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All of our abilities out range Darius'. Avoid the blade of his axe, and we can bully him hard with our range.
Wukong
Wukong can be a little tricky, since he can mind game us with Decoy. Test of Spirit won't pull his soul from his Decoy, too. Avoid getting low health and locked up in his ultimate. Our all in is stronger. Our damage is stronger.
Pantheon
There should be a pattern forming here. Our abilities out range his by a little bit, but if he side steps and keeps moving forward, he can trade back very well onto us. Watch for it, don't miss your abilities, and this match up will be easy.
Cho'Gath
This match up is tricky, since his early game is very strong. His abilities out range ours, and since we have to root ourselves to use our abilities, his skill shots are free. We can't harass him down, since he'll sustain using Carnivore. We can't all in him, because he has a silence on Feral Scream and he can fight us through Test of Spirit. Wait for him to use his abilities, then use yours. Making him a vessel early on is key. Zone him away from the minions, so he can't use his passive.
Garen
This match up is easily one we can bully. Keep your distance in the early levels, since his Decisive Strike out trades us early. Abuse your range.
Nasus
Nasus is Cho'Gath, but worse. He out scales us, drain tanks better than us, and he can fight us from level one. Be extremely aggressive, and do your best to get him low health and zoned from minions. This is the only way to win this match up, but it is also the quickest way to lose it. Be careful.
Graves
This match up is one of the roughest. He out damages us, drain tanks better than us, and can push extremely hard. He's ranged, so he has harass up on us and can kill our tentacles. The match up is especially problematic, since he has a blind that stops us from using our abilities effectively. Ban this guy, if you're blind picking.
Rengar
Get to lane early, and pull the minion wave AWAY from the bushes and set up your tentacles as far away from the bushes as you can. If he tries to target your tentacles, pull his spirit and make him regret it. If Rengar gets snowballing, he'll be able to 1v1 us through sheer damage. Don't give him the early ball of yarn and we'll scale better into the game.
Irelia
She's the stronger duelist. Avoid her level six all in, and we'll out scale her in the late game. Watch out for the Sheen power spike, since it'll be early. Don't fight her on it.
Ekko
Rush some early magic resistance, and keep your distance. Avoid his skill shots, and get your Black Cleaver. It won't matter how much armor he stacks. One thing to note, his early level trading is outrageous. It's really important to keep your distance and farm. Mortal Reminder later on into the game will make his ultimate and all ins a joke.
Quinn
This is another one of those match ups that just bully you extremely hard, because of the ranged match up and harass. Rush some early armor, and try to roam. Her Vault makes her extremely hard to fight. We can flash out of it, and attempt to make a fight of it, but it's really risky. Her blind will also make Harsh Lesson miss, and thus, the tentacles won't swing. Just roam and try to snowball our laners.
Gangplank
We can't easily punish Gangplank in lane, and he won't want to fight us. He's going to stand in his minions and avoid Test of Spirit whilst farming with Parrrley. He'll also sustain all of our harass back with his oranges. This lane gets dangerous the longer the game goes on, since we both scale like monsters. Avoid falling behind, or he'll split and 1v1 us.
Teemo
This little bugger is really annoying. His blind makes Harsh Lesson not proc our tentacle swings. Fortunately for us, Teemo should not be killing us. He wins in a battle of attrition, but we win all ins with our drain tank. He simply does not have the sustained damage output to kill us, so worst case scenario, farm up and rush some early magic resistance.
Gnar
Gnar is an odd match up. He's going to try to bully us, but we have the range to trade back. A smart Gnar will get rid of our tentacles right about when he's going to go mega. Pre-6, avoid these fights and give up the tentacles. Post-6, bait out the fight and defend your tentacles using Test of Spirit. Be sure to use your ultimate to avoid the displacement from his ultimate. After that, the match up should be over.
Dr. Mundo
His level one and two trading is stronger than ours. He doesn't have the damage to kill us, and we drain tank better than him. Stand in your minion wave, and harass with Tentacle Smash. After Black Cleaver, he's easy to kill. Mortal Reminder is great if he goes overboard with the armor.
Jarvan IV
This is a lane that can easily get out of control. Avoid trading with him at all, and use your range to harass him. We don't want to be the one with low health. If he goes to all in you post-6, use your ultimate early. His burst is surprising, and we need to get the drain tank on early.
Fiora
Fiora can be a difficult match up, if we don't use our range to our advantage. Since we generally stack a lot of health and her true damage scales off of it, it makes her damage outrageous. Her Parry can't dodge our Test of Spirit, so stick close to your turret and tentacles. Don't let the lane snowball on you. This is a match up all about kiting towards your tentacles and away from her vital procs.
Jax
Jax is a hyper carry with a surprisingly strong level one and two. Respect his mobility, and his level one or two all in. Despite the fact he won't be building armor early on, we still need to build Black Cleaver. His ultimate that scales off of how much AD and AP he has, which makes him deceptively durable. Think of him as a more useful, harder carry than Irelia.
