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Choose Champion Build:
Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Introduction
Unlike many other guides this one isn't meant to give you a build that you hold on for dear life. Instead my main goal is to give you a good understanding of how Elise works so that you can come up with good builds yourself and adapt to the situation at hand.
That said, for those of you who are in a hurry I've included a tl;dr section at the end.
I also don't get to play Elise nearly as much as I'd like to, because more often than not I'm forced to play support (if there is one thing the LoL community needs it's more half-decent support players). So if you think I'm wrong about something or have some other feedback feel free to leave a comment. I'm always looking for constructive critcism so I can improve the guide. And if you pulled of some crazy awesome stunts with her and have it on video, give me the link and I might include it as well.
The builds are created for Summoner's Rift, but the general principles should apply on all maps.
In the guide I use many common abreviations. If you are a new player unfamiliar with LoL terminology, you can chek out Janitsu's LoL Terminology guide.
Finally, if you found the guide to be helpful I would appreciate it if you upvote it. ;)
Dates are in day/month/year format.
Patch 3.01 - S3 (1/2/2013):
Neurotoxin - Mana cost increased to 80/85/90/95/100 from 60
Cocoon - Mana cost reduced to 50 from 65
Patch 1.0.0.153 - Preseason Balance Update (14/12/2012):
Volatile Spiderling - Fixed a bug where Volatile Spiderlings were only lasting for 2.5 seconds, rather than the intended 3 seconds
Skittering Frenzy -Now immediately starts Elise attacking at her faster attack speed, rather than waiting until her next attack starts
Patch 1.0.0.152 - S3/Nami patch (5/12/2012):
No direct buffs, but Elise benfited from changes to magic penetration calculation and from several new items (



Patch 1.0.0.151 - Zed patch (12/11/2012):
Neurotoxin - Ability Power ratio increased to 3% per 100 Ability Power from 2%
Venomous Bite - Ability Power ratio increased to 3% per 100 Ability Power from 2%
Cocoon
- Missile speed increased to 1450 from 1300
- Now reveals the target if it hits
Spider Form - bonus magic damage per attack Ability Power ratio increased to 0.3 from 0.2
Patch 1.0.0.150 - Shadow Isles patch (26/10/2012): Elise is first released
Pros:
+ good poke
+ good bursty dps
+ probably best non-ultimate gap closer in the game
+ built-in active from
Zhonya's Hourglass
Cons:
- hard to master
- weak early AP scaling
- limited CC
- weak against poke
+ good poke
+ good bursty dps
+ probably best non-ultimate gap closer in the game
+ built-in active from

