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Recommended Items
Runes: Jungling
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Chilling Smite
Flash
Items
Ability Order Burst Spider
Threats & Synergies
Ekko
LANE: Ekko is not a fun match up. When laning his highly mobile kit and decent AoE makes quick work of your spiderlings from a safe distance. His all in will destroy you and slow you so you can't escape even with Rappel. Even though he's Melee it's difficult to poke him when his spells aren't on Cooldown. JUNGLE: He has the upper hand in invades, if he misses his Q you can retaliate somewhat. Keep your jungle warded as he can jump most walls to gank you mid clear, if caught you will not be able to handle him very well on your own. LATE: The same but harder, faster and way more frequent.
Morgana
Anyone that can follow up on her stun is ideal, really. Allowing you and your team to hit them for longer.
Morgana
Anyone that can follow up on her stun is ideal, really. Allowing you and your team to hit them for longer.
Champion Build Guide

So just starting and wanna try this free week lady?
Your champ of choice got banned/picked in draft?
Just got a shard and thought 'oh heck why not'?
Too tired or rushed to read an essay?
Welcome, here's the super basic information on Elise!
SPELLS:
Human Spells = HQ/HW/HE
Spider Spells = SQ/SW/SE
Main Spell Ultimate

Passive

HQ

SQ

HW

SW

HE

SE

RUNES and general build:
Option one, pick the default Domination

Option two, pick according to your role.
Jungling: Take #3 but change secondary to Sorcery









Laning Mid: Take #3: AP Assassin, stack AP and some HP.






Laning Top: Take #4: AP Bruiser/Tank and go tanky items, armor, magic resist, health, some AP if you want.






or possibly Nashor's Tooth Ap Assassin. Omnivamp, AP, attack speed, tankyness.






Supporting your friend: Same as Laning Top tank/bruiser or Mid Assassin, depends on how you want to play.
Simple Combo:
HE -> HQ -> HW -> R -> SQ -> SW






Recommended: Checking out the Elise Summary Video chapter for a quick look at her kit and potential in action.
Good luck and have fun!

Hello and welcome to my spider guide. Some generic backstory; I've played Elise top and jungle since her release, have reached high plat/low diamond a few times through inconsistent play (currently washed up gold stuck). I'm making this guide to further spread the good word of the Spider Queen.
This guide will in turn cover next to anything you might wonder about her, her play styles, her builds. Good and bad, tryhard builds and builds just for fun, it got it all. The main focus, however, is to explain to people how she and her abilities work, what she is capable to and where she is lacking.
This is an extremely in-depth guide, there is a TL;DR section that covers the more basic aspects to get started, after that feel free to browse whichever parts that interest you. This is not something to read through once in one sitting, it's something to return to when questions arise regarding Elise. I hope you will learn from it and enjoy your stay.
Color Codes:
Champion Abilities
Summoner Spells
Items
Runes (for now)
Sometimes stats will be underlined
This guide uses a simple rating system to define whether runes, items or builds are viable, worthwhile or just kinda troll. There are 4 ratings and they are as follows:






It can have some fun potential in normal games with friends, though I wouldn't recommend it for serious Ranked games.
X A few select things will receive this, they are either unusable or pretty garbage. Most likely you do not want to use these.

Here is quick list of Elise' pros and cons, followed by a more detailed description of the aforementioned attributes of her kit.
Pros![]() |
Cons![]() |
+ High peak adaptability + High burst damage + Strong early game + Great tower diver + Great pushing potential + Good Mobility + Good sustain + A lot of % damage |
- Easy to learn, hard to master - Very squishy early game - Vulnerable to cc burst - Struggle while behind - Falls off late game |

~~HIGH PEAK ADAPTABILITY~~
We will get into this more in detail later on but to summarize she has a very flexible kit, even though most players focus on her high burst AP assassin parts there are still plenty more approaches to her diverse kit than meets the eye.
With her % damage and spiderlings she will do pretty ok damage even when building tank items, her high attack speed can be utilized with on-hit items and for split pushing, and her human forms range and wave clear is usually put in the shade of her spider forms combined pressure and mobility.
~~HIGH BURST DAMAGE~~
With high burst damage you can easily pick off a priority target like the enemy ADC or Mage. She can kill almost anyone if she gets the opening move and utilizes her kit properly.
~~STRONG EARLY GAME; SNOWBALL POTENTIAL~~
As stated, her kit has rather high damage output fairly early on in the game, with some CC and gap closers, play your cards right and you can become a killing machine eating towers and champions alike.
~~GREAT TOWER DIVER~~
With Elise' Cocoon


Reset tower aggro.
Neglects mid-air tower shots when cast.
Makes tower aggro spiderlings when landing if no other priority target is nearby.
~~GREAT PUSHING POTENTIAL~~
Elise and her spiderlings have pretty decent damage on their auto attacks in spider form which increases with AP. Adding the incredible attack speed boost for both her and her spiderlings using her Skittering Frenzy

~~GOOD MOBILITY~~
Her movement speed is low in human form but higher in spider form, utilizing her Venomous Bite


~~GOOD SUSTAIN~~
Spider Form


~~A LOT OF % DAMAGE~~
If you fall behind or build tanky the % damage from Neurotoxin


~~EASY TO LEARN, HARD TO MASTER~~
Elise being able to throw all her skills into one big combo is easy to learn, just E, Q, W, R, Q, W for a nice amount of damage. Her having essentially twice the amount of spells as other champs leave room for a lot of playing around with, not to mention the versatility of her kit, as well as small things like wall jumping with Spider Q.
~~VERY SQUISHY EARLY GAME~~
Early on in the game Elise has trading and poking potential, but if she gets all inned, ganked, or stunned at a bad time she will take a heap ton of damage.
~~VULNERABLE TO CC BURST~~
Much like the previous point, get stunned life's shunned. If your Rappel



~~FALLS OFF LATE GAME~~
This isn't as true anymore as her AP ratios and itemizations are better than in the past, however, this is a part where her % damage acts against her a bit whereas high priority glass canons will take less damage from it than the healthy tanks.

