is your biggest gate.

Core Items

    the trio of doom. Deaths dance gives you crazy sustain given your damage output, which it gives you spades of, steraks is your burst insurance and gives ad too. Bc is your armour shred/ CD sink. 20% CDR is amazing. with these three you should have a nice hp pool, the anti burst shield, sustain for R, and 30% CDR. top notch.
    the armour duo, build one depending on if their adc or ad casters are doing better. all ad team? build both.
    preferentially build the visage for healing if they have ap damage, build both if the adc is their only ad.
    your boot options. obviously dont go lucidity if you have max cdr. build according to largest damage source.

Situational Items

    very situational. merc is if they have something like malzahar who is targeting you, trinity is if they have no front line, frozen fist is the same but they do lots of damage, titanic is if you arent taking damage, dominiks is if you're against a teamcomp thats stupidly tanky.

Build Order

General: not against hard

3812.png D E A T H ' S  D A N C E

oh god its so good on Illaoi. Limitless sustain in lane. Ults healing you for 700 hp on the first hit. i cant think of a reason not to rush it. only downside is you start out a bit squishy, but accepting this fact should temper that, don't try and fight a lee and renekton on half hp before its done unless one or both are already beaten up.

3053.png S T E R A K ' S  G A U G E   &   B O O T S  1001.png

fixes all the problems that deaths dance gives you. fixes your lack of hp, gives you more ad. stops you getting chunked by lee kicks, cho ults and other nasties.
you should similaneously complete your boot option because moving is great.

3071.png B L A C K  C L E A V E R

this items completion should mark the end of building ad on Illaoi, while you can build AD, surviving long enough to use it is better. CD, Hp, AD, Armour shred. this item has everything you want against your standard top laner. its generally a waste building this early as raw ad scales better early on Illaoi than armor shred does.


L A N E   S P E C I F I C   R E S I S T
3065.png S P I R I T   V I S A G E / 3075.png T H O R N M A I L / 3742.png D E A D   M A N ' S   P L A T E

you should build the resist that your lane opponent or jungler is dealing most to you, the longer you survive, the more you kill. Banshees veil wasn't included in this list because the heal that visage gives you is so much better. Thorn mail for auto attackers, dead mans for  AD Casters.

R E S I S T    T O   M O S T   F E D   E N E M Y
build it from the remaining suggested defensive items.



GENERAL BUILDS

STANDARD AGAINST AD

3812.png > 3047.png > 3053.png > 3071.png > 3742.png > 3065.png

very standard not much to say other than gg.



STANDARD AGAINST AP

3812.png > 3111.png > 3053.png > 3071.png > 3065.png > 3742.png

merc treads are also a good idea if the enemy has a lot of cc on their team


SPECIALS

RYZE / TEEMO / AZIR

3111.png > 3812.png> 3065.png > 3139.png > 3071.png  > 3053.png

if they have all ap build a banshees instead. super hard lane probably wont get full build. hope their adc isn't fed as well.

