r/leagueoflegends • • 3d ago

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged!

6 Upvotes

Welcome to the latest Monday Megathread, where you the community get to ask your questions and share your knowledge.

Need help against a certain champion? Unsure how and where to ward? Looking to improve your csing? This is the place to ask. This weekly thread is a place for new players to ask questions and get help/advice from more experienced players. So, don't hold back, get your game related questions ready and post away, and hopefully someone can answer them!

Previous threads


If you wish to just view top level comments (ie questions) add ?depth=1 to the end of the page url.

Looking to chat with people live? Come check out our discord channel here! We also have the channel #new-player-help if you want to ask questions there.

If you are willing to learn, /r/SummonerSchool and its respective discord are always willing to teach.


Basic Mechanics explanation in our Wiki

New Player Guide by /u/The-All-Tomato

Riot's New Player Guide

LolEsports New Viewer Guide

Other:

Please sort this post by new, so that you can see the newer, unanswered questions.


r/leagueoflegends • • 5h ago

Esports 2026 World Championship / Play-In - Day 1 / Live Discussion Spoiler

53 Upvotes

2026 WORLDS PLAY-IN STAGE

Lolesports | Leaguepedia | Eventvods.com | New to LoL

Today's matches will be played on Patch 26.20.


Today's Matches

# Match PST EST CET KST
1 C9 vs KC 09:00 12:00 18:00 01:00
2 FUR vs MVK 14:00 17:00 23:00 06:00
  • All matches are a best of 5

Streams


Bracket

Round 1 Round 2 Qualification Match
FUR 0
vs -
MVK 0 tbd 0
vs -
C9 0 tbd 0 tbd 0
vs - vs -
KC 0 tbd 0
- - - - - - - -
tbd 0
vs -
tbd 0 tbd 0
vs -
tbd 0

On-Air Team

Desk Host/Interviwers
Eefje "Sjokz" Depoortere
Daniel "dGon" Gonzales
Park "Jeesun" Jee-sun
Play-by-play Casters
Max "Atlus" Anderson
Clayton "CaptainFlowers" Raines
Daniel "Drakos" Drakos
Aaron "Medic" Chamberlain
Colour Casters
Sam "Kobe" Hartman-Kenzler
Isaac "Azael" Cummings Bentley
Dan "Aux" Harrison
Rob "Dagda" Price
Andrew "Vedius" Day
Analysts
Emily "Emily Rand" Rand
Joshua "Jatt" Leesman
Kim "Wadid" Bae-in
Barento "Raz" Mohammed

Format

  • 4 teams participate
  • Double elimination bracket
  • All matches are best of five
  • Winner advances to the Bracket Stage

The official Worlds ruleset can be found here.


VoDs


Live Discussions and Post-Match Threads:

This is our Live Discussion Archive. Here you can find all the old live threads, and the respective PMTs in a stickied comment under the post.


r/leagueoflegends • • 3h ago

Esports Karmine Corp vs. Cloud9 / World Championship 2026 Play-In Stage - Upper Bracket Round 1 / Game 1 Discussion Spoiler

1.2k Upvotes

WORLD CHAMPIONSHIP 2026 PLAY-IN STAGE

Official Page | Leaguepedia | Liquipedia | Twitch | YouTube | Patch 26.20 | Bo5 Fearless Draft


Karmine Corp 0-1 Cloud9

C9 have prevailed over KC in Game 1

KC | Leaguepedia | Liquipedia | Website | Twitter | Youtube | Facebook | Instagram | TikTok
C9 | Leaguepedia | Liquipedia | Subreddit | Website | X/TWT | YT | FB | IG | TT


GAME 1: KC vs. C9

Winner: Cloud9 in 35m
Runes | Game Breakdown

Β  Bans 1 Bans 2 πŸ’° βš”οΈ 🧱 Dragons VG, RH, BN
KC Vi K'Sante Skarner Orianna Sylas 57.4k 1 3 πŸŒͺ️2 3, 1, 0
C9 Seraphine Nocturne Qiyana Jhin Akali 76.0k 20 11 πŸ§ͺ1 πŸ”₯3 πŸ”₯4 πŸ”₯5 0, 0, 2
KC Β  KDA vs KDA Β  C9
Player Pick 1-20-3 βš”οΈ 20-1-43 Pick Player
Canna 1 Rumble 0-4-0 TOP 1-0-5 2 Gnar Thanatos
Yike 1 Lee Sin 0-1-1 JNG 4-0-10 3 Xin Zhao Blaber
Kyeahoo 3 Syndra 1-3-0 MID 11-0-3 3 Locke Loki
Caliste 4 Miss Fortune 0-6-1 BOT 3-0-9 2 Ezreal Tactical
Busio 2 Nautilus 0-6-1 SUP 1-1-16 1 Karma Vulcan

GAME 1 STATS

Team Total KDA KP CSM DMG% Champions Played
πŸ‡ΊπŸ‡Έ C9 20-1-43
πŸ‡°πŸ‡· Thanatos 1-0-5 (Perfect) 30% 9.9 12.3% Gnar
πŸ‡ΊπŸ‡Έ Blaber 4-0-10 (Perfect) 70% 8.2 16.3% Xin Zhao
πŸ‡°πŸ‡· Loki 11-0-3 (Perfect) 70% 9.2 26% Locke
πŸ‡ΊπŸ‡Έ Tactical 3-0-9 (Perfect) 60% 11.2 40.9% Ezreal
πŸ‡¨πŸ‡¦ Vulcan 1-1-16 (17) 85% 1.1 4.5% Karma
πŸ‡«πŸ‡· KC 1-20-3
πŸ‡°πŸ‡· Canna 0-4-0 (0) 0% 8.7 24.9% Rumble
πŸ‡ΈπŸ‡ͺ Yike 0-1-1 (1) 100% 7.5 16.5% Lee Sin
πŸ‡°πŸ‡· Kyeahoo 1-3-0 (0.3) 100% 9.6 31.5% Syndra
πŸ‡«πŸ‡· Caliste 0-6-1 (0.2) 100% 10.5 23.2% Miss Fortune
πŸ‡ΊπŸ‡Έ Busio 0-6-1 (0.2) 100% 1.1 3.9% Nautilus

This thread was created by the Post-Match Team.


r/leagueoflegends • • 1h ago

Esports Karmine Corp vs. Cloud9 / World Championship 2026 Play-In Stage - Upper Bracket Round 1 / Game 3 Discussion Spoiler

β€’ Upvotes

WORLD CHAMPIONSHIP 2026 PLAY-IN STAGE

Official Page | Leaguepedia | Liquipedia | Twitch | YouTube | Patch 26.20 | Bo5 Fearless Draft


Karmine Corp 1-2 Cloud9

Winner advances to the UB Round 2.
Loser falls down to the LB Round 1.