Cons:
- hard to master
- weak early AP scaling
- limited CC
- weak against poke
Before we disscuss runes, masteries and items we need to first understand her skillset. By anlyzing that we'll be able to determine which stats benefit her most and build accordingly. Note that the skills of both forms have independant cooldowns. So for example you can use Venomous Bite even if Neurotoxin is on cooldown.
SPIDER SWARM & SPIDER FORM/HUMAN FORM
We'll discuss her innate ability and her ultimate together since for all practical purposes they function like a single skill.
The most obvious use of spider form is the improved damage output in melee. This will scale with your AP, but note that the scaling itself will scale with the rank of the ultimate. Each spiderling scales at 0.1 AP, so the damage from two spiderlings will scale at 0.2 AP and the damage from 5 spiderlings will scale at 0.5 AP. This indicates that getting AP in the late game is going to be more cost-effective than getting the same amount of AP in the early game.
Apart from improving your damage in melee the spiderlings have other uses as well. They can tank tower shots for you, which makes them very valuable for split pushing. And when you're in the open (not in brush) and aren't attacking anything, they'll try to position themselves behind you. This can be used to block enemy skillshots such as Morgana's
Dark Binding, Ezreal's
Mystic Shot or Nidalee's
Javelin Toss / Takedown by simply turning around (and of course switching to spider form if necessary).
In spider form Elise gains bonus armor and magic resist, but her base resistances are those of a squishy mage. So the bonus she gets in spider form only brings her up to an equal level with other bruisers and is nothing to get excited about.
NEUROTOXIN/VENOMOUS BITE
Both skills have the same damage, the one difference is that Neurotoxin scales with the enemy's current health (most effective on a full health target) and Venomous bite scales with the enemy's missing health (most effective on a badly damaged target).
Neurotoxin has 650 range, which is about normal for a single target spell. If you try to use it on a mage, you'll probably be within range of their abilities. However, it does outrange the auto-attacks of everybody except Caitlyn and lategame Tristana. It's an excellent tool for harrasing beefy melee bruisers.
Venomous Bite works as a lunge. That makes it a bit of a gap closer, but the range isn't very impressive.
Like with the ultimate the AP scaling on this ability again scales itself. However, this time it scales with enemy health. You can think of it as 0.3 AP scaling for every 1000 current/missing health of the target. This makes it range from bad in the early game to average in the late game. In order for the scaling to be a reasonable 0.6 the target would have to have 2000 current/missing health. This again suggests that getting AP in the late game will be more cost-effective than getting the same amount of AP in the early game.
Now don't think that the skill itself is bad. Far from it! It's only the AP scaling that is unimpressive. Both the base damage and the base percentage damage are actually pretty darn good. And the mana cost is also very reasonable and doesn't even go up with level.
VOLATILE SPIDERLING/SKITTERING FRENZY
Volatile Spiderling is Elise's only skill that has good AP scaling throughout the entire game. It's a fun little skillshot with potentially the longest range of any non-ultimate ability as it can chase an enemy for 3 seconds.
I've seen people complain a lot how it can be blocked by minions, which is strange to me because I see no such complaints about
Mystic Shot or
Infected Bonesaw. Once you start thinking of it as skillshot it actually becomes a really good skill. If the enemy just manages to dodge the initial skillshot it will follow them and often still deliver the damage. It's also grants vision which makes it excellent for checking bushes.
Skittering Frenzy on the other hand is a powerful steroid and a major source of burst damage for your spider form. Just make sure you don't activate it too soon. It only gives attack speed, not movement speed, and it's best to wait for all spiderlings to be in position before you activate it.
Note also that Skittering Frenzy only heals you when you activate it and not all the time.
COCOON/RAPPEL
Cocoon is a skillshot stun whose main purpose is to make them stand still while you unload your combo. Yes, it doesn't do any damage. That would be nice, but isn't really necessary since you have plenty of damage already. You might not be able to burst people down from full health, but that's not how Elise rolls anyway.
As for Rappel, it's the longest range non-ultimate gap closer in the game and doubles as a rough equivalent to the active from
Zhonya's Hourglass. Yes, it doesn't do damage either and if you're complaining about that you're just being greedy because this skill is awesome as is. I say it's a rough equivalent to Zhonya's active because it does have a brief cast time during which it can be interupted if you get crowd controled. Note also that when used, you will get vision on everything within it's range. You won't be able to see through stealth, but you will be able to see over terrain and in brush. Finally note that while it makes you untargetable, it doesn't make you invulnerable. if you get hit by
Ignite or other damage over time effect, you will keep taking that damage even while in the air.
I believe that skilled use of Rapple is what is going to separate the best Elise players from the good ones. The combination of a powerfull gap closer, being untargetable, and full vision offers a lot of potential for amazing plays by pro players and I can't wait to see them.
The only problem with these skills is that leveling them up doesn't have that much effect so after you've maxed your Q and W you start to fall off somewhat.
SPIDER SWARM & SPIDER FORM/HUMAN FORM


We'll discuss her innate ability and her ultimate together since for all practical purposes they function like a single skill.
The most obvious use of spider form is the improved damage output in melee. This will scale with your AP, but note that the scaling itself will scale with the rank of the ultimate. Each spiderling scales at 0.1 AP, so the damage from two spiderlings will scale at 0.2 AP and the damage from 5 spiderlings will scale at 0.5 AP. This indicates that getting AP in the late game is going to be more cost-effective than getting the same amount of AP in the early game.
Apart from improving your damage in melee the spiderlings have other uses as well. They can tank tower shots for you, which makes them very valuable for split pushing. And when you're in the open (not in brush) and aren't attacking anything, they'll try to position themselves behind you. This can be used to block enemy skillshots such as Morgana's