I AM A GOD

3812.png3053.png > 3111.png > 3071.png > 3078.png > 3748.png

if no one can touch you, build this, T O N S O F D A M A G E. consider swapping the titanic for a 3139.png  and excellent fun. swap 3078.png for 3025.png if you are little baby.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Easy
  • Aatrox
    Easy
  • Akali
    Easy
  • Alistar
    Easy
  • Annie
    Medium
  • Azir
    Hard
  • Cho'Gath
    Medium
  • Darius
    Medium
  • Diana
    Easy
  • Dr. Mundo
    Medium
  • Ekko
    Easy
  • Fiora
    Medium
  • Gangplank
    Hard
  • Garen
    Easy
  • Gnar
    Medium
  • Hecarim
    Easy
  • Illaoi
    Medium
  • Irelia
    Easy
  • Jarvan IV
    Easy
  • Jax
    Easy
  • Jayce
    Medium
  • Kayle
    Hard
  • Kennen
    Hard
  • Kha'Zix
    Easy
  • Kled
    Easy
  • Lee Sin
    Medium
  • Malphite
    Easy
  • Malzahar
    Medium
  • Maokai
    Easy
  • Master Yi
    Easy
  • Mordekaiser
    Easy
  • Nasus
    Medium
  • Nautilus
    Easy
  • Nunu
    Easy
  • Olaf
    Medium
  • Pantheon
    Easy
  • Poppy
    Easy
  • Quinn
    Medium
  • Rek'Sai
    Easy
  • Renekton
    Easy
  • Rengar
    Medium
  • Riven
    Easy
  • Rumble
    Easy
  • Ryze
    Hard
  • Shyvana
    Easy
  • Singed
    Medium
  • Sion
    Easy
  • Swain
    Medium
  • Teemo
    Hard
  • Trundle
    Easy
  • Tryndamere
    Hard
  • Urgot
    Medium
  • Vladimir
    Medium
  • Volibear
    Easy
  • Wukong
    Easy
  • Xin Zhao
    Easy
  • Yasuo
    Hard
  • Yorick
    Medium
  • Zac
    Medium

VS

Easy

he does no damage.
murder him.
grab his soul if he ults out, I have gotten a kill in bot lane from top lane thanks to an ulting shen.

VS

Aatrox

Easy

He has a laughable hp pool. He needs to be near minions, you clear waves and kick his ass, he all ins you and you erase him, if some how you were afk for levels 1-5 this would be a medium lane.

VS

Akali

Easy

she has no level 1-5, and you are fine with this. your level 6 is stronger than hers. there is no point bar being camped you should lose this lane if you know what you're doing just a tip, shadow dance puts her behind you, so if you stay static aim behind you with your e and enjoy the delivery meal.

VS

Alistar

Easy

his only gimmick is head butting you into tower range. don't be an idiot and let him do that. you cant 1 hit him level 6 if he knows your damage because of his ult but that basically turns 6 into an escape for him because her sure as hell cant fight you.

VS

Annie

Medium

if you do this shame on you. only played against it once, your saving grace is that shes short ranged and is fairly obvious when she wants to go. (stun bar, level 6+. walks directly at you) note that e-ing her before she drops her load will basically dissolve the ghost, so its better to harass her and let the jg clean her up.

VS

Azir

Hard

range. ryalias. you wont get close to him once he gets these two and he starts with one. biggest pain in the ass. lane swap or just clear with q and try to farm to stay relevent, only a hard core damaging/cc jungle can help you. (Vi, Lee sin)

lucky you like 0.000001% of people play him top so hes mostly a pain when you emerge from top. cool story is your ult makes you ignore his so if he jumps you you can time your ult with his and then type "?" in all chat as you paste him. he literally got rid of the only two things keeping him alive.

VS

Cho'Gath

Medium

basically a sustaining bag of dicks. good chogaths are a pain to get out of lane and can burst you down before you get steraks. this is a skill match up in your favor. you stand around minions and take his aoe autos, he takes your q like a bitch. if you grab his soul 9/10 times he'll try to rupture you, step away, avoid the damage, beat up the soul.

his silence is irritating, but only really when you want to ult. you can counter the silence buy surviving his burst (later game this is a given) or qss-ing.

VS

Darius

Medium

darius beats you 1-3, you beat him 4-16 from there on his ult does too much damage and he's too tanky to 1v1. 1v2 its fair game because of your extra damage. but surviving 1-3 is something to be cautious about especially his level 2. level 3 you have all your skills and by assuming you follow the gameplay tips you can crush him there on out. he becomes easy money after 6 but if they have a damage heavy roamer or jg you can get burst down before steraks so be mindful of your positioning and his damage.

VS

Diana

Easy

get out of here melee mage. she builds damage slower than you, she builds tank ineffectually, dispose of at leisure. she can shield early e damage so don't be a sped and waste all your mana on the soul.

VS

Dr. Mundo

Medium

hes annoying, sure. level 1-5 he will have kill pressure on you. level 6 on you can tell him to fuck off when he tries to fight you, but generally you wont be able to do enough damage to kill him without help.

as long as you dont spend the whole game eating cleavers he doesnt do enough damage to kill you. and deaths dance makes his poke non-stick.