Hecarim
You won't see this guy too often, but he's the kind of match up that we just ink all over because he has no range. A smart Hecarim will stand in his minion wave, and try to trade and sustain. Don't be fooled by it. You out trade him. Let him push.
Nautilus
Nautilus is a melee AP tank that has a lot of all in potential. The issue we have fighting him is that he locks us up so hard that we can't sustain back our life. He also sets up ganks very well and farms well while standing in his minion wave. Respect his range, farm, and use your range to your advantage.
Renekton
Keep your distance from Renekton. Do not disrespect the range of his dash. If he gets too close to us, his harass and all in potential will destroy us. If he cannot get close to us, we bully him.
Singed
This guy is a joke. He has to run at us, and he shoves the wave super hard into us near our tentacles. Don't die early, and we'll be able to farm him.
Olaf
We have the same issues fighting Olaf, as we do Nasus and Cho'Gath. His sustain, harass, and all in from level one is hard to deal with. Avoid his axes, and stand far back. After level six and near our tentacles, we can try to fight him. Dying during the early levels sentences us to being farmed.
Kayle
Kayle is a big issue for us, since she can zone, out trade us, and destroy our tentacles. Rush early magic resistance, and farm up as best as you can. After level six, you could try to fight her, since you can still drain tank through her ultimate. I would still suggest roaming over killing her.
Malphite
Malphite is really good at countering auto attack reliant champions. AD casters? Not so much. Black Cleaver makes this guy a joke. He shouldn't be able to fight us at any point in the game. During lane, use your range. He has no way to farm easily without using all of his mana during the lane phase. He'll have to step out for our Test of Spirit.
Jayce
A rarely seen pick in the top lane anymore, Jayce is still a headache for us. During the early stages, stand far back to avoid any auto attack harass. Avoid his skill shots as much as possible. He will kill our tentacles, and that's okay. There's nothing we can do about it. If he ever goes all in after level six, use our ultimate to avoid the knockback and keep him close. Harass is his only way of winning this lane.
Maokai
Maokai can farm easily through the wave with his abilities. He also sets up ganks really easily, so be wary of pushing up too far without tentacles. We can still bully him really easily. His ultimate is a pain for us, since we're an AOE power house and it'll reduce the overall damage we can deal to a team. It doesn't stop us from sustaining like a monster, so just power through it. Black Cleaver is your friend. Note: avoid his knock up. It can cancel Harsh Lesson.
Poppy
During the lane phase, Poppy is our punching bag. She's durable, and she can take it. Avoid standing too close to walls, and the lane should be fairly easy. However, her ultimate is a really, really big deal. Since it's on a channel, it can mind game us easily. We can dodge it with our ultimate, but if we use it too soon, our entire team fight presence is gone. Timing it correctly is difficult, but it can be done.
Riven
Riven can get on top of us easily, so be careful after level two. A good Riven will max her shield and dodge our tentacles. If she does this, she won't ever be able to kill you and we just all in her back. However, if she maxes her damage first and still dodges the tentacles, we're in for some pain. Stay far back, and abuse Test of Spirit. This is one of the few situations I would recommend buying a damage item other than Black Cleaver. Death's Dance into a laner that out trades us, but won't all in us is a great idea.
Rammus
Rammus is really easy to abuse during the laning phase, but he sets up ganks well with his point-and-click taunt. It makes us vulnerable, since we can't drain tank. Stand far enough back and wait for the taunt in team fights. The match up itself should be cake, if you stay near your tentacles.
Sion
We won't ever kill a good Sion. We can abuse him easily, but he can farm from ranged like us. Be sure to either out push him, or roam with him.
Lulu
Lulu is irksome. She out ranges us, harasses us, kills our tentacles, and completely stops our team fight with her ultimate. She can shield our harass and trade back onto us for free. Avoid the harass, make her a vessel, and there's a chance we can bully her.
Trundle
Trundle is another champion that's easy to bully. His Q is irritating, since it lowers our overall AD, but the rest of his kit does practically nothing to us. We're not going to stack early armor or magic resistance outside of our boots. We out sustain him, out range him, and our all in is much stronger than his. No matter what build he goes, this is a match up we should win.
Yasuo
This match up is difficult, because his dash makes it hard for us to really hurt him. Windwall also stops Test of Spirit, which doesn't leave us with a lot of options. Rush a Randuin's Omen to survive the lane phase, and keep him close to us when we are able to kill him. Do not let him trade.
Tryndamere
Tryndamere is difficult to fight against, if we're unaware of how. Wait out his slow and AD reduction, stand near your tentacles, and don't trade with him early. Get free harass and use your range. If he just tries to fight us at level six, kite towards your tentacles and use them. Make him a vessel as he tries to run away, and he is dead.
Shen
Shen doesn't have a lot of tools to deal with us. Be sure to roam with him, and make him a vessel when he roams. Tentacles will spawn on him when he becomes a vessel, making our roam that much more successful.
