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Spells:
Teleport
Flash
Items
Ability Order
Prophet of an Elder God (PASSIVE)
Illaoi Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Braum
DO NOT ENGAGE!!! YOU WILL NOT WIN!!! ABSOLUTELY NOT A JOKE!!! FIGHT IF YOU WANT TO FEED!!!
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Rush sheen early. It is, in my opinion, one of the best rushed items for Illaoi. I then get Sterak's Gage and either Merc Treads, or Chain Vest depending on my lane opponent. I then get Deadman's for when I'm against ad. There are other items I've put in above, but move speed and damage on your next auto is super fun! I then get Trinity for more damage when I ult, getting the proc off more. I would then get armor or magic resist depending on the damage that is done the most by the enemy team.
Maxing out Q is essential for Illaoi if you want max damage output. I max E next, as the cooldown is great for taking out a chunk of their HP, and the more you upgrade it, the more damage it deals. Finally, I max W last. I see that most Illaoi builds get W second, but the cooldown and damage output that it gives isn't very great compared to E. Also, when you use R, the cooldown of W is 2 seconds, so you'll be able to use it a lot anyways.
From what I can tell, the masteries on Illaoi can be interchangeable to a degree. For the resolve tree, I would always take Grasp of the Undying as my Keystone Mastery. The % HP that you get from it is, in my opinion, too good to give away when you go into a teamfight. Other than that, it's preferance. I like 12 points in the Cunning tree for more mana sustain, as I like to use my abilities more often. You can take 12 into Ferocity if you're going for more of a damage dealer than a tank.
These are the runes that I use on Illaoi, and I have only lost lane 1 time so far. For Marks, flat AD helps with damage. The flat armor seals for more early game defenses. Everyone does some physical damage, so some early armor helps a lot. I take some flat, and some scaling MR glyphs for both early and late game. When you lane against any AP laner, they will have very low AP early on. They still will do some damage which is why I take 3 flat MR glyphs, but most of the magic damage that is dealt will probably be from mid/jg. You won't be seeing mid laners until later on so I take 6 scaling MR glyphs for when that happens.
One of the best combos that I have been able to find so far for teamfighting is E-R-W-Q-W. When you us E-R, it actually adds another tentacle for the soul of the champion that you just pulled out. This helps out a lot when you get ganked in lane and decide to kill both of them. Take the soul of the one you want to kill first, and then go crazy.
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