VS

Ekko

Easy

jumpy, annoying and comes with ctrl+z. try to pop his ult without ulting for a chance to actually kill him

the most kills I've gotten from ekko is when i get  ganked and he goes in but gets 1 shot.

cant do that if he builds tank, but has fallen out of meta due to nerfs. not really a threat to you, but as always be careful 1-3

VS

Fiora

Medium

skill match up

she can riposte your e, and chase you down. freezing lane while trying to poke (try not to q the minions) and if you get ganked go for the jungler first, situation depending (if shes on 100hp kill the bitch)

VS

Gangplank

Hard

ranged poke. more ranged than yours. can orange off your soul debuff, will never all in you if they cant kill you very quickly. your wave clears are on par. irritating son of a bitch. late game he will kite your ass or all in you and generally die. becomes easier when laning is over because you don't have to fight him.

VS

Garen

Easy

on paper he should be medium if not hard.
he can silence you mid ult and run off, hes too tanky to all in, and he ult you to burst you down.

in theory.

in reality most Garens will open with a silence and spin on you. you can then land a point blank e and out trade his shit, and heal off the soul/him if he sticks around to take it. he has to choose between clearing wave and damaging you. you don't. his regen means at 11 he can stick around for longer but you don't mind that. if he builds damage first you kill him, if he builds tank first he cant kill you, ergo you win.  if he starts damage, panics and switches to tank, laugh as you kick his ass.

VS

Gnar

Medium

gnars strength here is his range. he will go in on you in mega gnar form. this is a mistake. you do 4x as much damage as him. the cc is the only thing this for has going for him. early mini gnars stats are so bad he'll hurt if you q him. but you let him harass you and hes gonna run you out of hp. (manaless bullshit.)

VS

Hecarim

Easy

if you play as a hec top I feel bad for you son. this is a bad idea in general. illaoi does the same thing that hulk did to loke in the first avengers movie. his 1-2 is weaker than yours and your 3 makes you a shit load stronger than him. you generally also our range him.

hec top is stupid dont do it.

VS

Illaoi

Medium

1v1 the best champion in the game.

the tentacles get confusing as fuck. if you blind pick into another illaoi PM me and I'll check if hell has frozen over.

VS

Irelia

Easy

same song and dance. 1-2 be careful
past that laugh at her pathetic attempts to do anything but feed you. remember the gameplay tips section and you should be laughing to their nexus.

VS

Jarvan IV

Easy

who even plays j4 anymore.
hes melee so you win, he doesnt do enough damage if he builds anything but full ad, and if he does be wary of his burst. hes got a decent amount of cc, but the general motto is I'm not stuck inn here with you, you're stuck in here with me.

VS

Jax

Easy

i can dodge auto attacks. look at me I'm the champ.
he can't dodge your e, or your q, and he generally uses the stun to initiate so you can blow him up. care 1-2 and later game i would suggest buying thornmail. don't rush it though because he does a surprising amount of magic damage.

VS

Jayce

Medium

hes ranged.
as soon as he switches to melee you can destroy him.
if hes good he wont do that and just shock blast you, at which point you can try and use minions for cover and counter waveclear.
but his range will be his major advantage.

VS

Kayle

Hard

a good kayle will stay at range and ult herself if you all in her when she gets to close. she has a strong slow so that will be rare. you are illaoi and do lots of damage to her, but you won't be able to get to her generally.

VS

Kennen

Hard

poke is annoying, kinda rare to see, some MR and a deaths dance and you should be able to shrug it off.  the hamster is hard to gank and has some annoying cc so if you get ganked pre 6 and your more than halfway down the lane prepare to die. cant catch it to kill it.

VS

Kha'Zix

Easy

hes laughable since if you stay around minions you wreck his q damage you out damage him and out tank him.

if you lose you dishonor your family.