Ryze
During the lane phase, Ryze isn't much of a threat. His harass is scary, and he can set up ganks well. Farm, stay back. In team fights, he's most likely going to make you useless by using his targeted crowd control. We have dash to our target to sustain, and he stops us from moving. If he does this during lane, pull his spirit out and attack that. It will give you sustain, and deal damage back to him. Roaming to another lane and snowballing them makes him target another carry instead of you, and that's all it takes for you to go crazy in fights.
Tahm Kench
We out range Tahm Kench during most of the game, and we should bully him. However, he can stop us from killing someone important. Black Cleaver and Mortal Reminder melt this guy so fast that it should not be an issue.
Volibear
Volibear has no range on his abilities, and a majority of his damage comes from his execute. Since we sustain more life back the lower we are, this shouldn't be an issue. Abuse your range, make him a vessel, and rush Black Cleaver. Do not try to trade with him!
Zac
Zac can be a little tricky. He can sustain his life back, if he's close enough to minions. Bully him off the wave, and keep him zoned. If he does go for an engage, use Test of Spirit into Leap of Faith to quickly turn it.
Swain
Like Cho'Gath, he'll be waiting for us to use our abilities so that he can root us and deal a lot of damage without being traded back on. Stay on the move, and wait for him to use his abilities before using ours. We probably won't kill him unless we zone him from the minion wave really early. Roam.
Vladimir
We can't kill Vladimir early, and he out scales us. He harasses us hard while minimizing our harass, since he sustains it all back. He dodges our tentacle slaps, and our ultimate with his pool, negating our sustain. Be wary of him, rush early magic resist, and either roam or call for ganks.
Urgot
Urgot can be a difficult match up. He can kill our tentacles easily, stop us from getting away, harass us without letting us trade back, and shred our armor if we try to tank it. Our only option is to snowball all over his mangled body, and avoid his skillshots.
Heimerdinger
Heimerdinger pushes really hard, and he can stand behind his turrets to block our Test of Spirit. Don't stand too close, since his all in is scary and he can harass easily. He's very squishy, and if we can make him a vessel, it gives us a window to get rid of his turrets and bully him.
Aatrox
If Aatrox snowballs on us, he's going to do everything we do, but better. If he doesn't, we'll be able to drain tank better. This is a match up that I would recommend building Death's Dance. If he dashes onto you, use Test of Spirit into Leap of Faith and make him miserable.
Kennen
Ground beats electric rat. In all seriousness, stand behind your minions. He's going to kill your tentacles. There's going to be a time when he's pushed up, and he goes for some harass / dive underneath your turret. Pull his soul out, and make him a vessel. That's when the bully begins. However, in team fights, he can lock you up hard. Mercury Treads are a must.
Welcome to Thinking with Tentacles! I'm Fluffy, a.k.a. Blue Collar Bear. This guide is for beginner and experienced Illaoi players alike. You'll find basic information, as well as advanced tip and tricks, optimal build paths, and intelligent discussion. I'd appreciate all the feedback you guys can give me. Enjoy!
Who am I?
I'm a long time MOBA player, dating back to the original MOBAs that spawned from the modding software on Warcraft III. I came to League of Salt Legends in the summer of 2014 around the time Vel'Koz was released. I started out in Silver IV being a one trick pony playing Alistar. I ended season 4 at Silver II. However, over the course of season 5, I would climb all the way to my Diamond V promotional series. Throughout that entire time, I've been playing top lane as my primary role. As of writing this guide, I am Platinum II 54 LP in the top 3% of players in the North American ladder
Champion Introduction
Champion Introduction
The Truth Bearer of Nagakabouros is a juggernaut with a twist. Most juggernauts benefit from being in the middle of a fight, and Illaoi does, too, but Illaoidoesn't have to be. She's an AD caster with a lot of range on her abilities, which makes her very unique compared to other fighters. Oh, and you know, there's also the tentacles.
Pros and Cons
Pros and Cons
Pros
+ Long Ranged Abilities + Incredible AD ratios + % Max Health Sustain + Game changing ultimate + Lane bully /w late game + Outplay opportunities
Illaoi, in the right hands and environment, can have a lot of control. She sieges well, split pushes well, and team fights well. She can be the entire team fight by herself. What Illaoi is, is a raid boss.
Cons
+ Off Meta + Easy to kite + Prone to crowd control + Offers no crowd control + One dimensional play style + Difficult mindset to maintain
Illaoi has a lot of bad match ups in the top lane (and in team fights), at the moment. She also isn't within the meta, since most picks up top are one man bands when it comes to crowd control. She requires her teammates to make the initial plays for her to succeed, making her an off putting pick. Illaoi also requires a unqiue mindset when it comes to where you choose to be on the map, since your success is largely determined by where your home tentacles are.
Champion Abilities
Champion Abilities
Prophet of an Elder God Every 20 - 12 seconds (based on level), a tentacle will spawn on the nearest terrain. Tentacles will swing at souls (and subsequent vessels) pulled by Test of Spirit, and when Harsh Lesson is used on a unit. Tentacles spawned deal physical damage. Prophet of an Elder God may seem random at times, but it is not. Tentacles will spawn in relation to where your other tentacles have spawned. Stand close to where you want your tentacle to be.
