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Recommended Items
Runes: Defensive Runes
1
2
Resolve
Precision
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
FLASH TELEPORT
Flash
Teleport
Items
Champion Build Guide
Introduction
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I'm Asuryann, an Diamond EUW OTP ![]() I make a lot of theorycraft on ![]() Illaoi is really not the strongest top laner, low mobility, no cc, and a lot of counter. BUT it's enjoyable to play and surprising when your opponent don't know the damage of this champion. Let me show you my vision of this sweet champion. |
Abilities Overview
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Can be used for farming, poking, spacing at a safe distance. This skill passively amplifies damage done by tentacles, since the patch 12.11 I always Max my ![]() ![]() |
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Can be used to cancel your auto attack animation. Can be used to jump over walls, useful to gaps close or escape, with a ward on the ![]() |
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The most important ability , failed it can kill you ! Use your ![]() ![]() ![]() ![]() The spell reveals the tethered target. Tentacle autonomously attacks the closest Vessel or Spirit, once every 5,5/4,5/3,5 seconds, based on level (respectively 1/7/13) Vessel spawns a Tentacle near themselves every 5/4/3 seconds, based on level (respectively 1/7/13).Tentacles can spawn 250 units closer to each other than when spawned by your passive. |
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Since the patch 12.6 now you can orient where your tentacles spawn. You can ![]() ![]() Use your ult when you going to be controlled. When you ult, the cooldown of your ![]() If you kill the Spirit the tentacles automatically target the vessel. |
Summoner Spells
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Of course, very useful to ![]() ![]() ![]() ![]() ![]() ![]() |
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Best option, if you die, can fix your death, you can come back and don't lose a whole wave. Tp when split pushing to create number advantage. The best Summoner Spell for macro. |
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Can be used versus champion like ![]() ![]() I personally don't recommend this one, the macro advantage the ![]() |
Runes
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To wave clear ![]() |
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The only choice on this line. |
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You bait a lot with this champion and this rune helps us for that, very nice. |
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The most powerful rune... That's all, you can split push with ![]() Platings can give you a good gold advantage early game. |
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Against all-in champion, you can buy a lot of time to survive, heal, hit your ![]() |
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A rune when you want to play a lot early on, I use it against ![]() Very nice for trade, with your ![]() ![]() |
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The most powerful rune... Again |
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To Stay longer in the lane,![]() ![]() |
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Better than ![]() ![]() |
Like this table show you : Calculate with ![]() ![]() ![]() |

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Difficult to Proc against ranged, but still useful. |
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This is why you pick Precision in second. |
Itemization
Boots
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Versus multiple AD THREATS, the patch gives back the 10%, really great for the champ. |
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The boots I buy the most, Tenacity is Great. |
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Playable against champ who has a lot of slow, ![]() ![]() I prefer Mercury in a lot of cases. |
Core Items
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Take the place ![]() ![]() |
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Historically The Item for Illaoi, the patch 14.4 is a nice buff for it. |
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Cheaper than before, very item, the slow is very nice for making your tentacles hit ! Be careful you are less tanky in season 14. |
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Only on second Item, for the resistance with the shield, the buff of tenicity in the Patch 14.1 is extremly good. More expensive with the Patch 14.9, but still good. I probably don't buy it vs ![]() |
The next table show the gold effiancy of this one :

Situational Items
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A good mid to late game item for ![]() ![]() |
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Awesome passive on ![]() ![]() |
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Against AD champion with heavy heal. Upgrade the ![]() |
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Versus Heavy AD or Crit. The Slow can be useful too, vs ![]() With the buff of the patch 14.1 I rush this Item against ![]() |
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Versus poison and when it's hard to gap closes the AP carry. |
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Good item to build after the core Item when you need tankiness. With your ![]() |
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Another damage item, your 3rd Item in some cases, does not replace ![]() |
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Up in the Patch 14.9, 10 more armor in the 14.15, ![]() |
Honorable Mention
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Now unplayable against ![]() |
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Against AP or mixed champion with heavy heal. Can be ugraded in second. |
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Good Item versus attack speed champion. Don't buy it against ![]() |
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Versus the feed hypercarry, in 3rd item on this champion. |
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I prefere the others magic resist item, but can replace the ![]() I like combo it with the ![]() |
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For decisive fight in late Item. |
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The patch 14.1 is an horrible nerf for this one, currently a bad item. |
To know what we need, HP or Armor/Magic resist I make this Graphic:

The lines represents the point at which you will have the highest effective health against that damage type, with the base Armor/magic resist you have at each level.
If you want to learn more about this concept, go look the Fandom Wiki in the section Armor vs. Health
https://leagueoflegends.fandom.com/wiki/Armor
Matchups
Matchups Difficulty

Matchups Runes

Matchups 1st Back Item

Tentacles Placement
The placement of your tentacle is crucial, this one determines where you can fight.
And poor tentacle placement can be dramatic, if a tentacle is in a wrong spot, this shifts the next tentacle out of reach to protect you.
The first tentacle you place before your tower help you to place the others, especially when you come back from the red by your lane.
It's difficult to have a good tentacle placement safely when you come back by the river.

The first tentacle you place before your tower help you to place the others, in blue side you always come to the lane by this way.

