• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

This guide is being updated with season 3. I have rebuilt the data sheets with the Elise buffs, and will be posting the damage scenarios soon. From what I can tell, larger AP items like rylais are getting somewhere around 100 extra damage to the total 12 second damage. Which is 16 extra damage to neurotoxin and venomous bite. Therefore it looks like the real buff comes into her spider form damage, which is the purpose of this guide anyway. Coming soon: Statistics on AP items that are currently favored by other builds. Improvements to appearance ( specially block texts ) . Combine extra item section into damage scenarios section. Review ionic spark viability in comparison to rageblade. 11/4/2012 -- Upgraded item builds and filled in all sections with block text. The block text will be reviewed and made pretty at a later date. 11/3/2012 -- Visual upgrades to the confusing math. Added stat sheets covering the same math, but without the messy 'showing my work'. 11/2/2012 -- Large improvements to the magic resist / magic penetration section. Added graphs and instructions. Updated build 1 items. Build 2/3/4 are still undefined. 11/1/2012 -- Added Summoner Spells Section. Added a mastery section. 10/31/2012 -- Added Deathcap, Trinity Force, Nashor's Tooth. Some appearance Improvements. Added a few graphs to reduce the confusion generated by too much math. Build 2/3/4 are added, however still need information about why they are there. Only build 1 is to be taken seriously as of this point. 10/31/2012 -- Updates to some item builds. Added some malady scenarios/mathematical information. 10/30/2012 -- Release

This guide is a different way to play Elise. Almost every guide you read will display a more AP oriented build. This isn't really hard math, but it's still interesting to look at. Play Elise a few games and you will notice several things. 1) She has long cool-downs, with moderately low damage. 2) Almost all of your consistent damage comes from Spider form. Therefore the strongest way to play her is to open with human form, and finish with spider form. Therefore, the focus of this guide is to maximize damage in SPIDER FORM. [title]Note:[/title] This is a living guide. I say this meaning that it will never be fully complete, because the game is never fully complete. As the game changes, so will this guide. The goal is to continuously update this guide, providing a viable way to play Elise no matter what state the game is in. There is a lot that will be added to this guide, but I feel that at its current state it provides a viable way to play Elise and therefore is now a release candidate.

[.]For this guide, I am recommending [.]9X Greater Mark of Insight [.]9x Greater Seal of Resilience [.]9x Greater Glyph of Shielding [.]3x Greater Quintessence of Swiftness [title]Greater Mark of Insight[/title] We use Mark's of insight because a huge amount of Elise damage comes from magic damage. Another option is attack speed marks, but this doesn't help your Q and W in human form. Where a lot of your damage comes from Q in ganks. Since Q scales off the opponents health, we use magic pen marks to maximize this damage. Also, your spider form does magic on hit damage, and magic pen helps strengthen this. [title]Greater Seal of Resilience[/title] The point of this guide is to play Elise tanky, and early armor helps you survive in the jungle so you can gank with more life. Also allows you to tank creep damage during ganks. [title]Greater Glyph of Shielding[/title] The point of this guide is to play Elise tanky, therefore we get these glyph's to make Elise more tanky in the late game as AP champs become more of a threat to Elise. [title]Greater Quintessence of Swiftness[/title] One of Elises weaknesses is she has to melee targets to do a lot of her damage. Therefore these help you stick to targets, and also allows you to clear the jungle faster. These allow you to be where you need to be faster in general.

