Illaoi is a dog champ

Moody P··1 votes·1,557 views

LOL if you lose to her this season, she's easily D tier right now.

Completely outclassed in her own role by Urgot who has 3 spells that make it difficult for you to walk away from him, no condition to his damage, no ridiculous delays, and with better durability to boot.

Its ridiculous that you can do everything wrong and Play into Illaoi's win condition and you can STILL easily win just by walking clockwise around her in her ult.

Just letting you guys know she needs some assistance.

32 Comments

Soul Dealer10 votes

HELL NO. Do not buff illoai. The only reason she isn’t played as much is because of the mass amount of true damage in the game. Fix the true damage overload in this game and she will be fine

Moody P1 votes

True damage has nothing to do with it. Illaoi is bad because she has too much counter play and not enough reward.

Soul Dealer1 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=00000000,timestamp=2019-03-22T18:25:40.471+0000)

True damage has nothing to do with it. Illaoi is bad because she has too much counter play and not enough reward.

Her ult literary removes all counter play. Don’t take my word for it either. Go ask any plat or above player and they will say the same thing

Moody P1 votes

I'm Diamond and Diamond players laugh at how awful she is

Soul Dealer2 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=0000000000000000,timestamp=2019-03-22T18:44:16.934+0000)

I'm Diamond and Diamond players laugh at how awful she is

Illoai is not awful at all. She is one of the worst champs to play against if your a meele or only have one mobility spell. Maybe if we nerf her sustain from her tentacles or increase the cooldown of test of spirit we can buff her in another way but not until one of those two things is nerfed first.

Moody P1 votes

Illaoi is easy to handle as literally everyone except a tank and even a tank can easily play around her. She hard loses to most other immobile melees and is pretty much exclusively a counter pick for maybe 3 or 4 top laners

If any of the excuses you were peddling were true Illaoi wouldn't be completely irrelevant in serious levels of play considering how strong a lot of melees are in top and jungle right now

Soul Dealer1 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=000000000000000000000000,timestamp=2019-03-22T19:01:02.951+0000)

Illaoi is easy to handle as literally everyone except a tank and even a tank can easily play around her. She hard loses to most other immobile melees and is pretty much exclusively a counter pick for maybe 3 or 4 top laners

If any of the excuses you were peddling were true Illaoi wouldn't be completely irrelevant in serious levels of play considering how strong a lot of melees are in top and jungle right now

I don’t have to argue with you anymore lol. Your post has been downvoted into oblivion before riot could see it. My job is done.

Moody P1 votes

Its not really an argument if you're just telling me the skill level you play at

The Ecdysiast4 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=00000000,timestamp=2019-03-22T18:25:40.471+0000)

True damage has nothing to do with it. Illaoi is bad because she has too much counter play and not enough reward.

That's the intent. She is too easy mechanically to be given more reward. You seem to misunderstand that about juggernauts. Champions with no skill floor whatsoever aren't supposed to give you as much reward as more difficult ones. Being firmly in the middle of performance for top lane is exactly where she belongs.

Moody P1 votes

Mechanical difficulty is not relevant in the slightest to a champions goals. Illaoi has more than enough skill cap in an above average macro requirement around tentacle timers and playing near them -- and the absurd ease of negating their strength on 90% of the roster -- that she doesn't need to be mechanically complicated.

Illaoi fundamentally can't fulfill the niche she's designed to do (counter engages) because she can't actually punish you for the initial engage; she punishes you for being mentally AFK and standing on her after her 2 second warning is finished.

Naturally this won't register as a difference to you, but in higher regions of play where players don't need to flex their "mechanics" as an argument to anything this is an issue.

The Ecdysiast1 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=0000000000010000,timestamp=2019-03-22T19:57:54.108+0000)

Mechanical difficulty is not relevant in the slightest to a champions goals. Illaoi has more than enough skill cap in an above average macro requirement around tentacle timers and playing near them -- and the absurd ease of negating their strength on 90% of the roster -- that she doesn't need to be mechanically complicated.

Illaoi fundamentally can't fulfill the niche she's designed to do (counter engages) because she can't actually punish you for the initial engage; she punishes you for being mentally AFK and standing on her after her 2 second warning is finished.