KC | Leaguepedia | Liquipedia | Website | Twitter | Youtube | Facebook | Instagram | TikTok
C9 | Leaguepedia | Liquipedia | Subreddit | Website | X/TWT | YT | FB | IG | TT


GAME 3: KC vs. C9

Winner: Cloud9 in 38m
Runes | Game Breakdown

Β  Bans 1 Bans 2 πŸ’° βš”οΈ 🧱 Dragons VG, RH, BN
KC Orianna Lulu Qiyana K'Sante Aurora 64.7k 5 4 1, 0, 0
C9 Seraphine Caitlyn Viktor Vayne Sylas 78.8k 22 10 πŸ”₯1 ⛰️2 πŸ§ͺ3 πŸ§ͺ4 πŸ’₯5 2, 1, 2
KC Β  KDA vs KDA Β  C9
Player Pick 5-22-12 βš”οΈ 22-5-50 Pick Player
Canna 4 Kled 0-4-1 TOP 5-1-3 3 Olaf Thanatos
Yike 2 Naafiri 1-5-2 JNG 7-0-14 1 Jarvan IV Blaber
Kyeahoo 3 Anivia 2-8-1 MID 1-2-14 3 Annie Loki
Caliste 1 Lucian 2-2-3 BOT 7-1-7 2 Jhin Tactical
Busio 1 Nami 0-3-5 SUP 2-1-12 2 Alistar Vulcan

GAME 3 STATS

Team Total KDA KP CSM DMG% Champions Played
πŸ‡«πŸ‡· KC 5-22-12
πŸ‡°πŸ‡· Canna 0-4-1 (0.3) 20% 8.4 13.7% Kled
πŸ‡ΈπŸ‡ͺ Yike 1-5-2 (0.6) 60% 7.1 19.1% Naafiri
πŸ‡°πŸ‡· Kyeahoo 2-8-1 (0.4) 60% 7.6 20.8% Anivia
πŸ‡«πŸ‡· Caliste 2-2-3 (2.5) 100% 10.6 36.2% Lucian
πŸ‡ΊπŸ‡Έ Busio 0-3-5 (1.7) 100% 0.7 10.2% Nami
πŸ‡ΊπŸ‡Έ C9 22-5-50
πŸ‡°πŸ‡· Thanatos 5-1-3 (8) 36% 8.6 22% Olaf
πŸ‡ΊπŸ‡Έ Blaber 7-0-14 (Perfect) 95% 8.3 25.3% Jarvan IV
πŸ‡°πŸ‡· Loki 1-2-14 (7.5) 68% 7.9 23.7% Annie
πŸ‡ΊπŸ‡Έ Tactical 7-1-7 (14) 64% 9.5 24.7% Jhin
πŸ‡¨πŸ‡¦ Vulcan 2-1-12 (14) 64% 1 4.4% Alistar

This thread was created by the Post-Match Team.


r/leagueoflegends • • 2h ago

Esports Cloud9 vs. Karmine Corp / World Championship 2026 Play-In Stage - Upper Bracket Round 1 / Game 2 Discussion Spoiler

632 Upvotes

WORLD CHAMPIONSHIP 2026 PLAY-IN STAGE

Official Page | Leaguepedia | Liquipedia | Twitch | YouTube | Patch 26.20 | Bo5 Fearless Draft


Cloud9 1-1 Karmine Corp

KC have prevailed over C9 in Game 2

C9 | Leaguepedia | Liquipedia | Subreddit | Website | X/TWT | YT | FB | IG | TT
KC | Leaguepedia | Liquipedia | Website | Twitter | Youtube | Facebook | Instagram | TikTok


GAME 2: C9 vs. KC

Winner: Karmine Corp in 35m | PotG: Canna
Runes | Game Breakdown

Β  Bans 1 Bans 2 πŸ’° βš”οΈ 🧱 Dragons VG, RH, BN
C9 Seraphine Caitlyn Qiyana Lucian Rakan 66.4k 14 5 ⚑1 πŸ”₯3 πŸ”₯4 3, 0, 1
KC Nocturne K'Sante Lulu Olaf Jarvan IV 69.0k 16 7 πŸ’§2 πŸ”₯5 πŸ”₯6 0, 1, 0
C9 Β  KDA vs KDA Β  KC
Player Pick 14-16-32 βš”οΈ 16-14-34 Pick Player
Thanatos 4 Camille 5-4-4 TOP 4-5-6 2 Jayce Canna
Blaber 3 Wukong 1-4-11 JNG 1-4-9 1 Vi Yike
Loki 2 Akali 2-4-5 MID 5-2-1 2 Cassiopeia Kyeahoo
Tactical 1 Kalista 4-2-6 BOT 6-1-5 3 Varus Caliste
Vulcan 1 Renata Glasc 2-2-6 SUP 0-2-13 3 Vel'Koz Busio

GAME 2 STATS

Team Total KDA KP CSM DMG% Champions Played
πŸ‡ΊπŸ‡Έ C9 14-16-32
πŸ‡°πŸ‡· Thanatos 5-4-4 (2.3) 64% 6.1 21.4% Camille
πŸ‡ΊπŸ‡Έ Blaber 1-4-11 (3) 86% 7.5 21.4% Wukong
πŸ‡°πŸ‡· Loki 2-4-5 (1.8) 50% 7.4 21.7% Akali
πŸ‡ΊπŸ‡Έ Tactical 4-2-6 (5) 71% 11 29.1% Kalista
πŸ‡¨πŸ‡¦ Vulcan 2-2-6 (4) 57.% 1.2 6.4% Renata Glasc
πŸ‡«πŸ‡· KC 16-14-34
πŸ‡°πŸ‡· Canna 4-5-6 (2) 63% 8.2 29.5% Jayce
πŸ‡ΈπŸ‡ͺ Yike 1-4-9 (2.5) 63% 6 9.2% Vi
πŸ‡°πŸ‡· Kyeahoo 5-2-1 (3) 38% 9.2 22.4% Cassiopeia
πŸ‡«πŸ‡· Caliste 6-1-5 (11) 69% 10.5 22.3% Varus
πŸ‡ΊπŸ‡Έ Busio 0-2-13 (6.5) 81% 0.9 16.6% Vel'Koz

This thread was created by the Post-Match Team.


r/leagueoflegends • • 43m ago

Esports Cloud9 vs. Karmine Corp / World Championship 2026 Play-In Stage - Upper Bracket Round 1 / Game 4 Discussion Spoiler

β€’ Upvotes

WORLD CHAMPIONSHIP 2026 PLAY-IN STAGE

Official Page | Leaguepedia | Liquipedia | Twitch | YouTube | Patch 26.20 | Bo5 Fearless Draft


Cloud9 2-2 Karmine Corp

The 1st series of Worlds is going to Game 5!

Winner advances to the UB Round 2.
Loser falls down to the LB Round 1.

C9 | Leaguepedia | Liquipedia | Subreddit | Website | X/TWT | YT | FB | IG | TT
KC | Leaguepedia | Liquipedia | Website | Twitter | Youtube | Facebook | Instagram | TikTok


GAME 4: C9 vs. KC

Winner: Karmine Corp in 38m
Runes | Game Breakdown

Β  Bans 1 Bans 2 πŸ’° βš”οΈ 🧱 Dragons VG, RH, BN
C9 Seraphine Caitlyn Viktor Aphelios Draven 67.4k 6 4 πŸŒͺ️4 3, 1, 0
KC Nocturne K'Sante Pantheon Vayne Skarner 81.3k 15 9 ⚑1 πŸ§ͺ2 πŸŒͺ️3 πŸŒͺ️5 πŸ’₯6 0, 0, 1
C9 Β  KDA vs KDA Β  KC
Player Pick 6-15-17 βš”οΈ 15-6-31 Pick Player
Thanatos 3 Zaahen 2-1-1 TOP 1-0-8 2 Renekton Canna
Blaber 4 Sejuani 0-2-6 JNG 1-2-6 1 Qiyana Yike
Loki 2 Sylas 0-5-4 MID 2-2-5 2 Orianna Kyeahoo
Tactical 1 Yunara 3-4-2 BOT 11-1-3 3 Xayah Caliste
Vulcan 1 Lulu 1-3-4 SUP 0-1-9 3 Rakan Busio

