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Illaoi OriginalCentered.jpg
League of LegendsLeague of Legends
Teamfight TacticsTeamfight Tactics


Prophet of an Elder God
STATIC COOLDOWN: 20 − 7.25 (based on level)
Prophet of an Elder God.png

Innate: Periodically, Illaoi spawns a Tentacle on a nearby impassable terrain if no other Tentacles are nearby. Tentacles fully spawn after a 2 second delay and are Playful.png untargetable in the meantime.

Tentacles deal 10 − 180 (based on level) (+ 120% AD) (+ 40% AP) physical damage to all enemies struck when commanded to attack by her abilities. Each Tentacle also Heal power icon.png heals Illaoi for 5% of her missing health if it hits at least one enemy Champion icon.png champion. See Pet Details for more details.

  • Tentacles do not spawn in the Nexus Obelisk's attack range and on ally invulnerable Turret icon.png structures.
  • Impassable terrain also includes player-made terrain and terrain that is passable by a team but not by the other (e.g. base gates)
  • The Tentacle will continue its spawn animation and be able to start an attack, after the animation ends, even if Illaoi or a Vessel are not nearby.
  • If Illaoi uses Harsh Lesson Harsh Lesson during Tentacles' spawn animation, they won't attack but the SFX of the attack will still be heard.
    • If this happens, after the Tentacle finishes its spawn animation, it will be unable to start an attack for its remaining attack SFX.

Tentacle Smash
WIDTH: 210
COST: 40 / 45 / 50 / 55 / 60 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6

Passive: Tentacles deal increased damage.

Damage Increase:
10 / 15 / 20 / 25 / 30%
Tentacle Smash.png

Active: Illaoi slams her idol into the ground, summoning a Tentacle that slams down in the target direction, dealing physical damage before disappearing.

  • Tentacle Smash's hitbox is fixed in front of Illaoi, while the indicator on the ground is fixed to the targeted direction.
  • If Illaoi is not Sight icon.png visible, the slam will be seen but it will not be heard.

Harsh Lesson
COST: 30 Mana
Harsh Lesson.png

Active: Illaoi's next basic attack within 6 seconds gains Range icon.png 225 bonus range and causes her to Dash.png leap to her target's location if they're beyond her normal basic attack range.

The attack deals bonus physical damage, with a minimum threshold, and capped at 300 against non-champions, and commands all Tentacles in range to attack her target. The minimum bonus damage can also be applied against Turret icon.png turrets.

Bonus Physical Damage:
3 / 3.5 / 4 / 4.5 / 5% (+ 2% per 100 AD) of target's maximum health
Minimum Physical Damage:
20 / 30 / 40 / 50 / 60

Harsh Lesson Bladework.png resets Illaoi's basic attack timer.

Harsh Lesson can be activated during Illaoi's other abilities, other than while pulling pulling a Spirit.

