Illaoi Build Guide by Chromuro
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Runes: Gangplank's influence
+1-10% CDR (lvls 1-18)
+15-90 HP (lvls 1-18)
+10 Adaptive (6 AD or 10 AP)
+6 Magic Resist
Ability Order vs. squishier targets
Threats & Synergies
The few time he goes AP is a problem, but you can understand that immediatly with the first item, it isn't like cho'gath. He goes OOM pretty quickly, so you can hit him as much as you can. Time your ult with his ult and you win lane.
After some levels you can instakill his ghouls and... that it. It's a free lane, just remember that he's still a big splitpush threat.
Free E procs and free damage, the most easy lane for Illaoi. If you can slow his undead form with your E, you're golden.
Why this guy has to heal so much? All in all it's an easy lane, dodge the Q and it's all ok. Just don't expect to get a kill from this guy without your jungler and A LOT of damage.
Fiora brings the battle directly to you and that's what you want: she can't repost anything (but your E slow, she becomes a vessel anyway) and if she ults you, you ult on her too; the main key is negating her farm, so be a bit more aggressive with your W. Tentacles>swords, remember
Don't let him escape, just this. You can deal a lot of damage early, so try to kill him as fast as you can. Even a small lead can do miracles.
She can't do too much damage early, she's a nuisance because of her heal and invincibility, but it shouldn't be a problem; farm enough and the tentacle will do their job. The only (half) ranged champ that I can stand.
A lot of people say that nasus is the natural counter to illaoi because he can farm your tentacles, but I don't agree: his early damage is miserable and if he's not careful, he goes OOM with nothing. Deny his farm as much as you can, shove the wave under tower so he can't farm effectively. He can farm your tentacles? You spawn one every ~15 seconds, it's not stack efficient and you only need your Q for him.
Avoid walls at all costs, you need to be quick to set up your tentacles and then run away. The only problem is the brittle debuff that can hurt a lot, so stay away from is W. When he ults, run towards him and time your ult with his second cast, this way you won't be knocked up and you can continue the trade without not so many problems.
She brings the battle to you, so it's all ok. Maybe when she goes full bruiser can be a nuisance, but there aren't that many poppys in the world, even less bruiser poppys because tanks disappeared (I wonder why-). Make her waste her shield attack and stay away from walls if you are not sure of what you are doing.
*eurobeat intensifies* Reaaaally annoying, he runs too fast and the poison is just UGH. You can easily kill him, but oh god you need godlike reaction to catch him.
He can't really do much, his natural tankiness is the only problem. If you can time your W with his taunt at least you'll do some free damage (+rune proc)
The bleeding and the execute are the real problem, you can't heal fast enough to compensate all the damage. If he's smart enough and buys an executioner calling, the lane is over. Try to trade with him pre-6, if you get some kills it will help you immensely.
Like fiora, but she can negate your W and while you are in your ult is the worst thing that can happen. Hit her while she's Qing the minions, free poke.
He wants to hit you hard? You hit him hard back. Wait his second dash if you can, this way you'll hit more reliably your skills. And don't be too reckless, he's the god of long duels.
He has only aoe spells ffs. The only single target skill is the one that you have to avoid at all costs. He hits like a truck, but you can compensate his ult damage with your ult healing. Stay safe.
S H O T G U N K N E E S.
We all know the reputation of yasuo mains and it's half true: you can find good yasuo that will do the impossible to push you under tower (succeding in it) or you can find some that belong to the dark side of r/yasuomains that will give you free kills. The windwall can block your E, it's the only thing you have to know; he moves to fast, try to hit him while he uses his Q without E.
It's difficult to understand which build he will go: if he goes full AP, it will destroy you and you need to level up first Q+you'll need some MR early; if he goes full tank, you'll need to level up first E+some early damage. If you fail to understand which build he will go, it'll be pure hell.
Please stay under your tower, a point-n-click poke and absurd aoe damage. You can't trade effectively with him.
Your best chance to fight him is when he's in its alola form: E him and start to hit hard. When he's smol, just try to farm, his poke hits too hard.
She has more damage than you nearly at every stage of the game, you have to play smartly around her. Poke her as much as you can with your Q, if she engages you start to headbutt your keyboard to unleash every skill you have. You can use your hands too, but with the head it's more funny and you'll be too dazed to tilt in case you lose lane
If you can bully him hard enough, he will start to fear you and it will be an easy lane. His overextension can be punished heavily, but his free poke is really hard to sustain and if the teemo understand this, may god help you.
