Illaoi Build Guide by Smartest2
[S10]Smartest2's Guide to Carrying Solo Queue with IllaoiBy Smartest2 | Updated on September 18, 2020
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Runes: Standard Grasp
+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
Threats & Synergies
Camille is a toughy. Her damage is always surprising and can be tough to deal with. Almost all Camilles take comet and poke with Q. Understand the range, and do your best to dodge the qs. Time your e for when she comes to jump at you, since she can't dodge it while she's animation locked. If she all ins you with her jump you should just be able to kill her with your ult if she isn't crazy far ahead.
Trundle gets tougher as the game goes on. Laning phase is tricky due to the fact that we wittle champions down over time, and Trundle has built in sustain. We actually don't have much kill potential on Trundle until we have both Death's Dance and Black Cleaver built. Until then, you'll most likely see a pretty even lane. But because it's an even lane, an enemy jungler ganking could throw the advantage in his favor, so make sure to keep those wards down.
A fairly easy and boring lane. Cho'Gath doesn't have much kill potential on us at any point in the game, and his beefiness lets him just walk out of fights without dying. The win condition of this lane is to maintain high cs, and deny him as much as possible. A 40cs lead would be a good place to be in.
Not too bad of a lane. Aatrox has good damage, but it takes too long for him to get it. Understand his ranges and stay away from them, don't forget he has a dash. Abuse him with your q. Land e, and wail on him. Pressure him out of lane as much as possible, you can probably 1v2 any combination of aatrox+jungler once you have your ult.
This lane is a race. Whoever gets ahead first will steamroll the rest of laning phase. In order to win, we need to bait out his qs. Walk up close to his q range, and then quickly walk out. He's going to be looking for opportunities to q you, and will probably use it early. Once his q is baited, walk up and pressure him. The most important thing is to NOT GET 6 STACKS APPLIED ON YOU. The movement speed and damage he gets from 6 stacks will guarantee your death. Darius is all about his Q.
Straightforward tank lane. Deny Mundo as much as possible, care for ganks. Land e, win lane.
Dodge barrels, land e. Not much else to this lane.
Land e, land q. Rush Black Cleaver in this matchup. Don't let him Q you and then just run away. Grab him with your e before his q goes off, wail on it after silence wears off. Care for ganks, a lot of them will come.
Easy lane for the most part. His all in requires him to get in our face, which is where we shine. E+R = dead mega gnar.
Dealing with Heimer's turrets can be very difficult. Those turrets hurt early game. Your best option is to play passive and try and farm under tower. Even ganks can be risky because heim has strong 1v2 potential. It depends on who your jungler is, as Illaoi you don't bring any hard cc to the table, and you don't have much of a gap closer either. In theory, you can dominate the lane if you can kill turrets as he tries to set up, but you'll be oom before you know it.
Jax can be a really easy lane if you know how to play it. Your goal is to bait out his counter strike (e). When he jumps on you with it, make sure you are near a tentacle. Grab him with your e and go to town on the ghost UNTIL his e is up, then focus him.
As an ex-Jayce main.. Jayce has a special place in my heart. And unfortunately, as Illaoi, he hurts us. His godsmack combo is deadly, and his range lets him take out our tentacles. In a trade where both champs have equal health (unless he melee forms our ult), he will win. Win condition is to poke him down and dodge his e+q. When he leaves vision area, it's because he's looking for that e+q, make sure to play BEHIND your minions.
This matchup is really hard. Kayle/Ryze are the two hardest lanes as Illaoi. Kayle's range lets her kill tentacles safely, and her slow keeps us out of our w range. Even farming passively becomes tough. Rush Death's Dance so that you can clear the caster minions in the back of each wave with your q.
Super straightforward and easy matchup. Illaoi E shreds tanks. Malphite is a walking, steel-plated, tank. His large hit box helps us land our e fairly easily. Malphite is very mana hungry. Bait his qs out early (lvl 1-3), the damage isn't enough to worry us. Once he's oom just freeze the wave. If you're able to time your ult with his ult, it's an even harder win.
Poppy is a fairly easy lane, we just don't have high kill potential on her until Black Cleaver. In this lane you can rush it if you want, but it will reduce your 1v2 potential.
Quinn is a monster vs most matchups. Her autos hurt. Her passive hurts even more. Her Q hurts. Her E denies us our engage. Her combos hurt more than anything. Poke her with Q, care for jungler ganks. Junglers LOVE to gank for their Quinns.
The definition of a skill lane. Land e, win. Miss e, lose. Harrassing with your q is CRUCIAL. Don't run out of mana, but make sure you're keeping the pressure on her.
Probably the hardest lane there is for Illaoi. Ryze w stops you in your tracks and let's him just wittle you down. You want to try and pressure early without eating too much poke. Your e will be your saving grace here. If you can get far enough ahead it shouldn't be too bad.