Passive: Spider Queen

In Human Form
Upon landing a spell she creates a dormant spiderling, stacking up to 2/3/4/5.In Spider Form
Each basic attack deals 10/20/30/40 (+30% AP) bonus magic damage and heals her for 4/6/8/10 (+ 10% AP).All dormant Spiderlings are summoned and help Elise fight.
A chapter on utilizing your spiderlings
Tips and tricks:
-This passive might have a lot to it at first glance, but after awhile they all become second nature.-While in Human Form



-While in Spider Form

-Try to keep an eye on the number of your Spider Swarm

-Spiderlings

-Rarely happens, but sometimes someone miss clicks one of your Spiderlings

-When hurt it's good to do as much CS, farm and pushing in spider form as possible to utilize the healing, when caught it might sometimes be better to auto attack as much as possible until your Rappel

-Spiderlings

______________________________________________________________________________________________________________________________________
Ultimate: Human Form / Spider Form


While in Human Form
Spider Form (HR)
While in Spider Form
Human Form (SR)
Tips and tricks:
-Balancing when to be in Human Form



-Remember to always travel in Spider Form's




-Spider Form's

______________________________________________________________________________________________________________________________________
Human Q: Neurotoxin

In Human Form
Elise spits poison at her target, on click, dealing magic damage equal to 40/75/110/145/180 (+ 4% (+ 3% per 100 AP) of targets current health) with an increasing maximum bonus limit against monsters.Tips and tricks:
Usually used first in a combo, or against high health targets to deal optimal amounts of damage. If you're gonna do a basic and Neurotoxin

The end delay of the Neurotoxin


Spider Q: Venomous Bite

In Spider Form
Lunging at a target, on click, dealing magic damage equal to 70/110/150/190/230 (+ 8% (+ 3% per 100 AP) of targets missing health) with an increasing maximum bonus limit against monsters.Tips and tricks:
-While Elise' NeurotoxinNeurotoxin

-Whenever she uses Venomous Bite



This can be used to land hard to reach Volatile Spiderling



-If you flash at any point between the start of her animation and the end you will flash like normal while still finishing your Q from a distance (Bonus 3 in vid below). Losing vision on a target as a result will cancel the Q and having at least one Spiderling alive is usually enough to keep vision intact.
-Last, but certainly not least, while her Q gives a small leap and can hit through walls, it also has the possibility of carrying Elise over said wall under very specific circumstances. Essentially there needs to be a small gap between her target and the wall she tries to jump, while also not being too close or too far away form Elise.
______________________________________________________________________________________________________________________________________
Human W: Volatile Spiderling

In Human Form
Elise calls forth a "venom-gorged" spiderling that walks up to the target location, chasing nearest enemy and exploding on contact for 60/105/150/195/240 (+95% AP)Tips and tricks:
-The Volatile Spider


-You can send it away from minions and use your Venomous Bite



-Volatile Spider

Spider W: Skittering Frenzy

In Spider Form
Passive: Spiderlings gain 5/10/15/20/25 % bonus attack speed.Active: Elise and her spiderlings gain 60/80/100/120/140 % attack speed.
Tips and tricks:
-Pretty straight forward attack speed steroid, the buff only affects Elise and her Spiderlings
-It acts as an attack reset with it's own animation. Spiderlings

______________________________________________________________________________________________________________________________________
Human E: Cocoon

In Human Form
Elise throws out her web, hitting a target grants vision of them for 1 second and stuns them for 1.6/1.7/1.8/1.9/2 seconds.Tips and tricks:
-CC is always valuable and adding the vision onto the target makes following up much easier for everyone. Timing the cooldown to know when you can exit spider form for another combo or second stun is good practice.Spider E: Rappel

In Spider Form
Tips and tricks:
There is a lot to say about Rappel
Elise' Rappel

Firstly: Rappel


Secondly: It's a great diving tool because it also resets aggro along with neglecting the tower shots mid air for a safe get away. Spiderlings

Thirdly: It gives vision around itself when used, granting you easy access to targets across walls and in bushes. It does, however, not grant vision on invisible targets. This can be used not only to chase and escape, but also give vital information to allies or maybe enough time for


There are however also a few things to keep in mind when using Rappel.
oUnless you specify a target the Spiderlings

oLanding on a target gives you a small damage boost which may help secure a stranded kill.
oClicking a target with Rappel

oIf within closer range than your max range, Elise will attempt to land behind her target, for better or for worse.
oWhen used inside a bush you are granted vision but others can not see you from outside.

Interesting spell interactions and Rappel targets.
Rappel Spell Interactions
Certain spells will last through your Rappel

Fiddlestick's Drain

Nocturne's Unspeakable Horror

Urgot's Fear Beyond Death

Brand's Pyroclasm

Nautilus' Depth Charge

Caitlyn's Ace in the Hole


Some other Ult examples:
Allied Kalista's Fate's Call

Kayn's Umbral Trespass


Executes: While you can interrupt Darius'


