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.
Tip: Losing a tentacle mid‑string removes your ability to pray on reaction. Keep an eye on whether one is still active before committing to 1S1 or 4S1, and re‑establish with an S2 hit if the field is empty.

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.