- Tier
- T3
- Peringkat
- #89
- Rasio menang
- 49.11%
- Rasio pilih
- 0.49%
Zilean saat ini masuk kategori T3 dalam data ARAM Mayhem. Lihat panduan champion

Illaoi saat ini masuk kategori T3 dalam data ARAM Mayhem.
Illaoi the Kraken Priestess
Yes, if your team can fight around her instead of constantly chasing forward. Illaoi is strongest when enemies have to walk into her tentacles, her spirit pull, and her ultimate zone. The tradeoff is that she can look useless if the fight moves past her before she gets set up.
Your job is to make one area of the lane miserable to enter. Stand near tentacles, threaten Test of Spirit, and punish anyone who steps too close to poke or engage. If you leave your zone too early, you give up the part of the map where Illaoi is actually scary.
Use it when an enemy is walking in a straight line, last-hitting a low target, or hiding behind a predictable teammate movement. Landing it gives your team a safe target to hit without fully committing. Missing it is a real punish window, so do not throw it randomly into mobile champions who are waiting to dash sideways.
Usually yes, but only if you can do it without losing half your health for free. If the enemy team has strong poke or instant engage, hit the spirit once or twice, then reposition behind your frontline. Greeding for the full punish is bad when it pulls you away from tentacles or exposes you to crowd control.
Use it when multiple enemies are already committed near you, especially after they dive, clump, or try to finish a low-health ally. Illaoi’s ultimate is not just a damage button; it is a warning that the enemy must either leave the zone or fight on your terms. If you ult too early while they can still walk away, you spend your best tool and they reset the fight.
Most of the time, wait. Illaoi is far better as a counter-engage bruiser than as the first champion sprinting into five people. If your team has no engage, you can threaten with Snowball or a forward spirit pull, but the tradeoff is that missing the entry often leaves you stranded.
Snowball can be strong when it lets you follow a good spirit pull, reach a clumped backline, or punish enemies who already used mobility. Do not take the second dash just because it landed; check whether your tentacles, team, and ultimate are ready to support the dive. A bad Snowball turns Illaoi from a zone controller into an isolated melee target.
Prioritize augments that help her stay alive while brawling, stick to targets, or reward repeated close-range damage. Defensive and sustain-oriented choices are usually easier to convert than flashy options that only work when enemies stand still. If an augment forces you to play like an assassin, it often fights against what Illaoi actually does well.
Play slightly in front of them and make the enemy pay for walking up to dodge or retaliate. Your spirit pull gives poke allies a safe focus target, and your ultimate discourages hard engage into your backline. The tradeoff is patience: if you dive too deep, your poke champions may not be able to follow through the chaos.
Let them start if they have reliable crowd control, then move into the committed fight and ult where enemies are stuck. Illaoi loves enemies who have already spent dashes, cleanses, or disengage tools. If you go before your engage arrives, the enemy can kite you out and then turn on your team after your cooldowns are gone.
Long-range poke, clean disengage, and champions that can fight without standing near her tentacles are the hardest problems. They punish her setup time and make it difficult to land meaningful spirit pulls. Against those teams, play around brush, minion waves, and ally crowd control instead of walking straight down the lane.
Stop forcing it from maximum range. Move with your minion wave, wait for them to attack, and throw it when their movement is locked into a cast, chase, or retreat path. Even the threat of the ability can create space, but repeated misses invite the enemy to walk forward and punish you.
Do not chase in a straight line unless you already have Snowball, ally crowd control, or a strong angle. Fall back toward tentacles and make the enemy re-enter your zone if they want to finish you. Illaoi loses long open chases, but she can win ugly re-engages when enemies get impatient.
Build sturdier when the enemy team has burst, layered crowd control, or enough range to hit you before you reach them. Illaoi deals damage by staying in the fight long enough for her zone to matter, so dying instantly wastes even a high-damage setup. More damage is better only when you are already surviving the first engage and need to finish targets faster.
The biggest mistake is treating every landed ability as permission to all-in. Illaoi wants enemies to commit into her, not the other way around every time. If you pull a spirit, take the value, watch enemy cooldowns, and only go deeper when your team can actually follow.