In spider form Elise gains bonus armor and magic resist, but her base resistances are those of a squishy mage. So the bonus she gets in spider form only brings her up to an equal level with other bruisers and is nothing to get excited about.
NEUROTOXIN/VENOMOUS BITE

Both skills have the same damage, the one difference is that Neurotoxin scales with the enemy's current health (most effective on a full health target) and Venomous bite scales with the enemy's missing health (most effective on a badly damaged target).
Neurotoxin has 650 range, which is about normal for a single target spell. If you try to use it on a mage, you'll probably be within range of their abilities. However, it does outrange the auto-attacks of everybody except Caitlyn and lategame Tristana. It's an excellent tool for harrasing beefy melee bruisers.
Venomous Bite works as a lunge. That makes it a bit of a gap closer, but the range isn't very impressive.
Like with the ultimate the AP scaling on this ability again scales itself. However, this time it scales with enemy health. You can think of it as 0.3 AP scaling for every 1000 current/missing health of the target. This makes it range from bad in the early game to average in the late game. In order for the scaling to be a reasonable 0.6 the target would have to have 2000 current/missing health. This again suggests that getting AP in the late game will be more cost-effective than getting the same amount of AP in the early game.
Now don't think that the skill itself is bad. Far from it! It's only the AP scaling that is unimpressive. Both the base damage and the base percentage damage are actually pretty darn good. And the mana cost is also very reasonable and doesn't even go up with level.
VOLATILE SPIDERLING/SKITTERING FRENZY

Volatile Spiderling is Elise's only skill that has good AP scaling throughout the entire game. It's a fun little skillshot with potentially the longest range of any non-ultimate ability as it can chase an enemy for 3 seconds.
I've seen people complain a lot how it can be blocked by minions, which is strange to me because I see no such complaints about


Skittering Frenzy on the other hand is a powerful steroid and a major source of burst damage for your spider form. Just make sure you don't activate it too soon. It only gives attack speed, not movement speed, and it's best to wait for all spiderlings to be in position before you activate it.
Note also that Skittering Frenzy only heals you when you activate it and not all the time.
COCOON/RAPPEL

Cocoon is a skillshot stun whose main purpose is to make them stand still while you unload your combo. Yes, it doesn't do any damage. That would be nice, but isn't really necessary since you have plenty of damage already. You might not be able to burst people down from full health, but that's not how Elise rolls anyway.
As for Rappel, it's the longest range non-ultimate gap closer in the game and doubles as a rough equivalent to the active from


I believe that skilled use of Rapple is what is going to separate the best Elise players from the good ones. The combination of a powerfull gap closer, being untargetable, and full vision offers a lot of potential for amazing plays by pro players and I can't wait to see them.
The only problem with these skills is that leveling them up doesn't have that much effect so after you've maxed your Q and W you start to fall off somewhat.

Q: What kind of damage to the spiderlings do?
A: The spiderlings do physical damage.
Q: Do they apply on-hit effects?
A: Hell no! That would be crazy overpowered.
Q: Do they profit from attack speed or armor penetration items?
A: No, they don't.
Q: Do they benefit from aura items like

A: They do not benefit from most auras. But they do benefit from the +15% minion damage from

Q: So what do they scale with?
A: Their damage scales with only three things that items can provide you: ability power, armor reduction, and the aura from the


Q: What are their stats?
A: They have 10 damage and gain another 10 damage with each rank of your ultimate, up to 40 at maximum rank. They also gain bonus damage equal to 10% of your AP. Their base attack speed is 0.665 attacks per second. With 5 ranks of Skittering Frenzy their atatck speed is 0.831 attacks per second and when the ability is activated they'll have 1.762 attacks per second. They have 125 healt at level 1 and gain 25 additional health with each level. At level 18 they will have 550 health. They have 30 armor 50 magic resist. Their movement speed is always 50 points higher than your own and they ignore unit colision.
Q: Anything else I should know?
A: Tower shots will instantly kill them, regardless of hom much damage the tower would normally do and how much health the spiderling has.
Let's make an overview of Elise's skillset:
- strong poke in human form
- excellent gap closer
- strong dps in spiderform
Her spider form can do a lot of damage for those 3 seconds while Skittering Frenzy is active, but she can't always burts down people from full health. We could classify it as bursty dps. It's neither real burst (it takes a few seconds to do the damage), neiher true dps (she can only keep it up for a few seconds). This means she has to weaken her target first and shouldn't just jump into the fray like
Jax or
Xin Zhao.
To sum it up, her general gameplay is to poke with Q and W in human form until a target gets low enough to be killed by her combo.
- strong poke in human form
- excellent gap closer
- strong dps in spiderform
Her spider form can do a lot of damage for those 3 seconds while Skittering Frenzy is active, but she can't always burts down people from full health. We could classify it as bursty dps. It's neither real burst (it takes a few seconds to do the damage), neiher true dps (she can only keep it up for a few seconds). This means she has to weaken her target first and shouldn't just jump into the fray like


