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Illaoi Build Guide by Miketahstic

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League of Legends Build Guide Author Miketahstic

Get Krak-elackin

Miketahstic Last updated on December 6, 2015
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
Swiftness
 
 
5/
Legendary Guardian
 
 
 
 

Resolve: 18



Threats to Illaoi with this build

Threat
Low
High
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Threat Champion Notes
4
Kha'Zix Harass early. His early defenses are almost nothing, so everything that you do to him will hurt him a lot. If he catches you alone, he can kill you.
4
Shaco Poke him down. His early has almost no defenses, so early fights should go in your favor.
4
Jax He's pretty easy to beat. When he goes in and begins his counterstrike ability, use an E-Q combo, but wait until counterstrike runs out before using W.
Guide Top

Introduction

Hello everyone! This is the first guide that I've ever made, and it would be great to have some feedback. My name is MikeTahstic, and I am currently in Silver. I know that it's not a very high elo, but I hope this guide gives you ideas for different things you could try at your respective elos. I will be adding more matchups as time goes on when I go against different champs and see what it's like.


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Items

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.


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Skill Sequence

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.


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Masteries

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.


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Runes

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.


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Summoners

I use Teleport for more map pressure, and Flash for when I decide to dive, retreat. Swapping out 1 of the 2 for ignite is good when against someone that you will fight/all-in a lot.


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Teamfight

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.