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Illaoi Build Guide by RTO

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[10.15] RTO's Challenger Illaoi Top Lane Guide

By RTO | Updated on July 26, 2020
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Runes: Primary

1 2
Precision
Conqueror
Triumph
Legend: Tenacity
Last Stand

Inspiration
Biscuit Delivery
Time Warp Tonic
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #6 in
Top Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

RTO Here!
About Me

I am a Peak 578 LP Challenger, North American Top Laner and Streamer representing Team Radiance, whose mission is to promote positivity in League of Legends. My main is Renekton, but I play many other champions when I am target banned. I also have an incredible amount of top lane knowledge that I want to share with you guys.

Illaoi is a lane dominant powerhouse, who also excels at teamfights. She can be rather complex to learn, but the effort is worth it. She has decent sustain, insane 1v1 potential early game and can easily outplay 1v3 - or more - scenarios.

If you like this guide, make sure to check out my even more in depth guides at my new website



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Flash is your engage summoner, your escape summoner, and all in between summoner. Take this every time. There is no reason to replace this summoner. Flash is especially important on Illaoi due to her Harsh Lesson, and her lack of mobility.

Ignite is when you feel like you want to be hyper aggressive during laning phase. It's damage got nerfed during 9.2, and it starts to fall off hard the later the game progresses, so generally Teleport is taken instead. Not often taken on Illaoi as she has enough kill pressure without Ignite. Although, great vs healers such as Vladimir and Dr. Mundo.

Teleport is your primary summoner in place of Ignite, it allows top laners to have great map pressure, it's used for split pushing, turning team fights and returning quickly to lane early game. Illaoi is not known for her Teleport making plays, but she is known for splitpushing and turning teamfights at big objectives - Baron Nashor / Dragon .


PRECISION AND DOMINATION




PRIMARY CHOICES

Since Kleptomancy was removed with Season 10, Illaoi's best rune is now Conqueror. She gains up to 5 AD (based on level) with every stack, up to a max of 10. When fully stacked, you gain 15% healing on the damage you do to champions - this increases our sustain exponentially and is fantastic synergy with our secondary runes and healing in our kit.

Triumph restores 12% of missing health, and grants an additional 20 gold, on takedowns. Again, this helps us sustain and easily take on a 1v3, while granting us a bit of extra gold income.

Legend: Tenacity is a surefire way to help us quickly escape any CC's, which is necessary on Illaoi as she has no dashes, or escapes. You increase your tenacity with every takedown, up to a maximum of 10 stacks.

Any time you are below 60% HP, you deal increased damage, maxing out when at or below 30% HP. This is fantastic for Illaoi as you want to be popping your ultimate at as low health as you can - without dying! This will increase our ultimate's damage and we should be able to regen back to nearly full health with all the sustain in our kit.

Taste of Blood heals us every time we damage a champion (cooldown 20s). This increases our sustain and lets us stay in lane longer, as well as having good synergy with Prophet of an Elder God.

Again, increases our sustain and synergizes well with Illaoi's passive.


Adaptive force = more damage. No brainer!

Adaptive force for your 2nd flexi rune, more damage! Your last defensive rune is interchangeable depending on the enemy match up you're against. More AP? Take magic resist. More physical? Take armor. Want / need more hp? Take HP!


You'll want to make choices depending on the enemy team
and match up that you're against, whether you need more armor, or more magic resist



Boots


Core





PASSIVE ABILITY
Prophet of an Elder God

Periodically, Illaoi spawns a Tentacle on a nearby impassable terrain if no other Tentacles are nearby. Tentacles fully spawn after a 2 second delay and are untargetable in the meantime.

Tentacles deal 10 − 180 (based on level) (+ 120% AD) (+ 40% AP) physical damage to all enemies struck when commanded to attack by her abilities. Each Tentacle also heals Illaoi for 5% missing health if it hits at least one enemy champion.


Q
Tentacle Smash

Passive - Tentacles deal increased damage.

Illaoi slams her idol into the ground, summoning a Tentacle that slams down in the target direction, dealing physical damage before disappearing.

If Illaoi is not visible, the slam will be seen but it will not be heard.


W
Harsh Lesson

Illaoi's next basic attack within 6 seconds gains 225 bonus range and causes her to leap to her target if they're beyond her normal basic attack range.
Bonus Physical Damage - 3 / 3.5 / 4 / 4.5 / 5% (+ 2% per 100 AD) of target's maximum health
Minimum Physical Damage - 20 / 30 / 40 / 50 / 60

The attack deals bonus physical damage, with a minimum threshold, and capped at 300 against non-champions, and commands all Tentacles in range to attack her target. The minimum bonus damage can also be applied against turrets. Harsh Lesson resets Illaoi's basic attack timer.


E
Test of Spirit

Illaoi fires a projectile in the target direction, stopping at the first enemy hit. If the enemy is a champion, their Spirit is pulled in front of Illaoi over 0.75 seconds. The target is tethered to the Spirit for 7 seconds, granting Illaoi true sight of it.

