Give Illaoi Some Love!

Jack of Storms··1 votes·549 views

To put it simply, I think in order for Illaoi to be more playable in the game at all, they should add a slow to her tentacle slams. Nothing massive, just a small slow, decaying over a second or two, that would help Illaoi keep her targets in range of her tentacles rather than how she currently is simply kited until she dies. And her is why I think so..

We all know Illaoi is a juggernaut and so she's not supposed to have a lot of mobility or cc, just a ton of damage if she can get in range. However, of all the juggernauts, Illaoi's cc is by far the least reliable, and she needs it the most. For example, Garen has a pretty decent engage and once he is in he can follow the target as he kills them with his spin-to-win. Darius just needs to get close enough to drag his targets in and then he can land a reliable full combo that should leave them at least near dead most of the time. Illaoi, though, has the problem that she doesn't only need to be able to get close to a target, she also needs the target to be in range of and stay in range of the tentacles she spawns on walls and with her ultimate for her damage and tankiness to be reliable.

Because of this, the main thing I would like to suggest is that some extra cc be added to her kit. Her e is rather difficult to proc and gives the target plenty of time to either build up distance between them or fight her and reduce the spirit's time. I believe a small slow would help alleviate her troubles by making it harder for enemies to escape her domain, so to speak. The slow wouldn't be very strong, probably no more than 20%. In order to make it stronger, targets hit by several slams could take an additional 50% of that slow per each strike (so, for example, a person hit by four tentacles would be slowed by about 50%). This would make it more important for Illaoi to land multiple tentacles, and it would also mean that in a team fight her slows would be strongest on her target, who would generally be struck by the largest number of slams. Also, in order to make her more useful as cc, striking the ghost could provide another slow, stacking separately, that is somewhat weaker. Of course, since Illaoi has access to tentacle slams so often and in so many ways, making the slow decay helps to keep it from crippling the enemy team beyond belief, and also makes it less of a struggle to fight in lane. This way, teams can still rely on kiting and cc to shut her down like any juggernaut, she would just have something to help her keep her targets in range. In fact, Illaoi could start the game with the slow decaying over only about a half second or so, and have the decay time increase by maybe a second as she reaches level 18. This way, Illaoi's lane bullying isn't incredibly affected by these changes, and her presence in the later portions of the game is improved. Finally, in order to make her initiation a tad stronger and more reliable, this weak slow could be spread to her ultimate. This way, rather than everyone splitting the instant she ults, the targets it hits might be forced to stick around just long enough for Illaoi to make her time useful.

Now, admittedly as it is now I believe this could make Illaoi a bit too strong. For this reason, a few nerfs to her current kit may be necessary. Arguably, she is currently balanced around being able to fight only occasionally, and as a result has a lot of power built in for those situations. With the added slows, she may be more reliable in more situations, and her incredible damage would be too much. For this reason, I believe that her tentacle slam damage should be reduced somewhat. Specifically, I would say to reduce her base damage by one or two per level, and to reduce the damage increase on her q by around 5% at all levels. Illaoi's damage scaling insures that her slams should still be pretty devastating, and the added slow should allow her to land many more of them, so I would not call this a huge nerf. Also, with the added slows, if they were to affect the spirits she pulls out with her e, the slow applied to the unfortunate champion connected to it when it dies would probably have to be reduced. Illaoi would get plenty of slows as she kills it, and the tentacles it summons could apply extra slows.

And so, that is my suggestion. However, in addition, there are a few other quality of life changes I would like to suggest. Firstly, Illaoi's q tentacle slam should have its strike speed increased when she ults. Maintaining the same slow swing wastes a lot of time during her ult when she wants to land those tentacle slams on everyone. And also, while she ults, her w's cooldown should be reduced by cooldown reduction even after falling to two seconds. this would make ultimate Illaoi better at sticking to her targets, and it ensures that all the cooldown reduction you purchase actually has value at all points. You cannot argue that this cooldown is set in stone so that a tank version can get good use out of it anyway, because most tank items give cooldown reduction, and Illaoi is sorta a terrible tank anyway (although more slows would make her better). If the cooldown is too low, then the base amount could be increased. Instead of two seconds, it could be 2.5 seconds. Or even, each level of the ultimate could lower the amount, from 3 to 2.5 to 2 for example.

