: This is the skin release news announcement. The Worldbreaker skins don't have these because they haven't been released yet. Edit: no, being out on PBE doesn't mean they're released x) Worldbreaker will get something like that when they get released on the live servers Edit 2: minor text fixes. Edit 3: Here's [Deep Sea Nami](http://na.leagueoflegends.com/en/news/champions-skins/skin-release/something-lurks-deep-sea) (also event-like, a solo skin release) and the [Baker-themed skins](http://na.leagueoflegends.com/en/news/champions-skins/skin-release/don-your-aprons-and-fire-ovens). All upon LIVE release, not PBE. Chillax, it's coming :> Whatever story they have is probably long finished, so suggestions about take probably won't be taken into account.
If you look up the feedback thread for the beast hunter skins you will notice that there wasn't any kind of "story" intro for them. Then in the release announcement we learned about their hunt. They were on this together. In the Worldbreaker threads everyone has his own little story with no connection with each other. So if they write an release article with the things we got now then we get something like: 4 empowered creatures raise to claim their territory and everyone fears them. end.
: Honestly, the skins are basically done, they won't add a whole event to it. Especially when it's 750RP skins. Riot makes events for Project and SG-like skins (1350+ RP skins), not 750RP theme-group skins :c
I'm not talkin about making an event for them. What I'm aiming for is something like they did for the beast hunter skins: [The Hunt is on](http://na.leagueoflegends.com/en/news/champions-skins/skin-release/hunt) They wrote a story that gives these skins some kind of "life" and that's what I'm missing here with the Worldbreaker skins.
: General Discussion is frowned upon on the PBE Boards and should be posted on the [NA](http://boards.na.leagueoflegends.com/en/) and [EUW](http://boards.euw.leagueoflegends.com/en/) boards or [Reddit](https://www.reddit.com/r/leagueoflegends/). The PBE is for content **currently** in testing.
And if you read the first part I was talking how the short story intros to the **current** Worlbreaker skins that are posted on the **current** feedback discussions are kinda lacking of how these 4 skins are connected. And just something about conquering the world is pretty boring in 2016 and doesn't give them any background or depth. Lately Riot always tries to tell a story with the skin lines anf that's why I suggest them that they could make more out of it. And adding Illaoi would make the whole theme/story complete in my opinion.
Rioter Comments
: > [{quoted}](name=ItsDwarvenGiant,realm=PBE,application-id=cMKtzQHY,discussion-id=AAyLAcHr,comment-id=0000,timestamp=2016-10-19T02:59:24.915+0000) > > First of all, I wanna say that I love the Worldbreaker skins and their theme. > > Nautilus' W put an anchor above the hit enemy's head regularly. > Every Nautilus skin until now had the anchor model of the W matched with the model of the anchor Nautilus is holding (This includes Subterranean, Abyssal, Astro and Warden Nautilus). > > So unless you've already planned on changing that, please update the W particle to use Nautilus' Worldbreaker anchor model instead of the classic one: > > For reference: > > **Worldbreaker Nautilus' _classic_ W anchor:** > https://youtu.be/6898ATpktwE?t=16s > > **Warden Nautilus' _Warden_ W anchor:** > https://youtu.be/Ib8PVE96sjU?t=1m26s Aww, glad that you like the Worldbreaker line, ItSDwarvenGiant! Good eye on that! I'll bring this up to the team. I think we should change the anchor to match the skin as well. ;)
I noticed that the anchors on the other skins and basic skin are actually designed that Nautilus can grab them and his hand don't just stick into the anchors model.
: I strongly agree, out of all of the Worldbreaker skins this feels like a 520RP/the worst skin out of all of them. However, I havent used him in the PBE yet, only looked at a video of it, so my opinion may be slightly uninformed.
It's really not a bad skin but as you mentioned the other three make better use of the color palet and gems. Especially those gems/crystal parts when looking at trundles club and the masks/head decoration.
: What? are we talking about the same thing? the sigil of malice passive on the enemy champion's feet looks like a crescent moon/Soraka banana.
oh my fault :o thought you were talking about the ability icon
: PBE Bugs & Feedback Thread: Worldbreaker Trundle!