Naturally this won't register as a difference to you, but in higher regions of play where players don't need to flex their "mechanics" as an argument to anything this is an issue.

Like I said, you once again just refuse to accept reality. She does not have a high skill requirement. Plain and simple. You should not be getting as much out of an easy champion as better players than you can get out of harder champions.

You keep asking that they buff your stat sticks so you can keep pretending you're on par with better players, and luckily neither the community nor Riot takes you seriously.

Moody P1 votes

Talk about being taken seriously, calling Illaoi a stat stick when she's one of the least reliable characters in the game -- and has a provably high skill curve. Do you think Singed has a nonexistent skill floor too?

You're not anywhere near a position to argue on merit of skill.

The Ecdysiast1 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=000000000001000000000000,timestamp=2019-03-23T01:04:50.545+0000)

Talk about being taken seriously, calling Illaoi a stat stick when she's one of the least reliable characters in the game -- and has a provably high skill curve. Do you think Singed has a nonexistent skill floor too?

You're not anywhere near a position to argue on merit of skill.

I just realized where you're confused. Skill floor refers only to the champion's mechanical difficulty. Not the difficulty of winning with them.

Old Taric had no skill floor, either. But he was extremely difficult to win with. With that in mind, can you now see why saying a champion requires no skill is not the same as saying they're easy to win with?

When a champion that doesn't have mechanical difficulty is too easy to win with, they're no longer fair to play against. What you're asking for would create that problem.

Moody P1 votes

Skill floor is not just mechanical. Even in very favorable conditions Singed has one of the steepest skill curves in the game and he is a low mechanical champion. But he has specific things he needs to play around that many players take a long time to perfect.

Most of the absolute highest skill curve champions in the game have very little mechanical depth; if you look at champions like Tahm Kench and Aurelion Sol you can see what I mean. You wouldn't say these champions take "no skill" because that would get you laughed at; they very clearly reward heavy investment. As does Illaoi. As do several juggernauts (Olaf, Aatrox and Yorick before the last buffs made him brainless.)

The difference is in what they're actually doing. TK and Asol have high strengths that only shine when coordinated well with skilled players. Illaoi is the polar opposite, being disproportionately punishing against enemies who are sloppy or get too greedy for kills and don't respect her which, like many juggernauts who overly punish worse players, makes her hated by the general community until higher ELO. As enemy skill goes up the Illaoi has to improve alongside them, and her ability to rotate and Play around her own win conditions is just as important as a Riven having her combos down correctly. mechanical complexity is not the only measure of skill, it's just the most visible gate.

You seem to confuse every juggernaut with Garen, who is on a completely separate level from Illaoi who has actual meaningful measures of variance to play around accordingly. I've complained for a Garen rework multiple times for exactly that reason; all of the threads down voted of course despite basically universal agreement that he's not well designed, leading me to suspect that the average boards player doesn't want juggernauts to be "healthier," they just don't want to lose to them.

The Ecdysiast1 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=00000000000100000000000000000000,timestamp=2019-03-23T01:26:55.007+0000)

Skill floor is not just mechanical.

Lemme stop you right there. YOU may want to use the term in a way that includes things other than mechanical difficulty, but that is not what it means. You're just using it wrong.

I do know what you mean. You've yet to word it properly, but what you're saying is:

A mechanically simple champion doesn't have the versatility that a more difficult champion has, and as a result they're actually harder. Which is what I was trying to explain back to you. Yes, they're more difficult to play if they don't have overpowered stats. But that doesn't mean it takes more skill to play them. It actually means it takes more luck since it then requires you have allies who will coordinate more and enemies who coordinate less.

Though Illaoi, no, is not the opposite of similar champions. She too is best against sloppy enemies. The problem you have is that you're so in love with champions that are the enemy's to lose against, not yours to win with. It's usually up to them not knowing how to fight you, because you don't have to know much to know how to fight them.