[title]Build 1 Explained:[/title] [.]You have to keep in mind that every game is unique. You have to analyze the situation, and adapt. [.]The starting build is always the same [item=heart-of-gold] and [item=philosophers-stone]. [.]Next, you get your damage item. Choose between [item=guinsoos-rageblade], [img=items/ionic-spark.png], [item=wits-end], [item=malady] or [item=rylais-crystal-scepter]. I almost always choose between [item=guinsoos-rageblade], [img=items/ionic-spark.png], [item=malady] and [item=wits-end]. [item=guinsoos-rageblade] / [item=malady] / [img=items/ionic-spark.png] = Damage [item=wits-end] = Early damage and Durability (definitely against double AP) I created 3 sample builds that each have a specific purpose. The [img=items/guinsoos-rageblade.png] build is based off doing a lot of damage and then building into health. If you have an early advantage and want to keep pressure up, then this is a good build. Also viablie for this type of play is the [img=items/ionic-spark.png]. It gives slightly less damage than the rageblade on single targets, but provides faster jungle clear to gank more often. The [img=items/wits-end.png] build is the opposite of the [img=items/guinsoos-rageblade.png] build. This is good if you are expecting to be in team fights early. This build provides an all around defense, making you tanky early. The [img=items/malady.png] build is good against tanky teams that don't put out a huge amount of damage. Also this build is great if you have multiple AP damage types on your team. In this build specifically, I choose to go [img=items/frozen-heart.png]. In almost every other build, I prefer [img=items/randuins-omen.png] before [img=items/frozen-heart.png]. Frozen heart provides the armor you need to survive, and also gives you some mana. In this build you will be casting spells more frequently, and the extra mana actually comes in handy. [title]This should be your mindset:[/title] [.]Almost always after getting the one damage item, you need to get a defensive item. If you are unsure what to get, [item=giants-belt] can never go wrong. You can also get the [item=wardens-mail] early, and finish the [item=randuins-omen] later. Other good option is to build [img=items/glacial-shroud.png]. If you decide mid build to go more durability, turn the [item=giants-belt] into [item=warmogs-armor]. If you decide mid build to go more damage, turn the [item=giants-belt] into [item=rylais-crystal-scepter]. If you think you might be split pushing, turn [item=giants-belt] into [item=sunfire-cape]. [.]Next you can decide between durability or utility. If you need to be more durable, [item=randuins-omen]. If you need more utility, [item=shurelyas-reverie]. Now you have the basis for a build. [.]You always need to get [item=guardian-angel]. It allows for you to get your cooldowns back and remain the tank/distraction that Elise is supposed to be. [title]Viable Items that I haven't emphasized:[/title] [item=frozen-heart] , [item=banshees-veil], [item=quicksilver-sash], [item=shurelyas-reverie] [item=frozen-heart] Provides extreme tankiness, and is crucial against certain opponents. However, due to Elise's amazing gap closers: [item=randuins-omen] is a hard item to pass up. It allows for you to slow your opponent during combat due to the passive, and slow the opponent during chase due to the active. It provides health, which is a weak point of Elise, and slows the range AD's attack speed in team fight. You should most certainly be sticking to the ranged AD during most team fights, due to Elise's extreme gap closing capabilities. [item=shurelyas-reverie]: This item is always a strong buy also. Since you already have a philostone made, finishing this item never hurts. Elise has great gap closing, but a hard time sticking to targets. Shurelya's Reverie + Randuins Omen solves this problem effectively.