The Spirit has the target's current health, armor and magic resist, and redirects a portion of the pre-mitigation damage received to the tethered champion.

When the Spirit is killed or the target moves too far away, the tether is severed, slowing the target by 80% for 1.5 seconds and marking them as a Vessel for 10 seconds, revealing the area around them for a few seconds.
Each Tentacle autonomously attacks the closest Vessel or Spirit once every 5.5 / 4.5 / 3.5 (based on level) seconds.
Damage Transmission - 25 / 30 / 35 / 40 / 45% (+ 8% per 100 AD)

VESSEL: Enemies made a Vessel spawn a Tentacle near themselves every 5 / 4 / 3 (based on level) seconds, ceased by taking down Illaoi. Tentacles can spawn exceptionally closer to each other than when spawned by Illaoi.


R
Leap of Faith

Illaoi leaps into the air unstoppably before slamming her idol into the ground, dealing physical damage to nearby enemies. For each enemy champion hit, a Tentacle is summoned for 8 seconds (up to a maximum of 6 summons).

For the duration, Harsh Lesson cooldown is halved, all Tentacles awakened by Illaoi are untargetable, will not show their hitboxes, nor go dormant, and will take half the amount of time to make an attack.



EARLY GAME




Early laning phase, you will just want to let your lane opponent push, and using Tentacle Smash to trade, and farm. Don't take bad Harsh Lesson's, because it can put you in an awkward spot for taking high minion damage.
Levels 3 and onwards, laning gets a bit easier now we have all 3 of our necessary abilities. With Conqueror, laning is easier for us than previously with Kleptomancy, as we can benefit instantly from the healing it provides. You'll want to try and position near at least one of your spawned tentacles, and just try to farm up for your first item.

Once you're 6, you can focus on pushing the wave and pressuring the enemy laner. Since you have Leap of Faith, you can generally take a 1v2 if you get ganked at this point. Harsh Lesson can be used to hop over thin terrain, if you can get vision of, and in range of, a jungle minion - such as Gromp .
Illaoi's laning phase is all about pressuring the other top laner, and snowballing your own game, eventually being a late game monster that can 1v5 an entire team.

Help out your jungler if he comes to take Rift Herald , and secure first blood tower for your team. At this point you can potentially invade the enemies jungle, taking away vital XP, gold and their blue buff, if you're on red side.




MID / LATE GAME



Outside of laning phase, you have the option to group with your team and take objectives, or split push. If your team has a strong team fight, you can group with them, invading the enemy jungle, forcing fights over objectives, or pushing lanes.

If you decide to split push, you can very easily achieve this goal with minimal input. You're wanting to make the enemies come and address your monster split push, meaning you need to be vigilant on watching the minimap, and understanding where the enemy team is at all times. Low elo players generally struggle to understand what to do with a splitpushing toplaner, so now is your chance to ping and direct them where to put pressure on the map, such as taking important objectives on the opposite side of the map to yourself.

If Baron Nashor is alive and your Teleport is available, you can split push bot lane.
If Baron Nashor is alive and your Teleport is down, you will be split pushing top lane.

If Baron Nashor is dead, and your Teleport is down, you will split push bot lane, especially if a dragon will be spawning.
If Baron Nashor is dead, and your Teleport is available, you can split push top lane.

You want to split push the lane opposite to the most important, neutral objective, if your Teleport is available. This way, you can take the majority of pressure off the objective, as the enemies will not be able to answer you solo, and they give up the objective to your team. If you know the enemies will be collapsing on you soon, you will want to spam ping your team to complete the objective as quickly as possible. If the enemies collapse on your team, you can Teleport to them to quickly reach the fight.

Teamfighting with Illaoi has a lot of boons and completely turn the tide of a fight, but it isn't the most ideal situation to be in. If you're doing the Baron Nashor dance, try and poke down the enemies first with Test of Spirit, your team can take off a massive chunk of an enemies health, potentially making the fight a 4v5 before it even begins. Unless your team has engage, you'll want to wait for them to make the first move, and then Test of Spirit into Leap of Faith onto at least two champions.

One of the main problems Illaoi faces in teamfights is her lack of mobility, and the ability to be heavily kited by ranged champions, especially if you miss your Test of Spirit.

Be careful if the enemy team have a Lulu, she will Whimsy you, completely negating any of your damage and essentially rendering you useless. The same goes for any very hard CC such as Morgana's Dark Binding, or Malzahar's Nether Grasp, or an Ezreal that has built Iceborn Gauntlet to kite you.

I hope you have enjoyed and learnt enough from my Illaoi guide, to smash your enemies, and conquer the game.

If you're interested in seeing more of Illaoi, Renekton and myself, please follow my stream! I am streaming every day, and I engage with my chat consistently.

If you like this guide, make sure to check out my even more in depth guides at my new website
  • 11/04/2019 - Published Guide.
  • 11/21/2019 - Updated for 9.23.
League of Legends Build Guide Author RTO
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[10.15] RTO's Challenger Illaoi Top Lane Guide
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