**** this guy: an engage, a disengage, a long range poke, aoe damage, can chase you to hell and return and builds as half (in the best case, normally he goes full) assassin. You can do nothing to this guy. Oh you are winning lane? Too bad, half of your health goes away because he closed his first item. Maybe I have a personal grudge against jayce mains, I don't know. My standard ban.
An ADC with an engage that builds lethality. It doesn't need any other explanation. I'm writing this when quinn has the most win rate in top and bot and there is a reason to it. If you feel lucky, try the game and stay under tower, if not dodge immediatly.
2fast4me. A stun, ranged poke and movement speed, it won't be fun. Stay behind your minion when you want to farm, electric>water unfortunately.
The ulti is just infuriating and free crits ruin your life. The less you trade with him the better, not even your ulti can help you. Stay safe.
Why adc feel the urge to come in top? You absolutely need to shut her before level 3. If both you you get to level 3 and nothing has happened until that point, you lost. You can't escape true health% damage.
Champion Build Guide
Table of contents1. Pros/cons
2. Skill description and sequence
3. Summoner spells
7. Tentacle positioning
8. In the game
Welcome to "Bilgewater Sushi", the only place in Bilgewater where if you try to serve octopus tentacles you won't be damned for the eternity by some strange god with a beard. I'm Chromuro, the owner, and today I'll present to you our poster girl: Illaoi, the kraken priestess! Today I'll reveal every aspect of her personality, what she likes or dislikes and how she will break every bone in your body if you don't listen to her. Take a seat, grab a drink (try to steal it and you'll find yourself without hands), enjoy the show and I'll see you at the end of this journey!
+ Great dueling capabilities +
+ Heavy poking +
+ 1v2 easily +
+ Self-healing +
+ Adaptive build +
- Mana problems in early game -
- Only a (small) engage -
- A little bit item dependent -
- Relies a lot on her passive -
- Can't roam too much -
Illaoi can do two things: dive inside a fight and completely destroy the enemy team with Leap of Faith and an aggressive build or soak a lot of damage and then heal with the second passive of Tentacle Smash and a defensive build. Both of this playstyles have their positives and negatives: an aggressive Illaoi will be rewarded with the most satisfying 5-man dunk ever and then die immediatly after by the extreme focused fire of the enemy team, a defensive Illaoi will be a moving wall that can poke and heal every incoming damage, but she'll lack the killing capability (you still do damage, but not enough for the later stages of the game).
Passive: Prophet of an Elder God
Illaoi and the vessels she creates spawn tentacles on nearby impassible terrain. Tentacles swing at spirits, vessels, and victims of Illaoi's Harsh Lesson, dealing physical damage to enemies hit.
The entire kit of Illaoi revolves around her passive. It doesn't do anything by itself but to spawn tentacles on nearby walls (if there aren't any); she spawns them every ~15 seconds (it's 20-12 seconds based on level) and their positioning is crucial for Illaoi, one tentacle too far away and it could cost the entire laning phase. Positioning will be explained here.
Q: Tentacle Smash
PASSIVE: Tentacles deal 10/15/20/25/30% increased damage. Tentacles that hit enemy champions heal Illaoi for 5% of her missing health.
ACTIVE: Illaoi slams her idol into the ground, summoning a tentacle that slams down in the target direction, dealing physical damage before disappearing.
The active effect is pretty simple: you do damage in front of you. This skill will be your main farming tool since with only The Black Cleaver will one-shot the caster minions and the melee minions will fall with simply one AA.
One thing that you have to remember is that the animation is uninterruptible; this means that if you get hard CCed during the animation, it will still continue, so try to time any hard CC (like a stun) with your Q (this way you won't be completely immobile for the entire time).
The most interesting part is the passive: first it gives a pseudo-scaling to both the tentacles of your passive and the skill itself (it doesn't have neither an AD ratio nor an AP one) and if you hit a champion (not minions or monsters) with them you'll heal yourself. The healing isn't really as simple as stated in the tooltip; first of all, the number of champions hit by the tentacle doesn't change the healing: you can hit the entire enemy team with one tentacle, but you'll heal only 5% of your missing health, like if you had hit one enemy; second, if the enemies are hit by more than one tentacle, the healing is calculated in a different way: missing health*(1-0.95n), where n is the number of tentacles.
why is calculated differently
W: Harsh Lesson
Illaoi's next basic attack within 6 seconds gains 225 bonus range and causes her to leap to her target if it's not inside her base attack range, dealing bonus physical damage (capped at 300 against non-champions) and commanding all tentacles in range to attack her target.