Tentacle Smash Illaoi smashes her idol into the ground, which summons a tentacle that attacks in the target direction. Tentacle Smash is a linear area of effect skill shot. Passively, tentacles will deal bonus damage and restores missing health on hit for each champion damaged. This ability is your bread and butter ability. Max it first with no exceptions. We put skill points into this ability for the bonus damage on all of our tentacles. The animation can also not be cancelled. Knockbacks, knockups, etc. will still displace you, but the ability goes off just the same.
Harsh Lesson Illaoi's next basic attack gains bonus range and causes her to dash to her target, dealing bonus physical damage. Harsh Lesson is a modified auto attack. It will reset your auto attack animation, meaning you can immediately use this ability after an auto attack for a seamless animation. We don't want to level this first, because leveling it only raises the base damage slightly. Leveling our other abilities shortens their cooldown and increases our damage significantly. Since this ability is a targeted dash, Illaoi can move through walls with this ability.
Test of Spirit Illaoi sends out a tentacle that activates upon hitting a champion. The tentacle rips out the enemy's soul leaving it for you to beat upon. Test of Spirit is a collision skill shot. Only a portion of the damage we deal to the soul is reflected to the champion. Souls are also targeted by tentacles and turrets. If we should kill it, the soul returns to the champion making it a vessel. Vessels will spawn tentacles and will be attacked by all nearby tentacles. There is no limit to the number of vessels you may have. We should level this ability next, due to the scaling to damage on the vessel.
Leap of Faith Illaoi jumps into the air and slams her idol into the ground dealing physical damage. A tentacle is summoned for each champion or spirit hit. It's important to note that when Leap of Faith is used, Illaoi becomes immune to displacement, tentacles swing faster, and tentacles become untargetable. It's important to use your ultimate to negate displacement effects, since it's a window of opportunity to be burst down. We want to always be queuing attacks on our tentacles using Harsh Lesson whenever it is off cooldown, and we cannot do that if we're crowd control locked.
Summoner Spells
Summoner Spells
When it comes to summoner spells, there's little that can match the versatility of Flash and Teleport. Flash is incredibly useful to re-position ourselves for Leap of Faith, because sometimes enemies group up just perfectly, but we're just a little too far away. Teleport can be used to come back to lane after a good trade and secure a kill. We can roam with it. We can use it to come back to lane after a set of really bad trades. The best use for us is that we can keep our tentacles activated, since they despawn after one minute. Having to reset our tentacles is awkward and can weaken our laning phase.
Ignite is one of the only other alternatives to the traditional top lane summoners. It gives us the kill pressure we lack in lane, but it's very risky. If we aren't able to use it to secure kills, it's pretty useless.
Exhaust is a much safer spell than Ignite, and it doubles as a defensive and offensive summoner. If we were not to take one of our summoners, I would recommend this one simply for the versatility.
Mastery Explanations
Mastery Explanations
Keystones
Pre-rework
This is where I shy away from a large majority of the Illaoi player base. I'll explain why we take Deathfire Touch and explore the other options later. We will proc the weaker version on Tentacle Smash, since it is an area of effect ability, but damage done through Test of Spirit will apply the full amount of Deathfire Touch . You can also proc it on tentacles summoned by vessels. It can help you secure kills with Test of Spirit and even after fights have ended. Now, that's a lot of ways to proc Deathfire Touch on Illaoi. Most importantly, it helps fulfill our role as a damage carry.
The next question you may be asking is why don't we take another offensive capstone. Fervor of Battle is most successful on auto attack reliant champions, like marksmen. While we do auto attack a fair bit, our best source of damage is our tentacles. Fervor of Battle does nothing for our tentacles.
Strength of the Ages is arguably a good mastery on Illaoi, since it does give us something we desire: health. The health will increase our sustain on Tentacle Smash, increase the shield on Sterak's Gage, and give us an easier time building for effective health. However, it does not give us any effective damage, which is what we desire most.
The last mastery and most popular on Illaoi is Grasp of the Undying. There are some strong arguments to take this, such as we do stack an enormous amount of health and Illaoi can proc it on Test of Spirit. It makes your lane really dominant and gives you a lot of sustain in lane. My counter argument is that we already have sustain through the passive on Tentacle Smash and an already dominant laning phase by design. Deathfire Touch also blows it out of the water in terms of damage scaling. Grasp of the Undying also has a tentative nerf to it on the PBE, which will change it to stealing life in combat with champions rather than simply in combat. The number one reason why I don't take Grasp of the Undying, though, is because if I do survive in a team fight, it's an utter stomp. If I don't, I'm almost always bursted in seconds and I never get any use out of this keystone.
Post Rework
This section assumes you have read the pre-rework column. Please go read it! It is still relevant to the mastery discussion.
