Illaoi 20+ bugs, categorized by gameplay/vfx and sfx
If you want to have some discussion, go on my reddit post.
I'm an Illaoi main (yea i know). She was the first champ i started to play. I went into champion select with the thought of trying the free champs one by one. And there she was. The first in the list. 2 years have passed from that moment and i started understanding her better and better... in the wrong way. 4 days ago i decided to make a list with all her bugs, hoping, that one day, they may be fixed. I decided to do this because of riot starting the vote for the new skin. I think that by fixing these bugs her playrate may increase which will consequently make riot sell the skins, and will make Illaoi mains happy. It's a win to win situation. So there we go.
#Gameplay:
##Black Cleaver Bugs:
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Black Cleaver doesn't stack multiple times if more tentacles hit the same target (Ex. 5 tentacles hit=1 stack).
intended -
Hitting both the spirit and the tethered champion at the same time will only stack Black Cleaver once. (take notice that if you attack the spirit the redirected damage will apply a stack).
intended -
Black Cleaver doesn't stack on the spirit (every other champion-only effect in the game works on it. Ex exaust). Same happens with other decoys (shaco R, morderkaiser R etc..)
##Tentacles:
In the Passive description it is said that all tentacles after the first will deal 50% damage. Something that isn't specified (or maybe not intended) is that attacks after the second will deal 25% damage. The damage reduction doesn't go futher than this, so the fourth, fifth tentacle will deal 25% damage. video
intended
##W:
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Tentacles won't proc if the target you targetted with W dies while those tentacles are in their attack animation. (They will proc if you don't kill the target and they will proc if you kill the target but they're not in their attack animation).
fixed patch 7.23 -
They will also not proc if the target dies before you manage to hit it with a dashed W (i'm not sure if this is a bug or not. W goes on cooldown) (you can't hit a target that died with a close range W)
fixed patch 7.23
All this fuzz-es up Illaoi's combo of E into R into W. The first tentacle hits may kill the spirit so there will be no procs from the W. This bug basically makes you not use this combo on the spirit or else you lose a lot of damage. video
- If Illaoi W's a target while a tentacle is spawning and there's a nearby vessel / spirit (tentacles automatically attack them every 10 seconds), that tentacle's attack will have a maximum 1 second delay (based on when the W hit). If the tentacle is under effect of the ult the delay will be shorter. video
##E: This is a pretty long one. Also take notice that every item involved in these bugs are against the spirit, and each ally champion can hit the spirit. Don't think "Illaoi will never use those items anyway". These bugs affect her sync with her team.
- There's a cap of E's redirected damage which cannot exceed the spirit's current hp. First of all, this isn't mentioned anywhere (i noticed that with many Illaoi mechanics). Second, it's a good idea to have a cap. For example if the spirit has 1 hp you aren't supposed to one shot the enemy if veigar ults the spirit. BUT, take this example:
Both the spirit and the tethered champion have 1000 hp and 100 armor. You would deal 1500 damage (before damage reductions). To the spirit you deal 750 damage. Let's say you have 80% ratio on E. 1500 gets reduced to 1200 reflected damage. This will get reduced to 1000 because of the cap. Then it will be reduced to 500 because of resistance. 80% of 750 isn't 500. It's 600.
The bug here is that the cap comes before the reduction from resistances, instead it should come after. It should have been like this: 1500 gets reduced to 1200. Then gets reduced to 600. Is 600 higher than 1000? No. Ok then the redirected damage is 600.