This ability, again, is very simple: an AA enchancer that also resets the AA timer. With an AD-centered build it can reach a good amount of %max health damage, but this is the most important skill in the entire kit for a single reason: it's the only one that triggers the tentacles to attack. Without this, the tentacles will do nothing. This is the only tool that you have to close gaps, so don't waste it; 4 seconds seems nothing, but for a skill that is this much important it seems an eternity.
E: Test of spirit
Illaoi lashes out a tentacle in the target direction that stops at the first enemy struck. If the enemy is a champion, their spirit is pulled in front of Illaoi. The target is tethered to the spirit, and revealed while it remains.
The spirit has the target's current health, armor and magic resist, and remains for 10 seconds, reduced by 1 second each time the target damages Illaoi (by single target or area of effect). The spirit's remaining duration increases by 1 second whenever it levels up. A portion of the damage dealt to the spirit is forwarded to the tethered champion.
When the Spirit is killed or the target moves too far away, the tether is severed, slowing them by 80% for 1.5 seconds and marking them as a vessel for 12 seconds, revealing the area around them for a few seconds.
Each tentacle will autonomously attack the closest vessel/spirit once every 10 seconds.
VESSEL: It spawns a tentacle near it every 5/4/3 seconds, ceased by taking down Illaoi.
These are a lot of words, maybe it is the longest tooltip in the game. Ok, let's start with the easy part: the tentacle. The tentacle doesn't pierce through minions, so please use it carefully. If a new wave is coming, clear it first (even only half of it) and then try to use Test of Spirit; the CD is pretty long at early levels, so you MUST NOT miss it. A good test can change the entire lane/fight.
Then there is the animation: like Tentacle Smash, the animation of Test of Spirit can't be interrupted so if a hard CC is coming your way and you can position correctly the skill, then go for it. The animation is long too if you get a spirit, so your downtime will be very small.
Now the spirit: if you hit a champion with your Test of Spirit, you'll create a clone of him with the same %current health of the target that you can hit freely ( Kleptomancy and Grasp of the Undying works on the clone too since it's counted as an enemy champion); the tentacles will be happy to help you damaging the spirit: once every 10 seconds they'll hit the clone without the need of your Harsh Lesson, but this doesn't mean that you shouldn't use it; if you use your Harsh Lesson while a tentacle is attacking, he will simply queue another attack that will be executed once the previous animation is concluded. The spirit will transmit part of the damage dealt, virtually it could even transmit all the damage with enough AD, but CC won't be transmitted (so if someone use their CC on the spirit, please ping them heavily and tell them that I ordered you to do so). If you can, try to hit both the spirit and the champion an the same time, you'll do more damage for obvious reasons. The spirit can be a bait for your ultimate too since if you get hit by the enemy champion the spirit duration is reduced by one second; this means that if the enemy wants to get aggressive and destroy the spirit, you can exploit this and all-in them, resulting in most of the cases in a kill in your favor.
At the end there is the vessel debuff: by itself it's nothing particular, the slow procs Approach Velocity so you can get to him more easily and the tentacles that spawn can set up a lane without any of them or get a random kill if the target is low enough.
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 and spirit hit, a tentacle is summoned for 8 seconds.
For the duration, Harsh Lesson's cooldown is halved, all tentacles awakened by Illaoi are untargetable, will not show their hitboxes, will not go dormant, and will take half the amount of time to make an attack.
And now the ultimate. First of all, you are unstoppable (btw), this means you can't be displaced (with something like Condemn) and if you get CCed, it will take act, but you will still be able to continue with your ultimate.
Now the most interesting part: for every champion AND spirit inside the ultimate range it will spawn a tentacle on the ground (so don't worry about the tentacles on the walls), all tentacles will hit faster and can't be destroyed and Harsh Lesson has a 2 seconds cd. This is what makes Illaoi really dangerous after level 6: if you are not terribly behind and if you don't tie your fingers while you are fighting you can easily 1v2 everyone in every situation. It's even more powerfull while in a teamfight: a 5+ tentacles slapfest can pulverize and scatter your enemies with ease.