A note on Aurelion Sol and Tahm, though, is that they aren't simple in the same way. In fact, they're actual examples of the nuances you like to pretend Illaoi and other juggernauts have to pay close attention to. There's far more room for error with juggernauts, but Sol has essentially the same weaknesses with none of the defensive strengths and even more telegraphed weakness to his damage, in exchange for higher damage and range.

The concept of a champion with high defense and high damage is itself not healthy--- that is, unless they have an equally high weakness to coordination because they lack mobility, which juggernauts do. But what you're asking for is for juggernauts to be strong at the level where coordination is supposed to beat them them. And that's paradoxical. For a juggernaut to be healthy for the game at high levels of play, they'd need to no longer be a juggernaut. Because having high enough damage and defense to overcome the weakness that's exploited there would simply mean they'd lack counterplay. Exactly what we saw back in 2015 with Mordekaiser.

The only way to make a juggernaut a reliable pick at the level where teams have the coordination to beat them is to give them stats so high that they can just body even the enemies who properly counterplay them. Which isn't fair.

Moody P1 votes

[{quoted}](name=The Ecdysiast,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=000000000001000000000000000000000000,timestamp=2019-03-23T03:08:52.985+0000)

Lemme stop you right there. YOU may want to use the term in a way that includes things other than mechanical difficulty, but that is not what it means. You're just using it wrong.

I do know what you mean. You've yet to word it properly, but what you're saying is:

A mechanically simple champion doesn't have the versatility that a more difficult champion has, and as a result they're actually harder. Which is what I was trying to explain back to you. Yes, they're more difficult to play if they don't have overpowered stats. But that doesn't mean it takes more skill to play them. It actually means it takes more luck since it then requires you have allies who will coordinate more and enemies who coordinate less.

Though Illaoi, no, is not the opposite of similar champions. She too is best against sloppy enemies. The problem you have is that you're so in love with champions that are the enemy's to lose against, not yours to win with. It's usually up to them not knowing how to fight you, because you don't have to know much to know how to fight them.

A note on Aurelion Sol and Tahm, though, is that they aren't simple in the same way. In fact, they're actual examples of the nuances you like to pretend Illaoi and other juggernauts have to pay close attention to. There's far more room for error with juggernauts, but Sol has essentially the same weaknesses with none of the defensive strengths and even more telegraphed weakness to his damage, in exchange for higher damage and range.

The concept of a champion with high defense and high damage is itself not healthy--- that is, unless they have an equally high weakness to coordination because they lack mobility, which juggernauts do. But what you're asking for is for juggernauts to be strong at the level where coordination is supposed to beat them them. And that's paradoxical. For a juggernaut to be healthy for the game at high levels of play, they'd need to no longer be a juggernaut. Because having high enough damage and defense to overcome the weakness that's exploited there would simply mean they'd lack counterplay. Exactly what we saw back in 2015 with Mordekaiser.

The only way to make a juggernaut a reliable pick at the level where teams have the coordination to beat them is to give them stats so high that they can just body even the enemies who properly counterplay them. Which isn't fair.

I don't agree with your end assessment. The last two juggernauts we saw who were competitive viable (Urgot and Aatrox) had high value on their kits rather than their numbers. Some, like Olaf, are mainly direct counter picks than general power houses.

What juggernauts fundamentally need is to be less extreme in their design; being "all damage, no range, low utility" makes for a useless champion because the damage role has already been filled by bottom lane at minimum and usually middle too. Comparing this to another MOBA, Dota 2, the champions who are most "like" juggernauts are quite different in that while they don't have (situationally) bullshit damage they will usually have crowd control, most always single target and respectably ranged which gives them immense more usability than a dumpster heap like Garen has. I don't know if you play it yourself but some examples if you would like to look at are Mars, Bristleback, Ursa, Wraith King, and a few others who's names I can't quite recall right now -- still fairly new to it myself.

These champions have a MUCH better grasp on the juggernaut design I think should be manifested in League; they have their clear uses and niches, more than potent damage but not too much as to be unreasonable, and heaps more usability than the average juggernaut in LOL. Obviously there are important differences like the items and the fact that turn rate balanced out the ranged advantage there, but the general idea can certainly translate between games.