Hey there, really good job for an 750 RP skin. I think this is the best one of the skinline when considering that you made most out of the color palette and armor style you chose for them. It's just that he loses a fair amount of "shininess" when looking from the top to the bottom. While his club and mask have these powerful colors his breechcloth gets more greyish and the foot shackles have lost all color. Maybe you could get them in line with the rest of his armor. A little off topic: What lead you to the name "Worldbreaker"? After the release of Dark Star Thresh and Varus I guess most would have expected a similiar theme. Especially when considering some non-english translations( e.g. German "Sternenvernichter Thresh" would be "Stardestroyer Thresh".) But it's "actually just" a heavily Mayan influenced theme line. That's what's leading me to my next thought: The style just screams Illaoi to me. The pattern of the armor and Nautis ancor would match ther really nice. then change her totem to a blue orb with golden ornament and it is perfect. Or is this a skin line just for non human champs? Well I guess I have to dream on {{sticker:zombie-nunu-tears}}
: [Assassins] LeBlanc Feedback Thread
Hey there guys, tried the new LB in a custom game and so far I like the changes. It's good to see that the 100 to 0 oneshot in less than 0.1 sec is gone. Before you could basically dash with W and meanwhile smash all other buttons to kill any adc or midlaner and then swap back to where she came from. Now you actually have to prepare your assassination or stay in range to do full dmg. And not less dmg, thats for sure (800 from passiv + spells + thunderlord (+ ludens) is a shitload of dmg :D). A well placed W and Q afterwards can melt teams. But it's not like to have to stand there for 1.5 sec and wait for the passive to come up. Hit another spell, reposition yourself or just cast your ultimate. With less than 20 sec CD you should use it eitherway. The biggest problem I have so far is that the W spell range/area indicator seems to be false. I noticed it serverals times that I did't hit targets inside but some outside the indicator. mostly like LB stopped before the max range. You should probably recheck that!
: I'm shit at LeB but I've always loved her particles and design. The after image silhouette on her W is such a cool idea! I really like it. I like how sigil of malice is at the feet of her enemies instead of the weird circle thing on their head. What made you decide it would be a moon/banana? The glass shatter effects and sounds are great too. It's weird getting used to her new kit but at least the particles look good.
> [{quoted}](name=PearlDust,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=x4tgmm0s,comment-id=0023,timestamp=2016-10-19T06:43:12.049+0000) > > What made you decide it would be a moon/banana? It's a rose not a moon/banana
: My only complaint is firecracker jinx ult. It looks really lame now, kinda one of the reasons i bought the skin was the big finale colorful ult. Now its just kinda a pop.
> [{quoted}](name=PrinceBedazzled,realm=PBE,application-id=cMKtzQHY,discussion-id=E4EwxQFc,comment-id=0007,timestamp=2016-04-19T18:53:45.845+0000) > > My only complaint is firecracker jinx ult. It looks really lame now, kinda one of the reasons i bought the skin was the big finale colorful ult. Now its just kinda a pop. * removed some of the darkness - totally fine * reduce the colorful crackling - ok, still clearly visible * make everything disappear faster - NOPE! cause the iconic Wind Waker clouds become almost not noticable :(
: [League client update] Briefly visiting the PBE for a pre-alpha tech test *Ended Mar 22*
Is it inteded that we need to patch the normal PBE and alpha PBE client seperately?
: Got my invite and downloaded. Lookin' sexy. {{sticker:slayer-pantheon-rainbows}}
: Jhin Passive Theorycrafting
http://i.imgur.com/3ZYxLVv.png try to take that into your calculation ( ͡° ͜ʖ ͡°) but of course that build was unrealistic: {{item:3031}} {{item:3031}} {{item:3508}} {{item:3042}} {{item:3078}} {{item:3142}}
: Remove minimum of 2 players!