Now let's talk about skill sequences. I have 2 sequences, that have only one main difference:
At level 1 you can take Tentacle Smash (most of the times, it's your main poking/farming tool and you need it immediatly) or Harsh Lesson (vs. heavy poke ranged champions, you can farm a bit safer with the tentacles), then it depends what to max first. Normally you would max first Tentacle Smash for the sheer damage and the pseudo-scaling, but if you are vs. tanks, you need to max first Test of Spirit. This way, when you'll pull out their spirit at mid game, you can do some sort of damage to them. Trust me, it's pretty depressing to see an Illaoi that can't kill even a spirit because he's too tanky.
|Flash is the standard summoner spell. It helps to close distance with your enemy or to run away from him. It can be paired with your Harsh Lesson to extend its range or with your Leap of Faith to reposition yourself mid-animation. There is no reason to not take it always.|
Now for the second spell. For top lane there aren't that many viable spells and Illaoi has even less possibilities:
|Teleport will be your second summoner spell 99% of the times. It's the standard toplane summoner spell: you can return to lane faster after backing/dying and you can get quickly to other lanes in case of danger/to gank.|
|Ignite can be useful to be sure to finish a low health enemy when you all-in him. There are really few cases where you can take Ignite without having problems, most of thems are when you are REALLY sure you are going to win lane and everybody else is sure that your help won't be needed.|
|Kleptomancy is the main focus of this build for a single reason: Illaoi's build is pretty expensive, she needs a lot of gold to start helping out the team (~6000 gold, enough for at least The Black Cleaver+ Sterak's Gage), and Kleptomancy helps to mitigate this problem. Even all the consumables are a great help in lane: Mana Potion can help you in early game with your mana problems, Pilfered Potion of Rouge can help you during a trade and all the travel-size elixirs ( Travel Size Elixir of Iron, Travel Size Elixir of Sorcery, Travel Size Elixir of Wrath) can help you in the most various situations. It doesn't have a CD, so you can proc it whenever you want and with just hitting your W you can get something, so go make Gangplank proud!|
Magical Footwear helps you by giving a free pair of boots @10 minutes (or before if you can kill someone) and the upgrade costs less. The fact that it gives a little bit of additional MS is the cherry on top since Illaoi has some serious movement problems.
Magical Footwear vs. Perfect Timing
This rune can be changed with Perfect Timing when you fear you can have problems with your opponent or to reduce the price of Gargoyle Stoneplate if you are sure you are going to buy it, but you have to mind this: the time you get the Stopwatch is fixed and you can't obtain it before (...for free, you can obviously buy it from the shop). It has a really niche use for Illaoi, but it can still be a good choice.
Future's Market helps Illaoi to get to her powerspikes (both with the first and second item) more quickly, it's as simple as that. Remember one thing: if you want to sell your Kleptomancy drops (maybe too many Pilfered Stealth Wards?), do it before going into debt. This way maybe you can get enough gold to not go into debt or to reduce the final amount of the debt.
Future's Market vs. Biscuit Delivery
Biscuit Delivery is a must when you are vs. an heavy poke champion. Both the health and the mana come handy when you are trying to farm without losing too much hp, this way you don't have to back too many times and you won't fall back too much.
|Illaoi has great movement problems, moreover when she has to get quickly to his opponent. Approach Velocity is the solution to this particular problem: it procs on the vessel debuff activation (so you have to destroy the spirit created by Test of Spirit or your opponent has to exit the spirit's range), so you can chase your opponent and do some more damage with Tentacle Smash or Harsh Lesson(+ all the damage from the tentacles); it has a great syngergy with Phage/ The Black Cleaver passive too.|
|Teemo, you need this rune at all costs if you don't want to die to the awful high poke damage.|
|Illaoi has a built-in heal in her Tentacle Smash that we can make stronger with Revitalize. It doesn't give too much by itself, but you'll need every inch of health during trades and teamfights. If you have a healer in your team even better since you'll benefit even more from his heals.|
||+1-10% CDR (lvls 1-18)||The item build I often associate with this rune page already have a good amount of AD, but doesn't cap on CDR, so this is the most efficient one. This way you can spam a bit more easily your skills.|
||+5 Armor||I put bonus armor only because the most of the top laners are AD, replace it with MR when you are vs. an AP laner. Early armor/MR, you take less damage, easy.|
||+15-90 HP (lvls 1-18)||Bonus health for trades. If you think you won't trade much (maybe a hard matchup) and only farm, change the second stat to +AD and change this one to +A/MR.|
Resolve (main tree)
