2XKO’s Illaoi — moves, game plan, and how her tentacles work
2XKOA concise breakdown of the Kraken Priestess’s toolkit and how to apply it in matches.

Illaoi is a high-damage lockdown bruiser built around spectral tentacles and a massive totem. Her kit pressures opponents into bad decisions: establish tentacles, force interactions with targeted activations, and convert into hard knockdowns, crumples, or a cinematic ultimate when the opening appears.
Illaoi at a glance
Attribute | Detail |
---|---|
Title | The Kraken Priestess |
Archetype | Bruiser |
Region | Serpent Isles |
Health | 1050 |
Likes | The Great Kraken, mangos, testing spirits |
Dislikes | Idleness |
How Illaoi’s tentacles shape her game plan
Illaoi’s offense pivots on whether a tentacle is already on the field. Several Special 2 (S2) attacks place a tentacle on hit. Once one exists, Special 1 (S1) “prayers” can command the nearest tentacle for fast hits, drags, or a grab attempt. Without a tentacle, these prayers won’t activate.
Wrath of Nagakabouros temporarily “floods” the stage with two empowered tentacles that auto-attack for a short window; the sequence ends early if Illaoi is struck. When it finishes, one tentacle remains to sustain pressure. Tentacles can be hit and removed, so losing control of the screen weakens her threat until she plants another.
She also carries key utility: projectile destruction on specific S1 routes, an overhead/low pairing from S2, air-only coverage, and multiple options to reposition or synchronize tentacle strikes during juggles and okizeme.

Special moves (inputs, roles, and tentacle interactions)
Move | Input | Core function | Tentacle interaction | Notes |
---|---|---|---|---|
Tentacle Smash | S1 | Long‑range strike | On hit, the nearest tentacle performs a follow‑up | If a tentacle is available, cancel into Prayer of Motion or Prayer in Stagnation |
Riptide | Forward + S1 (6S1) | Destroys projectiles | On hit, nearest tentacle follow‑up | Space-control poke that converts if it connects |
Cross | 6S1 > S1 | Second hit of rekka path | Time alongside a tentacle follow‑up to crumple | Cancelable into Tentacle Smash |
Tidal Swing | Down + S1 (2S1) | Long diagonal strike | If a tentacle is available, it repositions for a ground‑bounce follow‑up | Useful for aligning juggles with tentacle hits |
Serpent’s Tongue | S1 (Air only) | Two‑hit air strike | If a tentacle is available, it repositions to stab from below | Air approach and cross‑up coverage |
Prayer of Motion | Back + S1 (4S1), Hold OK | Activates the nearest tentacle to the opponent | Tap for a fast hit; hold to drag the opponent into it | Needs Tentacle |
Prayer in Stagnation | Down‑Back + S1 (1S1) | Command the nearest tentacle to grab | Hard callout on blocking or standstill | Needs Tentacle |
Guiding Hand | S2 | Forward‑translating strike | On hit, summons a tentacle | Primary plant off grounded confirms |
Harsh Lesson | Forward + S2 (6S2), Hold OK | Overhead | On hit, summons a tentacle | Charged version travels farther |
From the Depths | Down + S2 (2S2), Hold OK | Low strike that hits close and slightly away simultaneously | On hit, summons a tentacle | Completes the high/low threat |
Faith in Motion | S2 (Air only) | Diving two‑hit strike; can cross‑up | On hit, summons a tentacle | Air-based plant and left/right check |

Supers and Ultimate
Move | Input | Function | Key interactions |
---|---|---|---|
Crashing Waves (Super) | S1 + L or M or H | Strike that picks up the opponent and swings them around | Hold S1 to reposition an available tentacle under the opponent |
Wrath of Nagakabouros (Super) | S2 + L or M or H | Summons two tentacles that grow and auto‑attack briefly | Canceled if Illaoi is hit; after completion, one tentacle remains on stage |
Test of Spirit (Ultimate) | S1 + S2 | Invincible startup, mid‑range strike | Hold S1 or S2 to reposition an available tentacle under the opponent |
Assists (tag team)
Assist | Input | Effect | Notes |
---|---|---|---|
Guiding Hand Assist | T | Forward‑moving strike; on hit, summons a tentacle | Plants for partner pressure or extensions |
Tentacle Smash Assist | Back + T (4T) | Long‑range strike; on hit, nearest tentacle follow‑up | Screen control and conversions |
Wrath of Nagakabouros Assist | Down + T (2T) | Brings out two tentacles that auto‑attack briefly | Ends if the point is hit; leaves one tentacle; only available if the assist is KO’d |

Practical sequences you can try
- Plant into layered pressure: Confirm a grounded hit into Guiding Hand (S2) to place a tentacle. From range, tap Prayer of Motion (4S1) to force respect; alternate between Harsh Lesson (6S2, overhead) and From the Depths (2S2, low) to check defense. If they turtle, hold 4S1 to drag them into the tentacle.
- Anti‑projectile approach: Use Riptide (6S1) to destroy a projectile. On hit, the tentacle follow‑up keeps them occupied, letting you cancel into a prayer to maintain advantage or route into Cross (6S1 > S1) and time a tentacle hit for a crumple.
- Air threat into plant: Jump and threaten Faith in Motion (S2, air) for a cross‑up. On hit, a tentacle appears; immediately activate with Prayer of Motion (4S1) and steer into a grounded mix or juggle with Tidal Swing (2S1) to realign the tentacle under them.
- Meter conversion and oki: After a confirm, cash out with Crashing Waves (S1 + L/M/H) and hold S1 to reposition a tentacle beneath the ender. As they tech, threaten 1S1 (Prayer in Stagnation) to check passive blocks, or spend for Wrath of Nagakabouros to lock the screen if you have advantage and space.
- Reversal check: With meter, Test of Spirit (S1 + S2) starts invincible and reaches mid‑range. Use it to challenge meaties or call out predictable approaches, then hold S1 or S2 during the animation to place a tentacle where you want the next guess to happen.

Illaoi rewards deliberate, staged offense. Start by mastering which S2 routes reliably plant a tentacle on hit, then practice syncing a tentacle activation with Cross for crumples and using Tidal Swing to keep the tentacle lined up under juggles. Once the tentacles are doing their work, her overhead/low mix, projectile control, and invincible ultimate close out rounds with authority.
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