To sum it up, her general gameplay is to poke with Q and W in human form until a target gets low enough to be killed by her combo.

Like I said in the introduction my goal with his guide is not to give you a good build that you then use all the time, but rather the knowledge needed to come up with your own good builds that will fit your personal playstyle. And for that it's important to analyze how useful specific stats are to her.
Ability Power
Like it was noted in the Skills section of this guide, Elise's AP scaling itself scales through the game. It scales with the health of her enemies (her Q


In the early game Elise's AP scaling is poor, but in the late game it becomes good. As a rule of a thumb AP becomes worth buying at level 11 or higher.
Attack Damage
Everybody scales with AD to some extent so it's no surprise that Elise does as well. AD has some synergy with her spiderform W

Elise's AD scaling is below average.
Attack Speed
Elise scales somewhat with AS, but not too much. The main reason is that when played properly you spend very little time directly engaged with an enemy. You are either using your skills to poke them or you are jumping on them and activating Skittering Frenzy which already gives you +140% Attack Speed so whatever you get from items won't add that much dps. Nevertheless, it still helps you finish off people faster.
Elise's scaling with AS is poor.
On-hit effects (damage & debuff)
This is a very diverse category since it technically contains items that do very different things. For that reason I personally divide them into damage-on-hit (






Damage-on-hit tiems synergize very well with her spidefrom W

Spell triggered items work best on champions with low cooldowns and Elise qualifies, especially if you have decent CDR.
Debuff-on-hit effects once again work well in combination with her spideform W

Elise's scaling with on-hit effects is above average.
Crowd Control
Crowd control items such as



Elise's Scaling with crowd control is good.
Cooldown Reduction
Consider that Elise's skills have bad AP scaling, good base damage, and cooldowns which are just a little too long for fluid stance-dancing and it quickly becomes obvious just how powerful CDR is on her.
Elise's Scaling with CDR is good.
Defense
Any champion that gets close and personal with enemies will benefit from defense. You don't need it as much in the laning phase because you'll be poking or murdering a single opponent, but once teamfights start it's essential to have survivability.
Elise's scaling with defense is good.
Lifesteal and Spellvamp
While sustain is always welcome, Elise doesn't profit from it quite as uch as many other champions. This is largely caused by the fact that much of her damage comes from her spiderlings or on-hit item effects so it uses neither Lifesteal nor Spellvamp. Stiill, her spells do nice damage so Spellvamp is reasonably good.
Elise's scaling with Lifesteal is poor and her scaling with Spellvamp is moderate.
Penetration

Elise scaling with Magic Penetration is good. Her scaling with Armor Penetration is poor.
Summary
Elise scales best with CDR, on-hit, Magic Penetration, and defense so the best builds will focus on these stats. Her AP scaling starts out poor, but becomes decent by lategame so it will be a secondary priority when chosing her items. She also has moderate scaling with AD and Spellvamp, but not enough to buy items just to get them. Other stats are less useful and will largely be ignored.

Top lane is where Elise truly belongs at this moment. While she can also be played in mid or jungle and I've even heard of support Elise, other champions will outperform her in those roles. But in top lane she serves a specific role as a lane counter to many bruisers, especially ones without any ranged skills or jumps (like


Abilities
Prioritize


For that reason I like to get 3 ranks of



Summoner spells


For your second summoner spell you have some more choice though.