|Grasp of the Undying works in the same way of Kleptomancy: after 4 hits (dealt or received), the next AA to a champion does bonus damage based on your max health, heals you and gives 5 bonus health. So, this can be procced on the spirit too, making it a health factory while dealing even more damage to your opponent. Grasp of the Undying is a good choice when you already know you are going to be the tank of the team or when you need more healing and survivability (maybe against a hard matchup); the heal synergyzes obviously with Revitalize, so even better. With The Black Cleaver+ Sterak's Gage you'll have a good amount of health, but if you can stack it even more you'll have a greater benefit from the rune.|
|Illaoi is a juggernaut, she will have naturally an high amount of health and with the items she will get even more damage on the tower with this rune. Especially usefull when you are splitpushing, since it clears towers really easily. It's more a late game rune, so early it won't do too much damage to the turret plating, but anyway it's a good tool to gain some additional gold in laning phase.|
|Dead Man's Plate or Spirit Visage.|
|Presence of Mind, your ultimate can come off cooldown a bit faster, this means you are ready to teamfight again in less time. The mana regen from this rune helps you during laning phase where you have heavy mana problems, a kill can give you a big lead in your lane with only the fact that you can stay in lane a bit longer.|
Illaoi since stuns or hard CC in general cripple your ability to help during a teamfight. Even if you are a tank, you can't just soak damage, you must have an active role inside your team, most of the times you'll be the one to start the fight with a well positioned Leap of Faith. Sterak's Gage lifeline effect and Mercury's Treads already help a lot, but with this rune you'll be able to reduce even more every CC and it's easy to stack up.
Legend: Tenacity vs. Coup de Grace vs. Last Stand
This time I make a comparison with two runes from a different row: Coup de Grace and Last Stand. First of all, why to choose a different rune? It depends on the enemy team, if they have a lot of CC or few really important/obnoxious ones, obviously you go with Legend: Tenacity; if not, you can go a more aggressive rune since we're already in the precision tree. Coup de Grace is more aggressive rune, you can finish more easily low health enemies, while Last Stand is more a teamfight rune, where you do more damage in situations where, for example, you are focused by the enemy team (and trust me, while you are ulting you'll be their first target priority).
||+10 Adaptive (6 AD or 10 AP)||While building tank, you lose a lot of damage. The stat counter this loss a little bit, not in a exaggerated way, but it helps when clearing waves and when trading early.|
||+5 Armor||Resistances early means...|
||+6 Magic Resist||...less damage during the game. And it synergizes with Conditioning too since it amplifies the stats effects.|
|Gangplank's Trial By Fire, who knows).||Health Potion) for ranged matchups or for heavy-poking champions. The Second Wind like effect will save you from excessive amount of damage and the bonus health can help you during trades. And, you know, slamming a shield on the face of a minion is an efficient way to farm.|
|Phage one, where you can deal damage and gain a MS boost to move around the minions and get to your opponent easily (perfect match for Approach Velocity), and the armour shred one, where you can diminish your target armor if you hit him enough (it works on the spirit too). With The Black Cleaver and enough levels (something near level 7-8) you'll start to clear waves a lot easier and the poke damage from Tentacle Smash will start to be really a problem to your opponent.||Illaoi needs even post-first item) and the essence flare passive that syngergizes magnificently with Leap of Faith/ Harsh Lesson spam. It gives more AD than The Black Cleaver, so with this you don't even have to wait for levels and start to clear everything in your way. I suggest to take this when you have an early lead or when you want to farm a lot and postpone a little bit your midgame.|
Sterak's Gage will be your second powerspike. Why, you ask? Because with this you'll be ready to teamfight. The stats that it gives are great (a lot of health and it gives the second most amount of AD in late game (for Illaoi, of course) after Ravenous Hydra), but the most important part is the lifeline passive: the shield helps you survive big bursts of damage while you are still in the middle of the fight, helping you in your role of initiatior and disruptor. You should start to look to teamfight every time this item is off cd since, without it, you can't withstand anything. And if the enemy ADC triggers the lifeline with few AA, you have a problem (on a serious note, it's a good indicator if you are going to have problems or not during teamfights, try to keep an eye on his activation threshold above the skillbar).
Revitalize, remember it). And you'll obtain all of this with only
Titanic Hydra is great choice to begin the bruiser build. This because it gives health (this means a bigger shield for Sterak's Gage) and it helps you hitting multiple enemies in lane (minions, the spirit, the opponent...). You can buy even an early Tiamat if you're really struggling to farm, but this delays the purchase of more important items or you could end up by not even upgrading it, leaving you with an item that later in the game will be useless. The cleave passive synergyze greatly with Grasp of the Undying, it's %max health+%max health, what do you want more?