  • The bonus damage doesn't apply Life steal icon.png life steal but it does apply Spell vamp icon.png spell vamp.
  • Harsh Lesson is made of two different abilities which are decided by Illaoi's range to the target, being either Melee role.png melee or within Dash.png dash range.
  • The close range ability:
    • Is an Excessive Force 2.png unstoppable basic attack.
    • Can be used while Grounded icon.png grounded or Root icon.png rooted. If Illaoi attack commands and then casts Harsh Lesson, she will use the close range Harsh Lesson even if the target is beyond her melee range.
    • Starting the attack before triggering Guardian Angel's Guardian Angel's passive and hitting while she's in it will not cause the Tentacles to slam.
    • Starting the attack before the target becomes Playful.png untargetable will still cause the Tentacles to slam the target.
    • Does trigger Hail of Blades Hail of Blades.
    • Triggers Energized Energized effects on-hit.
    • If the empowered attack duration ends during the attack animation, the attack won't be empowered.
  • The dash range ability:
    • Is not unstoppable, meaning effects that can interrupt the dash will cancel the attack and put the ability on cooldown. Flash Flash and Zhonya's Hourglass Zhonya's Hourglass cannot be used during the dash.
    • Can be cast but cannot be used while Grounded icon.png grounded or Root icon.png rooted because Illaoi loses the Range icon.png bonus attack range.
    • Starting the attack before the target becomes Playful.png untargetable will not make Tentacles slam.
    • Does not trigger Hail of Blades Hail of Blades.
    • Triggers Energized Energized effects during the jump.
    • Having enough attack speed will perform an unusual dunk.
    • Having increased size will increase the range of her Harsh Lesson but the indicator range will not change.
    • If the empowered attack duration ends during the dash, the buff will linger until the attack has finished.
  • Spell Shield.png Spell shields will not prevent the Tentacle slam, unless a dash range Harsh Lesson has been used.
  • Parries (Counter Strike.png dodge, Spirit's Refuge.png block, Blind icon.png blind) will block the damage and will not trigger Tentacle Tentacle slams, with the exception of:
    • Spirit's Refuge.png Block when using a close range Harsh Lesson, which triggers Tentacle Tentacle slams.
    • Blind icon.png Blind when using a dash range Harsh Lesson, which triggers Tentacle Tentacle slams.
  • If the target dies at the moment Harsh Lesson hits the target, it will be consumed and put on cooldown, without making Tentacles slam.
  • The Tentacle attacking because of Harsh Lesson is considered to be part of it, and thus will not grant additional stacks of Conqueror Conqueror, Electrocute Electrocute, Phase Rush Phase Rush and Tribute.
  • Using it together with Dead Man's Plate Dead Man's Plate will grant an additional stack of Conqueror Conqueror.
  • Harsh Lesson's bonus damage applies before Blade of the Ruined King's Blade of the Ruined King's damage.
  • Harsh Lesson triggers Bone Plating Bone Plating and one of its plates with the same attack.
  • Attack moving while charging Hexflash Hexflash will delay the attack.

Test of Spirit
WIDTH: 100
SPEED: 1900
COST: 35 / 40 / 45 / 50 / 55 Mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Test of Spirit.png

Active: Illaoi fires a projectile in the target direction, stopping at the first enemy hit. If the enemy is a Champion icon.png champion, their Spirit is pulled in front of Illaoi over 0.75 seconds. The target is Focused Resolve.png tethered to the Spirit for 7 seconds, and is True Sight icon.png revealed and the area around them is granted Sight icon.png sight of while the tether remains.

The Spirit has the target's Health icon.png current health, Armor icon.png armor and Magic resistance icon.png magic resist, and redirects a portion of the pre-mitigation damage received to the tethered champion.

Damage Transmission:
25 / 30 / 35 / 40 / 45% (+ 8% per 100 AD)

When the Spirit is killed or the target leaves tether range, the tether is severed, marking the target as a Vessel for 10 seconds and Slow icon.png slowing them by 80% for 1.5 seconds once the tether returns back to them. Each Tentacle autonomously attacks the closest Vessel or Spirit once every 5.5 / 4.5 / 3.5 (based on level) seconds.


Enemies made a Vessel also spawn a Tentacle near themselves every 5 / 4 / 3 (based on level) seconds. Tentacles can spawn exceptionally closer to each other than when spawned by Illaoi.

Vessels can dispel the Malefic Visions.png debuff by Damage rating.png taking down Illaoi.

