We're Kraken Skulls
Not Updated For Current Season
Hey I'm Cyzor. I'm a league of Legends streamer and I've been playing the game for 3 years, so I've watched it change and evolve over time and I've learned a lot about the game. This is my first mobafire guide and I'm going to pour a lot of effort into making it the best I can. It's not completely finished, but I'll be working on it pretty much everyday until its the best guide on here! Within this page I hope to tell you everything you need to know to effectively build and play . Any and all feedback is welcome, so if you have any issues/suggestions on how I can improve this guide please leave a comment down below. If you feel like something doesn't make sense or you don't agree with something, please let me know and I'll do my best to explain more clearly.
is a ridiculously powerful champion in the right hands, however her laning phase is kind of delicate. Its important that you know when and where you are strong or you'll give your opponent the advantage and you're going to have a bad time. Don't despair! For I shall show you the way of Cthulu! So lets get Kraken!
Here's a taste of her potential...starring yours truly!
Pros / Cons
Illaoi is a fighter in every sense of the word. She's not an assassin jumping to the enemy backline. She's not a tank peeling people off her carries while soaking damage. She's a fighter. She lives for the teamfights where she can deal out metric tons of damage to their entire team from the frontline. She's terrible at locking down targets which is why her Test of Spirit is so important. It forces her enemies to choose between running away and letting her farm while they dodge tentacles, or duking it out with her and facing a very uncomfortable game of slap and tickle
In lane you have to remember that without her tentacles, her damage is pretty bad and she's not very scary at all. The animations for all of her skills are slow. a mobile champ or ranged champ can take out tentacles with little effort and this must be factored in when fighting them. Your Test of Spirit is crucial to keeping control over the lane and not getting steam rolled. Pick your fights, don't be baited into fighting where you don't have tentacles focus on farming because until you get that cleaver, you're pretty weak. Win laning phase, or hell survive laning phase without feeding, and you'll be a force to be reckoned with!
Champion Skills (In-Depth Explanation)
Illaoi and any vessels she makes spawn tentacles periodically. Here are some important bits about the tentacles. They require 2 hits to be destroyed. They will not attack if no enemy unit is in range. Their SLAP is ground targeted, and pretty wide, so its fairly easy for a vessel to smash more than one enemy. Keep in mind that the only skills that cause them to attack are and . Its important to note that the tentacles damage scales with your level and your . It starts at 120% rank 1 and maxes at a WHOPPING 160% AD RATIO!! Better clench them cheeks!
SLAP! So your is your bread and butter. You max it first in the toplane. Always. It increases the damage of your tentacles, it is your source of heal, source of harass, source of wave clear, and you slap the sh*t outta folks. So things you need to know. Once you get a level in it, you forever get 5% of your missing health back every time a tentacle slaps or you land a . Also it heals you for each champ hit by the Q including the spirits pulled from . As stated before the more levels you have in this skill, the stronger your passive tentacles are. At present the hitbox for your Q is actually slightly longer than the indicator, so sometimes you'll damage champions who you thought were 'just barely' out of reach. As far as mana consumption. You can use this move to wave clear occasionally but do 'not' spam it. You don't have the best mana management systems and until you buy an item for it you'll be running OOM pretty often.
AKA THE BABY DUNK! Ok, so this is the move I commonly see people leveling either 1st or second, which works, but isn't the most efficient and I'm going to tell you why in a second. Her W resets her auto attack and gives it extra range, allowing her to jump to her target with a beautiful dunk. If you've never seen it before, the mechanic works similar to ekko's Phase Dive with the difference being that she's still targetable during the jump and susceptible to cc. Using your while near tentacles causes all tentacles in range of the target to come down with a 'SLAP'! Ok, so here's the straight numbers on why you shouldn't be leveling this 1st or even 2nd in the toplane. This moves max damage at level 5 is base 90, with a 10% AD ratio (Wump wump). So leveling it for damage is the worst idea, since the Q does way more damage and boosts your tentacles damage as well. Leveling it for cdr is also dumb. Its cdr level 1 is only 6 seconds. You're building a and either a or a so you're going to be maxed on cdr. 40% of 6 is 2.4 seconds folks so the only other reason would be for teamfighting ability. to get more dunks off in a fight, but in that case, you're going to be using your ult, which instantly lowers the cdr to 2 seconds anyway. So in conclusion, max this last. It does everything it needs to do from rank 1. Trust.
. When landed, it pulls a tethered soul out of the champion and places it before . Any tentacles in range will drop down with a nice SLAP onto the soul. This soul is treated as a champion for the sake of Illaoi's other abilities. A percentage of all damage dealt to the soul is transferred to the one tethered to it. If the soul is killed, or the champion moves far enough away from the soul to break the tether, the champion is immediately slowed by 80% for 2 seconds becomes a vessel. For 60 seconds vessels are able to summon tentacles on nearby surfaces every 10 seconds. These tentacles attempt to hit the vessel immediately upon summoning and all tentacles randomly swing at the vessel should they come into range. Killing 3 tentacles or getting a takedown on Illaoi ends curse.
Special Note If you're able to get enough damage on the target champion, it is possible to kill them by dealing damage to the soul afterwards. There's not much of a bigger middle finger you can give someone then destroying them via soul.
AND NOW BRINGING ILLAOI INTO THE WNBA! This may be the most destructive dunk in the game! One dunk turns a teamfight into a League of Legends Fakku clip. This is a pointblank ground target skill, so positioning is important. You slap that R and carnage is unleashed. It deals a flat amount of damage with some decent scaling. For every enemy champion (and soul) in range of her ult, a tentacle is spawned. They all immediately slam down on her location. For 8 seconds, your cooldown is reduced to 2 seconds. This overrides any CDR you may have (and should have) built on her. All tentacles become untargetable and smack the **** out of people 50% faster
Masteries's teamfight is her inability to get killed while she's dealing damage. Her strength is in her sustain during fights. She's essentially mundo as long as she's dealing damage. These masteries maximize damage output as much as possible without giving way to her fighting sustain. Through , , , and , her passive explodes. 5% health back from each tentacle becomes an ungodly chunk of health back every time a tentacle comes down. You keep your tankiness from , and you get that more than necessary tenacity from , but you enable her to heal through almost any fight. allowing her to come out of a 2v1 fight killing both opponents and ending up with more health than when she started.
Greater Seal of Armor
Greater Mark of Attack Damage
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Greater Glyph of Scaling Magic Resist: Standard MR per level runes. They're good for most all rune pages and if it ain't broke, don't fix it, amirite?
Greater Mark of Attack Damage: These are the only ones I'd think of changing. Attack damage runes are still the best choice due to her amazing ratios. We'll talk about alternatives tho.
Seal of Armor: These are also pretty standard on most pages. Don't mess with a working thing.
Possible other runes So the marks are really the only thing I would think to change. If you want to sacrifice that early game extra damage on her Q and her tentacles (which scale on level and AD, not on her Q as people seem to believe) you can go Greater mark of Armor Penetration for extra damage to champions in the late game. It might not feel like much of a difference, but there is one and this is a game of inches. If you wish to jungle her, (which I don't recommend at all) you're going to want to go with the Greater Mark of Attack Speed
As I flesh out this guide a little more, I'll let you guys know what's added in the section below. This includes every update for Illaoi and her items due to patch notes.
+Updated Champion Skills 12/27/15
+Included Runes section 12/27/15
~Working on Laning Phase Section
+Added Mastery Page explaination 1/2/16
+Updated One-Man Army build 12/30/15
+Optimized Masteries 12/30/15