Yeah, the problem is not that they are overloaded in a specific time span like for 2-3 hours but the restriction is there 24/7 for over a week now. It gets worse every time a new champ/rework is on the PBE. I have the feeling they flooded the PBE with the 3k+ new players they invited for the new champ select testing but didn't provide more ressources to the servers
: Ahoi Beat Punchbeef, I just wanna give some Feedback about playing Illaoi. First the playstyle, after some ideas: **Playstyle** I really like her combos and the way the skills are connected. The gameplay is fluent and divers. What I love most is, taht there is a trade-off on her E - killing or use it as a bait. I was happy to see a AD Champ finding the way to LoL. What would help: I think it will take some time untill you know, how far the range of the tentecals are (the ones in the wall). I think it might help if there was a farly visible rangeindicator like Kah's passive (only visible for Illaoi) for low(er) Elo Players. **An Idea** I picked her as a support last game, becaus I main support. So I was wondring if it works. The point is, that there was no recomanded set so I tried to create one (I think her potential is pretty good with this build. Also for initiation) Start: {{item:3302}} {{item:2003}} {{item:3340}} Core: {{item:2049}} {{item:3117}} or {{item:3111}} {{item:3401}} Defensive: {{item:3143}} {{item:3083}} {{item:3742}} {{item:3116}} Offensive: {{item:3022}} {{item:3025}} {{item:3800}} why? In my opinion Illaoi is a good initiator with her W. Ofc. she has a lack of cc (what you need as a support) but with Rylai (!) or Iceborn you can add a slow to all enemies (I personally prefer Rylai because it's also applyed to her Q. I sold the relict shield early and got {{item:3117}} {{item:3116}} {{item:2049}} as Core and it wroked pretty well. In the role of a support she might be week in earlygame, but I think she will do great in mid-lategame. Maybe there is a chance to get a little slow (20% scaling +5% p.l.) on her W? Gz Horseman
Hi Horseman, wall-tentacle range is the same as your Q range. So master the Q and you master the passiv ;) I also experimented with item (top lane) but i can defninitly see her as support exspecially with cc/engage carries {{champion:22}} {{champion:222}} {{champion:15}} {{champion:110}} and also as a counter for {{champion:89}} {{champion:98}} {{champion:412}} because those have to get near your carry and that is the perfect opportunity to burst them down with E and R. As for top lane i'm still undecided what could be the "perfect" build. {{item:3071}} is like 'the' item for juggernauts. armor shred, health, cdr, damage and movement speed for these slow juggernauts {{item:3047}} {{item:3111}} depending on team comp {{item:3742}} armor, life, movement and slow on 100 stacks which helps with the wall-tentacle smashes {{item:3022}} {{item:3025}} {{item:3078}} If the enemies are good at doging the tentacles I think you **have to** by Frozen or Iceborn. {{item:3022}} gives you a lot of health, 40 ad (reminder: Illaoi has some huge ad scaling so boosting overall dmg) and a stronger slow on single targets. {{item:3025}} on the other hand has armor and 500 mana that helps you spaming all these cool abilities even longer. Since her W triggers on hit effects the aoe slow will almost garantee that your wall-tentacles hit the enemy. Together wit Black Clever you also have 40% cdr so more dunkin :) If you want to get Iceborn and allready bought {{item:3057}} but your opponent kinda sucks going for a {{item:3078}} will boost your damage significantly. {{item:3031}} together wit Trinity this item skyrockets your W damage. With 40% crit you should get a fair amount of crits on W and that will really really hurt. +AD :D {{item:3065}} gives you more sustain because it will also improve your Q healing {{item:3748}} {{item:3053}} other typicall juggernaut items. health and damage. nuff said {{item:3033}} this could help if you have to face {{champion:266}} {{champion:122}} {{champion:75}} {{champion:58}} {{champion:50}} {{champion:8}} to shred more armor and reduce their healing
: I'm just a bit confused on how I'm supposed to use her tentacles that spawn in the environment. I tried attacking near them and nothing happened. I might just not be doing it right.
If you test something try reading the descriptions first. thx
: Thanks this was a REALLY good rundown of why Illaoi is hard to understand now mechanically. I concur with some of your clarifications. I did not quite understand all this mess till reading your post.
You're welcome {{sticker:slayer-jinx-catface}}