A quick note about how Grave's Smoke Screen


List of targets you can/can't Rappel
:
TL;DR The rule, with exceptions of structures, is "can you auto attack it?" then you can rappel to it.Enemy Wards
Enemy Minions
Enemy Champions
All Jungle Creeps & Plants
Allied Wards
Allied Minions
Allied Champions
Towers
Nexus
Inhibitors
Walls
Hextech Gates
Jungle Camp Details:
Jungle Plants
Wolves
Krugs
Raptors
Blue Buff
Dragon from across the north walls
Baron from across the south walls.
Gromp but not from across the far walls.
Red Buffs but won't reach from the thicker ends.
Rift Herald but can only reach over the front walls.
Champion Creations
Minions: Annie, Ivern, Malzahar, Neeko, Elise, Zac, Shaco R, Yorick (Passive Minions, W Wall 'Minion', R Minion)
Zyra plants but not seeds Illaoi none R Tentacles and Heimerdinger Turrets.
Equipment: GP Barrels. A placed ZZrot and it's minions while not in the game exists in some rotating game modes.
Traps: Teemo Shroom, Shaco Box, Jhin Trap works if visible but will trigger upon landing.
Traps: Caitlyn, Jinx, Nidalee
Equipment: Katarina daggers, Shen's sword, Ziggs bombs, Thresh lantern, J4 flag.
Minions: Kled's escaping Skarl, Kindred's wolf, Zed's shadow clones, Azir's soldiers, Maokai saplings.
Walls: Anivia, Trundle, Taliyah, Ornn, Yasuo; can't be targeted, but can go over.
Cage: Camille's Ultimate will simply drag you to the middle if you try to go outside.
Spell List Version
Minions:











Equipment:


Traps



Traps:



Equipment







Minions:





Walls:





Cage:

A quick video showing Elise wall jumping in the jungle as well as some where you can't.

Showcasing the various uses and gimmicks those little buggers can present in your time of need. A lot of people underestimate just how much they are capable of. I will be repeating some stuff from other chapters in here.
Elise is one of few summoner champions that utilize minions in her arsenal, some others being Malzahar, Yorick and Zyra. Her Spiderlings




This means that you can cast on Champions, minions, monsters and even Champion summoned units like Voidlings

Auto Attacks
First things first, what do the Spiderlings
They do:
Deal pure AP scaling Magic damage.
Proc on spell effects such as Rylai's


They do not:
Deal any Physical or AD scaling damage.
Heal Elise without having either runes




Proc any On-Hit effects such as Botrk


When will they attack:
Spiderlings will gladly attack:
Nearby enemy Champions, prioritizing last hit target or someone hit by Venomous Bite

Enemy minions within range even if you do not attack them, prioritizing your last hit target.
Will not attack:
Monster camps in range unless you attack them.
If you move too far away from their current target.
Noticeable Interactions:
If you are in a bush they will never attack, even if the enemy is in the bush with you, unless you are in combat.
They will NOT follow stop commands (S by default).
Tankyness
Using your Spiderlings
Starting with who gets the Turret Aggro in which scenario, each spiderling dies from 1 turret shot.
Spiderlings:
When all minions are dead and no allied champion or Elise already has aggro.
Same as above when landing with Rappel


When they enter the tower range before Elise or minions (details below).
Elise:
When Elise attacks an enemy with no allied champion with aggro.
When Spiderlings attack an enemy champion.
When all allied minions and spiderlings are dead.
To simplify, assuming you're not hitting an enemy champion, the tower priority will be Minions > Spiderlings > Elise.
In order to make your spiderlings take aggro first you need very precise movements at the edge of the turret range, alternatively have enemy minions under the turret which your spiderlings will attack. Not really worth learning.
Spell Blocking
While spiderlings are great for blocking single target skill shots there are a few things to keep in mind.Firstly, they take a moment to spawn when changing into Spider Form

Secondly they might also move in unpredictable ways so keep an eye on their movements.
Any spell that could be blocked by a minion can be blocked by a Spiderling

Dark Bindng

Rocket Grab

Mystic Shot

Won't block spells that go through minions like:
Ace in the Hole

Disintegrate

Curtain Call

Be wary as they will also proc any extra target or minion effects on spells such as:
Pyroclasm

Ice Shard

Dancing Grenade


In every combo on this list there is room for slinging in Basic/Auto Attacks for some extra damage, which might be more vital early on or depending on your build but nothing to stress about. Rappel

Green AA = Can be added into the combo from start.
Red AA = Can be added once you have enough Attack Speed.
Default Combo
The one, the only, the spam all your spells. I've mentioned it occasionally in my guide, the default combo every Elise player has used at least once is very simple and trigger happy. However, there's as mentioned always room to put in autos here and there, for example starting with an auto and ending with one. It will give the enemy a small heads up so if it's an ambush do the auto after the Cocoon
If out of range for Q you may prefer to cast W before Q in Human form to make it smoother.
Default:







HE-> HQ -> HW-> HR -> SQ-> SW -> SE
Alterations:
Same with AA's weaved in







HE-> AA-> HQ-> HW-> AA-> R -> SQ -> AA-> SW -> SE
Few frames faster but less subtle for the stun
AA->







AA-> HQ ->HE-> AA -> HW-> R -> SQ-> AA -> SW-> SE
Quicker Combos
Generally used for procing Electrocute or for a quick poke to be followed up by using Rappel
Base Proc: Simple and fairly quick, it is sort of mana intense early on though.
AA->

AA-> HQ->AA
Double Q with Proc: A bit stronger than the base proc, but it leaves you melee range of your enemy if you don't have Rappel

AA->



AA-> HQ-> HR-> SQ
Human Proc: This combo doesn't force you to get too close or shapeshift. It does, however, cost more mana and run the risk of not procing if the spiderling misses or hits too slow.