Illaoi since it has AD, health and CD reduction, all things that she needs. But there is a little problem: one of the passive is shared with The Black Cleaver (since they are both built with Phage) and the attack speed is a bit wasted since Illaoi doesn't need it. This makes the item not really worth the price it has (3800 is really a lot, it's the most expensive item in the game excluding Ornn's masterworks), but it can be still considered valid as the third bruiser item.
Stormrazor's utility to Illaoi comes from its synergy with her Harsh Lesson since it can proc it really easily. It's just an empowered crit and some bonus movement speed for two (rounded) seconds, nothing else. This is a good item to pair with Trinity Force since it benefits from the attack speed that it gives, but it can be a good choice both as a first and as last buy after the two core items. You won't benefit completely from the augmented critical strike damage since... you won't build any item with this stat, but this is anyway enough.
Dead Man's Plate. This item is perfect for Illaoi, both with stats and passives: armor to start soaking the AD damage, health for your Sterak's Gage and movement speed to get to your opponent quickly. This item resolve the MS problem that Illaoi has and it's very cheap too, there is no reason to buy it. Well, maybe if there are too many AP champions in your enemy team, it would be better to take...
Spirit Visage. This will be your main MR source since the other one aren't that great (only Abyssal Mask could be worth it), but this item is perfect on Illaoi. Over the mentioned MR, it has a lot more to offer: CD reduction ( The Black Cleaver 20%+ Death's Dance 10%+ Spirit Visage 10%=CD reduction capped), health and increased healing from all sources. The synergy with Tentacle Smash and Revitalize is obvious, that's why it's my favourite MR source.
Situational item: Abyssal Mask
It's always nice to have an alternative, but there are few reason to why I don't like that much Abyssal Mask: its aura range is very small (it doesn't even cover half Tentacle Smash), the passive at this point of the game is useless and the stats are even or lower than Spirit Visage. Take it if you really want even more MR.
This is a good hybrid item that it gives all that tank Illaoi needs: armor, cdr and d a m a g e. Tank Illaoi suffers a lot from not having any kind of damage, so the Sheen modified passive helps her dealing damage in a somewhat big area, while slowing the enemies so your teammates can catch up to them. Don't buy Trinity Force if you plan to buy this item since the spellblade passive of the latter will be wasted (and you don't want to waste money too).
Perfect Timing and if you time Sterak's Gage activation with this item's active, you gain a huge boost to your shield; the only downside is that you cut your already low damage even more.
Situational item: Randuin's Omen
I'll cut it short: it's useless to try to survive with Gargoyle Stoneplate if the enemy team has a lot of AA based champions that can cut through you like butter. Randuin's Omen was made for this specific reason, so take it when there are like 3 ADCs in the enemy team.
|Ninja Tabi later. If the entire enemy team has CC, you should consider keeping them. It works wonders with Sterak's Gage lifeline and Legend: Tenacity.||Magical Footwear you can just take Cloth Armor and wait) and they are good for the entire game, even better if your build is bruiser oriented.|
Let's start with something simple. The first one extends the range of Harsh Lesson, letting you get to your opponent from greater distances. It can be used to finish off your enemies since Harsh Lesson is a %MAX health skill, so don't fear to use Flash aggresively.
The second one takes advantage of the double proc of Kleptomancy. Harsh Lesson by itself procs it once and, since it's a AA timer resetter, if you time it correctly you'll be proc it the second time nearly immediatly. If you see Harsh Lesson in the next combos, most of the times I mean W+AA, but it's up to you if you want to add the extra AA to make the most out of the rune.
The third one is more a displacement of your ultimate. During the animation of Leap of Faith, you can Flash and slam your idol in the position you flashed on. This lets you use your Leap of Faith from a hidden place, then Flash inside a teamfight or near your opponent to surprise them/him with a tentacle party. Just don't wait too much, the animation time of Leap of Faith is pretty short (<1 second).
Harsh Lesson on the enemy and immediatly after Tentacle Smash. This way your enemy will have a hard time avoiding the second skill and this way you can get 2 procs of Kleptomancy. If there is one or more tentacles nearby, you can even trigger one attack from them, dealing even more damage. This will be one of your main harassing tools, but the only one that doesn't rely on Test of Spirit.