: Hi Beat Punchbeef, after playing some games and reading most of the other comments here on the board I wanted to share some feedack. As expected most of the complaints come from actually not reading the ability descriptions but there are also some cases where the tooltips need improvement. But let's talk about her kit: **P: Prophet of an Elder God** This ability is the main source for your cute tentacles so the tooltip should contain all important information about them. So for clarity you should make some changes: 1. State that they don't attack anything on their own 2. move the damage description from E's tooltip to the Passiv tooltip 2.1 right now the E's tooltip could be missleading so that tentacles don't do any damage unless you put any points in E 3. State that the damage of a single tentacle is equal to Q's damage / scales with Q's level The distance between the tentacle spawn points seems quite fair so they overlap in a moderate way but thats also where most of the players will have a hard time. Their attack range should about the same as Q's but I can't tell for sure and so I guess most other people will have trouble to tell where the tentacles range overlaps. Now if you look at the champion pool you will come across Heimerdinger and Zyra with their towers and plants that are somewhat similar to Illaois tentacles, but with three essential differneces. Heimer/Zyra can place the tower/plant(seed) where they want AND those a a range indicator! but can be destroyed by skillshots/aoe spells. So the immunity to spells cancels out the aspect of placement and also prevents you from covering 100% of your lane with tentacles. So whats left is the range indicator. Adding a range indicator to the tentacle, either permanent or when you hover over them, doesn't only help new or low lvl player to get to understand and lern her kit, it also provides a good opportunity to exactly choose the area where they want to fight against the opponent to make some smart plays and utilize Illaois kit to the fullest. **Q: Tentacle Smash** This is a straight forward skill that has a lot in common with Sions skill. Good damage on hit but quite long casttime that allow enemies to doge the skill and both skills can't be interrupted by silence or stun. Tentacle Smash is satisfying if you can hit the enemy but leaves enough counterplay for them. Also the 5% heal is a nice feature. The only improvement I would suggest is that the summond tentacle slows enemys by a small amount e.g. 10%. Cause after all a big ass tentacle is smashed right on you. So it is again similar to Sions skill where you get a slow if you cancel it early or a knock up if you wait the full casting time. Cause after all a big ass tentacle is smashed right on you. This way you could actually have a Q+W combo where tentacles can hit the enemy cause right now your opponent can evade the wall-tentacle smashes by just running in a straight line. With a moderate slow on Q it would punish the enemy for not doing a long casttime spell but don't deny any escape at all. A stack system is also possible: tentacle (Q and wall) attacks slow enemys by xx% (10%). Can stacl up 2 times **W: Harsh Lesson** Get dunked! Well, the dunk animation is undeniable ;) Because of the low CD from the beginning and damage increases with overall AD more that what you get for investing more points in this ability, so single Point when you reach lvl 2 is more than enough. The increase of range for your next attack makes it way mor comfortable to hit your enemy when there are al lot of minions between you two. But you can't really count it as a gap closer like Talon, Kata, Jax jumping but that is comletly fine. In my opinion this is Illaois **main spell** even thou one max Q and E first. Let me explain: -- In lane you will max Q first to bully your opponent and increase the damage of your tentacles overall. -- Points in E will increase the damage transfered from the spirit to the original and also lowers the CD significantly But what brings these two things together is _Harsh Lesson_. Hit an enemy and get bonus damage from near tentacles. HIt a catched spirit to make the tentacles double attack it to get even more damage and bring the spirit down much faster. Build Trinity Force (and another crit item for max dmg output e.g. Inifinity Edge) and you have the best way to deal with mobile squishy camps. The increased range helps you to reach the target if it messed up the positioning in a figth and due to the fact that W applies on-hit-effects you proc Trinity and get the movement boost to stick to the target. If you'r lucky and crit you get high damage on a single target. Oh man, I love this ability :D **E: Test of Spirit** This ability will make the difference in 1v1 except if you fight against a ranged carry that kites und pokes you down all night long. It's also the hardest ability to master if you want to deliver as much damage as possible to your enemy. Because: 1. It's a skillshot 2. It can be blocked by minions 3. Has a long cast/animation time 4. Higher cooldown 5. Doesn't have inital damage 6. Only a percent of the damage done to the spirit is transfered to the original 7. Enemy can deal 100% damage to you while only receiving 100-x% from attacks to the spirit. So all these things make it look pretty bad, right? You may grab a spirit from afar, do some damage and that's it. And if your opponent engages but you still only hit the spirit you will definitly lose. But why are so many people complaining about it and say that it is simply overpowerd or just cry because they received shitload of damage and don't understand why. On the other hand their opponents also don't know why they that that much damage either. Yeah, so why? Why is this ability so good when I said it sounds bad before? Because it is basically a multiplier to your damage **IF** it is done right. One may think "Wait, what? Multiplier? Where?" but it is quite simple. Get some damage on the original body AND the spirit at the same time and the damage to the original champ is 100%+xx%. And how do we do that? Tentacles! Now this really sounds op ... but is it? The counterplay is in fact also really simple. Because if