I have no delusions about my class. I think most of them need a rework from at minimum in par with what Xin Zhao got. What makes me disagree on this is that juggernauts have some "inherent" issue that means the class could never be fine or fair. I think Riot has just yet to find the mark on it

thefatlazycat3 votes

this is really ironic coming from someone with Darius as their icon, I got an actual laugh when I read the 'too much counterplay' part

The Ecdysiast2 votes

[{quoted}](name=Soul Dealer,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=0000,timestamp=2019-03-22T18:19:33.084+0000)

HELL NO. Do not buff illoai. The only reason she isn’t played as much is because of the mass amount of true damage in the game. Fix the true damage overload in this game and she will be fine

Moody makes it really hard to take him seriously when he sees all the juggernauts he plays being in a perfectly good spot and for some reason begs for buffs over and over.

He has a misunderstanding of the amount of reward you're supposed to be able to get out of a champion with no skill requirement. And if you try to have an actual discussion with him, the best argument he's ever been able to muster is, "there are nuances to playing them." As if that doesn't apply to every other champion on top of having more difficult abilities.

Not trying to bash the player. I don't know the guy. But his discussions are always heavily biased towards juggernauts, with either very little thought put into them or just outright denial of the facts.

Abibyama II9 votes

Warwick is also a dog champ

Moody P1 votes

Warwick needs massive buffs too

Abibyama II1 votes

They fucked with the jungle with scuttle which killed his level 3 power spike , then increased Tiamat price but all we got is +2 base AD

I wanna call PETA

Moody P1 votes

Warwick needs to be able to blink on bleeding targets

Ralanr2 votes

PETA would more likely put him down because “it’s the responsible thing to do.”

ZackTheWaffleMan1 votes

same with Fizz now

Sir Saltarin1 votes

Soaz

Galaxyburstz6 votes

She is in a balanced state now, keep her this way.

Kanzler5 votes

Nasus is a dog champ

heroikc2 votes

I lost horribly to an Illaoi...as URGOT! Tentacles deal too much damage and give too much sustain, soul grab is too convenient in cd, and tentacles stack too much.

Moody P1 votes

If you lost to Illaoi as one of her strongest counters that's entirely on you.

heroikc2 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=eskyvEgd,comment-id=00040000,timestamp=2019-03-22T19:58:16.960+0000)

If you lost to Illaoi as one of her strongest counters that's entirely on you.

If you think she's underpowered with her damage, zoning, and sustain, I think you need to actually play against her.

Tr4shB4NSYST3M2 votes

Illaoi IMO needs at least a mini-rework. In her current state she is a very simple champion, with her E being her least straightforward ability.

Illaoi's main problem boils down to one thing: She scales off of her opponent's mistakes and ignorance of her kit (I.E. harshly punishing a melee champ that tries to engage on her while she has E and R up).

Similarly to heimer, her playstyle involves setting up a zone of power where you will have the advantage if the opponent jumps on you, a very REACTIVE playstyle. However Heimer has the fallback of ranged damage and CC, which allows him some ability to make procative plays. Illaoi on the other hand has a very short ranged kit, and slow predictable skillshots which basically pigeon-hole her into a split-pushing/ reacting to pressure playstyle but very little ability to make a proactive play and almost no ability to start a fight (outside of landing a cheeky E for some "poke").

These factors, primarily Illaoi's strength at punishing dumb engages/ganks, make her an absolute monster in lower elo play where poorly thought out engages and mistakes in general are far more common.

However in higher levels of play, people understand her kit more, are better at dodging her telegraphed skillshot Q and E, and know not to fight in her tentacle nest, and because she does not have much in her kit that allows her to make proactive plays she becomes more and more irrelevant as there are fewer enemy mistakes to punish.

How to rework her while still maintaining her theme? No idea, but i agree with you she is in need of some work.

Moody P1 votes

I have said for a while now that Illaoi needs a soft update; she's too reliant on her R and not good enough at doing her thing against good players to make any sense.

IMO she should trade some damage in exchange for having a means of preventing people from escaping with minimal effort. Something like a soft wall on the ring of her ult that prevents dashes out but you could still walk through, or making her E better as a tool for spawning tentacles quickly in a fight

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