With true damage we don't encounter this problem because it doens't get reduced by resistances. Because of this bug you deal more redirected damage if you hit the spirit with more weak attacks instead of one strong one. video (because i only attack with basic attacks i can say that the cap is 625*0.95=593. Because of this when the spirit's hp is lower than that amount all my next basic attacks will have reduced damage)
Bloodrazor interaction video: The different damage sources don't add for the cap. Illaoi has 375 ad, 75% E ratio. The spirit has 448 current hp, 10000 total hp and 100 armor. The damage reduction doesn't happen at the same time. First it calculates bloodrazor, then it calculates the basic attack. So bloodrazor deals 200 dmg to the spirit ad redirects 150. Now it will calcualte the basic attack, and it doesn't calculate it from the original hp but from the new hp which is 448-200=248. 375*0.75=281.25 which is higher than 248 so it will get reduced to it. Now 248/2=124 redirected damage. After all this the spirit will have 60 hp. It will just count bloodrazor's damage which is higher than it so it gets reduced to 60. 60/2=30 redirected damage. The basic attack has nothing else to redirect because the spirit died from bloodrazor.
Expected damage dealt 448*0.75=336
Damage dealt=304.
The more damage you deal in one hit the more difference there's between the expected damage dealt and the real one.
Unreal example: Target has 5000 hp and 100 magic resist. E ratio is 100%. Veigar deals 10000 damage (before resistances). He redirects 2500.
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The spirit is considered a monster / minion for Bork's damage. As i always said and always will say, all items / effects that only affect champions also affect the spirit (exaust / ignite / zed ult are the best examples). Having bork's damage reduced to 60 isn't ok (hey there yi no damage) (bloodrazor doesn't get reduced by comparison). video
Bork will deal 60 damage (reduced to 30 by resistances) if the spirit has more than 750 hp (8%*750=60). Lower than that it's going to deal less. -
Spellthief is the strangest of them all. Each attack that procs spellthief against the spirit will only reflect double spellthief damage, not taking into account the actual damage done to the spirit. video
Hey there veigar support, nice 6 damage on the spirit. It was calculated like this. Spellthief does 10 bonus magic damage. E ratio was 61%. 10*0.61/2(from resistances)=3.05. The damage that proc-ed spellthief will just convert to 10 damage itself. -
Sometimes (very rarely) when Illaoi E's, the spirit will move behind Illlaoi instead of in front of her (I've put it in the gameplay section because it might have gameplay consequences, like ulting and making a tentacle appear behind Illaoi instead of in front of her). video (the first time it happened was on pbe, then it happened other times but i didn't tape it. I tried reproducing it but with no luck. The video shows what's the bug about tho)
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Hitting the spirit in practice tool is considered enemy damage even though an ally attacked it. I posted it here in case there're some bugs i don't know about that have something to do with enemy / ally damage. video
##Ult:
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The ult doesn't give its bonuses (untargetability and slam speed) to all tentacles on the map (it has a range not specified in the description which is equal to the range tentacles awake because of Illaoi, not taking into account the awakened from the vessels). video
intended -
The ult's description says tentacles will slam 50% faster, but they go from 1 sec (normal) to 0.5 sec for an attack (with ult). This is a 100% increase no? Better said, tentacles get 50% decrease time for an attack. 50% faster means that the tentacles with ult should have a 1.5 slam speed=0.6667 sec for an attack but this isn't the case. (Is this a bug?) video
intended
I'm now going to start a series of tests misuring how many seconds do tentacles take for hitting twice.
Normal to Normal=2 sec video. 2 sec for 2 attacks confirms my theory about normal tentacles having 1 slam per second.
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Ult to Ult=around 1.5 seconds video. The first attack finishes its attack in about 0.5 seconds but the second attack finishes in 1 second. The second attack didn't get the ult's bonus slam speed.
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Ult to Normal=around 2.1 sec video. This one is really bugged. The first attack finishes in 0.5 seconds, but the second will actually get delayed. If you look at the Normal to Normal video you can see that the blue area tells you when the tentacle started its attack. After it finished its first, the second imediatelly started the second. This isn't the case here. After the first attack gets done the blue area doesn't appear for some time, resulting in the combo getting delayed.