Illaoi wants to hit both, original and spirit, with one of her tentacles they have to stand in one line. Move to the side and *puff* the multiplier is gone. And this is also what makes smart plays so important and satisfying with Illaoi. In a Teamfight or espacially the phase before that when every team tries to weaken the enemy side by poking them down to rise their chance of winning a fight you may compare _Test of Spirit_ to Blitzcranks grab or Threshs hook that will drag you to hell if you are a squishy carrie. But you have a way higher chance of survival if you _just_ get hit by _Test of Spirit_. You get a lot of dmg transfered from the spirit to you but it is still 100-x% so you basically can't die from that. But you will definitly become a Vessel if it' mid/late game. So let's talk about the Vessel part of the ability. If your spirit dies or you move too far away from it you will be Vessel. Being a Vessel is quite funny. For the enemy. Not for you. The moment you get the debuff you will also be slowed by 80% for 2 seconds. That is currently Illaois only slow/cc. Now tentacles start attacking you and every 10s another tentacle will spawn near you. But that is actually only a problem if you stop moving or don't pay attention when porting back because those tentacle attacks can also be easily evaded IF you pay attention. A problem I have with this is the lack of information how frequently the tentacles attack the Vessel. While the pulled spirit is only attacked once by nearby tentacles when getting pulled the Vessel will get attacked over and over again. But right now you don't have a clue how frequently that is. That is especially annyoing if a Vessel tries to get the debuff of themselfs by killing the tentacles. And how is the time interval between attacks influenced by _W:Harsh Lesson_? You can prevent that from happening by keeping Illaoi away from your spirit (attack/cc her). If you can't do that or think that you lose in a direct trade you can wait for the 10 seconds to pass if your confidet that Illaoi does to less damage to kill your spirit. So again you have multiple options when facing an Illaoi. So if you play Illaoi and actually want to kill your enemy you try to pull the spirit and 100-0 them with your AOE damage or ignore the spirit and chase after the enemy until he is out of the spirits range and gets slowed. But in the second case you will most likley need another teammember to get a kill. **R: Leap of Faith** A well placed Ultimate can decide/turn around a teamfight but is also very usefull against single enemies. The first thing I want to say is that the tooltip may need two changes. 1. add "at her current" position to the first line. Due to the similar animation of _W:Harsh Lesson_ people may think they can decide where they want to leap and smash the idol into the ground 2. the information is missing that the additional tentacles vanish after the 8 seconds This ability is like Gnar or Rumble R. If aimed right you get so much benefits (damage+stun+repositioning on Gnar) from it or just do a chunk of damage (+slow on Rumble) but is a comlete waste if you miss. The impact of Illaois ultimate can be even above these two other ultimates but thats why it also has a clear downside. Illaoi doesn't have anything to get in the middle of the enemy team, no gap closer or movement boost. So your team should always keep her from just walking inside your group. Another neat effect of her R is that a pulled spirit counts as a champion and will spawn a extra tentacle. So in close combat you should always pull the enemies spirit first before using your ultimate to do more damage (spirit and champ are hit = dmg multiplier) and gain an additional tentacle in a 1v1. damn reached post-length-limit xD
**Overall Impression** Illaoi is a funny champ to play with clear pros and cons (well many will only see the damage and demand nerfs _Rito pls_) Her passiv with the tentacles brings a new element into the rift. The spawing of tentacles brings some "healthy" randomness to her kit (can't build up a wall of tentacles when she arrives at the party) Her Q is nice tool for safe farming, dealing damage and provides enough sustain to compete with all the ranged, self-healing, energy based or ressourceless top laner. But can still be countered because of the rather long casting animation that immobilises her. The W is her allround ability hat makes use of her other abilities and still needs good positioning and awareness of her surroundings. If you want to go full glass canon on her then you will love this skill If you do it right the E will allow you to use her full potential but a good positioning will give you trouble to land a hit with it or erases the damage multiplier The R can be really strong if you hit multiple enemies but the lack of a gap closer, slow or speed up will make it hard for you to get as many tentacles as possible from it. Overall she can do much damage if you can connect as many of her abilities as possible but her lack of mobility (gap closer/cc/escape) makes her also vulnerable. She is a good choice if your Team needs a good Off-Tank and allready has some decent cc. Your jungler should also bring some stun or slow with him/her to make ganks viable. Some sort of slow on her tentacles or W would help her since she really lack of escape (so it is all or nothing :D) but I'm pretty happy how she is right now.