HW-> AA-> HQ
Mana Combos
For example when playing AP Assassin it can be quite mana costly early on, so using these combos to proc electrocute quickly and without mana cost is one way, might let them hit you instead though.Slow Bites: Simple secure combo, as long as you land the second Auto Attack fast enough. Again it's risky to get this close if your enemy has their spells ready.
AA->


AA->HR->SQ->AA
Fast Bites: It's faster but requires at least level 2. A lot of combos can skip an Basic Attack by using Skittering Frenzy

AA->



AA-> HR-> SQ-> SW
Triple Bites: Quickest combo which can proc electrocute. Requires you to be melee.
AA->


AA-> SW-> SQ
Special Combo: Hextech Rocketbelt
This combo requires that you purchase the Protobelt to fully complete. At the || mark there is a risk of being retaliated against.AA->







Step By Step Protobelt Combo:
Can do another AA and use her Skittering Frenzy
after to continue the onslaught.
Combo Alterations from full to simple practice
AA-Q-E-AA-W-R-HT-Q
AA-Q-E-W-R-HT-AA-W-Q
Q-E-AA-W-R-HT-Q
Q-E-AA-W-R-Q
AA-Q-E-W-AA
AA-Q-E
Q-E
AA-Q
Special Combo: FrostFlash:
Human/Spider Form



What this means is you can cast your Human/Spider Form, Everfrost and Flash all instantly after one another.
You can also buffer a Bite

*While Human if you cast Spider Form, then immediately attack an enemy you will perform a Ranged Spider attack.
This could be used to finish someone off or help survive minion/dot dmg with the extra damage or healing from spider form or melee only bonus damage. This can also be used to CS a creep that would die before the projectile lands.
*Spiderlings will tank turrets when you land from rappel unless you got a dot on an enemy.
This can be utilized for tower dives, aggro resetting, or help walk past towers.
*R has no cast time.
Therefore certain things can be cast immediately after, essentially being cast together, such as Skills or Stridebreaker/Rocketbelt.
*Spider Q Buffer.
You can buffer your Venomous Bite

*Spider Q wall jump.
A little known fact is that Venomous Bite

The easiest spots to do it is from above the bush ledges in mid. SpiderQ

*Having sustain to survive and recover from trades*
*Incredible ganking potential with roams and invades*
*Split pushes very well*
Personal suggestion on Runes and Summoners:
Possible Alternatives:





In the top lane the runes, build and summoners heavily rely on your team set up and enemy match up. I recommend reading all varying playstyles as everyone plays differently, mix and matching 2 playstyles might be the right for you.
![]() |
Most common for bursters and mids alike, extra damage always helps. Also gives an early anti-heal. |
![]() |
Helps vs champions that have high burst
![]() ![]() ![]() |
![]() |
Smite can be brought into the mid lane if you do not have a need for ignites extra damage. Being mid means you are close to Rift, Drake and the jungle buffs in case problems occur. |
Lethal Tempo
Difficulty:



Mainly go




Using Venomous Bite








Other than that, if possible keep auto-attacking to try keep your



Once they run out or your enemy tries to turn around on you using Rappel


The opponent will most likely have their Ultimate unlocked now depending on what champion they play and will have a big power spike to even the battlefield. Utilizing your Rappel

Electrocute
Difficulty:


The crowd favorite approach for Elise best suited for Jungle/Mid builds. You can easily pick







You will most definitively want to snowball with this build in top lane or you will slowly get out sustained and pushed back by most matchups.


Aftershock
Difficulty:













General tips for Elise in the top lane:
Keep an eye out for the junglers. Elise adds a lot to a 2v2 fight and can help the jungler if he's in trouble, as well as invade the enemy jungler if you know they are low. Maybe even steal one of their buffs/camps/rift while they are busy elsewhere. If the enemy top laner leaves the lane it will give you a good opportunity to hit the tower, clear further camps or counter roam.
Push your advantage. Early on it's very important to push any advantage you might have against your opponent, be it range, mobility or damage. This is why changing your runes and play style is important.
Basic attack your enemy a lot. When they go for CS, when they are too close as melee, after they made a mistake just basic attack them. The damage adds up, and if they are playing too defensive try to zone them or focus on CS. Optimally you want to poke them down low enough for you to finish them in a combo, or close to.
Don't be afraid to dive. if they are low and have their CC on CD go for it a quick SQ->AA->SE, you can freely poke enemies under tower if you can reach them without getting tower aggro as the tower shot will get completely neglected.
With the help of a jungler or a mid roam you can get easy and safe tower dives going by juggling the tower aggro between yourself, your teammate and Spiderlings


Utilize her sustain in spider form. Whenever you get a chance to heal some with your Spider Form

Keep your spider count high. Don't spam spells if you're low on Spiderlings



One more thing to keep in mind is Elise fairly low movement speed; She lacks in movement where she makes up in her


If you lost early on depending on your opponent it may be difficult to recover without ganks, focus on CSing and building the items you need. Safe basic attacking and smart spell usage can still turn the tables in some top matchups. Consider picking up an early Hourglass


Suggested Runes and Summoners:
Possible Alternatives:






I recommend reading all varying play styles as everyone plays differently, mix and matching 2 play styles might be the right for you.
Some things to keep in mind before trying out Mid Elise:
* The mid lane is smaller than top and bot and lack easily reachable bushes which can be disadvantageous.
* Elise' spells are mostly blocked by minions whilst a lot of other mid laners can work around that and usually outrange you, making it difficult to land your spells and commit.
* It is harder to avoid ganks with Rapell

Attacking the enemy champion to aggro minions and lead them closer to your tower is one way to handle this.
![]() |
Most common for bursters and mids alike, extra damage always helps. Also gives an early anti-heal. |
![]() |
If the enemy is fast
![]() ![]() ![]() |
![]() |
Smite can be brought into the mid lane if you do not have a need for ignites extra damage. Being mid means you are close to Rift, Drake and the jungle buffs in case problems occur. |
Lethal Tempo
Difficulty:



Very risky in the mid lane, mostly to counter tanky mids or certain melees.







If you are facing an assassin or other high burst champion which is more common in mid lane it's safer to pick E for the






Your wave clear might be suffering versus a lot of mid matchups so possibilities are that they will try to roam a lot. If they do and you feel it unsafe to follow up make sure to get as much tower damage in as safely possible while they are gone.


Electrocute
Difficulty:

The big burst build, works great against the generally squishy population of mid lane, however a bit more mana intense




Your wave clear might still be suffering versus a lot of mid match ups even with your high damage build, so it's likely that they will try to roam a lot. Try to stay on them making sure you take the enemy jungler into consideration.
If they get the jump on you, even 1v1, if they have high burst you are in trouble. Consider if it might be best to try to damage the tower in their absence instead.