GAME 4 STATS

Team Total KDA KP CSM DMG% Champions Played
πŸ‡ΊπŸ‡Έ C9 6-15-17
πŸ‡°πŸ‡· Thanatos 2-1-1 (3) 50% 9.4 24.3% Zaahen
πŸ‡ΊπŸ‡Έ Blaber 0-2-6 (3) 100% 5.8 15.7% Sejuani
πŸ‡°πŸ‡· Loki 0-5-4 (0.8) 67% 7.3 17.2% Sylas
πŸ‡ΊπŸ‡Έ Tactical 3-4-2 (1.3) 83% 10.6 36.8% Yunara
πŸ‡¨πŸ‡¦ Vulcan 1-3-4 (1.7) 83% 0.8 6.1% Lulu
πŸ‡«πŸ‡· KC 15-6-31
πŸ‡°πŸ‡· Canna 1-0-8 (Perfect) 60% 9.7 15.3% Renekton
πŸ‡ΈπŸ‡ͺ Yike 1-2-6 (3.5) 47% 8.1 21.3% Qiyana
πŸ‡°πŸ‡· Kyeahoo 2-2-5 (3.5) 47% 8.8 20.2% Orianna
πŸ‡«πŸ‡· Caliste 11-1-3 (14) 93% 11.4 38% Xayah
πŸ‡ΊπŸ‡Έ Busio 0-1-9 (9) 60% 0.9 5.1% Rakan

This thread was created by the Post-Match Team.


r/leagueoflegends • • 4h ago

Esports 2025 Worlds - T1 gaslights Oner in first-timing Mundo in game 5 of the quarter-finals against AL.

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685 Upvotes

r/leagueoflegends • • 6h ago

Esports In the last 8 World Championships, the LCK has sent only 5 unique Midlaners. Every other region is over double.

469 Upvotes

Those being BDD, Faker, Showmaker, Zeka and Chovy. Here's some more fun facts.

Total from each region:

LEC: 10 (Nemesis, Caps, Humanoid, Larssen, Nisqy, Nuc, Fresskowy, Poby, Jojo, Kyeahoo)

LCS: 15 (Nisqy, Damonte, Jensen, PowerOfEvil, Bjergsen, Abbedagge, Perkz, Jojo, EMENES, Palafox, APA, Quid, Quad, Saint Loki)

LPL: 11 (Doinb, Rookie, Xiaohu, Yagao, Xiye, Angel, Knight, Scout, Icon, Creme, Shanks)

Of these 36, 10 are Korean.

The LCS has sent more Europeans and Koreans than they have North Americans.

Also remember LCS and LEC has had less seeds at worlds, and even then they still have double(or triple) the representatives.

I think this also brings up a big question, with many Korean mid prospects continuing development in other regions, what will happen when some of the veterans retire? Will Korea maintain it's dominance without the big 5? Will it be the league of Zeka/Chovy?(It kind of already is)

Faker (30) , BDD (27) , Showmaker (26) , Chovy (25) , Zeka (23)

If there's any errors here I apologize, it's almost 3am. Cya for worlds in 2 hours!


r/leagueoflegends • • 15h ago

Discussion Congratulations to Team Mar for winning the Jynxzi League of Legends Creator Tournament! Each member of the team received 100x gifted Twitch Subs, tickets and flights to Worlds + The Triumphant Ryze Skin

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1.3k Upvotes

r/leagueoflegends • • 9h ago

Esports Team WE vs. HANJIN BRION // Demacia Cup Global Invitational 2026 Knockout Stage - Semi-finals / Post-Match Discussion Spoiler

448 Upvotes

DEMACIA CUP GLOBAL INVITATIONAL 2026

Semifinals Day 2

WE 3 - 2 BRO

Team WE are through to the grand finals against BNK FearX, while HANJIN BRION are knocked out.

Official Page | Leaguepedia | Liquipedia | Bilibili | SOOP | Patch 26.18 | Bo5 Fearless Draft


Game 5
WE{1st Pick} Champion 15/6/38 33:16 6/15/10 Champion BRO{Blue Side}
Cube Zaahen[3] 5/0/2 β€” 0/1/0 Ambessa[2] Casting
Monki Nocturne[1] 3/2/10 β€” 1/4/4 Cho'gath[3] GIDEON
Karis Annie[2] 1/2/9 β€” 3/4/2 Anivia[4] Roamer
About Smolder[3] 5/1/5 β€” 2/2/1 Corki[1] Teddy
Erha Alistar[2] 1/1/12 β€” 0/4/3 Shen[1] Namgung

| Scoreboard | Draft | Damage / Gold / Objectives charts |


Scoreboards

Game 4 Thread
WE{1st Pick} Champion 8/24/19 27:45 24/8/65 Champion BRO{Blue Side}
Cube Sion[3] 1/6/4 β€” 5/0/8 Aatrox[4] Casting
Monki Qiyana[1] 2/5/5 β€” 1/2/11 Malphite[3] GIDEON
Karis LeBlanc[3] 1/2/1 β€” 9/1/13 Ahri[2] Roamer
About Jinx[2] 3/4/4 β€” 8/1/12 Xayah[1] Teddy
Erha Nautilus[2] 1/7/5 β€” 2/1/10 Rakan[1] Namgung

| Scoreboard | Draft | Damage / Gold / Objectives charts |

Game 3 Thread
WE{Blue Side} Champion 9/22/24 37:39 22/9/56 Champion BRO{1st Pick}
Cube Trundle[4] 1/4/7 β€” 1/3/14 Olaf[3] Casting
Monki Poppy[2] 3/4/4 β€” 0/2/13 Wukong[2] GIDEON
Karis Viktor[1] 2/3/5 β€” 12/1/3 Locke[3] Roamer
About Jhin[1] 3/7/2 β€” 8/1/9 Kalista[2] Teddy
Erha Seraphine[3] 0/4/6 β€” 1/2/17 Renata Glasc[1] Namgung

| Damage / Gold / Objectives charts |

Game 2 Thread
WE{Blue Side} Champion 14/4/27 35:41 4/14/11 Champion BRO{1st Pick}
Cube Renekton[2] 0/0/6 β€” 1/4/0 Gnar[3] Casting
Monki Naafiri[3] 4/1/6 β€” 1/3/3 Jarvan IV[2] GIDEON
Karis Akali[4] 6/0/2 β€” 1/2/2 Orianna[3] Roamer
About Caitlyn[1] 4/1/4 β€” 1/4/3 Lucian[1] Teddy
Erha Bard[1] 0/2/9 β€” 0/1/3 Milio[2] Namgung

| Damage / Gold / Objectives charts |

Game 1 Thread
WE{1st Pick} Champion 17/10/34 31:10 10/17/15 Champion BRO{Blue Side}
Cube Rumble[3] 4/0/6 β€” 2/1/0 K'sante[3] Casting
Monki Jayce[4] 8/1/7 β€” 2/4/7 Lee Sin[2] GIDEON
Karis Ryze[1] 4/1/7 β€” 1/4/2 Syndra[2] Roamer
About Sivir[2] 1/3/6 β€” 3/4/2 Ezreal[1] Teddy
Erha Karma[1] 0/5/10 β€” 2/4/4 Neeko[3] Namgung

| Damage / Gold / Objectives charts |


r/leagueoflegends • • 1h ago

Esports Disguised Toast Reacts to NOT Getting Relegated

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β€’ Upvotes

r/leagueoflegends • • 8h ago

Esports MVK Gury: "In the past, VCS and LCP teams have had a pretty good track record against the CBLOL and LEC. So I'm pretty confident with my statement [that they are the easiest to beat]. I've seen a picture of Tatu when he had his Ronaldo hairstyle. I'm going to show him who's the real Ronaldo"

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166 Upvotes

r/leagueoflegends • • 6h ago

Esports Worlds 2026 has ARRIVED! -LoL Esports Promo

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98 Upvotes

r/leagueoflegends • • 14h ago

Discussion The League of Legends player lifecycle distilled into 29 seconds of cinema (Jynxzi Creator Tournament Highlights)