  • Spirits are classified as Command Hallucinate.png clones:
    • Spirits can only be targeted by Illaoi's team and neutral monsters. The Spirit's allies cannot target it.
    • Spirits take 50% damage from turrets and do not cause turrets to Warm Up Warm Up their attacks.
    • Spirits cannot be Heal power icon.png healed nor Hybrid resistances icon.png shielded (Summon Aery Summon Aery excluded).
    • The Spirit levels up when the Vessel does. Doing so will increase the Spirit's health, armor, and magic resist, and additionally extend its lifetime by 1 second.
  • Illaoi cannot cast Test of Spirit again until the Spirit is gone.
  • Redirected damage is calculated by taking the pre-mitigation damage, applying Test of Spirit's damage modifier, and then capping it to the Spirit's current health. This damage will then be affected by damage modifiers (resistances and other effects) of the Vessel.
    • If the Spirit's damage modifier is lower than the Vessel's, it will cause an increase in total redirected damage, else it will cause a decrease.
    • If the Spirit's damage modifier is higher than Test of Spirit's, it will cause an increase in total redirected damage, else it will cause a decrease. The difference in damage is up to a cap.
    • Illaoi needs 937.5 / 875 / 812.5 / 750 / 687.5 total AD to reach 100% redirected damage. As per above, the damage is still dependent on the Spirit's and Vessel's damage modifiers and may not always be able to deal 100% of the target's current health as total redirected damage.
    • The damage displayed as being received by the Spirit is not representative of the damage redirected to the Vessel, as the combat text shown adjacent to the Spirit uses the Spirit's resistances.
  • Spell Shield.png Spell shields may only prevent the initial spirit grab and the slow upon becoming a Vessel. Spell shields will not prevent becoming a Vessel or Tentacles from attacking.
  • The spirit pull is not considered a Stun icon.png crowd control effect and will not be blocked by Cc-immune icon.png crowd control immunity, with the exception of Morgana's Morgana's Black Shield Black Shield.*
  • If the target becomes a Vessel within range of a dormant Tentacle, that Tentacle will skip its first attack.
  • The tentacle model of the first cast is connected to Illaoi's body and will stop moving when Illaoi does (e.g Stasis icon.png stasis, Sleep icon.png sleep, Airborne icon.png airborne). However, the projectile will not, and will be able to hit enemies away from its model position. It will also not be seen by enemies if Illaoi is not Sight icon.png visible, but it will be heard if the tentacle passes through their vision.
  • Test of Spirit will fire from wherever Illaoi is at the end of the cast time towards the same pointed location.
  • Grabbing the Spirit of a champion that has their resource bar white (i.e Flow resource.png Flow) will make the Spirit's lifetime (the white bar below the lifebar) disappear.
  • Grabbing the Spirit of a target that is Ambush 2.png camouflaged while they are being revealed by a Control Ward Control Ward will make the Spirit also invisible.
  • Only Illaoi can see who's been Vesseled, with their model covered in watery effects. The Vessel itself will instead have its screen covered in watery effects.
  • The Vessel status effect is a debuff that doesn't persist through death.
  • If the enemy champion is Revival icon.png resurrecting when the conditions for becoming a Vessel are met, then they will not revive as a Vessel.
  • Runes consider the Spirit as a champion for their effects and stat-tracking.
    • Predator Predator only reflects double bonus damage, not taking into account actual damage done to the Spirit (e.g if Predator Predator would deal 60 bonus damage, what would get reflected is 120 damage).
  • Transferred damage will apply on-damage effects, such as Black Cleaver Black Cleaver, Morellonomicon Morellonomicon, Executioner's Calling Executioner's Calling, Aspect of the Dragon Aspect of the Dragon burn damage.
  • PENDING FOR TEST: Healing from Omnivamp colored icon.png Omnivamp
    • Transferred damage will not doubly apply on-hit or on-spell effects versus the target (e.g. Liandry's Anguish Liandry's Anguish, Phase Rush Phase Rush stacks). These effects are only applied versus the Spirit.
    • Attacking the Vessel and its Spirit simultaneously will only apply one stack of Black Cleaver Black Cleaver to the Vessel.
  • Once the Spirit vanishes, whether defeated or not, Illaoi will get 1 creep score in-game (not included in the post-game counter).
  • The Spirit is immune to Stasis icon.png stasis (i.e. Bard's Bard's Tempered Fate Tempered Fate).
  • Fiora's Fiora's Riposte Riposte can be used to prevent becoming a Vessel if used before the Spirit is killed or while leaving the tether's range.
  • Sion's Sion's Spirit cannot be spawned during Glory in Death Glory in Death. Spirits created before Sion's Omen of Death.png zombie state will remain active.
  • If the target that had its Spirit pulled from them is taken into the Realm of Death Realm of Death, the tether will break, but they will not be made into a Vessel.

Leap of Faith
COST: 100 Mana
COOLDOWN: 120 / 95 / 70
Leap of Faith.png

Active: Illaoi gains Unstoppable icon.png displacement immunity and leaps into the air for the cast time. She then slams her idol into the ground, dealing physical damage to nearby enemies. For each enemy champion hit, a Tentacle is summoned for 8 seconds (up to a maximum of 6 summons).

Physical Damage:
150 / 250 / 350 (+ 50% bonus AD)

For the duration, Harsh Lesson's Harsh Lesson's Cooldown reduction icon.png cooldown is halved, all Tentacles awakened by Illaoi are Playful.png untargetable, will not show their hitboxes, nor go dormant, and will take half the amount of time to make an attack.

   "There are kind and gentle gods. Mine isn't one of those."