Deathfire Touch is still the best damage mastery. Nothing about that changed. What did change is the other masteries.
Stormraider's Surge is now a viable build path. It was before, but it's better now, since our damage actually saw a buff. I personally use this when I'm not split pushing, and I'm against a lot of utility. Think Karma, Ashe, and Lulu. Champions who are capable of reapplying slows in less than two second intervals make us really irrelevant. This mastery makes it easier for us to deal with them, but if they are picked, you may want to ask yourself if this champion is really who you should pick. Illaoi runs best when she doesn't have to take this mastery.
Grasp of the Undying is now viable, but I believe it to under-perform compared to the other masteries. The reason why it is viable is because her damage saw a raw increase with Slam being introduced. Her tank build with Grasp of the Undying now deals damage with just Black Cleaver. However, I still prefer taking two offensive items and running the damage build.
The rest of the masteries are most certainly sub-optimal, and these are the ones you should choose from.
Rune Explanation
Rune Explanation
We take Greater Mark of Scaling Attack Damage and Greater Quintessence of Scaling Attack Damage, because pre-6, a majority of what we're doing is trading/farming/waveclear. In other words, we're not going to have kill pressure unless our opponent makes a mistake. A lot of players are smart when it comes to playing against Illaoi, so rare is the day that we get a kill pre-6. We take these runes for the power curve that our AD ratios allow us. We take Greater Seal of Armor for playing against an AD laner. Greater Glyph of Scaling Magic Resist is great for when we're meeting up with our team mid-game, and it's out scaled it's flat variant.
Alternative Runes
I would not recommend changing the Marks for another, because of how much benefit we get from the power curve. If you absolutely do not want to go for the scaling route, Greater Mark of Armor Penetration is the best bet for early game dominance. It's not a stat we build a lot of, but it benefits us greatly.
Greater Seal of Scaling Health is a good substitute for the armor, if you find that you don't need it. It increases our sustain from Tentacle Smash, since it scales with our health. Greater Seal of Scaling Armor is also a great choice when we won't be trading a lot, and we have the time to let it scale. It also works well, since we primarily want to stack health for our health scaling sustain.
With the rework, I agree that there is a viable armor penetration build path. Replace the quintessences and marks with flat armor penetration. We don't need the flat attack damage, since Slam will give us a raw damage increase.
Item Explanations
Item Explanations
Starting Items
There are a few viable starting items. Doran's Blade is the typical starting item for AD top laners. I do disagree with it occasionally, since we don't use the lifesteal very effectively. Our playstyle can be very back, and a Long Sword and three Health Potion would give us better sustain and a faster spike.
If we're against someone who can bully us or has harass, Corrupting Potion is our go to since we can waveclear and sustain through the damage with the extra mana and health. Cloth Armor and Doran's Shield are good, if we know we're in a match up we cannot win and the goal is only to stay in lane as long as possible to soak experience and gold.
Black Cleaver
Black Cleaver is an item we usually want every game. As an AD caster, it gives us everything we would ever want: attack damage, armor shred, and cooldown reduction. The health also synergizes with Illaoi's kit nicely. The only time I find myself not building this is when the enemy team does not have a tank, nor anyone who will build more than a small amount of armor. A good example of a match up where I would not rush this either is Graves or Quinn.
Sterak's Gage
Sterak's Gage is an item I find necessary, because it counters our #1 weakness in fights: getting burst down. It allows us to survive long enough to sustain our life back and deal damage. The bonus to our base attack damage also increases our total damage output, since our ratios are total AD ratios and not bonus AD ratios. The build path is also extremely good for us, since Jaurim's Fist gives us free permanent health.
Spirit Visage
Spirit Visage works well in conjunction with our sustain to combat getting burst down in fights. It's almost purely a stat stick for magic resist, health, and a bump to our sustain.
Death's Dance
Death's Dance is an item we're going to talk about a lot. It is the best item for drain tanks. It heals us for a percentage of the damage our abilities (including our tentacles) do. Not only will it heal us, it also transforms a percentage of the damage dealt to us into a damage over time effect. This is arguably the best item for Illaoi, since it acts as both as a defensive and offensive item that scales with either more damage or more tank stats. Usually, we'll buy this item if we do not need the armor shred of Black Cleaver, but we still want all the other offensive stats it would give.
Maw of Malmortius
Maw of Malmortius fits into an odd space with Illaoi. If we do want magic resist, why didn't we just build Spirit Visage? The answer to this is usually if we're not in need of a Black Cleaver, since the enemy won't build resistances and they'll be squishy. Building both will help combat magic damage heavy compositions.
Mortal Reminder
Mortal Reminder is an item I find myself building primarily into Ezreal, Ekko, and triple tank compositions. The Grievous Wounds application is extremely useful for dealing with a lot of tanks, and this item in conjunction with Black Cleaver is enough to melt any target with stacks of armor. This item will turn you into a front liner than melts the front line.