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311 Upvotes

r/leagueoflegends • • 10h ago

Esports Team WE vs. HANJIN BRION // Demacia Cup Global Invitational 2026 Knockout Stage - Semi-final / Game 4 Discussion Spoiler

107 Upvotes

DEMACIA CUP GLOBAL INVITATIONAL 2026

Semifinals Day 2

WE 2 - 2 BRO

Official Page | Leaguepedia | Liquipedia | Bilibili | SOOP | Patch 26.18 | Bo5 Fearless Draft


WE{1st Pick} Champion 8/24/19 27:45 24/8/65 Champion BRO{Blue Side}
Cube Sion[3] 1/6/4 β€” 5/0/8 Aatrox[4] Casting
Monki Qiyana[1] 2/5/5 β€” 1/2/11 Malphite[3] GIDEON
Karis LeBlanc[3] 1/2/1 β€” 9/1/13 Ahri[2] Roamer
About Jinx[2] 3/4/4 β€” 8/1/12 Xayah[1] Teddy
Erha Nautilus[2] 1/7/5 β€” 2/1/10 Rakan[1] Namgung

Scoreboard | Draft | Damage / Gold / Objectives charts


r/leagueoflegends • • 19h ago

Esports KC Caliste on the MKOI scrim drama: "We said sorry, but I don’t know why they’re making it a big deal like this. It can happen, obviously, and we said sorry. But during the scrims, I think they had a pretty bad attitude. Maybe they were mad because they lost. It's just a scrim. It’s whatever.’

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566 Upvotes
  • On the Korea bootcamp: started poorly, but reviewing games together, addressing their habits and setting team rules helped them improve and build a fresh start for Worlds. Played against a lot of LCK teams
  • Fun episode with Ruler: he invited him to a restaurant with his parents, catching Caliste off guard.
  • On the bot lane meta: Caliste expects more versatility rather than a major shift. More options are available.
  • On the tournament format switch from play-ins to Swiss: Bo1s are more stressful, but Caliste does not consider them a disadvantage for KC. Thinks the team is comfortable with Bo5s due to champion pool and comfort picks.

r/leagueoflegends • • 17h ago

Esports Nemesis will Costream Worlds

347 Upvotes

Announcement tweet

I’m honestly really excited for this, his analyses when rewatching pro games or his opinion on pro builds is very entertaining and informing imo.

The other English costreamers are:
AloisNL, Caedrel, Caltys, Dantes, Doublelift, EragonUK, feviknight, FooYa, Jamada, Jankos, Jynxzi, Kitty, Lourlo, LS, Meteos, Midbeast, Mrs Chim Chim, Muramina, Nemesis, Nymaera & Initialise, Pobelter, Psychopathic Poro, Sneaky, Tyler1


r/leagueoflegends • • 1d ago

Classic For context as to how fast support for League Classic was ended, it only ever lasted 5 months with the physical collector's edition not even having begun shipping

2.2k Upvotes

Classic Mode launched on July 29th of this year and will exit rotation at the start of January of the following year. Giving it a grand total of 5 months of total uptime. And count 'em, 3 actual champion updates, with a fourth on the way.

However more jarring yet is the mode's total lifespan in comparison to it's related merch. With pre-orders for the physical collector's edition for the game mode which began on the 30th of July, and won't even begin shipping until the 30th of December. Two months from now. Meaning there is a high likelihood that you won't even have received the physical collector's edition for League classic, by the time the mode will be taken offline.


r/leagueoflegends • • 10h ago

Discussion Tryndamere with Spin to Win, Archmage and Purist - Caster

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78 Upvotes

r/leagueoflegends • • 1d ago

Esports 2024 Worlds - Game 5 of the Grand Finals, Faker ults in with Galio at the last second to secure yet another championship win.

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2.8k Upvotes

r/leagueoflegends • • 7h ago

Discussion Hey, these are the 8 things that SUCK about Illaoi - Long Post + tl;dr

46 Upvotes

title is a reference to Riot Phlox

While I would love to write about everything in utmost detail, I will keep it as concise as possible.
Further, this post has zero suggestions, but one at the very end.
I am mostly writing this to just point out what sucks.

tl;dr at the end


1. W has inconsistent interactions for the same condition

This is caused by W being 2 separate abilities:

  • Melee-W (used <=125 range)
    • Categorized as an "Uncancellable Windup" empowered basic attack
  • Dash-W (used >125 range)
    • Categorized as a dash-ability that applies on-hit (not really, it's unique but this comes close\)

To showcase the differences I created a Google spreadsheet with various interactions. [β€€]
Having differnt interactions for the same condition is very confusing and hard to memorize.


2. Tentacle behavior is influenced by Illaoi dying

The exact timing of Illaoi's death can determine whether her Tentacles are going to slam.
This is caused by 2 mechanics.

  1. If the enemy has the Vessel debuff, getting a takedown on Illaoi cleanses the Vessel debuff.
    • This is a remnant of first-year Illaoi, where Vessel debuff lasted 1 minute
      • or to kill 3 Tentacles (removed\)
      • or Illaoi (not removed\)
    • Vessel debuff lasts merely 4 seconds now
    • If the Spirit happens to die after Illaoi, the Vessel debuff is not cleansed.
  2. Illaoi dying makes all Tentacles go dormant
    • all commands are ignored
    • except if Tentacles are still buffed by ult
    • or a Vessel is nearby (usually cleansed\)
    • and some more confusing exceptions

Trying to influence your death timing is rarely possible (for both sides). It is almost entirely up to chance whether the timing lines up for Tentacles to slam. For example, Illaoi dying 0.01s before the Spirit dies lets all Vessel debuff slams happen but dying 0.01s after means the debuff gets cleansed entirely.


3. Illaoi mechanics are obscure and humanly unpredictable

Illaoi has around 15 different timing factors.

Most of them interact with each other and the way they line up affects gameplay greatly.
While this works most of the time as expected, sometimes it just doesn't. I think this is too complicated for everyone to truly assess and play around all these timings, so no one does. Sometimes you can just watch and see if a certain slam happens or not but just don't know beforehand.

To prove my point, I have to show the list of all the timing factors, but if you take my word for it, there is no need to actually read or understand the list.
The point I am making is not that playing around an "obscure timing" is humanly impossible, rather playing around so many is. So the sheer amount is all that has to be recognized.

That said, at the end of the list, there will be a section with oddities around these timing factors.


3.1 Time Factors (skippable)

  • Illaoi passively initiates a Tentacle spawn every 18-7s

    • linear level scaling
    • Tentacles take 2s to spawn
      • and can input a W-slam-command into the slam command queue 0.5s before becoming active
  • A Tentacle slams at a Spirit or Vessel every 4.0s/3.5s/3.0s

    • sharing the same cooldown for both
      • e.g. if a Tentacle kills the Spirit, the same Tentacle cannot attack the Vessel immediately after
    • scales level 1/7/13
    • a new Tentacle always spawns with this cooldown ready
    • these periodic slams don't interact with the slam command queue
  • A Tentacle slams in 1s

    • a slam is used 0.25s into its animation
      • assumed to start the periodic slam cooldown at this moment
      • cast-instance prior to this point is used on impact even when overridden
    • a Tentacle after a slam appears to delay its next periodic slam by another 0.25s
      • (thus the real slam cooldown is 4.5s/4.0s/3.5s)
    • Q slam is always 0.75s
    • Tentacle damage is penalized within 0.66s of a previous slam (including Q)
      • -50% for one previous slam
      • -75% for two previous slams
  • Ult cast time is 0.5s

