Illari forces monkey more than he already is

Her turret makes killing basically any support, impossible. Unless of course you play the one dive character who has access to an ability that can block the healing while still being able to damage her.

Which is monkey, with his bubble. Other wise you’re fighting a support who’s constantly giving herself or the other support 50 hps. it’s just not a feasible task. And then being forced to completely drop everything, shoot the turret, but by the time you do that you’re forced out by the enemy team and just letting them take free shots at you while you try and get the turret down.

The turret is genuinely the only thing I’d nerf about her at this point. Because trying to dive anything only to have that turret high up on a wall, in their backline so you just can’t do jack about it but it keeps healing anyway since it has a 20 meter range… it’s just like welp!

There’s also places she can put it where there is NOTHING you can do about it, unless you straight up feed and die to destroy it.

She either needs to be the support with a lot of damage, or the support with a lot of healing. Cause right now she’s both with very little downside other than the fact she doesn’t provide “utility” but who cares if you can straight up disallow your team from dying through sheer heal amounts, while also being able to turn around and 2 tap 75% of the hero cast.

(There’s also the thing of, if someone is getting healed by illari’s beam then that person straight up isn’t dying. Like no if ands or buts about it, 120 hps is insane. It’s limited yes, but it also just doesn’t take long to build back up at all it’s like 2 seconds.)

I think a lot about her could be adjusted, her dmg is way to high imo given she can effectively stop healing her team because of her turret and thus focus more on dmg. Much like Zen tbh, except better.

I think one thing is the turret needs a longer CD, and perhaps not being able to redeploy it if it’s either taken dmg or healed recently. It’s HP is fairly high too, with most of it being shields. Making killing the turret fairly hard, and if it dies it’s back in like 12 seconds.

or they redeploy it before it dies and that’s only 5 seconds lol.

Dude, the enemy team shoots down my turret in like 5 seconds of deployment, lol. Just go sniper to counter Illari.

The only thing I want nerfed on her tho is her primary fire mechanic. I don’t think she should be able to shoot non fully charged shots. It should charge up and fire or nothing.

then you are putting it in garbage spots idk whatyou want me to tell you.

And yea let me go sniper in the tank role you got me there.

It already has this. Normal pylon cooldown is 8 seconds. This goes to 12 seconds if it destroyed. If pylon is damaged, you can’t redeploy it for 3 seconds.

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Orisa’s spear does 100 damage with no fall off, lol. Problem solved.

All of you discussing such low elo problems, it’s mind boggling.

In all seriousness the pylon does have 150 hp wich is nothing, for most heros it’s two shots.
It also can be hacked if you didn’t know that.

In my playtesting against gm players and in scrims, she literally dies of cooldown against current meta.
Sombra, tracer, monkey shutdown the pylon instantly. You have no utility and can’t peel.
Losing pylon at the start of the fight means your effective healing comes only from the beam, the beam is highly inconsistent because of the range restrictions.

The only reason for her existence is her poke dmg, kill potential with 2 tapping squishies.
Her ult easy to shutdown, one cleanse and it’s gone, dva can eat so easily too.

You sit here arguing how broken she is, meanwhile every support is broken.
Zen does the same dmg, bap does the same dmg and have peel and utility.
Kiriko just runs at you two tap you in the head, little chuckle and tp’s away.

Don’t made up things you have no idea about pls.

Ohh and ult and pylon gets nerfed, already confirmed.

2 Likes

Btw its 40 hps and my Ball does fine handling turret. I just shouldn’t be the only one tryingnto do anything about it.

Doom and Ball are great at pushing her away and bad Laris will outburst away from it if you contest the turret space.

Its at the cost of getting chunked though because she is dps and there will be other enemies flocking to it.

Do the smart thing and bombard that area. Make it a no-go zone.

???

are you trolling? lol

Literally GM.

Wow congrats you named the one tank that I literally already mentioned!!!

Doom, ball and dva are saying hello.

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Man is mad that a poke hero is forcing dive, when dive literally is supposed to counter poke.

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Her healing is actually really high. There’s a lot of times someone should have died jut that alt fire beam brings them back to full so quickly. What was now a weak prey of a target is now fully healed up and usually comes back with a Vengence.

Then when all is said and done she headshots you and her pocket starts dishes out damage. Got no choice but to run she literally forced the worst possible scenario many tines for flankers. Which is all CDs used up and now you have to face two full health heros.

Luckily I play Ball so I can just force her alt fire cooldown leave and dump right back on them onc3 mt CDs are back up.

Doom can’t block the heals, he gets smashed. (he also just sucks lmfao)

Ball can’t block the heals, he gets smashed.

D.va CAN block the heals, but she can’t deal damage at the same time so it’s just null and void.