Advice about your postioning :
If you want to protect a tentacle stay close to this one.
Don't take minion aggro too close of your tentacle in the early game, the minion protect your opponent of your
Test of Spirit.
If you want to protect you stay between your tentacle, 2 is the must have.
And poor tentacle placement can be dramatic, if a tentacle is in a wrong spot, this shifts the next tentacle out of reach to protect you.
Starting Position for Red Side
The first tentacle you place before your tower help you to place the others, especially when you come back from the red by your lane.
It's difficult to have a good tentacle placement safely when you come back by the river.

Starting Position for Blue Side
The first tentacle you place before your tower help you to place the others, in blue side you always come to the lane by this way.

Advice about your postioning :
If you want to protect a tentacle stay close to this one.
Don't take minion aggro too close of your tentacle in the early game, the minion protect your opponent of your

If you want to protect you stay between your tentacle, 2 is the must have.
Early Game
Level 1
Use your

Level 2
Your level 2 is bad, just take minion without trading too much.
Level 3
Now you can trade in the majority of match up, but don't miss your

It's difficult to come for the first scuttle, your tentacles are not in the river to help you.
Level 6
You are finally more powerful than a

You can push your lane as long as your

Throw your

Pushing the lane is very nice, you want to be a lightning rod for the enemy jungler.
Mid Late game
From the base you have the choice, Split push or group to fight around an objective.
If your enemy top laner is strong in team fight you want to split push, to force him to stop you, like that he doesn't take a teamfight against your team.
If your enemy top laner is a strong split pusher you want to contest the push, go fight with your mate and come back to stopping him.
Put a pressure before Baron or Dragon is necessary, if you
Teleport is up you can force your opponent to make a choice :
Lose a tower or lose the Dragon/Baron, and if they react in the wrong way, or slowly, you can take both.
Ask yourself why am i splitting, what is the goal ? If your answer is good, you will progress.
Again, your pressure is a necessity, you need to learn how to use it.
Split pushing requires awareness to your enemy's movement on the map, you can distract them to secure objectives.
Teleport
Teleport before the fight starts, and remember you need your tentacles.
How you determine that ?
Match up based
If your enemy top laner is strong in team fight you want to split push, to force him to stop you, like that he doesn't take a teamfight against your team.
If your enemy top laner is a strong split pusher you want to contest the push, go fight with your mate and come back to stopping him.
Put a pressure before Baron or Dragon is necessary, if you

Lose a tower or lose the Dragon/Baron, and if they react in the wrong way, or slowly, you can take both.
Before Split
Ask yourself why am i splitting, what is the goal ? If your answer is good, you will progress.
Again, your pressure is a necessity, you need to learn how to use it.
Split pushing requires awareness to your enemy's movement on the map, you can distract them to secure objectives.
Teleport

Teamfight
When team fighting with Illaoi the first thing you want is a good position, inside your tentacles ! where you can survive and easily proc your
Test of Spirit.
Each
Test of Spirit you hit put a lot of damage and pressure on the enemy comp, they need to avoid the hit and clear your tentacule for a few seconds.
For those few seconds, your mate and you can take a better position, or force the fight to your advantage.
Attract your opponent allow your mate to DPS properly, the main goal is winning the fight, if you die for it, it's fine.
It's difficult to explain how to fight, you need to know your damage and how much damage you can take.
Experience is the key.

Each

For those few seconds, your mate and you can take a better position, or force the fight to your advantage.
Attract your opponent allow your mate to DPS properly, the main goal is winning the fight, if you die for it, it's fine.
It's difficult to explain how to fight, you need to know your damage and how much damage you can take.
Experience is the key.
Trading Patterns
Most of your good trade starts with your E, and you need to focus the spirit, if your opponent becomes a vessel the trade is winning in the majority of cases.
The Basic Trade Pattern :
You always want to place your Q after an Auto or your W to maximizing your damage.
In some came you must not used your AA before your W to kill the spirit before your opponent gets out of your reach.
Trade Pattern with your Ult :
You should damage the spirit before your ult, in order to bait your opponent, when he is close enough ult him with his spirit.
The slow HP spirit will rapidply die and slow your opponent who become a vessel, the tentacles will hit him automatically.
The Basic Trade Pattern :
-> AA ->
->
-> AA
You always want to place your Q after an Auto or your W to maximizing your damage.
In some came you must not used your AA before your W to kill the spirit before your opponent gets out of your reach.
Trade Pattern with your Ult :
->
->
->
->AA->
->AA->
You should damage the spirit before your ult, in order to bait your opponent, when he is close enough ult him with his spirit.
The slow HP spirit will rapidply die and slow your opponent who become a vessel, the tentacles will hit him automatically.
End Note
Thank you for watching this guide to the end.
And this is how I make my table :
All HP number are damage you take with your resistances, and without armor/magic penetration.
Life with Overgrowth full stack
VS AD and VS AP calculates the total damage you can take with your current HP and Resistance
HPT = Healing of your tentacle / CD of your W (at 30%hp)
Number of seconds to make Revitalize profitable = (VS AD of Overgrowth - VS AD of Revitalize) / ( Life*(%HPS Revitalize - %HPS Overgrowth) / 100 )
The theoretical equilibrium is calculated with available information on the fandom.
The base equilibrium line for armor is a function:
health = 7.5 × (armor + 100)
for magic resistance:
health = 6.75 × (magic resistance + 100)
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