: Illaoi Feedback Thread
Hi Beat Punchbeef, after playing some games and reading most of the other comments here on the board I wanted to share some feedack. As expected most of the complaints come from actually not reading the ability descriptions but there are also some cases where the tooltips need improvement. But let's talk about her kit: **P: Prophet of an Elder God** This ability is the main source for your cute tentacles so the tooltip should contain all important information about them. So for clarity you should make some changes: 1. State that they don't attack anything on their own 2. move the damage description from E's tooltip to the Passiv tooltip 2.1 right now the E's tooltip could be missleading so that tentacles don't do any damage unless you put any points in E 3. State that the damage of a single tentacle is equal to Q's damage / scales with Q's level The distance between the tentacle spawn points seems quite fair so they overlap in a moderate way but thats also where most of the players will have a hard time. Their attack range should about the same as Q's but I can't tell for sure and so I guess most other people will have trouble to tell where the tentacles range overlaps. Now if you look at the champion pool you will come across Heimerdinger and Zyra with their towers and plants that are somewhat similar to Illaois tentacles, but with three essential differneces. Heimer/Zyra can place the tower/plant(seed) where they want AND those a a range indicator! but can be destroyed by skillshots/aoe spells. So the immunity to spells cancels out the aspect of placement and also prevents you from covering 100% of your lane with tentacles. So whats left is the range indicator. Adding a range indicator to the tentacle, either permanent or when you hover over them, doesn't only help new or low lvl player to get to understand and lern her kit, it also provides a good opportunity to exactly choose the area where they want to fight against the opponent to make some smart plays and utilize Illaois kit to the fullest. **Q: Tentacle Smash** This is a straight forward skill that has a lot in common with Sions skill. Good damage on hit but quite long casttime that allow enemies to doge the skill and both skills can't be interrupted by silence or stun. Tentacle Smash is satisfying if you can hit the enemy but leaves enough counterplay for them. Also the 5% heal is a nice feature. The only improvement I would suggest is that the summond tentacle slows enemys by a small amount e.g. 10%. Cause after all a big ass tentacle is smashed right on you. So it is again similar to Sions skill where you get a slow if you cancel it early or a knock up if you wait the full casting time. Cause after all a big ass tentacle is smashed right on you. This way you could actually have a Q+W combo where tentacles can hit the enemy cause right now your opponent can evade the wall-tentacle smashes by just running in a straight line. With a moderate slow on Q it would punish the enemy for not doing a long casttime spell but don't deny any escape at all. A stack system is also possible: tentacle (Q and wall) attacks slow enemys by xx% (10%). Can stacl up 2 times **W: Harsh Lesson** Get dunked! Well, the dunk animation is undeniable ;) Because of the low CD from the beginning and damage increases with overall AD more that what you get for investing more points in this ability, so single Point when you reach lvl 2 is more than enough. The increase of range for your next attack makes it way mor comfortable to hit your enemy when there are al lot of minions between you two. But you can't really count it as a gap closer like Talon, Kata, Jax jumping but that is comletly fine. In my opinion this is Illaois **main spell** even thou one max Q and E first. Let me explain: -- In lane you will max Q first to bully your opponent and increase the damage of your tentacles overall. -- Points in E will increase the damage transfered from the spirit to the original and also lowers the CD significantly But what brings these two things together is _Harsh Lesson_. Hit an enemy and get bonus damage from near tentacles. HIt a catched spirit to make the tentacles double attack it to get even more damage and bring the spirit down much faster. Build Trinity Force (and another crit item for max dmg output e.g. Inifinity Edge) and you have the best way to deal with mobile squishy camps. The increased range helps you to reach the target if it messed up the positioning in a figth and due to the fact that W applies on-hit-effects you proc Trinity and get the movement boost to stick to the target. If you'r lucky and crit you get high damage on a single target. Oh man, I love this ability :D **E: Test of Spirit** This ability will make the difference in 1v1 except if you fight against a ranged carry that kites und pokes you down all night long. It's also the hardest ability to master if you want to deliver as much damage as possible to your enemy. Because: 1. It's a skillshot 2. It can be blocked by minions 3. Has a long cast/animation time 4. Higher cooldown 5. Doesn't have inital damage 6. Only a percent of the damage done to the spirit is transfered to the original 7. Enemy can deal 100% damage to you while only receiving 100-x% from attacks to the spirit. So all these things make it look pretty bad, right? You may grab a spirit from afar, do some damage and that's it. And if your opponent engages but you still only hit the spirit you will definitly lose. But why are so many people complaining about it and say that it is simply overpowerd or just cry because they received shitload of damage and don't understand why. On the other hand their opponents also don't know why they that that much damage either. Yeah, so why? Why is this ability so good when I said it sounds bad before? Because it is basically a multiplier to your damage **IF** it is done right. One may think "Wait, what? Multiplier? Where?" but