Monkey has been meta for a reason. Bubble is still (imo) too strong and he outclasses the other dive tanks by a large margin.

No one said that???

Hi! I have 20 hours on Illari already(She’s level 20 for me) and am a Masters level support. Here are her downsides and counters:

  1. Once her healing turret is destroyed, you’re effectively down an entire support for 12 seconds. Her alternate fire is strong at 120hps, yes, but is short range and fully consumed in 2.9s(total of 360 heals if fully accurate) and takes approximately 3.3s to fully restore after full consumption.

  2. The moment her turret receives any damage at all, she is unable to redeploy it for 3 seconds, meaning sustained damage through heroes like D.Va from range means she won’t be able to redeploy her turret and will have to destroy it if she wants to reposition it. While being damaged, destroying her own turret does put it on the 12s cooldown.

  3. Sojourn’s Disruptor Shot and Ashe’s Dynamite will kill a turret from full health and can do so from behind it’s cover. Since Illari cannot repair her turret or destroy it while it’s taking damage to redeploy it, these are pretty significant counters with similar cooldowns to her turret.

  4. Winston, Doomfist, D.Va, and Wrecking Ball all make her job significantly more difficult. The dive tanks can constantly jump in and harass while either taking the turret down at the same time or allowing their team to do so. Shields block off it’s LoS so Winston in particular is a huge counter to her in the sense that Sombra is a huge counter to Wrecking Ball.

  5. Orisa/Sigma/D.Va/Kiriko/Zarya/Reaper/Moira/Mei/Sombra/Tracer/Genji/Lucio/Zenyatta all can hard counter Captive Sun with ease. Orisa/Sigma/D.Va can easily eat the ultimate as it’s projectile hitbox is the size of Jupiter, in fact it’s so easy to eat that it can be eaten while it’s visibly behind these heroes. Genji can deflect it very easily as well for similar reasons. Reaper/Moira/Mei/Sombra/Tracer can self-cleanse the effects of Captive Sun, while Sombra can reliably hack or EMP her out of the ultimate. Zarya/Kiriko can cleanse the effects of teammates and themselves, Kiriko being very strong at this as she can effectively team cleanse the ultimate due to the AoE nature of Suzu.

  6. Two taps are not nearly as common as you’d think. Yes, Illari does a LOT of damage, but more than 50% of that damage is likely poke damage on the Tank. Due to healing and pockets, you’re almost always going to be 3-4 tapping heroes while it’s still very easy for a DPS with good aim to easily two tap or insta-kill you in the cases of Widowmaker/Hanzo. She’s very good at 1v1 duels, but so are most Support heroes.

  7. Burst damage and Anti-Heal are also huge problems with her. Running Pharmercy/Junkrat is one of her biggest struggles as she cannot feasibly keep up with the amount of damage from every angle and her pylon will most certainly be destroyed and on cooldown a LOT. Playing Ana into her also means easy group Anti-Heals as her team wants to play close together around her pylon. This ultimately ends up forcing Kiriko which she doesn’t necessarily synergize with too well.

I’m just going to say this-- your team being bad or you not wanting to play her counters shouldn’t warrant her receiving nerfs. She’s fine right now and doesn’t see nearly as much value as playing Ana/Kiriko/Zen/Brig will. She’s probably on the same level as Baptiste or Mercy atm which are ultimately non-issue heroes. She has some severe hard counters in the roster that she can’t really do anything about and if you plan on running Illari you’d want to kit your squad to be very anti-dive/anti-burst which means you’re probably wanting to have heroes like Orisa/Cass/Junkrat/Brigitte/Bastion/etc… and you know what molding an entire team around a single hero to get them to work means?

It means they’re niche.

3 Likes

Doom can’t block heals + he sucks.

Ball can’t block heals.

D.va can block heals, but she’s now just using her defense matrix on a healing turret and can’t do damage at the same time.

Monkey has been meta for a reason, he outclasses the other dive tanks by a large margin. IMO, bubble is still just too strong.

It’s 40 hp per pulse, and can pulse every .8 seconds. If you do the math, it’s 50 hp per second. It confused me too where people were getting 50 hps until I did the math. :smile:

Doom can’t block heals + he sucks.

Ball can’t block heals.

Dva can but then she can’t do damage.

Monkey outclasses the other dive tanks by a large margin. Bubble is still just too strong imo.

Obviously yes, but that was not the point, have a nice day.

Ooooh. Thats dumb. That’s much too high.

My guess for the nerfs is the healing pulse rate is gonna get bumped up and her Captive Sun is gonna need 100 damge to deal like 110 damage. So its more of a finisher rather than “everyone dies now.”

That’s… literally the point?? And I even provided the reasons why the other ones don’t work which you conveniently completely ignored and now you say have a nice day cause you’re wrong??? lmao what