Champion sheet · Top

Illaoi

Patches 16.19 to 16.21 · EUW
Tournament presence · pick + ban
3.5%#143 of 173 champions
Pick
1.3%picked in 94 of 6,991 games
Ban
2.2%76 bans over 3,461 games, against 2.4% in soloQ
Win rate as Top44.6% between 36.3% and 53.1% over 92 gamesSoloQ 49.7%: no clear gap
Median length29.4 minsoloQ 28 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 346,746 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

No clear gap between soloQ and tournaments as Top: on these volumes, win rate, pick, ban, length and most played build stay compatible.

02 — How to play it

How to play it?

Grasp of the Undying, then Black Cleaver, Iceborn Gauntlet, and Sterak's Gage: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesGrasp of the Undying72% · 4,546
Same in amateur play
SpellsFlash + Teleport45% · 2,826
Same in amateur play
SkillsEnot collected in soloQ
Amateur: 87% · 69 games
Core (3 legendaries)13% · 384
13%of soloQ games
  1. Black Cleaver
  2. Iceborn Gauntlet
  3. Sterak's Gage
Same in amateur play

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Team damage first: more damage than 96% of top laners.

  1. Team damagetop4%26% · top laners: 20%
  2. Takes its kills in duelstop8%35% · top laners: 28%

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other top laners

What marks it

  • Duelist
  • Damage
  • Poke
  • Split-push

Like other top laners

  • Lets allies carry kills

What it is not

  • Few teamfights
  • Little CC

Damage / min by phase · at equal gold

Rank 91 in lane, 99 in mid game and 96 in late game, out of 100 top laners.

681+81 vs 599
1,065+197 vs 868
1,277+198 vs 1,079
Lane · 5–14 minMid game · 15–22Late · 23–30
Illaoitop laners

Gold vs. direct opponent

At 20 min, ahead of 85% of top laners against the direct opponent.

top laners

Where it stands among top laners · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 91 of 100 among top laners681 · median 599
  • Damage in mid game · rank 99 of 100 among top laners1,065 · median 868
  • Damage in late game · rank 96 of 100 among top laners1,277 · median 1,079
  • Gold at 15 min · rank 91 of 100 among top laners+536 · median +119
  • Gold at 20 min · rank 85 of 100 among top laners+692 · median +100
  • Absorbs damage · rank 79 of 100 among top laners1,239 · median 970
  • Plays teamfights · rank 22 of 100 among top laners50% · median 53%
  • Takes its kills in duels · rank 93 of 100 among top laners35% · median 28%
  • Lets allies carry kills · rank 59 of 100 among top lanersrank 59 of 100
  • Crowd control (CC) · rank 9 of 100 among top laners0.3 · median 0.8
  • Team damage · rank 96 of 100 among top laners26% · median 20%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top5 champions
  • Ornn16 games
    —SoloQ: 50.2% · 215 g
  • Renekton10 games
    —SoloQ: 56.8% · 243 g
  • Ambessa6 games
    —SoloQ: 50.8% · 126 g
  • Sion6 games
    —SoloQ: 47.9% · 117 g
  • —SoloQ: 50.6% · 166 g
Jungle5 champions
  • Jarvan IV15 games
    —SoloQ: 47.9% · 240 g
  • Wukong9 games
    —SoloQ: 50.0% · 266 g
  • Nocturne8 games
    —SoloQ: 48.1% · 79 g
  • Shyvana5 games
    —SoloQ: 52.9% · 170 g
  • Vi5 games
    —SoloQ: 51.4% · 109 g
Mid4 champions
  • Syndra11 games
    —SoloQ: 48.2% · 278 g
  • Ahri8 games
    —SoloQ: 47.1% · 310 g
  • Viktor6 games
    —SoloQ: 50.0% · 250 g
  • Xerath6 games
    —SoloQ: 55.8% · 95 g
ADC9 champions
  • Yunara11 games
    —SoloQ: 48.8% · 500 g
  • Tristana10 games
    —SoloQ: 46.8% · 402 g
  • Jinx9 games
    —SoloQ: 43.8% · 418 g
  • Sivir7 games
    —SoloQ: 48.9% · 131 g
  • Xayah6 games
    —SoloQ: 49.4% · 174 g
Support5 champions
  • Nautilus16 games
    —SoloQ: 51.1% · 368 g
  • Karma10 games
    —SoloQ: 53.3% · 212 g
  • Leona9 games
    —SoloQ: 48.8% · 295 g
  • Rakan7 games
    —SoloQ: 55.1% · 156 g
  • Alistar6 games
    —SoloQ: 47.1% · 225 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Top

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.8%5,604 picks of 693,482ban 2.4% · patches 16.19 to 16.21
  • Amateur tournaments0.7%72 picks of 10,426ban 2.2% · patches 16.19 to 16.21
  • Pro0.1%3 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

4.0% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Top
  • 0.8%G116 games of 2,122
  • 1.9%G240 games of 2,122
  • 1.7%G3+12 games of 691
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.