Youmuu's Ghostblade
Youmuu's Ghostblade is Black Cleaver's cousin for squishy targets. It gives us what we want as an AD caster: attack damage, cooldown reduction, and armor penetration. Since this item gives us armor penetration instead of armor shred, it's more suitable for fighting targets that won't build a lot of armor. It's great for dominating early game and the active will give us a lot of sticking power, as well as help us get into position. Since Illaoi has no innate escapes, this is very useful.
Guardian Angel
Guardian Angel is a super snowball-y item that mind games the enemy into not targetting you, which is what you want. If they don't target you, you get a lot of free damage onto the enemy team. If they do target you, that's a lot of resources drained to kill a target that's going to come back and sustain through the damage and still deal tons of damage. It's a lose-lose for the enemy team. This item not giving health and us already having a retinue of armor / magic resist items to choose from makes this item a hard buy to pick up.
Dead Man's Plate
Dead Man's Plate allows you to move around the map quickly, something that's important to us since we have to set up our tentacles. The slow and extra damage is beneficial to our job as a damage carry and aggro tank. This item is great if the team already has a moderate amount of crowd control to engage with. If the team does not, I'd recommend grabbing a Randuin's Omen over this.
Randuin's Omen
Randuin's Omen is possibly one of my favorite items on Illaoi. The reason being is that if everyone groups up for Leap of Faith, now you have a way of keeping them near your tentacles. Not only does it prove you with crowd control, it gives you important anti-ADC stats. We also want this item versus Yasuo, who is fairly popular recently.
Zz'Rot Portal
Zz'Rot Portal is an item that I rarely build on Illaoi, simply because I want my tank items to have health on them for our sustain. It's also an odd item to build, since it's an item meant for split pushing. If we're split pushing, though, we should be ahead and if we're ahead, there are better offensive items to keep the snowball rolling. What I will say is this item is extremely useful for keeping a side lane pushed so that you can get your tentacles up and running in another lane or near an objective. The passive is also great, since we're often fighting / dancing around turrets. I'd recommend building this item as a fourth or fifth item when you have plenty of offensive and health items.
Thornmail
Thornmail is exclusively for auto attack reliant teams. The only time I build this item is when I can stack armor to the high heavens and not have to build a shred of magic resist. This item is not slot efficient by itself, since the damage it returns scales off of the other items you build, and we don't usually stack all armor items.
Righteous Glory
Turbo Chemtank is a great item, if our team doesn't have any engage and we want to get on top of them. It gives a great AOE slow to our entire team, and the build path is fairly decent for us, especially early on. However, I find that this is better built on a tank jungler or tank support, since it's an entire slot for health, mana, and movement speed. Build only when your team composition allows.
Iceborn Gauntlet & Frozen Heart
These two items are really good for us for a few reasons. They're both extremely efficient items on Illaoi. We get mana sustain, a ton of armor, cooldown reduction, and in the case of Iceborn Gauntlet, a great synergy with the Spellblade passive. The reason why we don't end up building this item is because we're usually capped out on cooldown reduction with our other items already. We also want more health / offensive capabilities than these two items give us. They're in an awkward, niche spot in that we want these items when we stack armor.
Items to Avoid
There are a lot of items to avoid building on Illaoi. One that I always see on players is Trinity Force. Sincerely, this item is not good on her. A majority of our damage comes from our tentacles. Yes, we do have good synergy with the Spellblade passive. This item is viable, but it is not a great item on her. We don't utilize auto attacks often enough to make real use of the passive.
The same reasons that Trinity Force is bad on Illaoi are the same reasons Titanic Hydra is not good for her. We don't utilize auto attacks often enough. We have waveclear. We don't need the passive from it. We are an AD caster that wants raw AD, armor penetration, and cooldown reduction.
Manamune is an item I thoroughly enjoy, but there is no justification for building it on Illaoi. We don't need a mana pool that big, and the item isn't slot efficient. We can't stack it easily, and we don't proc the passive on Muramana easily.
With all the rage about tank tops building Sunfire Aegis, this is something we definitely want to avoid building. We are a damage carry and a high priority target. We are going to be the target, and we will most likely suicide burst in some fights. We will not survive long enough in fights to get use of the passive.
Banshee's Veil is good in theory, since we want to avoid getting locked up by crowd control. There are better magic resist options for us, and our ultimate should be enough to negate a couple effects.
Locket of the Iron Solari is a good guy version of Spirit Visage without the good stat stick. The jungler and support should really be the ones buying this. Remember, damage carry.
Avoid any items with attack speed on them. It's an inefficient stat, since we don't use it properly. We scale off of armor penetration, attack damage, and cooldown reduction. Our abilities do our damage for us. In the same topic, don't build items with lifesteal on them. Death's Dance is our go to sustain item, since it will allow our abilities to return health. Lastly, do not build items with critical strike chance. Our abilities cannot critically strike. It's inefficient.