    • ult lasts 8s
    • ult doubles the speed of slams
      • 1.0s -> 0.5s
    • but adds a 0.5s lockout after each slam
      • Tentacles slam faster but at the same frequency as without ult
      • otherwise they would penalize themselves by the 0.66s penalty window
    • ult buffs existing Tentacles after a 0.25s delay
      • Tentacles spawned with ult are immediately buffed
    • persists through death
      • prevents Tentacles from going dormant
  • The Vessel debuff lasts 4s

    • a Vessel spawns Tentacles similarly to Illaoi
      • spawning a Tentacle has no cooldown
      • the spawn-distance rule is the only limiting factor
      • 700 unit distance for Vessels (1,000 for Illaoi\)
  • The Spirit is alive for 7s

    • timer starts immediately when E lands
      • independent of when the Spirit actually becomes targetable, which takes approximately 0.75s
      • so real Spirit uptime is approximately 6.25s

Excluded mechanics: Tentacle dormancy timers, ability cooldowns

Having this many adjustable levers must be a nightmare for any designer. Even one of the most capable designers states that he doesn't want to mess with this. [β€€] (granted: context more towards the technical side\)

Riot Phreak: "And so I spent \...] between half a day and a day [...] digging in and being like 'Okay, how do all these mechanics work?' because there is a lot going on [...explains Illaoi coding...] and I was like: 'not messing with that'.")


3.2 Oddities (skippable)

Note: Oddity doesn't mean that it sucks, nor that it is bugged. I just find it conceptually weird, even though the mechanic itself is working as intended.

  1. If a Tentacle kills the Spirit, it is faster for a new Tentacle to spawn and fully complete its slam before the already existing Tentacle even begins to slam again. [β€€]

    • impact timing gets narrower at level 7 and 13
  2. Using the exact same scenario, level 7 does more damage than level 13 because the latter lines up the timing of the 0.66s slam damage penalty[β€€]

    • this oddity can happen in various scenarios
  3. Due to how the penalty window extends: A Tentacle's contribution to the penalty window can have its damage outweighed by the penalty it caused

    • Meaning: An unfortunately timed additional slam between consecutive slams can cause less total damage
    • Consequently: An enemy that dodges that unfortunately timed additional slam receives more total damage than if they had not dodged that slam, assuming they get hit by the same timed slams after
    • On a more common occurrence: using that unfortunately timed additional slam deals the same total damage as without it
      • (although this feels way more natural as being part of Illaoi's main gimmick)
  4. All Tentacle spawns initiated from the Vessel debuff <2s before it expires cannot commence an attack on the Vessel

    • the Vessel debuff simply runs out before they become active
    • making it somewhat questionable to initiate Tentacle spawns after that point
    • this is very common and the most frequent cause of uncertainty about imminent Tentacle behavior
  5. Some important interactions are based on server-tick processing
    E.g. level 7 lines up the timing for a Tentacle to slam a Vessel twice exactly on the same server-tick where the Vessel debuff expires. However, this Tentacle never slams.

    • only reason being that the Vessel's status is processed before the Tentacle's based on their spawn order (always the Champion/Vessel first)
    • this is just a friendly note that this might be prone to breaking from a presumably unrelated system change
    • currently this has no real-game application except for clones [β€€]
  6. Illaoi's mechanics require to be precise, but the game just isn't. The exact timings of E are arbitrary, probably based on more server tick related topics. When comparing multiple clips of E synchronized on their animation, there is a considerable difference. Most of the time, this won't affect anything, but it is just a matter of sheer numbers that it will occasionally. [β€€]

  7. Slam cooldown scales on level 7 as opposed to level 6.
    Consequently, all ult related timings line up differently for level 6 specifically and change at the very next level.


4. Conqueror is janky to use

Note: Some parts are hard to confirm without a Debugger and are just educated guesses.

Most of Illaoi's damage comes from Tentacle slams, yet only one specific slam (E-Slam-1) is likely to stack Conqueror while all other slams are unlikely to stack.

The jankiness comes from the following rules around Conqueror and Tentacles:

  • Conqueror does not grant stacks from the same 'cast-instance' within a 4s-window (intended\)
  • A periodic Tentacle slam may not grant a stack depending on whether it connects within the 4s-instance-timer of the last periodic slam (observation\)
  • Dealing damage with W grants a stack and overrides the cast-instances of all Tentacles to belong to W (guess by observation\)
  • Consequently, all slams that impact within 4s after W are now within the 4s-instance-timer, including the slam that is commenced by W itself (by design intended\) but also any after

Default case: Landing E causes two periodic slams.
Both slams can stack Conqueror [β€€]

Jank

  1. Periodic slam cooldown scales with level. Specifically, level 13 reduces the damage interval to 3.5s, causing another hit to occur faster than the 4s-instance-timer. Suddenly, using E at level 13 stacks only once instead of twice over the Spirit's lifetime. [β€€]
    Funnily enough, this rarely matters as Illaoi is not getting that stack anyway because:

  2. A periodic slam does not override the cast-instance of the Tentacle (guess by observation\)
    Only landing E overrides the cast-instance of Tentacles to E (guess by observation\)
    Consequently: Illaoi can unfortunately time W to deny Conqueror stacks
    This even holds true when using W on a different target with no commenced slams. [β€€]
    For the default case:

    • Level 1: Using W after 0.5s of E-Slam-1's impact is going to deny the E-Slam-2 stack
    • Level 7: 0s after
    • Level 13: Suddenly, using W exactly in the animation time from 0.25s to 0.5s of E-Slam-1 is going to grant you the stack from E-Slam-2 that would have been lost otherwise
    • different timings with ult active
  3. All started Tentacle slams (except Q) don't adjust for stat changes.
    Consequently, gaining a stack mid-slam animation won't boost its damage.

Note: Balance aside - It never feels right to me that a Tentacle slam does not grant a Conqueror stack, including the slam commenced by W.


5. Hitting E is basically required but also very difficult

In most fights, the result is decided by just one factor alone: Is Illaoi hitting E or not? Regardless if it's 1v1, 1v2 or even 1v5: if Illaoi hits E, she has a winning chance, if not, she dies.

Landing E is tied to so many of Illaoi's mechanics that she is simply required to hit E to play a fight, especially because she has no bailout option unlike other champs.

It makes sense that the potentially most powerful skillshot in the entire game has counterplay, but it's just ... a lot.

League by nature is a fast game and many fights don't allow Illaoi to hold E and play around so much counterplay to guarantee landing the E, so it ultimately becomes a flip.

Oddity(?\: More often than not, the slams that are locked behind landing E are more important than the transfer damage itself, so Illaoi players will often aim their E at the target that is most likely to get hit, whoever that target may be.)


Counterplay (skippable)

  1. It's a clunky ability
    • 0.25s windup, medium speed, medium range
  2. Narrow hitbox
    • 100 width reference: Nidalee Q is 80 width
  3. Blocked by minions with no refund
  4. Illaoi is immobile
    • lining up the skillshot takes time and is predictable
  5. Illaoi has no CC/slow to help hit E
  6. Up to 1.5s self-stun
    • 0.25s windup + up to 0.5s travel time + 0.75s Spirit pull
  7. Requires Tentacles that can hit the Spirit
  8. The further it hits, the less rewarding it becomes, as the target is close to the tether range already
    • Some Spirits vanish even before one basic attack can land
  9. Ironically also difficult to hit in close melee range due to no hitbox on/around Illaoi
  10. Windup is revealed immediately outside vision
  11. Illaoi can be displaced during E and it does weird things
    • visually always weird and depends on skin
    • mechanically depends on windup completion (I think)
  12. Due to its small size and slow speed, it can be blinked over easily and looks confusing visually [β€€]

6. Playing around vision is nearly impossible

Playing around vision is a fundamental skill that, when mastered, can be highly rewarding. For immobile champions especially, this can be their gap closer that they don't have.