[title][img=skills/elise/p.png] Passive: Spider Swarm[/title] [number]When Elise's Human Form spells hit an enemy, she readies a Spiderling. When Elise transforms, she summons Spiderlings to attack nearby foes. The maximum number of spiderlings increases with Spider Form's level. [/number] [title]Explanation:[/title] Basically, every successfully landed human form spell grants you one spider. The amount of spiders you are allowed is based off your Ultimate. You start with 2 spiders and gain one more with every ultimate rank. The spiders provide a huge portion of Elise's damage. When jungling, you want to be using your human form spells to help you clear the camps faster, and this will make sure you are at full spiderling count. The spiderlings have pros and cons. Pros: [.]As you get more spiders, they can body block skill shots. This is very helpful, specially since the spiderlings circle around and behind your character model. [.]Huge damage output [.]Spiderlings do damage to towers Cons: [.]They trail behind you, and sometimes take a little time to get onto your target [.]Towers target your spiderlings down even when other creeps are in range [title][img=skills/elise/q.png] Q: Neurotoxin / Venomous Bite[/title] [number]While in Human form: Deals magic damage equal to a base amount plus a percentage of the target's current health. Damage is capped against monsters. While in Spider form: Elise lunges to a target with a poisonous bite that deals magic damage equal to a base amount plus a percentage of the target's missing health. Damage is capped against monsters. [/number] [title]Explanation:[/title] Neurotoxin and Venomous bite both scale off the opponents health. Neurotoxin is the human form spell, and it does more damage if the target is more healthy. Therefore Neurotoxin is frequently used at the beginning of a fight, or as harass in lane. However, the Spider form ability is called Venomous Bite. Venomous bite works the same way as neurotoxin, except it scales off how much damage the target has taken. Therefore this ability is usually used at the end of a fight to 'execute' the target. Venomous bite also provides a short range gap closer, something very useful in ganking and sticking to priority targets. [title][img=skills/elise/w.png] W: Volatile Spiderling / Skittering Frenzy[/title] [number]While in Human form: Summons a venom-gorged Spiderling that moves to target location and explodes, dealing magic damage to nearby enemies when it nears an enemy unit or after 3 seconds. While in Spider form: (Passive): Spiderlings gain bonus attack speed. (Active): Increases the attack speed of Elise and her Spiderlings for 3 seconds. While active, Elise is healed when she or her spiderlings attack. [/number] [title]Explanation:[/title] The human form spell is Volatile Spiderling. Volatile Spiderling is a very important spell, because it allows for fairly quick jungle clear. The spell requires you to predict where targets are going to be, so you can successful hit or miss as you wish. The spell travels from your character, and cannot pass terrain. The spider form ability is called Skittering Frenzy. Skittering frenzy is one of your highest damaging spells. It increases your attack speed and your spiderlings attack speed. Since you have built in on hit magic damage while in spider form, the attack speed buff greatly increases your damage output. Also, using on hit items and this ability, can cause very strong burst damage on a single target. [title][img=skills/elise/e.png] E: Cocoon / Rappel[/title] [number]While in Human form: Elise fires a web that stuns the first enemy hit for 1.5 seconds. While in Spider form: - On enemy cast: Elise and her spiderlings ascend high into the air and descend upon an enemy target. - On ground cast: Elise and her spiderlings ascend high into the air, becoming untargetable for two seconds. Casting Rappel on a nearby enemy during this time will descend upon your target. [/number] [title]Explanation:[/title] Cocoon is a very important spell to Elise. It is her only form of CC, and if landed can turn fights. When ganking, often time the success or failure of the gank relies on how this spell is used. It is best to try and chain this spell off the CC of another spell. So, if you have a lane that has CC then try and land cocoon as the lanes CC is wearing off the target. Rappel: This spell is one of the coolest abilities given to Elise. It provides long distance gap closing, and is super important in team fights. If you are taking a large amount of damage, use rappel before you die to become untargetable for a few seconds. When in the jungle, you can use rappel to escape over walls to nearby camps. This is very helpful specially when counterjungling. One of the cons of this spell is that you have to rappel to an enemy or non friendly creep. Therefore you often find yourself with nowhere safe to land, turning rappel into a short term hourglass equivalent. [title][img=skills/elise/r.png] R: Spider Form / Human Form[/title] [number]While in Human form: Elise transforms into a menacing spider with new abilities. While in Spider Form, Elise deals magic bonus damage on attack and has increased Movement Speed, Armor, and Magic Resistance. Each level of her ultimate allows Elise to summon an additional spiderling. While in Spider form: Elise transforms into a human form with new abilities. Each level of her ultimate allows Elise to summon an additional spiderling.[/number] [title]Explanation:[/title] You get this spell at level one, and it is easily the most important thing to elise. It allows you to toggle between human and spider abilities. This is on a 4 second cooldown, so you can go between the two forms fairly often. While in human form you don't get much. However in spider form, you get a movement speed buff, on hit damage, armor and magic resist. This ability allows Elise to be naturally fairly tanky, and able to chase down fleeing targets. The ability costs no mana (nor do any spider abilities), therefore switch to spider form whenever you are traveling to get the slight movement speed buff.