I wouldn't use any of the other summoner spells.
Masteries
I use 11/12/7. In Offense I want CDR, Magic Penetration and extra damage to minions for easier farming. In Utility I want Mana Regeneration and reduced summoner spell cooldowns. The rest I put in defense.
Runes




We've covered that the most useful stats for Elise that runes can provide are Magic Penetration, defense, and CDR so that's what we get from runes.
Itemization






The solo top build has been copied from Xspecial's video, with a few tweaks to better suit my playstyle and updated to include the new items.
Start with




Afterwards the main focus becomes magic penetration. Get

After you have your core, you will need to use your own judgement to determine the ideal order in which to buy the remaining items.

Thanks to it's slow










Elise does not really belong in midlane, but if you insist on playing her there or if for some reason you are forced to do it, then this is how it's done. The main difference between this build and the first one is that this one is less tanky, but has superior spiderling damage.
Abilities
The one skill that actually scales well with AP is the human form of your W


Which is better also depends on the enemy champion. Basically you need to figure out at what range the enemy is stronger than you and then fight at a different range. For example there is no way you can outpoke Karthus'

Summoner spells
Mostly the same as the solo top hybrid build, except this time you don't need



Masteries
You'll want to go 21 in Offense because that's where all the juicy magic damage is. Note though that you don't benefit much from AP in the early game so instead of flat AP you'll want to take

Runes





The Magic Penetration should be obvious. Our lane opponent is going to be doing magic damage so we want flat MR to give us an edge in exchanges. Whoever forces the opponent to retreat to base first, gets the opportunity to help the jungler gank a sidelane. However, we will need mana regeneration as well so that's a viable alternative to flat MR for our seals.
For the quintessences gp10 is actually the most beneficial in the long term. In 17 minutes you'll get enough extra gold to buy the AP you'd get from flat AP quintessences. And it takes about 25 minutes to earn enough gold to buy the AP you'd get from AP per level quints at level 18 (and you won't be level 18 by 25 minutes either). Afterwards it's just more and more.
Yes, they become useless when you reach your full build. But how often do you reach your full build?
Itemization






Start with




The obvious choice for boots are



By the time you have all these items, the game will already be in the teamfight phase so a bit of defense might be in order.


For the final item you have several choices. I picked






Jungle Elise is very different from lane Elise, because you have to switch from a carrying role to a supporting role. That's right, supporting. The jungler isn't there to get fed on kills. His job is to help his lane carries (AD, AP and solo top) to get fed on kills. For that reason you should build more for utility and tanking than for straight up damage.
I won't get into details of how to jungle in the first place. Xenasis has made an excellent guide on the basics of jungling, which you can read by clicking this link.
Abilities
As a jungler you don't get to poke your enemy as much as you would in lane so we should focus on whatever helps us most in the jungle and that happens to be


Summoner spells


Masteries
I jungle Elise with 0/21/9 masteries. I want the standard extended buff duration and improved Mana Regeneration from Utility so there go 9 points. I then favor Defense over Offense, because I don't want to get kills myself, I want my carry to pick them up instead. I'll also have less gold than a lane carry so that gives me less gold to buy tank items.
Runes




Attack Speed is valuable to junglers in general and to Elise in particular. It works well with the bonus damage from spider form. For Seals we want Armor because we'll get hit by monsters a lot and for Glyphs we want some long term MR. Finally movement is valuable for ganks before you manage to get your CC items.
Itemization






Depending on whether you'll go for an early gank or farm the jungle until level 4 you could start with either




Either way, the core items are



The Boots of Mobility are so you can move around the jungle faster and quickly get to wherever you are needed. Spirit Stone is for sustain and easier jungling. Sightstone allows you to ward the **** out of the map and provide vision for your team.
The next item I recommend is

After that you'll want to improve your survivability by upgrading to



For the fianl touch get



If the enemy doesn't have too much dmage, but is instead rather tanky you could repalce the Warmog's Armor with a