In theory, Illaoi fits perfectly as a champ that would benefit heavily if she plays around vision but this fundamental skill is almost completely denied for her due to the following mechanics:

  1. Tentacles are always visible to enemies within 1,000 units. [β€€]
    • even if the Tentacle is placed inside a bush and has never attacked before
    • if you want to trap anyway, you have to purposefully place a Tentacle in a weird location outside the 1,000 units
      • resulting in not having a Tentacle to actually fight with
    • this can also be detrimental to Illaoi's allies
  2. Illaoi casting Q or E (towards a champion) reveals Illaoi immediately. [β€€]
    • Due to the long windups, this eliminates a large portion of the benefit of casting abilities out of vision

Tentacles themselves provide no vision for Illaoi, whether idle or being attacked.


7. No game plan and no agency

Outside of the laning phase, Illaoi has no game plan that works for her, and the one thing Illaoi excels at, countering an engage on her, is inherently not her agency.

That said, being good at this is a major part of Illaoi's power fantasy. She is allowed to win some fights that no other champ could even think of winning. But she has absolutely nothing else.

  • Illaoi is immobile and requires Tentacle setup
    • reacting to plays is slow and leaves her Tentacle zone
  • Vision play is denied by her own passive

    • moving for an invade is questionable as it might ruin the element of surprise
  • Massive AoE potential but shockingly still bad at teamfights

  • And despite having really good waveclear, once she is at the turret there is nothing she can do

    • her turret damage is mediocre at best
      • she doesn't have the right tools to dive the defender
      • just 'weaving in' turret damage is difficult as it usually comes at an HP cost that cannot be healed back up on the next wave (her heal does not function that way)
    • and easily hard-countered by the 0/10 midlaner with waveclear
      • ... or any ranged for that matter

The only real form of agency she has is to R-Flash onto someone, which is admittedly decent, but that comes at the cost of using Flash obviously ... and is also countered by Flash.


8. Bugs

Currently there are over 40 unexpected behaviors listed for Illaoi on the wiki.[β€€]
This section will only talk about 2 high-impact bugs.

Bug 1: Dash-W timings are broken [β€€]

This bug has existed since Patch V7.23 * V7.22 unbugged example [β€€] * smooth animation for all Ws * V7.23 bugged occurrence [β€€] * animation does a "hiccup" at the end of the W

Showcase video takes some leeway (1-3 frames) * Voltaic is used to detect the on-Attack trigger * timing these was difficult, and my method may be faulty

  • Illaoi basic attacks scale on-Attack and on-Hit with total attackspeed as expected
    • on-Attack: certain triggers like Energized, projectile creation
    • on-Hit: trigger of the basic attack damage
  • Empowered Basic Attacks can use the same formula or be special-cased
  • Melee-W scales identically to a basic attack
  • Dash-W is either special-cased to always be very slow or bugged
  • Dash-W on-Attack scales identically to a basic attack
  • Dash-W on-Hit does not scale with item attackspeed and only very marginally with level up attackspeed
    • throughout the game, the timing is close to a level 1 basic attack
  • Quirk: Dash-W triggers Energized effects mid-air before Dash-W itself connects [β€€]
    • Level 1 usually does not misalign but rarely it can too

Consequently, Dash-W is just incredibly slow.
That said, even if it is intended, regardless: it sucks

However, the animation timings are definitely bugged. * looking at Illaoi with high attackspeed specifically [β€€] * animation expects the hit to occur on the "on-Attack" timing * reaching this point freezes the animation and drags Illaoi to the target until "on-Hit" is triggered
* deceptive animation might lead players to take plays that cannot be done timing-wise * e.g. flashing after seeing the animation finish (on-Attack only) and cancelling the on-Hit by doing so

I can't confirm if Dash-W was historically always so slow.
Recreating the champion spotlight W-showcase in fact appears to be faster in the live version. [β€€]

However, I would like to compare it to a similar ability currently in the game that does not suffer from being awfully slow: Wukong-Q [β€€] * Wukong Rank-5-Q has the same range as Illaoi Dash-W (350) * Wukong-Q appears to be special-cased to always act like a basic attack with 1.00 attackspeed * also included an edited version where the same delay is applied to Wukong * in numbers: * Wukong-Q always connects in 0.208s * Illaoi-Dash-W on-Hit always connects in approximately 0.342s

This delay might not look impactful, but it definitely is.

Gameplay Bug Showcase (Tyler1) (skippable)

counting Illaoi-W frames by using video frames and only estimates
you can pause and move frame by frame with "," and "." * Example 1 - [β€€] [12:19] * Dash W: 18 frames on-Attack triggers (animation complete) (Voltaic 71 damage) * Animation is frozen and Illaoi is dragged for 4 frames * Illaoi dies on frame 22 * on-Hit would have occurred on frame ~25 * Example 2 - [β€€] [13:10] * First W (melee): 18 frames on-Attack and on-Hit trigger on the same timing * Second W (dash): 18 frames on-Attack triggers (animation complete) (+12 Energized charge) * Illaoi dies on frame 19, on-Hit would have occurred on frame ~25 * Frame ~180: Tyler1 showcases the "high impact" this bug has on his mental

Additional Info: * this behavior is suspected to have started in Patch V7.23, but W was changed many times throughout the years, so it is difficult to pinpoint the exact patch and its effect * historically W was always noted to work weirdly with high attackspeed * Old wiki entry: "Having enough attack speed will make her do an unusual dunk." * current Dash-W timings do not depend on the distance to the enemy * doing Dash-W at 126 unit distance takes the full time as if it was used at 350 unit distance


Bug 2: Illaoi-E transfer damage formula uses the wrong order of math operations

This part contains 3 separate very impactful bugs all related to Illaoi-E.

Bug 2.1: Illaoi-E has variance [β€€]

This bug was first clearly documented on Patch V7.21, presumed to exist prior. [β€€] * 4th and lethal attack on the Spirit deals 23 transfer damage to the Vessel * Spirit is at 48 HP * E-Transfer-% is at ~94% * transfer damage should be 45

In its most basic form, the transfer damage can be explained like this:
Illaoi creates a Spirit, and dealing damage to the Spirit deals a percentage of that damage to the real target.

But the math doesn't always math, and causes variance in total damage done.

For realistic games, the variance for the E-transfer is (very) approximately 3%.

Specifics (skippable)

Before we get into why the math is wrong, two things have to be understood:

  • In theory, resistances do not affect the total damage. It just makes it more difficult to deal damage to the Spirit but the same percentage should be transferred.
  • When overkilling the Spirit, the transfer damage needs to be capped to the current HP of the Spirit
    • e.g. Spirit has 10 HP and receives 300 damage
    • it is expected to transfer a percentage of 10 damage, not 300 damage

Let's start this off with the most extreme cases of witchcraft.

Target HP Resist Transfer-% Dmg to Spirit MPen Expected / Real Transfer Dmg Showcase
500 25* 30% infinite 15/45%* 150 / 500 (kill) ?! [β€€]
500 295 100% infinite 0 500 (kill) / 126 ?! [β€€]

\essentially 0 resistance)

While these two particular cases are impractical to occur in a real game, it clearly shows something is not working right and it's that the math that is used to cap the transfer damage uses a wrong order of operations.

Order of Operations: 1. pre-mitigation damage multiplied by E-Transfer-% (?!) 2. if this value is higher than the Spirit's current health, the game thinks it's a kill on the Spirit (?!) 3. new capped value is the Spirit's current health 4. reduced by the Vessel's resistances at the last step (?!)

So whenever the Spirit is supposedly killed, the unexpected way of calculating the transfer damage causes variance, just not to the extreme extent that was shown in the witchcraft examples.
With realistic numbers the variance is more like 3% and is always dependent on the lethal hit applied to the Spirit.