VS

Kled

Easy

tell this nerd to play a real champion. hes completely melee bar his shit form pistol. he jumps on you, you e him and win.
he is manaless so he can spam skills. this is offset by being a shit champion.

VS

Lee Sin

Medium

really dangerous level 1 and 2. if he gets a head he can sustain that lead quite well. play super passive 1 and 2 and you should be fine. a lot of his damage comes from his q. so if you can get minions to block it you stop quite a lot of his damage.

VS

Malphite

Easy

VS

Malzahar

Medium

VS

Maokai

Easy

VS

Master Yi

Easy

VS

Mordekaiser

Easy

VS

Nasus

Medium

VS

Nautilus

Easy

VS

Nunu

Easy

VS

Olaf

Medium

VS

Pantheon

Easy

VS

Poppy

Easy

VS

Quinn

Medium

VS

Rek'Sai

Easy

VS

Renekton

Easy

VS

Rengar

Medium

VS

Riven

Easy

VS

Rumble

Easy

VS

Ryze

Hard

ryze can fuck off. Build as suggested to have the best of the worst time of your life.

VS

Shyvana

Easy

dont get into protracted fights.
win.

VS

Singed

Medium

depends on the quality of singed. a good singed wont even bother trying to lane against you and will straight up proxy. you have the wave clear, but you cant push towers and you cant kill him if hes not in lane.

if he does stay in lane laugh at his corpse.

VS

Sion

Easy

his only ranged skill is shit and he does no damage compared to you. beware his coming back to life.
kick his ass.
wait to get ganked to use your ult so you get more money.

VS

Swain

Medium

hes ranged and has sustain.
hes also got cc so you cant really catch him unless you luck out.
call for a jungle gank before he gets 6, and when there are no minions to life steal off.

VS

Teemo

Hard

same problem as garen but with no movement speed steroid.
if you can land an e on him he will take hits like a bitch. a smart teemo (the one in existance) will make this impossible 90% of the time and push you off the spirit if you do land it.

VS

Trundle

Easy

he has no ranged skills at all.
kick his ass.
ward and you should be fine.

VS

Tryndamere

Hard

press r to not die for 5 seconds kills your tactic of murder him before you die. hes hard to run from. once he reaches 0 run and try to wait it out while running, and go back on him when it expires.

if you lose this lane you will lose it hard.

VS

Urgot

Medium

hes ranged and he's the urgod.
respect his deceptive tankiness.
corrosive charge is his damage dodge it if you can, but he gets so mana gated if he doesnt rush a tear, once you have deaths dance his harass shouldnt be a problem

VS

Vladimir

Medium

ranged and lots of sustain, if you can actually get on top of him he dies like a bitch. hard to make damage stick, but hes short ranged so you can q harass him. try not to get empowered q'd.

VS

Volibear

Easy

he has no ranged skills at all.
kick his ass.
maybe hes hard to run from. ward and you should be fine.

VS

Wukong

Easy

he has no ranged skills at all.
kick his ass.
he can do moderate amounts of damage, make sure you e when decoy is down.

VS

Xin Zhao

Easy

he has no ranged skills at all.
kick his ass.
maybe hes hard to run from. ward and you should be fine.

VS

Yasuo

Hard

dashy little bastard. too fast to hit unless you let yourself get ulted on purpose. not always the worst idea cause it holds him still. caution because he does more damage after his ult. really aggressive yas early on can ruin your game.

VS

Yorick

Medium

Early he out damages you a lot, later you laugh as you kick his face in.
just be wary his full combo at level 6 does as much damage as yours, but is much more subtle.

VS

Zac

Medium

Generally just irritating, a good zac will abuse his blobs and % hp damage try not to stand on top of him too much and you should be fine. very hard to make damage stick.

Introduction Back to Top

Hello stranger
My name is Vituperative and I''m a Gold III illaoi main on the Oceania servers. People i play with tell me I'm good at this champion. People keep asking me how to play her. so i up and made a guide so they'd stop fucking asking me.

the following is in 2 sections:

1)BASIC SHIT
this is where i learn you the  basic mechanics.

2) C-C-C-COMBO
how to wombo peoples shit.

