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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Prophet of an Elder God (PASSIVE)
Illaoi Passive Ability
Introduction







If you feel I have made some malodorous errors, feel free to regurgitate some enlightenment in the guides forum. I strive to keep my guide updated and optimal and will take any critiques gracefully.
So without further ado, here is

Pros
|
+ Oppressive in lane + ![]() + ![]() ![]() + Tentacle damage gives healing/lane sustain + ![]() + Has lots of friends :) |
![]() ![]() ![]() ![]() |
Cons
|
- Lacks Hard CC - Has no real Gapcloser, can get kited - Doesn't do well with passive adc's - Weak without tentacles - Friends can die :( |
pffffffffff![]() ![]() ![]() ![]() ![]() |
When To Pick Illaoi





Runes






*



*

*


*

*



The Cunning tree:
Wanderer
is an obvious pickup as it allows for an easier time landing abilities and lets
Illaoi ward faster.
Secret Stash
is great for lane sustain, and
Runic Affinity
is useless so point goes to
Secret Stash
.
Meditation
is really good for mana regen, to the point that if you get you will have nearly no mana problems.
Merciless
is good for do or die situations however, and it can be a big buff in a teamfight. I lean towards
Meditation
due to consistency, but if you have good mana management,
Merciless
isn't bad. The choice between
Bandit
and
Dangerous Game
is pretty similar, but since you're a sup you need all the gold income you can get, so
Bandit
it is.
The Resolve tree:
Unyielding
is great for the free stats you get out of it. Since we got
Secret Stash
and have passive health regen from tentacles
Recovery
isn't quite as useful by comparison.
Tough Skin
next because it's obvious.
Runic Armor
is actually pretty good since it synergizes with tentacles, but I go with
Veteran's Scars
since that synergizes with resistances and health(which
Illaoi builds a lot of) and doesn't require a skillshot to land for it to have it's impact.
Runic Armor
is more useful if you can land a lot of your tentacle hits. The choice is pretty dang close.
Insight
is great since
Illaoi really likes
Flash and having
Exhaust up sooner allows for favorable trades sooner.
Swiftness
is the only source of tenacity you can get aside from items, and for that it's very valuable.
Legendary Guardian
by comparison only gives 15+ armor/mr when you hit team fight stage. That's pretty small considering 15% tenacity will be useful at all stages of the game. Finally we have
Bond of Stone
, the resolve mastery literally designed for tanky bot laners. You're a tanky bot laner, this makes you and your adc much more tanky. The other two keystones aren't even nearly as good as
Bond of Stone
for bot lane. So take it.












The Resolve tree:

















> Objectively the best summoner spell. One could make a case for


> Its a toss up between getting this or





> Some would say this spell is quite aggresive. Those people would be correct. This spell gives much more kill potential in lane, but you generally want to only use it versus enemies such as




> If for some reason your adc took


> TENTACLES! That's this passive. Tentacles really don't do much by themselves and rely on





> You do damage, in a line, and it heals you a bit. The active is really pretty simple and there isn't much to talk about in regards to it, but the main reason we get points into this is actually the passive, not the healing one but the other one it doesn't say, which increases the damage of all tentacle attacks. This is great since it bumps up the damage from all of your other spells indirectly as they all involve tentacle smashes. Having a second point in this before you hit level 6 is really valuable due to the immense damage spike gained from



> This is really good for bringing the smack down. You ideally use this after either:









> This essentially operates as

The reason you max this first is because doing so reduces it's cooldown and causes it to echo more damage over to the enemy that got hit by it. Normally this isn't great for




> The heavy hitter. This is an ability which gets stronger the more enemies are under it, and in turn makes






MLG PRO TIP: If an enemy is a vessel and is escaping at low health you can cast

The starting combination
The standard tanky support start.