  • Leap of Faith's effects are centered around Illaoi at the end of the cast time.
    • Flash Flash can be used during the cast time to reposition her.
  • Command Hallucinate.png Clones also count as champions for the summoning of the Tentacle Tentacle.
  • Illaoi spawns the Tentacle Tentacle 725 range away from her, unless there's a natural wall blocking the way making the Tentacle spawn on it, based on:
    • The direction she's facing.
      • She will always face at the nearest Sight icon.png visible enemy champion, in Leap of Faith's range, the instant she leaps.
      • If there's no enemy champion nearby, she faces in the direction of the cursor.
      • Flashing Flashing mid-animation will change the spawning direction to where the cursor is pointed, regardless of the nearest enemy champion.
    • How many champions she hits.
      • 1+ champions: one Tentacle Tentacle at 0 degrees.
      • 2+ champions: one Tentacle Tentacle at 60 degrees.
      • 3+ champions: one Tentacle Tentacle at 300 degrees.
      • 4+ champions: one Tentacle Tentacle at 120 degrees.
      • 5+ champions: one Tentacle Tentacle at 240 degrees.
      • 6+ champions: one Tentacle Tentacle at 180 degrees.
    • If there are no walls nearby, spawning the last Tentacle Tentacle will form a perfect hexagon.
  • Spell Shield.png Spell shields will block the ability's damage but will not prevent Tentacles from spawning.
  • If Illaoi is near a Tentacle that is about to spawn, it will spawn buffed by Leap of Faith even if Illaoi is no longer nearby.
  • Going into Stasis icon.png stasis (i.e - by Revival icon.png resurrection) during the leap will not stop the ability from dealing damage or spawning Tentacles.
  • Using Harsh Lesson Harsh Lesson after Illaoi drops down will command Tentacles to instantly attack, regardless if they were already attacking. Their old attack will keep on going and will hit while the second attack is on its animation attack.
  • Using Harsh Lesson Harsh Lesson an instant before Leap of Faith's buff finishes will delay the Tentacle's attack.


Control type The Tentacle Tentacle is commanded to attack each time a target in its range gets hit by Harsh Lesson Harsh Lesson.

The Tentacle is also able to periodically automatically attack the closest Spirit Spirit or Vessel in its range.

Its attacks get queued up if it receives more than one attack command. The queued attacks will always have 1 attack speed, even if affected by Leap of Faith's Leap of Faith's buff.

If a Tentacle is destroyed while attacking, the Tentacle will first finish its attack and then die, without being able to queue up other commands.

Tentacles can receive attack commands 0.25 seconds after dying, and are able to queue up other commands during the timeframe.

Tentacles will only start attacks against targets whose Range center.png center is inside the slam area, but they will also hit targets whose center is further away if their Range model.png edge is inside the area.

Target type Ward (can be teleported teleported to).
On-hit effects Hits through Counter Strike Counter Strike and Spirit's Refuge Spirit's Refuge.
Spell effects Applies spell effects as Death Lotus.png area damage.

Tentacles that hit the same target within 0.5 seconds of each other deal 50% less damage than the previous Tentacle, up to a cap of 75% less damage than the first.



The Tentacle damages all non-structure enemies it hits along its length, Heal power icon.png healing Illaoi for 5% of her missing health if it hits one or more enemy champions. Healing Multiple stacking icon.png stacks multiplicatively if more Tentacles attack at the same time, calculated by this formula: (maximum health − current health) × (1 − 0.95n), with 'n' the number of Tentacle hits.


The Tentacle alerts Illaoi whenever it takes damage.


The Tentacle remains awakened if Illaoi or a Vessel are within 2000 range and not Death.png dead. If none is nearby, the Tentacle becomes dormant, disabling its ability to start attacks and disappearing after 30 seconds of dormancy. The Tentacle instantly reactivates if Illaoi or a Vessel move back in range.


The Tentacle enrages for 8 seconds after Leap of Faith Leap of Faith has been cast, becoming Playful.png untargetable, unable to show its hitbox, unable to go dormant and taking half the amount of time to make an attack.


All Tentacles around 1000 range of an enemy champion are Sight icon.png revealed through the fog of war and remain revealed once first seen.
When about to slam slam it Sight icon.png reveals the targeted spot to allies.
The Tentacle grants Sight icon.png sight of nearby Control Wards Control Wards.

Patch history

See here for the complete patch history.

See also


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