2) HARD SHIT
this is where i teach you the next level strats.

go on. go and read them. have fun, throw me a comment if you think I'm wrong and if I am, you get your money back.

BASIC GAMEPLAY Back to Top

PASSIVE


yes this is important. for optimal kill / not dying power you have to be careful where you spawn your tentacles. If i remember correctly they spawn at a minimum of 1000 units from each other. if you leg it to top lane get there and you should be able to spawn 3-4 before minions spawn. these are your fall back points and should look a little something like this on blue side, with the black one being optional,btop.jpg

and this on red side.
redtop.jpg

thats a rough estimate where they should be, you shouldnt lose any fights while in the centre of those four tentacles. you should be able to set those up before minions spawn fairly easily.

As you move forward you want to hug the wall where you want the tentacle to spawn, that way it doesnt get conufused and spawn further away that you want it to. against ranged opponents like ryze you should be able to maintain at least these four.

you should aim to make these boxes as you push forward, as if you get ganked while in these, even if you whiff your e, you should still be able to win a 2v1 even if you aren't fed. example:
fortification.png

ignore the caitlyn, i couldnt be bothered to make my own images so i ripped them from google and added the circles.

ALWAYS STAY BY THESE
unless you cant win the fight, ie theres a fed as fuck azir coming your way. then leg it and pray they dont chase you.


Q MECHANICS

I don't really have to explain a linear skill shot to you do I?
you're right, It's you.

As mentioned in the skills section, the slam both has a long wind up so you have to lead your target a smidge, and it starts from the back of her model, so you can hit stuff that may appear slightly behind you. you have to be stationary, so intrepid lane opponents early will either bull rush you and tank the damage before its level 2 (riven, yas, but riven will die like a bitch) or avoid it and hit you with skill shots/ ranged abilities (ryze, kennen) so you have to play around their skill shots a bit if ranged or be careful until the point where trying to run through your q makes them instantly lose the trade.

this skill costs more mana than w, if you can w things using your passive tentacle, it will be cheaper and achieve the same thing.

q'ing a person and their soul will heal you twice, and the soul will act as a damage amp. this is v good harass and has great kill potential if a person underestimates your damage.

when ulting dont q unless you have to. w should be the only thing you're doing.

try not to q people you're chasing, if they don''t die, you wont be able to catch them again if they right click their fountain.


W MECHANICS

Empowered  auto attack
resets autos but thats not particularly useful.
consumes sheen procs for T O N S O F D A M A G E.
has a 2 second cd during ult. spam the shit out of it and nothing else.
it can be used to catch people which is nice for Illaoi.

E MECHANICS

at low levels hitting the soul will not translate into much real damage, don't waste your mana on it and just auto it. at low levels its use is spawning tentacles that can hit them, and buying you time to level up easily.

when the skill is high level blow it up.

when you grab the soul all nearby tentacles will swing at it. this is the basis of your combos and is nice for keeping you alive.

if someone is trying to push you off the soul
1) attack them and just try to hit the soul with aoe.
2) if you know they will out damage you, let them have it. dont try and relentlessly stick on it.

when you grab a soul people will do one of three things. its best to wait and figure out which one they're doing.
1) run at you. q their shit and the soul, if you're near a tentacle w the soul and back off in a direction that pulls them into getting them and their soul hit with a tentacle. if their ranged throw out a q and w then abandon the soul. you'll win the trade but probably not kill the soul. no biggy.
2) run out the circle. they straight up run off. not much you can do about it. maybe they'll get hit by tentacles, will probably farm some minions by accident with the rogue tentacles.
3) wait it out. just hit it with autos unless you can efficiently kill it without wasting a shitload of mana. w are the key to that as well as minions. late game you can probably easily kill off squishy clones or drastically lower the health of tanks.

CAUTION. ONLY USE E IF YOU KNOW YOU"RE NOT JUST ABOUT TO GET GANKED OR ALL IN'D.

THAT MEANS WARDING. DO IT. GOOD HABITS ARE WORTH NINE STITCHES IN THE BUSH.