Aftershock
Difficulty:


Generally picked when you want to go AP Bruiser for your team and play more of a Protect the carry role.










General tips for Elise in the mid lane:
Keep an eye out for the junglers. Elise adds a lot to a 2v2 fight and can help the jungler if he's in trouble, as well as invade the enemy jungler if you know they are low. Maybe even steal one of their buffs while they are busy elsewhere. If the enemy mid laner leaves after you it will give you a good opportunity to hit the tower or counter roam.
Push your advantage. Early on it's very important to push any advantage you might have against your opponent, be it range, mobility or damage. This is why changing your runes and play style is important, however less frequent in mid.
If the enemy is melee, basic attack them a lot. When they go for CS, when they are too close as melee, after they made a mistake try to basic attack them. If they are melee with no CC you can try to zone them, however mid is a small lane and zoning here is difficult.
Don't be afraid to dive. if they are low and have their CC on CD go for it a quick SQ->AA->SE, you can freely poke enemies under tower if you can reach them without getting tower aggro as the tower shot will get completely neglected.
With the help of a jungler, top or bot roamer you can get easy and safe tower dives going by juggling the tower aggro between yourself, your teammates and Spiderlings


Utilize her sustain in spider form. Whenever you get a chance to heal some with your Spider Form

Keep your spider count high. Don't spam spells if you're low on Spiderlings



When ganked using your Rappel

If you lost early on it can get difficult because of Elise early squish. Get some defensive items towards their damage and try to CS and stall out until you can get back in the game.




If you don't have any ADC somewhere else like


Support, however:
Support Elise has worked surprisingly well into picks like hookers





There are main approaches I've tested successfully:













As for your support item, you can pick practically any you want to fit your playstyle.








Pros and cons
+Can block skill shots like hooks






+Can negate big ultimates like




+Able to all in and tower dive safely with Rappel

Not super easy to proc Ranged Support Items




-Only got one CC

-Got no other peeling tool until bought items. Examples:




Generally you wish to start on on the bot side of the jungle for a bigger leash, which means Red Buff


Index:
-Starting Red/Blue Buff
-General Jungling Tips
-Tips on camp clearing
-Dragon Info + lvl 4 Drake
-Baron solo at 20 min
Starting Blue buff:
Start with Blue Buff






Now that you are level 3 you might want to look for Ganking opportunities. Always keep your eyes on the map and teammates health bars when traveling between camps, and to keep an eye on if the enemy jungler shows itself. As most people will tell you utilizing the f# keys (default f2-5) is a great way to check on the current state of each lane.
-If no Ganking possibilities arise go get your Red Buff





-If you do Gank, however, it should leave you just in time for Scuttle

Starting Red buff:
Get the Red Buff

Afterwards go all the way over to your Wolves




General Jungling Tips:
Elise is a beast at ganking and tower diving so you should mostly prioritize a good ganking opportunity over clearing camps as long as it doesn't set you far behind the enemy jungler or it results in giving away objectives for free. Invading works well into certain match ups but a death sentence into others so know your match ups well before attempting any.
Remember that you can Rappel to most camps over walls (check Rappel Targets for details) and to every type of plant in the game, as well as grant vision on nearby bushes. This way you can scout safely in the both teams jungles.
Faster camp respawns and less xp while behind is generally bad for Elise as she gets smaller windows of opportunity to wait out ganks without falling behind in XP so plan your ganks the best you can or you will fall behind before you know it.
Finally, Scuttle fighting is fairly risky for Elise but if you have the whereabouts of the enemy jungler or the favorable match up you should seize the opportunities given.
A quick vid showing off the vision potential of Rappel

Early Game Quick Camp Clearing Tips:
Always start camps in Human Form




Wolves: Kill the small ones first letting your Spiderlings



Gromp: Has a small attack boost on pull so either pull at the end of your Blue clear or kite his auto attacks to a 1:1 ratio of yours before your Spiderlings


Raptors: Do not walk into the middle, throw out your Volatile Spiderling




Krugs: Pull them out a bit and focus the big one, going around it to kite the medium sized one to be body blocked by the large one. This will make you take less damage while handling the big one and once it's dead kill all medium sized ones while trying to kite the small ones around the bigger ones and finally finish off the smallest ones at once with a Volatile Spiderling



Red Brabmleback & Blue Sentinel: If it's the first clear of the game cast your Volatile Spiderling


Taking 2 hits while dealing 3, step away, repeat.
Dragon Information
With the season 10 changes to the Dragons





Dragon Priority
Infernal Drake: Grants 5% adaptive damage. Soul: Every few seconds your next damage will cause an explosion.
Rating: 4/5
The buff caries considerably less impact than before but the Infernal Soul will grant your team with some extra wave clear potential and maybe enough damage to handle an unfavorable match up and more easily burst high priority targets.
Ocean Drake: Grants 3% health regeneration. Soul: Causing damage grants health and resource regeneration.
Rating: 4/5
I've seen plenty of fights be turned around from the regenerative powers both the buff and Cloud Soul bring. It's great for laners of all types and makes your jungle camps far less dangerous.
Mountain Drake: Grants 8% armor and magic resist. Soul: After a few seconds out of combat you are granted a shield.
Rating: 3/5
More defenses are the opposite of more damage, it's decent for everyone. The Mountain Soul, however, truly shines versus poke comps with the regenerating shield for your entire team. Enchanters that don't focus too much on AP or HP does get the short end of the stick from this one as it gives a stronger shield adaptive to HP, AD and AP only at the time.
Cloud Drake: Grants 10% Ultimate CoolDown Reduction. Soul: Passive Movespeed and Ultimate casts grants Movespeed.
Rating: 2-4/5 depending on your team comp.
Elise herself really gains nothing from the Cloud Drakes but most teams love them for their Ultimate Cooldown reduction so consider this with high profile ultimate champions like QiyannaQiyanna and Malphite