In practice: Doing the exact same damage to the Spirit is always going to result in the same total damage but even as little as 1 minion attack can cause a difference to the lethal hit and as a consequence influence the total transferred damage.

If you are extremely unlucky, doing the exact same combo with a higher level can deal less damage, just by unfortunate alignment of the lethal hit. [β€€]


Bug 2.2: Transfer damage is also capped when it should not be capped[β€€]

This bug was first clearly documented on Patch V7.21, presumed to exist prior. [β€€] * 1st and 2nd basic attack to the Spirit deals 296 transfer damage as expected * 3rd basic attack to the Spirit is reduced to 180 damage even though the Spirit has not been killed * damage got capped when it should not have been capped * 4th basic attack to the Spirit deals 23 transfer damage * expected to be capped for killing the Spirit

Because the order of operations is wrong, the math used to detect a kill on the Spirit is also wrong. Consequently, the Spirit can survive the damage, yet transfer damage can still be reduced.

With these quirks accounted for, the actual E-transfer-% can differ from the tooltip described value by between +3% and -10%, from earlygame to lategame, but theoretically the range is far wider.

This can happen at any time but due to how the math works out, it happens more commonly with a high E-Transfer-% (>75%) and high resistances target (>150). * whenever this happens, Illaoi loses a substantial amount of damage.
* expected to happen consistently vs lategame tanks

To investigate this topic more easily, I vibe-coded a tool for myself to simulate the transfer damage for various combos. Feel free to use it if you want to look at the numbers yourself. [β€€]

Note: While the bug has existed for a long time, system changes like the "Durability Patch"-V12.10 [\β€€]](https://wiki.leagueoflegends.com/en-us/V12.10) that increased the armor of all champions and the steady increase of AD in the game have led to this bug occurring more frequently.)


Bug 2.3: Pre-apply bonus damage breaks transfer damage [β€€]

This bug has existed since Illaoi's release patch V5.23 * 5.23 occurrence [β€€] * Illaoi-W transfer damage is 86 but should be ~139

E.g. Leona passive is "pre-apply" bonus damage.
If Leona uses her passive on the Spirit, it will break the resulting transfer damage when her passive is triggered.

Specifically, the damage that triggered her passive is set to the same transfer damage value as Leona's passive.

This time, it is easier to understand with numbers.

For 70% E-Transfer Damage to Spirit Expected Transfer Real transfer
Leona Passive 150 105 105
any Attack 1000 700 105 ?!
Total Damage 1150 to Spirit 805 to Vessel 210 ?! to Vessel

The Spirit takes the intended damage, so the reduced damage to the Vessel is forever lost. Technically, this works the other way around too. If the pre-applied bonus is higher than the source that triggers it, it will increase the damage, although this is rather rare.

Known effects that break transfer damage:

Items Champions Suspected, not confirmed
Bastionbreaker Leona Passive Night Harvester
Eclipse Renata Passive ally proc Kinkou Jitte
Scout's Slingshot Zoe-E "Searing Dawn"-Augment
Hextech Alternator Fiora Passive, all triggers "En Passant"-Augment
Elixir of Sorcery Qiyana Passive, except AA
Qiyana W, except AA

Special: First Strike, but only on consecutive use of the same cast-instance [β€€]

Specifically pre-apply bonus damage that is not solely triggered by on-Hit seems to be a characteristic, but hard to categorize exactly.

List used to find pre-apply bonus damage is franktheboxmonster's LoLDamage table [β€€]
Without exceptions everything commented as "pre apply" was tested, but the list is outdated, so there might be cases that were missed.

Note: The reason why this bug occurs is unknown, and it is quite likely not connected to the wrong-order-of-operations issue, but I decided to include it anyway due to the high impact it can have.


Honorable Mentions

ordered by annoyance when it occurs, ignoring rarity (and a bit nitpicky\)

  • Spirits have the least priority for turrets and take -50% damage from them
  • Mana issues when using mana to kill Spirits
  • Morgana-Blackshield blocks Illaoi-E (unintuitively special-cased)
  • Tentacles spawned with R count towards the "spawn distance"-rule for Passive/Vessel spawns
  • Black Cleaver is basically required (and sold lategame for LDR)
  • Q max + completed bruiser item can still fail to one shot caster minions
  • Simultaneous slams don't all connect when the target dies to an earlier Tentacle (less healing)
  • Omnivamp heals before Tentacles heal for missing%-HP (less healing)
  • Ulting air is always silly but sometimes still optimal to get a kill
  • Tentacle HP doesn't have an incoming damage modifier for ranged attacks
  • Gameplay altering changes are regularly undocumented in patch notes
  • A considerable number of Tentacles spawn without Illaoi's "approval" just to hand out free 5g
  • Gwen is Immune to outside Tentacles even though Illaoi is inside. Inconsistent with Xin-R, Panth-E.
  • Mordekaiser-R is realistically unplayable
  • Many important mechanics not described inside tooltips (death dormancy, melee/dash-W)

Final Words & Acknowledgements

While this post only focuses on the negatives, in reality it's not that bad. I've played Illaoi for many years and I wouldn't have done so if she wasn't fun, but it'd be an overstatement to say she is perfect.
I did not provide a suggestion to any of the regular topics because I have faith in Riot's designers to find the best solution for all of them, if they think it's warranted to fix.
However, I do believe that Illaoi-E needs a rework to be healthy for the game, and I think it is really difficult to find a good solution without upsetting the Illaoi community. For that reason, I will conclude this post with just one suggestion, and that is for an E-adjustment.

Personally, besides E, I think Illaoi's kit is actually quite straightforward and satisfying to use. I know a major change like the one I am suggesting can only be assessed when trying it out in-game and some tuning, which I cannot possibly do. So my suggestion is meant as "I would like to see this given a try" and not "it would definitely be better like this". At the end of the day, I don't know what the best solution is.

With that, thank you for reading my post!
I am glad to have picked up Illaoi.


This post would not have been possible without the dedicated work of u/AnataBakka in maintaining the Illaoi wiki page for over 10 years!

His QoL-wishlist is also worth a read. [β€€]


9. Suggestion: E - Adjustment (skippable)

E-Vessel debuff (as it is currently): removed
E-tether range: 1700 -> 4000 (basically removed, except tp/recall)

E-transfer damage: immediate -> pre-apply bonus (damage is stored)
Illaoi and allies can damage the Vessel to deal bonus damage, based on stored damage * up to 2x their damage * consuming the stored damage * lining up a slam with Spirit + Vessel means the damage is triggered instantly

Stored damage does not decay during Spirit uptime
Spirit survives -> stored damage decays rapidly (~1s)
Spirit is killed -> stored damage decays very slowly (~20s) +1s to 4s slow * slow scales based on how much % of the real Vessel's-HP has stored damage applied * 100% of Vessel-HP has stored damage -> 4s slow * for current Illaoi-E: this scenario equals death * decay means it is not applied as real damage * using E on a Vessel again can be used to trigger already applied stored damage * this is the new Vessel debuff

Tentacles attack a Spirit or Vessel (effectively) every 4.5/4.0/3.5 seconds (1/7/13)
-> Tentacles attack a Spirit (effectively) every 3.5 seconds

Spirit (effective) lifetime 6.25s -> 3.5s
New mechanic: Q, W and R increase the Spirit's lifetime by 1.25s, once respectively
Spirit lifetime cannot exceed 6s total
New mechanic: Using a basic ability on the Spirit refunds 50% of its mana cost