R MECHANICS

if you grab a soul before you R, you will get a free swing at it from all nearby tentacles, collateral combining with immediately w'ing will wreck 99% of peoples shit.

w has a 2 second cooldown. use it.

try not to get it baited out of you, only use it if you're sure people are going in. look for things like riven ults, lee q's ( MY MINDS TELLIN ME NOOOO), people using their mobility to engage and that sort of shit. Illaoi ult is like ez ult, only being killed will stop it, and if you die before you hit the ground it doesn't go on cd.

dont be a dingus, ult and run off. stay next to the tentacles if you can help it, so they can help you.

the more people you ult, the more tentacles you spawn. this makes you a god at static teamfights. try to catch people where escape is impossible, or you can hide until they''re about to tread on you. if you walk up to people in the hopes of them just standing around you, I will personally find you and fill your bed full of fish and mayonnaise. that is the best way to get kited and shot to hell. you can only kill people if you're not dead.


C-C-C-COMBOS Back to Top

Some basic fusions of your abilities will up your damage considerably.

IMPORTANT

THE "SLAM JAM THANK YOU MA'AM" ( SJTYM)

To see 100% successful completion of this combo, you should be around 1 or more passive tentacles.

E someone who is rushing toward you, pick the squishiest person if you're being ganked, which is usually the jungler in this case because they'll not be itemizing against you, or perhaps have a lower level. if its your lane opponent make sure your e isn't going to get minion blocked.

R when at least 1 (better with 2, but its important not to wait too long earlier in the game otherwise you can get burst down) champions are in range.

W the CHAMPION, NOT THE SOUL. you want the tentacles swinging at people, the soul can't kill someone by itself. you can queue this up when you R and select a target before you hit the ground. do not use your w then ult, it will still go onn the full CD.

If all goes well, in a 1v1 you should have at least 3 swinging tentacles that immediately swing twice after hitting the floor from your ult. This unloads crazy amounts of damage, and will probably 100-0 any lane opponent if pulled off perfectly level 6-9 unless you have fed horrendously.

 

THE SURPRISE JAPANESE CARTOON HARASSMENT TECHNIQUE (SHH)

Melee laners will try and kill your tentacles. stand next to one that they are about to kill with your passive up. E them as soon as possible, they always seem to forget the tentacles can spawn again. stand on the point where it spawns for maximum surprise. when it spawns you should be able to out trade them if you stick to your guns. Note: this technique should not be performed against hard match ups, because they will just kill you. they are hard for a reason.

THE LOSS LEADER

This jutsu requires you initially losing a trade in order to guarantee your E. notice a theme here?
around a tentacle purposely allow the enemy to engage on you, let darius hook you let the riven Q you. Obviously fight it, but you will lose initially.

Grab the mother fuckers soul. kick his shit in. people seem to think they can stick on you after they've blown their kit, particularly if it has done a decent chunk of damage. obviously don't leave it so long that you'll lose because they've knocked you down to 10hp. use those smarts. it should be noticed the "slam jam thank you ma'am" (tm) can also be applied here to great effect.


USES OF COMBOS

Kill people.

but seriously, the SJTYM is your general reaction combo to getting ganked, or if some punk ass laner tries to start something and YOU ARE SURE the jungler isnt going to fuck you up after you kill the laner. try not to use your ult if you don't have to, it ups your damage by like 60% which makes this crucial to fighting off ganks. you really don't want to whiff it and not kill anyone only to have the enemy jungler run in 5 seconds later and clean you up with no kit.

the SHH should be used against less bursty enemy laners like sion or trundle. it should be noted that this technique is dangerous and only should be used when you are confident you can escape from the enemy should things go south.

The loss leader is pretty fantastic for tower diving. letting an enemy blow their kit on you so you can dunk their shit is fun and easy to do. note if you are tower diving and not just using it to harass, please have ult. you dont want to take tower agro for more than 4 shots, it gets dicey if you stay that long, if you see it's not gone well pull out. they might even chase you to their own death.

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