it is quite simple. Get some damage on the original body AND the spirit at the same time and the damage to the original champ is 100%+xx%. And how do we do that? Tentacles! Now this really sounds op ... but is it? The counterplay is in fact also really simple. Because if Illaoi wants to hit both, original and spirit, with one of her tentacles they have to stand in one line. Move to the side and *puff* the multiplier is gone. And this is also what makes smart plays so important and satisfying with Illaoi. In a Teamfight or espacially the phase before that when every team tries to weaken the enemy side by poking them down to rise their chance of winning a fight you may compare _Test of Spirit_ to Blitzcranks grab or Threshs hook that will drag you to hell if you are a squishy carrie. But you have a way higher chance of survival if you _just_ get hit by _Test of Spirit_. You get a lot of dmg transfered from the spirit to you but it is still 100-x% so you basically can't die from that. But you will definitly become a Vessel if it' mid/late game. So let's talk about the Vessel part of the ability. If your spirit dies or you move too far away from it you will be Vessel. Being a Vessel is quite funny. For the enemy. Not for you. The moment you get the debuff you will also be slowed by 80% for 2 seconds. That is currently Illaois only slow/cc. Now tentacles start attacking you and every 10s another tentacle will spawn near you. But that is actually only a problem if you stop moving or don't pay attention when porting back because those tentacle attacks can also be easily evaded IF you pay attention. A problem I have with this is the lack of information how frequently the tentacles attack the Vessel. While the pulled spirit is only attacked once by nearby tentacles when getting pulled the Vessel will get attacked over and over again. But right now you don't have a clue how frequently that is. That is especially annyoing if a Vessel tries to get the debuff of themselfs by killing the tentacles. And how is the time interval between attacks influenced by _W:Harsh Lesson_? You can prevent that from happening by keeping Illaoi away from your spirit (attack/cc her). If you can't do that or think that you lose in a direct trade you can wait for the 10 seconds to pass if your confidet that Illaoi does to less damage to kill your spirit. So again you have multiple options when facing an Illaoi. So if you play Illaoi and actually want to kill your enemy you try to pull the spirit and 100-0 them with your AOE damage or ignore the spirit and chase after the enemy until he is out of the spirits range and gets slowed. But in the second case you will most likley need another teammember to get a kill. **R: Leap of Faith** A well placed Ultimate can decide/turn around a teamfight but is also very usefull against single enemies. The first thing I want to say is that the tooltip may need two changes. 1. add "at her current" position to the first line. Due to the similar animation of _W:Harsh Lesson_ people may think they can decide where they want to leap and smash the idol into the ground 2. the information is missing that the additional tentacles vanish after the 8 seconds This ability is like Gnar or Rumble R. If aimed right you get so much benefits (damage+stun+repositioning on Gnar) from it or just do a chunk of damage (+slow on Rumble) but is a comlete waste if you miss. The impact of Illaois ultimate can be even above these two other ultimates but thats why it also has a clear downside. Illaoi doesn't have anything to get in the middle of the enemy team, no gap closer or movement boost. So your team should always keep her from just walking inside your group. Another neat effect of her R is that a pulled spirit counts as a champion and will spawn a extra tentacle. So in close combat you should always pull the enemies spirit first before using your ultimate to do more damage (spirit and champ are hit = dmg multiplier) and gain an additional tentacle in a 1v1. damn reached post-length-limit xD
: Kindred Bug Report Thread
1. I don't exactly know which PBE Update removed the possibility to hold the Q to exactly see the range indicator like you can do with Lucian and Graves dash ability but right now Lamb just jumps towards you courser wether you keep Q pressed or not. Before it was much easier to find out where you can over and what distance she jumpes. Now it is more like try & error. 2. Also the additional "hunted champions" HUD display still keeps disapperaing from time to time. 3. When Lamb jumps from a monster camp over a wall using Q she hits the monsters she just lost sight of. While it makes sense that she hits the monsters when she jumps into the camp because she gains vision of the camp it is strange that she hits target that she just lost vision of.
: Kindred has a broken passive
They allready stated that the dmg against monster will be caped.
: PROJECT: Zed splashart doesn't fit
> [{quoted}](name=SirSoap,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=PXAQyw2R,comment-id=,timestamp=2015-08-25T19:31:35.527+0000) > > Why is an Assassin in the middle of everything? Props to the artist because he did a great job(!) and there's no doubt about that, but thematically it just doesn't fit. In my opinion he should be standing calm and steady, waiting for his target to make a mistake or currently assassinating his target, but jumping away from explosions and destruction imo simply doesn't fit the Assassin theme. Then you should look at the splasharts again. Middle of everything? there is only one of his shadow clones in the background and a robot that is either destroyed by Zeds blade or Lucians Piercing Light. You can even see Zeds shadow ins Lucians splashart. So the whole PROJECT skins working together to eliminate the robots or Zed and Lucian are actually fighting against each other. So what's next? You report Leona for killing the minions(Robots)?
