How do YOU think Illaoi should be balanced?

Silven·12/8/2015, 7:32:31 PM·2 votes·1,415 views

I hit Mastery 5 with the champ about two days ago, so it's safe to say I've been playing her as much as I can.

Everyone seems to share the idea that her numbers should get nerfed and that would be fine, but let's face it, without her damage, Illaoi brings a poor performance to a fight. As opposed to the rest of Juggernauts (Darius has a pull, Skarner has a suppress and even Garen has at least a silence) Illaoi's only CC ability is a relatively heavy slow that only procs when the enemy is likely miles away.

Only taking away her damage will give her not much else to work with, so I'm wondering what people think would be a good way to balance her out.

(I had the idea of adding a bit of base damage to her E if she manages to kill the target and/or a longer slow if the enemy walks out of tether range. It's frustrating to watch the enemy flash/dash away and have no means to catch up to them. Even if you hit your E, you can only deal a percentage of their current health and thus never kill them.)

24 Comments

D rok12/8/2015, 7:42:09 PM4 votes

I don't like the juggernaut playstyle where it's all-or-nothing for damage. I'd say Illaoi's highs are too high. I think her lows are fine.

So I'd say they need to tone her aoe damage. I don't think her laning phase is as bad as people say, but her aoe damage in teamfights (where it's largely unavoidable) is tuned too high. Probably specifically on the base values. Subsequent tentacle hits need to do more reduced damage or something. Like azir's soldiers.

EcchiOtakuTM12/8/2015, 8:00:08 PM2 votes

Illaoi needs a rework, yes everyone without a doubt will say illaoi has damage. But her flaws are too large in a game with human enemies since her entire kit is avoided by good positioning/repositioning. I love her design and lore but riot has to do a rework.

Her passive needs to be slightly more reliable, maybe clicking the passive while it's on CD allows you to choose the next spawn point if you're close enough when it's off CD

Her Q should have some non-movement impairing CC.

Her W is fine

Her E should give an enemy 25g if the spirit isn't killed before time is up

Her ultimate needs a larger radius and during it's duration illaoi should be immune to movement impairing effects since she doesn't want to stop moving

However she should scale off total AD(At a much smaller ratio) and AP as well as purely deal magic damage instead of physical.

All that I will miss with this change is black cleaver but even then black cleave was useless if you didn't hit targets

AyRe CoNteMpT12/8/2015, 7:41:17 PM2 votes

the best would be to leave her alone and give noobs some time to adapt. shes actually weak.

Kikirino12/8/2015, 7:36:25 PM2 votes

I really do not think she needs any changes. I have never played her, only against, so my knowledge is limited but the only time I think she is strong is if she lands her ult and you don't get away from it. Other than that if you dodge her abilities and kill tentacles to break vessel I don't think she has much going for her. Her ult is, in my opinion, the only time she is actually strong and difficult to deal with especially if it is in a teamfight and your team fights in it.

Nagoh Shan12/8/2015, 8:36:58 PM1 votes

I'd say wait at least halfway through the next patch, just to get an actual sample size, and let people feel her out.

But just one correction.

Her E doesn't do %current health damage, it deals a percentage of the damage dealt to the spirit, which has the target's current health, to the target. It's a bit weird wording, but you can kill with it if their health is lowered enough by other means during the duration. It's not common solo, but happens pretty often in teamfights.

Theorycrafting: 688 ad should mean that killing a spirit, minus any resistance interactions should kill the target outright at r5.

45% damage transfer base + 8% per 100 -> 8 * 6.88 = 55.04 -> 45% base + 55.04 bonus = 100.04% damage transfer

That could be fun

Not Katarina12/8/2015, 8:58:56 PM1 votes

Honestly? I think she's pretty weak. I still think she can be oppressive when ahead, but the main issue is that people are not giving her the respect she demands during teamfights.

A pet peeve of mine though, is that I think leaving her E zone should only proc the slow. She should only successfully make you a vessel if she kills your soul before you leave the zone, (if you leave it at all.). Her E gives you double the punishment, currently. And fighting her if you're behind is suicide. So if she E's you you'll get massively zoned.

That's my only quarrel, tbh.. I mean we could nerf the healing on her tentacles or the damage due to her ult(?) but it's sorta like Gnar's passive. You just have to learn to adapt and respect it and back off.