Gameplay
Gameplay
The most important thing to do at the start of the game is to rush to wherever you're going to be at the start of the game, and spawn your tentacles. At level one, it's gonna take twenty seconds per tentacle. Before the start of lane and monsters, we'll have time for three or four tentacles. A smart enemy will match you, and attempt to get rid of your tentacles. We don't want to push too far up into lane until minions spawn for that reason. Having the tentacles there at the start of lane is a great advantage, because we'll have our passive tentacle cooldown ready again when our opponent attempts to remove it. Enemies tend to let themselves be zoned and even give up minions, because they're afraid we'll tag them with Test of Spirit close to our tentacles and turret. Naturally, this is where we'll want to keep our opponent.
Tentacle Placement
In the above, I've shown a typical set up for top lane. I prefer this setup for the maximum number of tentacles possible. You'll notice that we'll always want to place our champion so that each tentacle can swing towards a soul we grab with Test of Spirit. I've emphasized this with my poor artwork.
Above is an alternate tentacle setup. We get one less tentacle, but a safer, better positioned tentacle on our turret.
If you do want to try her out in the mid lane, this is the tentacle set up I use. It is possible to use either arrangement shown in the first two screenshots in mid lane, as well.
Lane Phase
When laning does begin, we'll want to wait before pushing the wave. If our opponent pushes into us, that's great! We just spent the first minute of the game setting up our tentacles close to our turret. Use Tentacle Smash to farm waves and harass our opponent. Efficiently using our mana at level one is important, since we'll want to immediately go for aggressive trades at levels 2/3 using Test of Spirit and Harsh Lesson to queue tentacle attacks. Ideally, we'll land Test of Spirit and make them a vessel whilst having the minion wave close to our turret and tentacles, forcing them to back and lose minions. Post-6, it's okay to push the wave out and set up some tentative tentacles. If someone comes, we can 2v1 easily with our ultimate. Our lane opponent should be weaker than us, since we should have both an experience and gold advantage by this time. Around this time, turret taking is what we're looking at. If laning isn't going your way, just Teleport right out of there into another lane and snowball your teammates. Worst case scenario, we'll stay under turret and defend our outer most tentacles and farm with Tentacle Smash
After level 9...
Mid game, Illaoi really wants to team fight. We have two offensive items finished. We should be looking to contest the Dragon. We should looking to dance around in another lane to set up tentacles and take the turret. Use Test of Spirit aggressively at this point to make diving easier, or to push them off the turret entirely. If your team is losing, you can be a great asset. Let your team cover your lane and get free gold and experience. We can handle a push easily, since our tentacles waveclear well and our ultimate is really strong with more people. Be careful to always have tentacles nearby.
Late game
After thirty or forty minutes of game time, we have two options before us: 1) split push and force 2+ enemies to fight top lane, or 2) set up a slow push in a side lane and join our team to siege. How snowballed you are and how your team is doing will help you decide. If they don't have a hard carry like Riven or Master Yi, then doing the former is rather easy since it forces them into the unfavorable decision of giving up the push 4v3 for a kill on us, or dying 2v1 and potentially losing more than just one turret. The same situation will happen with the side lane pushing, because someone has to go clear out that wave. The only real solution is for them to send all five members of the team, and hope that they can kill us and rotate fast enough to deal with the other push, assuming they get away with all five members.
Of Objectives and Tentacles
As you can see, Dragon Rider Illaoi confirmed Illaoi's ultimate radius is almost an exact match for the dragon and baron pit. Try to stand as close to the middle to get maximum coverage. It's also possible to hit someone over the wall with your ultimate.
Champion Synergies
Champion Synergies
Illaoi has great synergies with champions that have strong engagement tools. This is because Illaoi lacks crowd control, and we rely on our team for that. We can also rely on our enemies simply disrespecting us to dive, but we want to be proactive instead of reactive. Champions like Malphite, Alistar, and Blitzcrank are great for us. Even Azir and Gragas with a little ingenuity can be extremely useful for us. Illaoi also performs well within siege compositions. Champions like Jhin and Varus are best friends for us, since altogether, we zone the enemy super hard and push them off objectives easily. Illaoi by herself can be very oppressive in a siege situation, since Test of Spirit can easily kill squishes by itself in the late game.
On the reverse side, these same champions are useful to fight Illaoi, since displacing her from her tentacles wins fights by itself. Poking her off of her tentacles is also a good tactic, as well as kiting away from her tentacles. There are also quite a few compositions that she doesn't work well with. She's not much of an enabler (no crowd control) nor a diver {trouble getting on top of a target). That is to say in most compositions, we really, really want our teammates to play champions that can support our play style. Annie is a great example of a champion that helps us out with this.
There are some "anti-synergies", if you will. Champions that have to dive us in team fights are exactly what we want to play against. Pantheon, Jax, Lee Sin, and Zed are all good examples. They have no way of starting a fight without risking their life.
Concerning the Rework
Concerning the Rework
Hey, guys! Please read the pre-rework tabs! They still contain relevant information!