[.]For jungle Elise, we want to max [img=skills/elise/r.png] first. This is Elise's ultimate, and it allows you to be more tanky, do more on hit damage, and allows more spiders. All in all, this spell is amazing for spider form Elise. [.]We want to max [img=skills/elise/w.png] second. This is Elise's W, and we max it because it provides quick jungle times as long as sustain in the jungle. We also max W second because of skittering frenzy greatly increases spider form dps, and that is the purpose of this guide. [.]The third spell we max is [img=skills/elise/q.png]. We max Q because it provides more damage output, and the only other option is to max [img=skills/elise/e.png]. However, Elise's E is very very bad to max. It gives you absolutely no extra damage and the cooldown reduction doesn't make the cooldowns short enough to be worth it. [.]Therefore we max [img=skills/elise/e.png] last.

Elise is a strong universal jungler. I say this meaning that she has a decent jungle clear, sustain in the jungle, and good at ganking. Therefore no matter what the early game throws at you, Elise can handle it. [title]Here are some of the things you want to look for:[/title] Anytime you have red buff, you want to gank if available. Therefore the first thing you want to look at is what lanes are good to gank? Which of your solo lanes have CC or gap closing ablitity. Also, which of your lanes is at an unfavorable matchup. If you see a lane that has one of these, then you have some options. After you finish Blue, continue to analyze the game. If you see an early opportunity then gank as soon as you get lvl 3 with red. Otherwise, jungle your way to lvl 4 and then look to gank. You really need lvl 3 at least to gank, unless you start Q. However starting Q is a little more dangerous, because it is a slower clear with no sustain. To gank you really need your Q and your E. Once you have all your abilities, it is up to you. You have to analyze and be a jungler. Help where you need to help, and keep up in levels.

I will consider 'mid game' as you completing your gold per 10 items and your one offensive item. At this point, you should be with your second ultimate rank and have really high damage output. At this point you want to brawl. You want to force equal fights or in your favor fights. If you can help it, you don't want to 5v5 just yet. However if you do, keep in mind that you aren't that tanky yet. Therefore you have to rely on Elise's trickery to tank. What does this mean? This means use rappel smartly! Take as much damage as you possibly can withstand, while keeping on crucial targets. Now use rappel to keep the enemy waiting for you to fall back down, and try and come down in a safe location. Obviously this is just one scenario, and can't always be done as desired. However, so many times you can escape with very low life and the whole time you did your job as a tank, which is keep the damage on you and off the team.

I will define late game as the point that you have your first major defensive item completed. Now you are tanky, and are ready to team fight if you need to. Elise is pretty good at standoff's on towers with harass and cocoon to initiate if landed on a good target. At this point you want to stay with the team, and be the tank that they need you to be. When forcing objectives, try and catch someone with cocoon. If you land cocoon, Q and W spam them then go in as spider. This will initiate the fight. Elise isn't the best at split pushing, but she is great at surviving. Therefore if she needs to split push, she can usually escape using cocoon to stop a target and rappel to escape.