Ruin Lance12/8/2015, 9:04:44 PM1 votes

her aoe damage is way too crazy. this is a TANK that we are talking about, not a squishy assassin yasuo. perhaps making it so that if she hits multiple enemy champions makes the damage go down, but I don't know. personally i think that all of the juggernauts are broken gimmicky champions tho (BROKEN, NOT OP)

Teridax6812/8/2015, 9:38:55 PM1 votes

I'd say she needs a bit less damage on her tentacles, but she's otherwise fine. Illaoi's contribution pretty much only amounts to damage, but Test of Spirit is unique in that it allows her team to deal massive damage even to enemies playing super-safe, and break up turtling afterwards via long-ranged tentacles. Right now, the main issue is that she can 1v2 when getting ganked and 1v5 when far enough ahead, so she might need nerfs to her Q base damage, AD scaling and/or healing (overlapping tentacles really need to deal reduced damage, as is the case for every other multi-pet-hit effect), but once her numbers get adjusted, she'd still be able to shine at her own niche.

MunchCrunchLunch12/8/2015, 10:21:39 PM1 votes

reduce her damage. her E needs to have more restrictions. leaving the circle should make it go away not activate it. uterr BS.

Subject 512/8/2015, 10:41:39 PM1 votes

Take her incredible damage away, give her tentacles a stun and a tank modifier stat.

Slamurai Jack12/8/2015, 11:03:25 PM1 votes

She needs buffs; she has way too much counterplay for what she actually does. There's a reason she has a 40% winrate in diamond.

Billy VoHagen12/8/2015, 11:06:08 PM1 votes

Lower her Q heal to 4% , and make the W cool down reduce on hot 30/20/10% instead of straight down to 10 seconds. And maybe change tentacle damage to 10-150, of she needs further nerfs.

Something like that, I don't want her nerves too hard since I personally enjoy her.

OmniMoto12/9/2015, 1:25:49 AM1 votes

I honestly believe that it should be instead of when the spirit dies (when illaoi and her teamates kill it) the enemy becomes a vessel for 30 seconds, as opposed to the regular minute and not slowed, but does some bonus damage to the champion, but if the enemy leaves the area, they still get the slow and minute long vessel

ZLbSwAR23I12/8/2015, 7:37:01 PM1 votes
  • Leaving the area when hit by her E ends the entire curse instead of causing tents to spawn on you.
  • All tents are killable.
  • Illaoi's E channels and throws at the same speed as Thresh's Death Sentence.
  • Illaoi's stats remain unnerfed.

This offers people some counterplay. Right now, it's "dodge her E" which is difficult in many situations.

Leaving the zone should absolutely not cause you to become a vessel. It's very rare that you can fight Illaoi of your spirit, so leaving the zone should end the curse at the expense of giving her some lane advantage.

Having unkillable tents during her ult just isn't on. If they were to become killable it would again offer some counter play, but this time at the exchange of not damaging Illaoi/her teammates.

Adding a channel time to Illaoi's E allows people to react in close-quarter situations, where all she needs to do is E>R to absolutely guarantee a kill which will lead into multiple kills with her having immense sustain from each tentacle slam.

Her CC isn't just a "slow that procs when the enemy walks miles away". It's one minute of diverting the enemy's attention to dodging/killing tents to remove the debuff. An entire minute. Just for hitting one E. And like I said, if they do leave the zone, it's surrendering the entire lane to Illaoi. Easily the strongest CC in the game.

Wild Wes12/8/2015, 7:50:26 PM1 votes

Her damage reduced would help her become better suited. It's also the fact that with her ultimate that ANY immobilizing effect on Illaoi only stops her from AA and using abilities, her ultimate has squids that are UNTARGETABLE that deal massive damage.

Serevas12/8/2015, 7:57:13 PM1 votes

I think her damage numbers are bit overtuned, not individually, but in the case that you get a 5man ultimate with other tentacles hanging around, you 1 shot their entire team by pressing W. It's a little....excessive.

I actually might be in the minority of thinking she's actually fairly weak everywhere except in team fights. She's not very threatening in lane, if she hits any of the slow skill shots on you, you deserved to take the damage. E has super easy counterplay, and honestly if you keep walking the tentacles will never hit you.

Then teamfights come around, one good ultimate and half your team gets 1 shot. You also shouldn't even consider baron/dragon while she's alive, the phrase shooting fish in a barrel comes to mind. The only adjustments I would recommend is perhaps a percentage scaling downward for each additional tentacle that hits. Something like first two tentacles deal 100% damage, 80% for the third, 60% for the 4th, and 40% for each additional thereafter.

It doesn't decimate the champion, you're still rewarded for hitting multiple tentacles, but getting cced and hit by 3-4 tentacles won't 1shot a tank.