Intended behavior: * E-Slam-1 always hits
* E-Slam-2 only happens when duration is extended at least once * (alternative: duration has to be extended twice for E-Slam-2) * (alternative: only once after level 11) * E-Slam-3 can never happen * 6.00s uptime only when extended twice * limited by unique command * cannot be 2x W or 2x Q * W on non-Spirit still grants the duration extension when commenced slam lines up with the Spirit

Intended Goals

A slam to a real player is always initiated by Illaoi-W, never periodically * less confusion for the enemy * less reliance on NPC-initiated-slam to connect * lessens frustration for the Illaoi player * expected to reduce low-elo skewness by taking away power from NPC-initiated-damage

Attacking the Spirit can never kill the Vessel * although this behavior could easily be preserved (not my intention) * special-case: 100% of Vessel current HP has stored damage -> Vessel is executed * this sounds broken on paper but is pretty much 1:1 current Illaoi-E behavior

Note: I believe many Illaoi players consider this to be one of Illaoi's power fantasies but I beg to differ. I think the general playerbase does not even understand why it is possible to kill someone by attacking the Spirit. Even after 10 years of Illaoi's release, I still see question mark pings when it happens. I think killing someone in a way they don't understand is too toxic to keep in the game and for that reason I think this behavior should not be preserved. My suggestion includes a 4s slow so Illaoi can chase that person and finish them off herself.

Counterplay after getting hit by E * damage is stored and decays * avoiding damage as Vessel avoids triggering the stored damage until it fully decays * Illaoi has to interact beyond just landing E and blasting it * if stored damage cannot be triggered: consolation prize is still +25g for killing the Spirit

Illaoi wants to Q or W the Spirit, ideally line up with the Vessel * predictable and cooldown-window can be used to deal damage to Illaoi * Illaoi can store damage but cannot easily trigger it if everything is on cd * expected to still be a losing scenario for the Vessel (as it should be?) * especially all-ins on her are still almost as deadly as before

Killing the Spirit is highly incentivized or landing E was pointless * incentivizes going bruiser items instead of tank, as it should be * incentivizes Q-max instead of E-max, as it should be

Tanks are generally easily hit with E but killing their Spirit at full HP is difficult * E cannot be used for easy toxic poke anymore * intent is to interact with the tank by regular means before using E * or landing E near 2-3 Tentacles * far more predictable and avoidable as the tank

Helping an ally when chasing someone is more effective as there is practically no tether range * Illaoi can freely kill the Spirit and store damage for ally to apply * because chasing as Illaoi is really awkward otherwise anyway * becomes more than just an awkward slow as it is currently

Assumed to be a far less complex ability math and script-wise in general * no need to calculate multiplicative scaling, pre-/post-mitigation bonuses, etc. during application of stored damage

Although storing the damage can be better in certain scenarios, I still consider this to be a massive nerf on average.

It can be better for preparing skirmishes by landing E before the fight * stored damage cannot be healed/shielded/zhonyas'ed when applied * allies and Tentacles don't grief by attacking the Spirit while the Vessel is in Zhonyas * Vessel has a harder time entering the fight * higher risk of getting bursted until stored damage decays * can still be healed/shielded when triggered * unique zoning tool for Illaoi

In exchange for the massive E nerf:

E gets easier to hit
R gets a dash * + maybe: Powerball-Rammus-R inner hitbox * if you get hit by this inner hitbox, slam commences to that target * + maybe: knockup for that inner hitbox, identical to Powerball-Rammus-R

Issue: Visual clarity - how can anyone see how much damage is stored? * too important to not have it be visible * current pre-apply system is to never show (Leona passive, Renata Passive, etc.) * Lore: probably does not align, although arguably current version doesn't either

Visual bonus: Triggering stored damage could be visualized as a Tentacle squeezing the Vessel * slamming and squeezing are both major Tentacle fantasies * squeezing does not exist in Illaoi's current kit * at least landing E does not feel like squeezing to me, even if the Icon suggests it * alternative: just the slam-hit VFX would also work probably


tl;dr

  1. W interactions depend on if you jump far or jump short
  2. Dying is spinning the Tentacle slam slot machine
  3. Tentacle behavior is impossible to reliably predict, there is no way anyone plays around it
  4. Conqueror stacks, but not in the way you would think (and only until lv 13)
  5. Hit E or you die, but it's a flip every time (and you probably still die)
  6. Every ~10 seconds Illaoi spawns a Tentacle to grief her own stealth play (and that of your allies)
  7. You either have Flash ready or you wait for your opponent to make the first move (on their terms)
  8. Bugs so obscure you don't even realize they happen every game (for 11 years btw)
  9. Suggestion: E-transfer-damage: immediate -> pre-apply bonus damage for upcomming damage

r/leagueoflegends • • 2h ago

Discussion (NA) The Archives (Amateur Tournaments) Fall Split Starting Today!

16 Upvotes

Hey everyone!

Drew here with The Archives! We're a free amateur League of Legends tournament community with divisions for players across the ranked spectrum, from Iron to Challenger.

We're excited to have 77 teams competing this split! We have active staff and moderation, divisions balanced around team rank, and live broadcasts with play-by-play and color casters. We also have a website where you can check out teams, stats, brackets, and other tournament info.

Here's what we have coming up this week:

Tonight (Thursday) β€” 8 p.m. ET
Elder Division: Aeon Forge vs. Baggy Pampers

Tomorrow (Friday) β€” 8 p.m. ET
Gromp Division: UT Austin Academy White vs. Stevens LoL Grey
UT Austin Academy White is a collegiate team making its debut in the tournament!

Saturday β€” 8 p.m. ET
Atakhan Division (our highest division): Cuddle Party vs. UW Madison Varsity
Cuddle Party are our defending champions, but UW Madison Varsity are looking to make their mark. Can Cuddle Party defend their crown, or will UW Madison Varsity come out swinging?

We've got a lot of new teams this split, and I'm excited to see how everything shakes out!

Whether you're looking to compete, find or create a team, or just watch some competitive amateur LoL, we'd love to have you. Even if you missed registration for this split, come hang out and keep an eye out for future tournaments!

Check out our website for the tournament info, streams, stats, and all our other outlets: https://thearchiveslol.com/

You can also join our Discord directly here: https://discord.gg/thearchiveslol

Hope to see some new faces around!


r/leagueoflegends • • 1h ago

Discussion what did people actually want from Classic? to me, it was an absolute success"!

β€’ Upvotes

i'm one of the ones that wanted classic for years. when it dropped, i didn't touch retail league for a whole month. if the queues were faster, i would probably never have touched retail league again.

i just wanted to play my OG elder lizard blue ezreal. that's all i wanted. if i got to play Quinn & VALOR, old adc Graves and urgot ADC, that's all be a cherry on top. Urgot never dropped, but 3 out of 4 aint bad.

would i have liked it to have its own client and its own player base? sure. however, i played all i wanted out of old league and now i'm perfectly fine with it rotating in and out as temporary game mode. the mode did what it came to do and now its going out. what more did people want from it?


r/leagueoflegends • • 1d ago

Esports EU VS NA WORLDS PLAY-IN TRASH TALK THREAD

1.3k Upvotes

YOU KNOW WHAT TIME IT IS.....

IT'S WORLDS TIME!!!!!

IN LESS THAN 24 HOURS THE EU AND NA #3 SEEDS WILL KICK OFF THIS YEAR'S WORLDS SEASON.

WILL NAMEN OR EUPHORIA PREVAIL?

YOU KNOW THE DRILL

CAPS ON

FLAIRS UP

AND LET THE TRASH TALK BEGIN!


r/leagueoflegends • • 55m ago

Esports Where are the Team Emotes this year?

β€’ Upvotes

Are we not getting eSport Team emotes this year? Now that worlds has started I was looking forward to buy them to support my favorite teams.