Tank Lane, we dominate. Just watch out for his empowered autos, they will do more to you thank you think.
Toughish lane. If he proxies there's not much you can do to stop it. Your tower is going to get wittled down by minions, just do your best to farm up. You can put good damage on him with your e, especially as you reach higher ranks of e.
Teemo blind DOES stop our w. Tentacles will not attack teemo if you w him while blinded. The lane itself isn't too bad. Teemo pressures us hard early game lvls 1-2, but as we start getting points into q, our poke starts becoming too much for him to deal with. After lvl 5, our rank 3 q starts chunking him.
This can either go really well.. or REALLY bad.... which is basically how tryndamere is vs ANY matchup. Try to deny him from autoing minions, to prevent him from building rage. Once he gets enough damage, he'll be able to kill us with his ult before we can burst him down enough. As with many lanes, it all comes down to us landing our e and putting pressure during the lane phase.
This is a tough matchup. As Illaoi we tend to get decently low when we're fighting with ult, since we're eating damage. And unfortunately that's enough for Urgot to ult us and execute us before we can kill him. His shield lets him mitigate our q or e damage. Play passive, play smart.
Hello all, another guide by Smartest2. I've played Illaoi in low-mid diamond level and found that Illaoi is a BROKEN champion, if played properly. After thousands of games on Jayce, I didn't even hesitate switching to Illaoi as my top laner after a couple games.
The carry potential of Illaoi is one of the highest in the game. There will come a point where you enter RAID BOSS mode if you can get the items.
Please ask questions on anything you need help with and I'll be more than happy to provide some feedback.
You guys asked, I listened!
I have put up my first video talking through the lane phase of Illaoi. There's so much information I want to pass on to you all and it's much quicker to give that information through a video. Quality might be scuffed as it's my very first video but let me know what you guys think! More videos coming in the future!
There are two combos to learn:
The first one is to use Test of Spirit before Leap of Faith (use E before R). The ghost that spawns from Test of Spirit counts as an additional champion and will spawn a tentacle when hit by Leap of Faith just like an enemy champion would.
This combo is especially great for 1v1 situations, as it helps you deal extra damage and heal for extra amount with the additional tentacle. Normally a 2 tentacle ult will win you any 1v1. It comes in handy when you're in a 1v2 situation as well. If you can get a 3 man ult (2 + ghost), you have a pretty good chance of winning the 1v2.
The second combo takes a lot of quick thinking. First we will need to cover some background information on how Leap of Faith (Illaoi's ult) works.
Animation: Illaoi's ult has a two-part animation. In the first half, she jumps up into the air, preparing to slam down onto the ground.
The second half is when she starts falling from the air to slam to the ground. Between her ascending and descending animation, there is a brief pause where she is suspended mid-air (half a second at the most).
During this suspended state you are able to flash before you slam on the ground. This works similar to Shen's Shadow Dash, only the end location matters.
When to use this combo: This one requires prep or quick thinking. Typically you'll want to use this as a teamfight breaks out. You want to try and LAND in their backline, hitting 2-4 champs. As soon as you land, your priority target will most likely be the enemy team's ADC. If timed well, this is a fight changing combo.
Passive - Prophet of an Elder God
Prophet of an Elder God is the core of our kit. Periodically, a tentacle will spawn on the wall closest to Illaoi.
These tentacles will attack enemies under certain conditions (if Harsh Lesson or Test of Spirit is used). The damage dealt by the tentacles is equal to 10 - 180 based on level + 120% of our AD. For each tentacle that hits an enemy champion, Illaoi heals for 5% of her missing health.
Continuing to spawn tentacles whenever possible, and preventing the enemy laner from killing your tentacles is a vital component in mastering Illaoi. It can be a little tricky learning to play around the cooldown, but after a couple games it'll become second nature.
Q - Tentacle Smash
Tentacle Smash is our main damaging ability. Upon activation, Illaoi slams down a tentacle in the given direction ( Tentacle Smash is a skill shot ability). The damage Tentacle Smash does is equal to the damage of our passive. All this ability does is create an immediate tentacle slam in the given direction.
The reason we max Tentacle Smash first is because each rank into this ability increases the damage of our passive. At rank 1, Tentacle Smash increases the damage of each tentacle by 10%, and an additional 5% for each rank up to that (30% at rank 5).
Landing Tentacle Smash in lane is our only viable form of poke early game, and once we get some ad going, we're able to clear waves of minions with ease. The damage output from this ability starts adding up quickly, letting us pressure out quishy enemy laners that don't build early sustain, such as Teemo, Wukong, Rumble, etc.
W - Harsh Lesson
Harsh Lesson is our most straightforward ability. It's an auto attack enhancer + reset. It increases Illaoi's auto range for the next auto, causing Illaoi to leap and slam down on the target. This also triggers any tentacles in range to attack the target.