Early Goals
So the reasons you want each of these items early is because the earlier you get them the bigger their impact is. For







To Equinox Or Not to Equinox..
eye of the equinox
That is the question! The times you wanna get equinox are the times when you feel like you really need your damage to get big really quickly, since it's cheaper than face of the mountain+


Boots
As far as general pickups go,





Situational Offence













Situational Defense






















Delivering A sermon
The goals of laning are pretty simple:
-
Get more cs than your opponent
Get more kills than your opponent
Get more towers than your opponent


If you've ever played



When you reach level 6




In terms of supporting, don't forget to ward your lane. Try to get a ward up in the river near dragon, and one in the tribush. This'll cover you for most ganks. Buy pink wards and use them on areas that you're confident you can hold for quite some time. Eg: If you're bottom side, then chances are you can hold the Tribush most of the time since it falls on your side of the lane, however if you are winning lane quite aggressively then you can put it in the river bush.
If you win an exchange in bot and get a kill, try to put pressure on your enemies by getting a tower, or if your jungler is near go for a fast dragon. The benefit of getting kills is that there is less enemies around to stop you, so when enemies fall grab what objectives you can. If you can't get any objectives, just shove the wave under your enemies tower before you recall so that the tower kills your minions and the enemy adc misses out on farm.
Once you get out of laning and into the teamfighting stage
Illaoi's purpose is to make picks and get her tentacles up by using
Test of Spirit. I may harp on about this ability quite a lot but it really is core to her play style. At this stage a spirit will deal 55% of the damage it receives to its owner, so popping a spirit at this stage of the game really hurts. Ideally you want to smack a squishy easy to kill target, since their health is the most valuable and the tentacles will hit them for more.
In terms of teamfighting
Illaoi really just needs to find a good time to get a big ult down and unload her combo. If the enemy's grouped up then the sooner you ult the better, though ideally you want someone to cc at least a couple of them before hand.
Illaoi does best as a follup engage, rather than engaging just on her lonesome. Having that buffer will help
Illaoi survive the upcoming damage after the ult gets dropped and the enemy starts focusing her. It's a lot like playing
Gnar, your ult is your most devastating tool by far, so most of your teamfighting revolves around it.
If your adc/other carry, gets dived on you have to be on point with your face of the mountain shield, it's big enough to save most lives in a teamfight. If you have
Locket of the Iron Solari you want to use the active at the exact moment the teams collide, it's not much of a personal shield but spread across 5 champions it's as if you suddenly have
Taric on your team.
In terms of warding you want to be putting deeper wards in enemy territory if you're winning, having wards in the bushes near their base gates and in their jungle, but if you're losing you should aim to keep your own jungle warded + dragon and baron. Avoid facechecking bushes at all costs if behind. Use
Sweeping Lens to clear out any wards near baron or dragon before/while your team goes for them. It's worth saying that the small bushes near the middle of the river are great places for pink wards, as they get a lot of vision coverage from there but aren't often noticed immediately.


In terms of teamfighting




If your adc/other carry, gets dived on you have to be on point with your face of the mountain shield, it's big enough to save most lives in a teamfight. If you have


In terms of warding you want to be putting deeper wards in enemy territory if you're winning, having wards in the bushes near their base gates and in their jungle, but if you're losing you should aim to keep your own jungle warded + dragon and baron. Avoid facechecking bushes at all costs if behind. Use

Credits to JhoiJhoi, Who I yet again leaned on for formatting purposes. I would feel bad about it but since everyone does it I like to feel like my laziness is justified.
Also thank you the reader for getting this far (unless you skipped to this part like a dirty cheater), I really appreciate that you took the time to read this and hope it brings you good fortune :)
Oh and if you like this guide why not give it a +1 or whatever, would appreciate that, yup.
Also thank you the reader for getting this far (unless you skipped to this part like a dirty cheater), I really appreciate that you took the time to read this and hope it brings you good fortune :)
Oh and if you like this guide why not give it a +1 or whatever, would appreciate that, yup.
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