That is all I have to say. You are welcome to discuss this. Any suggestions for Illaoi, or arguments to debate

11 Comments

Chembaron Yamada2 votes

The only counterplay to her ultimate is leaving the area. If you don't, you are dead almost 100% of the time.

Addng a slow to her tentacle slams, while her W even has reduced cooldown, seems like a bad idea in my opinion. It just creates too much sticking power to her in my opinion, since she can slam tentacles on you pretty constantly, especially in the laning phase.

I admit that I don't play her, but looking at her winrate, she seems ok-ish? Her winrate is not incredibly high, but not dumpstered either it seems.

Jack of Storms1 votes

I see your point, and you're absolutely right I think. She deals plenty of damage and can easily destroy lots of champions, to a certain extent. Reducing her tentacle damage would help, of course, but the problem I want to resolve is twofold.

Firstly, Illaoi is absolutely destroyed by any form of cc or kiting. She relies heavily on her abilities, so any time she is even just slowed and cannot land them she loses out. She is not a very tanky champion without them. And on top of that, unlike other juggernauts, Illaoi's poptimal range isn't just reaaaally close but also in the area she placed her tentacles. Leaving that area with even just normal walking speed can generally leave her pretty helpless. A small slow (emphasis on small) is only intended to reward Illaoi for landing a strike on an enemy in terms of helping her land another and keeping them somewhat in range of her tentacles. A leap on her w gives her sticking power, but doesn't do much of there are no tentacles nearby, especially if even when there are you need only do a small sidestep to avoid them.

Secondly, Illaoi contribute very little to her team other than damage. This would be alright if Illaoi was like a reliable marksman or assassin that could kill targets effectively, but she is a juggernaut whose considerable limitations can make her pretty weak in teamfights as long as the enemy team is a bit careful. A slow would allow Illaoi to provide some assistance to her teammates as well. But once again just a small one.

Now, once again I see what you mean. Champions like Illaoi are notorious for their laning phase and the amount of power they have despite their tankiness later in the game. These are just my suggestions, but the overall point is not to make Illaoi stronger per se, just to allow her to have a presence in more than just a small part of one game

Yasuicide1 votes

[deleted]

Jack of Storms1 votes

Agreed. I honestly thought that was a bug. Half the time people seem to die out of the blue without any apparent reason

Bronze 6 Yasuo1 votes

Uhhhh no. Just no no no no no. She's already a cancer lane bully and no.

Jack of Storms1 votes

I see the points made by some the other commenters, and I understand what you mean. But like I said it would only be a very weak slow, that decays pretty quickly, especially early on.. And her tentacle damage would be reduced on top.

honourable adc1 votes

I think Illaoi just needs some buffs, nothing changed, i think they should go more into the healing aspect of her tentacles, make her more of a sustain fighter maybe?

Jack of Storms1 votes

Personally I think she has the capacity for plenty of healing with her tentacles, so long as she lands a bunch. Admittedly it's not as strong as like Darius's heal but it is pretty good. If she did have a slow, she would be able to land a few more tentacles a bit more often and as a result get a few more heals, so there is that.

Lightwellian1 votes

If you're having trouble sticking to targets, you should probably grab Frozen Mallet.

Jack of Storms1 votes

I understand that, but I don't really feel like a champion should be forced to purchase an item to give them certain things. Damage, sure. And some other stats. More cc, sure. But Illaoi has two problems; she needs to be able to stick to a target AND she needs to be able to keep them in her tentacles' range. It's not like Master Yi who has no cc, but incredible sticking power. Her w is usually enough for that. I just think a small slow would make her better all around. And itd make sense. Her tentacles serve like a "spiritual challenge" and each slam would be like crushing your spirit, sorta weakening you yah know?

Lightwellian1 votes

There are many champions who only feel complete once they have items. It is normal.

Giving Illaoi a snare effect baseline would make her too good at her role. Also, she doesn't need to stay near her tentacles to deal damage. She can chase pretty well once she grabs Mallet and triforce. Her main role seems to be early game rushing. Farm the enemy toplaner, take their tower, and snowball.

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