E - Test of Spirit (This is a long one)
Test of Spirit is the ability that usually determines how the laning phase goes. When cast, Illaoi throws a spirit in a straight line, connecting with the first target hit. If it connects with a champion, Illaoi pulls their spirit from their body in front of her. This spirit will be stationary, have a health bar, and be tethered to the enemy champion whose spirit was pulled. This tether will have a radius, and if the enemy champion leaves that radius, their spirit will be pulled back to them, slowing them and turning them into a vessel for 12 seconds.
A percentage of the damage taken by the spirit is transferred to the tethered enemy champion, 25/30/35/40/45% (+ 8% per 100 AD). Any tentacles in range of the pulled spirit will attack the spirit. If the spirit is killed before the enemy champion leaves the tether radius, they will immediately be turned into a vessel for 12 seconds.
An enemy champion with the vessel effect is initially slowed by 80% for 1.5 seconds. Every 5/4/3 seconds (champion levels 1/7/13), a tentacle will spawn near the vessel and slam in the direction of the enemy champion. In fact, each tentacle that is within the range of the enemy will attack the vessel before going on a 10cd, which means that the same tentacle can attack the vessel twice if the tentacle isn't killed and the vessel stays near the tentacle.
NOTE: ILLAOI E DOES NOT DEAL ANY DAMAGE ON IMPACT! IT ONLY PULLS A SPIRIT FROM AN ENEMY CHAMPION!
R - Leap of Faith
Leap of Faith is our OP, enter raid boss mode ability. When cast, Illaoi jumps up into their and slams down (indicating that $#*! is about to go down). For EACH enemy champion hit.. Illaoi will spawn a tentacle in the area (no longer limited to terrain/walls). Her tentacles no longer have a health bar, they can't be killed. Her tentacles slam down TWICE as fast, making near impossible to dodge. Her W will have 50% cdr on it, meaning more tentacle slamming wreckage.
What does this all mean? This means, you get close to enemies, you push r to try and hit as many enemies as possible = spirit (max of 5 tentacles can be spawned from ult), and then you spam w. Goodbye enemy team. Short and sweet.
Let's take some time to discuss this ability sequence in detail by looking at different stages of the game. This ability sequence is fairly standard, but for any new Illaoi players, I will try and provide a detailed explanation on everything.
When looking to land E on an enemy, positioning plays a vital role. You want to make sure that when you land E, you have at least one tentacle in slam range. It won't do you a lot of good to land your E if you aren't able to deal have damage to the spirit. Try and play around a tentacle when you look to land an e, and make sure to watch for enemy minions.
Best Combo to Kill a Spirit
Okay, you landed your E, you have the enemy's spirit in front of you, and you're close to a tentacle.... now what? The second you land your e, w the spirit. If your tentacle hasn't slammed onto the spirit yet, it'll queue another slam, causing 2 back to back slams. You want to take advantage of animation cancelling whenever you can, on any champion you play. This usually means weaving in auto attacks whenever possible.
So theoretically your combo would be:
E > AA > W > A > Q > AA > W > AA/W until spirit is dead or enemy champion walks out of tether range.
This combo will take some practice to become second nature, but you will get the hang of it pretty quick.
Ahhhh The Enemy is Running At Me After I Landed E!!
Some enemies don't want to take free damage from us attacking the spirit, and will try and fight you (usually this will only happen pre 6).
What you want to do in this situation is to use your Q ( Tentacle Smash) at an angle in which it hits BOTH the spirit, and the enemy champion. What will happen is that your damage output will actually be the base damage they would've eaten from Tentacle Smash ANYWAY.. PLUS the damage that the spirit took. This chunk of health they will lose will usually freak them out and cause them to back away.
However if they decide to commit and try and fight you, you'll need to gauge how quickly you can kill the spirit.
If you can kill the spirit quickly, you should be able to chase down the enemy and get a kill, since tentacles will be attacking them as they move as well, increasing your total damage output.
If you CAN'T kill the spirit in time (usually the case vs Sion as an example), it might best to just back off. The problem is that killing a spirit is EXTREMELY mana intensive. You're using a full rotation with additional W's. If you're laning against Sion, and you aren't even going to be able to break his shield early game due to a lack of damage.. you're just going to waste mana and run oom quickly.
Vs matchups like this, you're usually better off either:
- Only harassing with Tentacle Smash instead.
- Waiting until you get additional points into Test of Spirit.
- Waiting until you get additional damage (either through skill ups, or items) that will allow you to kill the spirit faster.
Tips and Tricks
Tip #1:Pop a dosage of your Corrupting Potion when you land Test of Spirit. Each time you hit the spirit it'll apply/re-apply the burn effect of Corrupting Potion. Every little bit of damage helps.
Tip #2:An easy way to land Test of Spirit is to cast it when the enemy laner comes to last hit a minion. They will be animation locked and won't be able to dodge the e (or they give up the gold from the minion).