Kleptomancy and double hit from the nearby tentacles. If you are Illaoing right, your enemy will start to run away and this is what you want. The main point here is get the double proc on the spirit and then run to your enemy to start trading with him. The slow from the vessel debuff activation will trigger Approach Velocity, so you can stick easily to your opponent.
Kleptomancy and double hit from the nearby tentacles. This time you have to focus the spirit, not the enemy. Tentacle Smash second because you have to try to hit both the spirit and the enemy at the same time for even more damage; if you can't don't worry, just try to destroy the spirit. After Harsh Lesson, just start to AA the spirit and use Harsh Lesson and Tentacle Smash whenever you can. If you se that you can't destroy the spirit (maybe the enemy is already too tanky), don't waste mana on the spirit and leave it to time out.
Kleptomancy as many times you use Harsh Lesson+1 or 2. This will be both your all-in and your teamfight combo. While all-ining, the Test of Spirit+AA will test if your enemy wants to trade aggresively with you (if he didn't, the ultimate would be wasted since the main point is having the enemy near you), this is why I wait a couple of seconds before ulting. If you are getting ganked, try to use your Test of Spirit on the jungler since he's the one with the higher chance to run away if things go bad; if you can't kill your enemy, but you can trade ultimates, then it's worth it anyway; fall back, recall if you need it and return to farm. Remember that Harsh Lesson reset your AA timer, this means that you can AA (after Tentacle Smash) and immediatly reset it to not lose time. While teamfighting, don't do the first AA and immediatly ult, this way you won't lose time. Keeping track of five people at once is difficult, so just attack the spirit and try to hit as many enemies as you can with Tentacle Smash and the tentacle spawned from Leap of Faith. When the enemies start to run away, focus the enemy with the lowest hp or the one that has been hit by Test of Spirit if you can. Remember that probably Sterak's Gage lifeline will be in cooldown, so you won't be able to sustain sudden bursts of damage.
Tentacle positioning for Illaoi is the most important thing she has to consider, since the tentacles are her main source of damage and one of the most useful tools to farm minions. A quick tip that I can give immediately is when a tentacle is in a bad position: retreat if you can; bait your enemy to destroy it, don't try to poke him or you'll scare him. Obviously if the bad tentacle is under your tower, don't leave it, unfortunately you'll have to play with a little handicap. Now remember:
Red side defence/Blue side attack
Blue side defence/Red side attack
The second tentacle after the game starts (the first one will be always wasted) must be on your tower. This way, you'll have always a tentacle ready to farm with when you are under tower. Normally the tentacle on the wall next to the tower will spawn naturally when farming under tower; it's not necessary, but it can help you farm better, so try to defend it (just don't try to trade to defend it, it helps, but it's not important). The red side has more chance to get really bad tentacles because of the jungle entrance (tentacles can spawn in areas that your enemy can easily ignore, blocking you from spawning more); the blue side tentacles, even if they spawn in a bad area, can be still be a problem to your opponent, so they can be destroyed and replaced.
Your third tentacle of the game (if you can, don't take free damage just to position it) must be on the highest point of the jungle walls, this way it can reach further in lane. This tentacles will be the most important ones since you'll trade and farm with them, so don't let your enemy kill them that easily. If you are pushing hard, having the tentacle on the opposite side a bit more toward the jungle is not a bad idea: this gives you a bit more protection to ganks since you are sure that a least one tentacle will help you. Generally you want to be aggressive with them and if you are playing correctly, even if they kill a tentacle you'll have already one ready to be placed from Prophet of an Elder God. The external wall of the lane is not that important, most of the time are just lost tentacles from the passive. If you want, you can try to poke with them, but normally the wave is too far away from them to farm. Just leave them die.
The general rule of thumb is to put the tentacles near the jungle entrances, but not near brushes. This is for the simple fact that you can't target people inside brushes without wards, duh. The only tentacle near a brush that can be decent is the one on the wall to opposite side of the jungle since you can use it to your advantage (and become a Rengar for few seconds). When on structures, tentacles are good when there isn't anymore a turret, while it's the worst you can have while the turret is still there (you can get turret aggro just because you hit the enemy with Test of Spirit and he became a vessel).