Finallly, here is a link to a full game of jungle Elise done mostly right. He makes several mistakes (underestimating her ultimate, build could be better, some wrong moves), but it demonstartes the general idea of what you should be trying to do as a jungler (giving kills to carries, warding) as well as a beautiful example of predicting enemy movement.
I believe Elise would fit best in two kinds of team compositions. The first of these is a poke composition. This is especially true for AP Elise who can poke herself with Volatile Spiderling. But more generally Elise excels at executing low health enemies and the whole point of a poke composition is to wear the enemy down before you engage them in a teamfight. Her stun will also be beneficial against teams who try to engage your team before you manage to poke them down properly.
The other is a split-pushing composition. While Elise isn't nearly as mobile as Nidalee, her spiderlings are very effective in taking down turrets and they can tank tower shots.
The other is a split-pushing composition. While Elise isn't nearly as mobile as Nidalee, her spiderlings are very effective in taking down turrets and they can tank tower shots.

Skills
In early game AP scaling on Q is bad, but base damage is good. Max first when top.
W is only skill with good AP scaling whole game so max it when playing AP.
In midlane fight at long range with W if enemy has short range burst and fight at short range with Q if enemy has long range poke.
E has very good utility, but doesn't improve much when you level it up. Always max last.
AP scaling on your ultimate scales with the number of spiderlings. In early game it's bad. In late game it's good, but only if you can make sure the spiderling will do their damage (CC is essential).
Spiderlings only scale with AP and

Playstyle
Poke them until they are low, then transform into spider and kill. In top lane you poke with Q, in midlane you poke with Q or W. If jungling you focus on supporting your teammates and warding the map.
Most Useful Stats
Elise scales best with CDR, crow control effects, Magic Penetration, and defense so the best builds will focus on these stats. Her AP scaling starts out poor, but becomes decent by lategame so it will be a secondary priority when chosing her items. She also has moderate scaling with AD and Spellvamp, but not enough to buy items just to get them. Other stats are less useful and shold largely be ignored.
Builds
Solo top:






Midlane:






Jungle:






Elise is fun champion to play with a lot of potential, but it's very easy to fail with her if you don't udnerstand what you're doing. Hopefully my guide has helped you in that regard.
The builds provided are far from being the only viable ones. Instead they are meant more as examples of how to transfer the thoughts from the first half of the guide into something specific.
The guide itself isn't finished yet. There are probably still plenty of typos to fix and I could implement more editing. I also hope to include more images and videos.
I would also welcome any constructive criticism you have to offer.
The builds provided are far from being the only viable ones. Instead they are meant more as examples of how to transfer the thoughts from the first half of the guide into something specific.
The guide itself isn't finished yet. There are probably still plenty of typos to fix and I could implement more editing. I also hope to include more images and videos.
I would also welcome any constructive criticism you have to offer.
Dates are in day/month/year format.
11/01/2013 - Revised stat analysis and split on-hit effects into damage & debuff and crowd control. Removed Wit's End from recommended items and replaced it with Warmog's Armor.
14/12/2012 - Added Randuin's Omen to brusier build.
11/12/2012 - Revised jungle build. Minor revisions of solotop and mid builds.
10/12/2012 - Minor build revisions, added images.
7/12/2012 - Added Iceborn Gauntlet to solo top build. Improved editing.
6/12/2012 - Updated item builds. Screenshots should be coming soon.
7/11/2012 - Added chapters "Patch Notes", "Team Composition", and "Changelog". Added a link to LoL terminology to the Introduction.
6/11/2012 - Added chapter "Too Long: Didn't Read". Fixed some typos and other errors.
5/11/2012 - First published.
11/01/2013 - Revised stat analysis and split on-hit effects into damage & debuff and crowd control. Removed Wit's End from recommended items and replaced it with Warmog's Armor.
14/12/2012 - Added Randuin's Omen to brusier build.
11/12/2012 - Revised jungle build. Minor revisions of solotop and mid builds.
10/12/2012 - Minor build revisions, added images.
7/12/2012 - Added Iceborn Gauntlet to solo top build. Improved editing.
6/12/2012 - Updated item builds. Screenshots should be coming soon.
7/11/2012 - Added chapters "Patch Notes", "Team Composition", and "Changelog". Added a link to LoL terminology to the Introduction.
6/11/2012 - Added chapter "Too Long: Didn't Read". Fixed some typos and other errors.
5/11/2012 - First published.
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