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Normal to Ult= animation cancel, can be 1.4 sec or higher video. The animation is cancelled when you proc the ult slam. The moment this happens the ult slam will start its attack. I said animation because the first attack won't be stopped. The normal tentacle attack wil still deal damage to the target 1 second after it started, so it will deal damage while the ult slam is preparing for its attack.
#VFX
##Q:
While Q is at rank 0 it'll show an incorrect bonus damage for the next rank, which is 5% instead of 10%. After upgrading at rank 1 and futher it will show the correct values. video
##E:
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If illaoi is in a bush and the enemy doesn't have vision on it, Illaoi can E and the enemy won't see the E leave the bush (an invisibile skillshot), he will just see how his spirit gets dragged away. video.
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The spirit will always take the form of the base model of the enemy. For example tiger nidalee=nidalee. Mega Gnar=mini gnar. Chogath stacked=chogath unstacked, etc... (it's kind of confusing really, when you see a mini chogath with the big chogath's hp. It may also confuse you making you think you grabbed somebody else's spirit). video
##Ult:
Sometimes after moving, Illaoi's Ult animation bugs out making Illaoi drop quicker. (Take notice Illaoi won't be able to move for the remaining time of the ult) video
#SFX
##W:
If Illaoi w-s while a tentacle is spawning, the audio of the tentacle proc-ing goes on even if the tentacle didn't finish the spawn and can't attack (might have something to do with the spawn-w attack delay)
##Dance:
If Illaoi dances tentacles dance as well, and they also have an SFX. If Illaoi spams the dance command and moves, tentacles will stop dancing but their SFX won't. If Illaoi dances again after this, the previous SFX will stack on the current SFX.
Reproduceable.
Infinitely. video
#QoL changes
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Tentacles don't spawn exactly in an area around Illaoi. If she's near a wall close to a spawned tentacle but a pixel futher there's a place for the tentacle, the tentacle won't spawn until you get to 90 degrees of the place where it could spawn. video. Happened so many times that a jungler ganked me and i hugged the wall hoping it would spawn a tentacle. (posted it here and not in the gameplay section because passive says "while there're no tentacles nearby" so it may be intended, but that's too harsh >.<)
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Because of this it would be nice if you could place the mouse on the passive and it would show you where you cannot spawn the tentacles. (A bonus idea would be to let her place tentacles where she wants to and if she wants to)
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Enemies never know when Illaoi is able to spawn a tentacle. Since tentacles are her power, enemies will most likely attack her if she has no tentacles nearby. Having a tentacle spawn randomly when she receives a gank will put the ganker and laner to difficulty. So having a tentacle time icon under Illaoi's mana bar would really be more fair. (challengers may count the seconds after she spawns a tentacle, while those in low elo may not, so this increases the gap between elos)
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Tentacles attack a vessel / spirit only once every 10 seconds. It's fair for them to have an internal cooldown so they don't just automatically slam people and kill them but this isn't mentioned in the description.
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The spirit normally lasts for about 10 seconds, but attacks against Illaoi will reduce this time. It should be noted in the description that DoT doesn't decrease this time but only single target and AoE. Also it would be nice to do something about those champ's area of effects which "attack" once every 0.25 seconds and finish the spirit's time in 2 sec. In these cases i think there should be a cooldown between abilities that affect the spirit's time (each of their abilities can only apply one "attack" per second / half-second, for example)
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It might be worth mentioning in the description that tentacles don't spawn randomly when you ult. They've got a fixed spawn placement which is decided by.
1. Where is Illaoi facing. (knowing that Illaoi faces the closest enemy champion when she ults). 2. How many champions are hit by the ult.
- Tentacles show the slam area when they attack. This doesn't happen when ult is activated. Enemies may get confused when they get slammed by the ult tentacle without being able to see the slam range, so i think it should be wrote in the description or in the death recap window.
This is all. If you got so far it means you love Illaoi or you just like super spaghetti bugs. Thanks for your time in reading it. I may re-edit this post in case i discover more bugs (that e).