You won't be always in top lane, so it's better to study tentacle positioning on other lanes too. First mid lane: this is the second best lane to have tentacles since there are four different excellent points to put them (as you can see, they all correspond to the walls that stick inside the lane). This formation creates a double layer of tentacles that can be used both offensively and defensively (it depends on where you are going). The central point of the lane is obviously the best spot, legends narrate that whoever will recreate the "perfect slam" (a 9-tentacle ultimate) will be crowned as the new queen of Britannia. I still have to do it unfortunately :(
With this big upside comes a big downside: the walls near the turrets are unusable since they are covered by the turret itself (and if you are asking "but Chromuro, the walls covered by your turret can be used, you silly goose!", first don't call me goose, I'm a beautiful duck; second those tentacles can be used only when the enemy is diving brutally and there is no other occasion that they can be useful, they reach nearly nothing inside the lane)
Red side defence/Blue side attack
Blue side defence/Red side attack
Again, general rule of thumbg is put them near the jungle entrances, but this time you aren't limited by some ugly brushes. Obviously there are few spot (for example the little recess near the brush in the red buff jungle) that are the worst ever, just remember that your tentacles need to reach your enemy, so don't walk randomly in lane while you have your passive up.
Oh boy, I hope that you are in the enemy base and not in yours.
This is the most easy to explain, since 80% of the places that you can put your tentacles are good places. Here obviously you have available only structure walls, so there is a (big) spot between the mid inibihitor and the nexus towers that is near impossible to cover efficiently, so fall back when you are in that zone and the enemy team is collapsing on you (or your team). Here is the only place where a tentacle under enemy tower can be useful since there will be a lot of fights and you'll need as many tentacles possible. The areas that you should avoid at all costs are the external walls since the tentacles there can't contribute in any way (maybe only in niche situations, most of the times when they spawn there is because you are fighting in that moment. They are just one-use tentacles)
The key here is to farm a lot; you can even not kill anyone, but the more you farm, before you can get your items. This is the most difficult phase for Illaoi since she can get OOM like a mage, so you have to manage how many skills you use in lane. Farming with your Harsh Lesson is the most mana-efficient way, but it's position dependent too (that's why the tentacle positioning is so important); farming with your Tentacle Smash let you farm wherever the wave is, but you consume more mana than you think. If you go OOM, go hyper-defensive and wait for the mana to regenerate. Before level 6 look only for poking and trading, try to kill your enemy only if he's really low; after level 6, you can go for the kill whenever you want, just be careful (again) to not go OOM. One of the saddest feelings when playing Illaoi is using Leap of Faith and go OOM while you are trying to kill your opponent. Just don't exaggerate with the mana, you absolutely need it.
Your mid game starts with your first full item ( The Black Cleaver or Essence Reaver). Your focus it's still to farm, but with your first item it will be a lot easier: now your Tentacle Smash clears the caster minions and the melee ones die with one more AA. Your mana problems are getting smaller, so you can play a bit more aggressively, but remember that you can still go OOM with enough spamming. Use Test of Spirit as much as you can to poke your enemy, ward off every incoming gank and maybe look to roam mid (not the best choice, but you can still do it); this is the time to win your lane.
Your late game starts with the purchase of Sterak's Gage. Now you can teamfight and survive bursts of damage. Your waveclear now it's at its peak and mana isn't anymore a problem. If you are still in lane, now you can trade more safely and you should start thinking about the rest of your build: if your team doesn't have a tank, you should think about building some armor/MR, while if you have a reliable tank you can go for a little bit more damage. In any case you have two roles now:
- initiator: pulling the spirit with Test of Spirit from the carry can help your team start focusing and damaging it. Surely the enemy team doesn't want to stay there doing nothing and will start to collapse on you and the spirit. At this point, Leap of Faith on them and start the fight.
- disruptor: your Leap of Faith can both start a fight and divide and scatter the enemy team. The damage that it can do is really high and your teammates can exploit this division to kill individually every enemy. Test of Spirit can be even used to damage and slow enemies, letting your faster teammates get to them and finish the work.
The game ended, a quick prayer to Nagakabouros and you can start a new game!
And here we are at the end of the guide. I hope it was helpful and I'll try to keep it updated with all the new stuff that will roll out in the future. Every kind of feedback is always appreciated (even about grammar/syntax mistakes!) and I'll try to answer every type of question you have, don't be shy!
But for now, I'll see you in the rift!
- Thanks to miss Jovy (here is her signature shop) for giving me the beautiful dividers you see :^
- The little icon in the banners was made 100% by me (lol jk)
- The little ToC icon was made by me 1000% too (lol jk pt.2)
Yes, I know this is a dead meme, I'm sorry