: PBE Bugs & Feedback Thread: PROJECT: Fiora!
great execution on this new skin. you also get the refference immediately ;) but as others have allready mentioned there is still room for improvement: - color diversity: the skin is almost this dark/light gray. on the Zed skin you make way better use of the color differences - feet: i'm aware that the Monarch SR armor replaces parts of the body but I think you went over the top here. sure, the heels are a neat idea but thats not a reason to make it look so unnatural. http://i.imgur.com/c0ZG9b2.png http://i.imgur.com/jBM9dSt.png the idle stance is just impossible with a normal human body or at least very painfull
: Darius PBE Changelist and Feedback
> [{quoted}](name=Statikk,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=Grx91k8I,comment-id=,timestamp=2015-08-04T23:32:31.706+0000) > > **Noxian Guillotine (R)** > > * Upon executing an enemy champion, all nearby lesser creatures (non-champions) become terrified for a few seconds Why is that info missing on the tooltip? (English and other languages) Also the German tooltip doesn't mention that you apply max Hemorrhage on hits while Bloodrage is active. And maybe you should point out that autoattacks on champions during Bloodrage will reset the 5s duration.
: Fiora Feedback Thread
Found a bug with Fiora Ulti and Sivir: Sometimes Sivirs spellshield cancels Fioras ulti in a special way: All 4 vitals get exposed but her spellshield sometimes denies the procs when you attack her with fiora. The spellshield and the vitals remain intact. But i'm not sure about the timing for the spell activations. Happend twice in a game for me.
Rioter Comments
Rioter Comments
: New HUD - Text String Not Found for Cooldown Reduction and Attack Range
What language do you use? When I switch to the German Version most of the stats show that tooltip error.
: Tahm Kench, The River King
Is there any reason why his Q and W are not instantly available (Q) or on 3 cooldown (W) after using his ultimate. Especially because that isn't mentioned anywhere. https://vid.me/FSDE
Rioter Comments
: Tahm Kench, The River King
I guess I found another bug with his E. Video: https://vid.me/zprf Problem: I have 1917 LP when Sion engages on Lucian. Then get dmg/gain grey healt during the fight. The moment I activate the E my LP dropped to 293 LP. So the E should give me a shield of 1624. But somehow the shield gets cancelled. I supect that the simultaneously Amumu ulti and Tahms Shield activation make the shield go *plop* http://i.imgur.com/KKQ86PH.png In the screenshot you can see that I receive the 261 magical damage from the amumu ulti, my shield is up (though no shield vfx) and right after that the shield disappears.
: Ekko's E
It seems to hit your last aa target. Works on minions, champions, monster and structures. So if you hit a minion and dash towards the enemy champion you will aa the minion unless you click the enemy very fast.
: am not talking about runaans or the w and am saying it suppose to consume the stacks when your at 5 and active it in the discriction it says it will consume the stacks when at 5 to do the furry of arrows but it doesnt still keeps it at 5 and when you are using it at 5 stacks with the furry and hit it on a turret it consumes them so it can do the furry and once you aa a minion while its active it gains the stacks in a sec the discription it says at 5 it consumes the stacks and does a furry for the duration but it doesnt still keeps them thats al am saying
You shoudl try to write short and simple sentences if your English isn't that good. One has to read that multiple times to get what you want so say.
: But it steal does the additional damage and turret melt at least it looked that way.
It's the same with Darius W or other AA enhancements
: Ashe can use her Q on towers.
It is basically a speedbuff so it would be pretty stupid if a speedbuff disables you to attack an object will all your dmg. @AxelKioshi: Why would it "consume" a stack if u aa? And they pointed out (forum or twitter) that aa a tower or inhib won't get to another stack but simply renew the countdown.
: Snowball Glitch?
Similar thing happened to me today. I hit {{summoner:32}} Talons corpse the moment he respawned and he got marked in base. out of curiosity i reactiviated the {{summoner:32}} and also sent me across the map. Luckily I recorded that match. Around 23:16 you can see me {{champion:236}} using the {{summoner:32}} while beeing right in front of Talons corpse and he appears on the minimap since {{summoner:32}} gives you vision on the target. https://youtu.be/tisxj9RnD7E?t=23m15s I think it has to be how the respawn mechanics work.
: Alt tabbing while in game screws up viewing people's item in the tab menu when going back in game.
: PBE Bugs & Feedback Thread: Blood Moon Zilean
some bugs with his R and clock after end of game: Ultimate: https://vid.me/GVgX 1. Pick Bloodmoon Zilean 2. Ulti yourself 3. Die (death animation also buggy?) 4. Have a bugged clock After end of game: https://vid.me/jK3G 1. Pick Bloodmoon Zilean 2. Win or lose a game 3. Dance (or other emote) 4. Red glow-circle is stucked while i tried to get me killes I noticed that dragon self-buff has a blue icon: http://imgur.com/5g8Ma3b
Rioter Comments

Kadoffe

Level 30 (PBE)
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