In patch 6.11, Riot decided to change a few things about Illaoi. On Tentacle Smash, her Q, they changed how she received her damage. Instead of receiving an additional bonus AD ratio on her tentacles, she now gets a flat percentage buff. This means that regardless of build path, she's going to deal a fair amount of damage.
On Harsh Lesson, we saw base damages being removed in favor of % maximum health damage. This means that we're always going to be dealing relevant damage, and when we do build things like Black Cleaver, it's going to huuuuuurt.
In patch 6.9, Test of Spirit received changes. While it still enables us to siege very well, it's now much more useful when we're split pushing. It spawns tentacles much faster, and closer together. This enables to be extremely aggressive.
To conclude, Illaoi no longer has the feast or famine play style, assuming you don't go 0/10. Her tank build is now more viable, but I still recommend playing damage. Her damage did receive an overall buff, since her tentacles still have ratios, but it's a raw percentage increase. I've had tentacles dealing near 1k damage with two offensive items and a couple dragons. The major difference post-rework you'll see, is that you deal damage with just your base stats.
Anyone can jungle, but it's a question of whether they should jungle. Let me start off with saying that we are severely handicapped, if we do try it. The reason why is our tentacles will spawn next to us on the map, and our enemy can see which tentacles are active. This is an issue, because our enemies will know where we are at all times. It kind of defeats the point of playing Illaoi in the jungle. Among that reason is a few others. We don't clear well. A majority of our kit is centered around champion interaction, and when we do gank, it's difficult to get that interaction.
Post-rework
Illaoi jungle is now more viable, since her tentacles are not visible through fog of war. However, we still have the same issue with champion interaction. It's a fun pick, but you'll find that other junglers are better.
There are three types of lanes down bottom lane: poke, sustain, and kill. Poke lanes try to shove the enemy out of lane with tons of harass, which will eventually lead into gold and experience advantages. The sustain lane tries to stay in lane longer in the hopes of getting the advantage. The kill lane tries to repeatedly kill the laners to deny them gold and experience. Illaoi doesn't clearly fit into any of these roles, especially since her base damages and level scalings are weak. We need an income to do our job, as a damage carry / aggro / drain tank. If her base stats were higher, there is an argument that she works decently in a poke or kill lane. However, there were always be stronger meta picks for your goals and desires in the bottom lane.
Post-rework
Illaoi is now definitely a viable support with her base damage increase. It's unfortunately a match up reliant pick. Picking Illaoi into supports that engage, like Leona and Nautilus, can be profitable. They have to enter your zone of control, and they will pay for that. ADC match ups are also an issue, since they can kill your tentacles. We want to play against short ranged, in your face, immobile champions, like Miss Fortune, Jhin, and Jinx. These champions are prime targets for us. Champions with mobility tend to make it more difficult for us to land Tentacle Smash and Test of Spirit. Overall, it's not great, but if you wanna do it, the option's there.
Illaoi can certainly be played well in the mid lane. There are a few issues to playing her there, since a majority of her play style revolves around out ranging her opponents. We don't get to out range a majority of our opponents in the mid lane, and that makes it hard to bully and sustain. Even the items we build are more suitable to playing against a fighter / tank. It can work. It's just difficult to get the pick we want, since the match ups are even rougher in the mid lane. One of the tactics we use a lot in the top lane is to zone our enemy off the minion wave and use that to land Test of Spirit. Most mid laners are able to kill minions through the wave, and we have a difficult time using our kit. We need the longer lane. Addendumn to this: my opinion on mid lane Illaoi was mostly unchanged by the rework.
Conclusion
Conclusion
Hopefully, this guide has taught you how to play Illaoi in a new, successful way. I'd like to thank you for reading it! It means a lot to me that you all would read this to the very end. If you need a question answered that I didn't answer in the guide, the best way to get my attention is to comment on the guide, message me, or add my account, Blue Collar Bear. I usually get back within a day or two, since I am a fairly active League of Legends player.
Happy tentacle slapping!
Changelog, Bloopers, and Special Mentions
Changelog, Bloopers, and Special Mentions
4/5/16 - 4/11/16
The guide is formatted, written, and generally slaved over.
4/11/16
Upon creating the guide, there was an issue with images not loading. Fixed!
4/24/16
Ongoing maintenance to the champion match up section starts now.
7/13/16
Guide has been updated to include information on the rework. Sorry it took me so long, guys and gals and pals!
Thanks to jhoijhoi's Making a Guide guide!
Thank you to Wulffe for inspiring me to write this guide. I hope you're having some fun with my idea of Illaoi!
Thanks to my duo partner, Pengod, for always supporting my crazy ideas and helping me play test.
Lastly, thank you to my girlfriend, Paige, for all the proofreading and criticism.
Bloopers
Fun Facts
I initially spent about thirty hours writing, formatting, and fixing the guide. I also spent a lot of time play testing match ups. The guide itself was viewed nearly 500 times just by me to see what it would look like.
The working title, Thinking with Tentacles, stems from the fact that octopuses have their brains in their tentacles. Quite literally, we are thinking with tentacles.
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