Level 4 Dragon Rush
Should You?
Rushing level 4 Drake is very risky and has a chance of setting you behind against your enemy jungler.
Cons: It will keep you occupied for the first 5½ minutes of the game meaning no cheesy ganks or invades, some experience loss from taking the dragon itself over your normal camps or ganking as well as making your whereabouts known for the enemy to try rush rift.
Pros: It might grant your laners the edge they need to win lane and set up for a faster Dragon Soul, as well as granting you a buff.
Whether you try to solo rush it or instead try to get a good gank bot to claim it afterwards is entirely up to you.
Doing It
The easiest way for Elise to get a solo dragon on lvl 4 is to clear the jungle WITHOUT using Smite

Start with Blue Buff







My preferred approach is to buy a Corrupting Potion


As for the Dragon Fight itself you want to start in Human Form



Try to not get knocked up and as soon as the Dragon






You want to keep your Spiderlings





As it is a pretty risky thing to do I recommend testing it in the Practice Tool to find your preferred approach and see if you can handle the various Drakes with and without Scuttle! Below is a video showing how I generally do it.
Final note: is that I've managed to solo Baron (while ahead) at 20-24 min using Riftmaker + Nashor's Tooth. Sometimes it works sometimes it doesn't and you can't experiment with this in Practice Tool, however, I will extend on this in the future.

When ganking an ally with CC you sometimes prefer waiting for them to CC to more easily follow up with your own Cocoon




When killing important camps or objectives like Baron you can cast Venomous Bite


Most of the time you want to be the first to get tower aggro and eventually use Rappel


Always try to travel in Spider Form



Elise' mid game is heavily focused around objectives and getting important picks.
Objectives:
Her pushing power is top tier thanks to her Spiderlings

And while her kit isn't the most optimal for team fights she does great in picking off and dueling enemies. Of course this doesn't mean ignore teamfighting, simply apply pressure where you can to control the flow of the battlefield.
Examples: You can split push while your team does dragon to force the enemies to pick between picking an objective or splitting, at which you can Teleport

If you instead went Smite


Picking off enemies:
With her high burst and potential to build into a strong duelist she can melt most enemies caught off guard. Good vision control and keeping track of the enemies will help you be able to catch lonely priority targets and front liners alike giving you an advantage in future objectives and team fights.With Rappel





This is where Elise never truly shines. Her team fighting capabilities aren't the strongest, and she falls off some later on. She does still have decent peeling power for her carries, great picking potential, and can still hold her own against most enemies in a one on one scenario with room for outplays thanks to her kit.
Depending on the game you should focus on one of a few things depending on matchups, build and position in-game:
Protect the carry.
If your carry is able to dish out a lot of damage against the enemy team make sure to peel for them, protect them against any assassins or engaging tanks. You can cc and melt both fairly well and can capitalize on a possible 4v5 fight.Builds that utilize Glacial


Split Pushing.
If you're behind or have a lower damaging team making your overall 5v5 fighting potential weak split pushing can help even the odds along with securing objectives like baron to push through their offense. If you got Smite

Assassinate.
Being the assassin champion Elise is she has great killing potential on the carries, catching them in the jungle or out of position can secure a winning team fight with little risk with your Rappel
Play the bait.
If you messed up in lane or build path or otherwise, got a slow damaging team or need to burn a lot of CC you can go the most frowned upon approach in this guide. With her Rappel


Wether you build full tank or more damage oriented you won't be set back too much and will be an extreme annoyance for the enemy team. Much akin to chasing a riven this can be good for separating the enemy team in a team fight if done well.
DO NOT pick this as your initial game plan. This is only as an emergency solution and will only work in certain specific situations to stall the game to catch up. Most of the time Protect the carry will still work better.

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A lot of Elise's combos proc Electrocute without a hassle, and it's good damage added to her already good burst turning her into a deadly foe. If you enjoy the bursty playstyle this is a must for you. |
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It's not a completely useless rune on Elise, but works best in a duo lane and that isn't exactly her strong suit. It can increase your own burst if you proc it before your combo, and has its place in some On-Hit games. However reaching late game it becomes difficult to proc safely as you will quickly get jumped when going into Auto range, but you can make it work. |
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Can work in a Poke Build that casts your Neurotoxin on cooldown and try to wear down an immobile foe before engaging. It is not the best rune, but not the worst. |
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Tank Elise hasn't been explored too much, but health is not her strong suit in general. It can work well with
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Used to be great with Elise, now it's suboptimal at best. Doesn't give enough damage to justify the extra slow. Frostfang used to abuse it but now it's excessive. |
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Flash will always be a great pick: Free gap closer, dodge or escape tool with a relatively long Cooldown time.
Against:
Thanks to Rappel


Smite is a must for junglers and has a few rare uses for laners.
Against:
If you are laning you probably want a different summoner that will give you an upper edge in lane
You can't upgrade it during laning phase to take full advantage of it either.
Extra true damage to finish someone off, along with a free anti-heal for the early game.
Against:
As a jungler you would need to give up Flash


Good lane pick to get back to lane, cover split pushers, join crucial teamfights or split push yourself.
Against:
If you jungle or need early anti-healing/damage.
Extremely situational but generally excessive. Can be considered if the enemy team has a huge amount of CC.
Against:
Most of the time Elise wants to stay out of danger; Catching others off guard, not the other way around.
Her Rappel

Elise is a very slow champ. Usefull if you need to catch something fast, such as Jhin.
Against:
With the new item Cosmic Drive

Ghost

Besides this Elise' goal is to catch and trap people, not to chase them down.
Can significantly reduce an enemy's burst damage if timed correctly, as well as slow them to help finish them off.
Against:
While it works similar to both Smites


It also fills a similar role to Ghost

Playing a bait oriented playstyle, or if you are facing some high burst you aren't feeling confident against.
Against:
Elise can escape most perils with proper utilization of her Cocoon


Heal only really shines in duo lane so unless you are Support/Bot this won't give you much payout.
Against:
Elise already has passive healing in Spider Form



Great gap closer and fun to use, can dive and Rappel

Against:
No real reason not to in Howling Abyss, it's a fun spell in a fun game mode.
Nice to help your teammates with mana or to prepare for a fight.
Against:
Elise can't really spam her abilities like other mages in Howling Abyss.
![]() * You can handle the return damage. * You might need extra burst. * You want a slow. |
![]() * You need some damage reduction. * You can keep up with your target. * You want a dot/extra damage. |
There are 2 main scenarios where you could consider Smite in lane on Elise.
#1: The biggest reason would be facing a Cho'gath


#2: If the enemy has an invade weak jungler like Ivern

Duelist Elise can utilize Challenging Smite

If you play a burst build Chilling Smite

When laning with Smite there are a few draw backs.
If you consume a jungler item


if you have more gold from minions rather than monsters.
This is (supposedly) removed after 20 minutes but I can't properly test this or find official notes atm.
This leaves you without the Smite



Before anything it's worth mentioning that your boots will likely be one of these.
Some of these images are outdated, will fix soon tm
Official Builds:
Focuses on picking out and bursting down high priority targets like ADCs.
Focuses on fighting off split-pushers or split pushing herself.
Able to deal significant burst with added CC for slippery targets.
Off-Meta Builds:
Focuses on poking down enemies while keeping out of harms way.
Official Builds:
Can 1v1 most.
Great Split-pusher.
Lot's of self-healing.
Can utilize Ranged autos.
Hits fast with mixed damage.
Strong kite with autos before an all in.
Prefered Mythics: | Favored Runes: |
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AP Assassin is the default playstyle of Elise, opting for high burst damage to kill
off high priority targets or clean up after Teamfights. |
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There are a couple of ways you can pick runes, for more details check out The Rune Chapter. These are good base runes for anyone starting out with Burst Elise. Either pick the two Precision ![]() ![]() ![]() ![]() |
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Prefered Mythics: | Favored Runes: |
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Frostfang is essentially the same as AP Assassin, building for high burst damage but may dable into more mobility runes and versatile items.
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Legendary:![]() ![]() Situational: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
To get proper picks with your team you will usually trade Rabadon's for more situational items, using Everfrost+Cocoon and Rylai's to keep a troublesome or slippery ADC you can't solo locked down. You might opt into Frostfire ![]() These builds can prove more useful with items like Shieldbow ![]()
Playstyle
Picking off enemies that roam too far from their team is easy as an assassin, even easier with a group of 2-3. Certain ADCs for example might have an easy way to escape or fight back like Tristana/Vayne, so locking them down to take them out 1v2 might be the easier option. With the big nerfs that Glacial ![]() Rappeling ![]() Randuin's ![]() ![]() |
There are a couple of ways you can pick runes, for more details check out The Rune Chapter. Frostfang Elise uses more unique runes, but AP Assassin's set up works fine if you prefer those. Picking up Ingenious Hunter ![]() ![]() ![]() ![]() ![]() ![]() |
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Prefered Mythics: | Favored Runes: |
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Legendary:![]() ![]() Situational: ![]() ![]() ![]() ![]() ![]() ![]() |
Focusing on handling split-pushers or split pushing herself, Duelist Elise can take most champs on 1v1. Riftmaker and Nashor's really compliments her Spider Form's
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Playstyle
Duelists, especially if playing Top, will usually have a lot of healing. Depending on if the enemy team got a lot of Auto-attackers like Tryndamere, or facing a Vlad you would likely prefer one over the other. Even with the changes I still really enjoy going with Lethal Tempo, it gives some steady damage output and gives more autos to heal off of. Building up stacks with autos then stunning them and unleashing Lethal ![]() ![]() ![]() Potentially using Challenging Smite ![]() ![]() |
There are a couple of ways you can pick runes, for more details check out The Rune Chapter. Relying a lot on auto-attacking with Nashor's, Lethal Tempo brings a lot to the table, but Conqueror can work better against tanks that deal slower damage for you to outheal. Final row in Precision depends on the enemies, then as secondary either go defensive with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Prefered Mythics: | Favored Runes: |
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There are a couple of ways you can pick runes, for more details check out The Rune Chapter. Generally hitting more is better than hitting harder with on-hit ![]() ![]() ![]() Secondary runes you can either go for more damage with ![]() ![]() |
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Night Harvester
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AP, Movespeed, Ability haste
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Kill Target:
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Works best with:
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Squishies
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Night Harvester was the most common item built on Elise, recently decrowned by Everfrost: It has high damage and grants much needed Movement Speed after damaging enemies. The small amount of Ability Haste helps bring down her utility spell Cooldowns a bit.
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Riftmaker
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AP, Omnivamp, True damage, Magic Penetration
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Kill Target:
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Works best with:
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Any AP oriented builds
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Tanks/Duelists
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When facing off against tanks or rolling a duelist build Riftmaker helps bring in some much needed True Damage and Magic Penetration to manage and the Omnivamp helps bring Elise' in combat sustain from Good to Great.
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Liandry's Anguish
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AP, HP% Damage, Magic Pen, Ability Haste
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Kill Target:
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Works best with:
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HP Heavy comps and Poke builds
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Most
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Liandry's has always been a good item for Elise and mages alike. Bringing a Health % DoT with added AP damage and reducing the opponents Magic Resist helps your entire team bring down even the tankier targets.
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Hextech Rocketbelt
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AP, HP, Ability Haste, Magic Penetration
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Kill Target:
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Works best with:
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Squishies
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A fun item that generally works pretty well, but all in all brings less to the table than Night Harvester. It can be used to dodge skill shots or as a Gap Closer.
Can help you finish off/catch up to a fleeing enemy and adds some AoE damage to her kit. |
Everfrost
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HP, Mana, Ability Haste, Ability Power
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Kill Target:
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Works best with:
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AP Heavy/Burst Builds or Peeling
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Squishies
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A sort of unique item that grants a Root ontop of a slow for none centered units which can be used to help Peel or Catch targets.
Having the highest AP scaling damage on an item it only barely beats Night Harvest end game for solo target damage but is beaten until full build is achieved. Synergizes well with your stun and the Cheap Shot ![]() ![]() |
Luden's Tempest
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AP, Mana, Ability Haste, Magic Penetration
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Kill Target:
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Works best with:
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More Caster/Poke Focus
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Squishies
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A decent item, but the Mana is excessive and compared to Night Harvester it got less damage, the movement speed is up quicker in 1v1s but less usefull in teamfights, and usually the Health is more interesting than Mana for Elise.
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Kraken Slayer
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AD, Crit Chance, True Damage, Attack Speed
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Kill Target:
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Works best with:
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Melee
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Cinder Mythics
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HP, Resistances, Ability Haste
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Build Goal:
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Works best with:
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Peeling
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Some rarer seen Off-Meta's include Cinder Mythics that are used for Tank Spiders and Bruiser Peelers. Check Tank and Bruiser builds for proper details. These are very niche items but they can have their moments.
An interesting interaction is that the AoE keeps burning people while you are in your Rappel, both for you wearing it hurting others and others wearing it hurting you. |
Void Staff
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AP, Magic Penetration
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Kill Target:
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Works best with:
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Any
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A very simple item, it makes you hit harder. Helps you get through enemy Magic Resistance and increases your AP slightly. It helps against tanks and anyone building Magic Resist but it works well against squishies too.
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Rabadon's Deathcap
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Ability Power
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Kill Target:
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Works best with:
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Any
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It increases your AP, when ahead this item can help you keep your lead by one shotting anyone. It's a rather expensive item so only get it if you can afford it and don't need any more situational items.
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Mejai's Soulstealer
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Ability Power
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Kill Target:
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Works best with:
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Any
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Nashor's Tooth
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Ability Power, Attack Speed
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Kill Target:
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Works best with:
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Any
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Lich Bane
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Ability Power, Movement Speed
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Kill Target:
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Works best with:
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Any
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Horizon Focus
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Ability Power
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Kill Target:
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Works best with:
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Any
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Morellonomicon
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Ability Power, Health, Anti-Heal
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Kill Target:
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Works best with:
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Any
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Cosmic Drive
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AP, HP, Movement Speed, Ability Haste
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Counters:
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Works best with:
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Fast targets
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Rylai's Crystal Scepter
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AP, HP, Slow on abilities
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Counters:
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Works best with:
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Fast targets
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One of the two main Movement oriented items, the other being Cosmic
![]() ![]() ![]() Rylai's is better if you need to lock someone down that you can't handle yourself, while Cosmic is better for you to chase someone down. |
Zhonya's Hourglass
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AP, Armor, Ability Haste
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Counters:
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Works best with:
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Burst/AD
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The best defensive item in the game for Elise. It is the only AP item that gives armor and it's active can prevent a heap ton of damage if used correctly. Can also be used to stall for your teammates to help out.
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Banshees Veil
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AP, Magic Resist, Ability Haste, Spell Shield
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Counters:
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Works best with:
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Initiators/AP
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All in all Elise is a really fun champion with a rather unique and diverse kit which opens up nearly every door of opportunity when it comes to builds and play styles. She feels like a strategist, plotting and adapting to lure her prey into her webs.
I really wish for more people to try her out in more areas than just AP Assassin Jungler for Season 11.
I would also love to hear your feed back in how I can improve this guide as well as any incorrect information so I can fix it.
I hope you found this guide useful and informative, thank you so much for reading.
Good luck and have fun on the rift!
02/17 - I think I updated every item and rune changes since last season, I'm not sure how much I'll be able to keep this updated but I'll try once a month at least.
02/16 - Added yoricks wall to the Rappell part and fixed some more outdated information.
02/15 - Updating some outdated info mainly runes and items. (lethal tempo, cosmic drive fexample) if I missed to update something feel free to point it out.
2020
01/23 - Added a chapter that didn't get through last publish, Notable Patch Notes.
01/22 - Altered some wordings in earlier chapters and fixed some links.
01/08 - Finalized updates for s11 start, going to patch update pace.
01/04 - Introduction, Runes and Builds got some edits along with some navigation additions in longer chapters.
12/29 - Preparing the final things before I'll go to one update per patch: the next and final update will be within a week.
12/25 - Added some of the most common Legendary Items in Elise's arsenal + some cleaning.
12/23 - Kept working on Builds in Depths, possibly changing/removing it in the future. Updated some older stuff here and there and removed some unneeded stuff and the Index/Terminology/Matchups chapters for now.
12/22 - Mythic Item chapter added and Builds in Depths chapter updated some.
12/21 - Implimented interactive Build Cards! Also updated Summoners Chapter and Builds/In Depth chapters.
12/14 - Table of contents interactive page finally added.
12/10 - Just updated some small threat stuff and core items etc.
12/09 - Updating some outdated stuff in builds and runes and jungle and threats.
12/04 - Some preseason stuff
04/01 - April Fools, it's just a normal update. Edited and published recent changes.
03/29 - Some shape up, testing Matchups chapter. Added some stuff to Rappel Chapter, as well as a Spiderling chapter.
02/27 - Added Summoners Chapter and minor edits here n there.
01/02 - Added some info on some threats, I'm returning from a long league break so hopefully more updates to come. Fixed some spelling and phrasing errors.
2019
11/30 - Updated for Preseason mainly Dragons, Jungle Pathing and some info on items.
11/01 - Fixed some spelling and phrasing errors.
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