This is where you are made or broken as an Elise player. A good elise can initiate a fight much like a morgana binding. If you land a good cocoon and you are ready to fight, then quickly Q and W spam the target and instantly switch to spider form and close the distance. You should be ahead of your team slightly, and therefore you will be the initial target. If they are hitting you, then you are doing your job. If they are ignoring you, then you can use rappel early to get on the AD asap. Once on the enemies AD, they are in trouble. Elise does large single target dps, and they will have to do something about you. At this point you are doing your job. The other option is to save rappel, and take the damage you can for as long as you can. Try and get to the ranged AD or other priority target. When you are getting low, use rappel and let the duration last and then choose a good landing spot. Even if there isn't a good landing spot, you have forced them to re-position themselves and waste time. If you can land on a creep or something outside the fight slightly, switch back to human form and try to do what you can. Shoot cocoon to help peel your carries, and send W spiders in to do some damage. Another good landing spot is on a fleeing enemy that is low on life. This will secure the kill, but maybe more importantly will allow you to get out of the fight before you die without coming down in a dangerous area. If you can rappel at low life and get away from the fight, then try and bait them to chase you. Between cocoon and spider form, you can kite a surprisingly long time! Elise is a very tricky character, and if played correctly has amazing survivability. Remember to use randuins omen on critical targets.

[center][imgext=][/center] [.][highlight]Blue Route:[/highlight] Wolves -> Golem -> Wraiths -> Lizard -> Double Golems -> Shop or Wraiths -> Gank or Shop This is usually the farm route. Doing this allows you to clear the camps as fast as possible. [.][highlight]Red Route:[/highlight] Wolves -> Golem -> Wraiths -> Wolves -> Red -> Wraiths -> Gank This is usually a ganking route. This is my preferred way to jungle, if I have to use smite on Golem. [.][highlight]Green Route:[/highlight] Wolves -> Golem -> Wraiths (optional) -> Lizard -> Gank or Continue to clear jungle This is usually a ganking route. Getting a no smite leash allows for you to either proceed through the normal Blue route with ease, or go straight to Lizard after golem. This allows the fastest possible double buff, allowing you to pressure lanes hard. --------------------------------------------------------------------------- Elise is a decent ganker. However, she NEEDS red early to stick to targets. So, gank constantly while you have red buff. [highlight]Ganking strategy:[/highlight] [.][highlight]Ganking Lane has CC[/highlight] If your lane has CC, then depend on them to CC and close distance in human form. You want to land your Q, and predict your W. Try to intercept the targets retreating path. Use your E to chain CC with your lane. Then switch to Spider form and use W to put out consistent damage. Use Q in spider form to help execute or close the distance. If they flash, you can follow with rappel if needed. Rappel can also be used as a bait; if you are low on life, you can bait a target to try and trade with you. Using rappel at a critical time, can award your team a kill and keep you safe. [.][highlight]Ganking Lane does not have CC[/highlight] If your lane doesn't have CC, then consider jumping to the enemy with rappel and landing your human form spells up close. Hope your lane can do as much damage as possible, because you will be in human form for most of the gank. Follow up with spider form as soon as you can. Use W to put out consistent damage, while Q and E can be used to execute and gap close/escape. [highlight]Note:[/highlight] Best gank is in human form, landing q,w and e. Then switching to spider form, and maximizing your damage. If your lane has poor damage and no CC, don't expect to get a kill. If you can burn any summoners, consider it a strong gank from Elise.

[.]Neurotoxin is one of the only two damaging spells that Elise has in her Human form. [.]Neurotoxin scales off the opponents health, in terms of return on your AP investment. Therefore, if the opponent has a huge health pool, then AP becomes more effective with Neurotoxin. [center][imgext=][/center] [highlight]Here is how neurotoxin scales:[/highlight] [.]Neurotoxin has a base damage (magic damage) + percent of targets current health. The percent of targets health is a flat 8% + 2% per 100 AP. So, simply put. Say you built heavy AP and have 500 AP. Your neurotoxin will do 18% the players current health. [.]Example: Say the person has 3000 life. We are doing 540 bonus magic damage with neurotoxin. 540 isn't bad! However this is under ideal circumstances... If the same person is already at 60% life. AKA at 1800. The damage of neurotoxin is now only 324. AKA 60% less than the highest possible damage. [highlight]So, to simplify. Every 1 percent of health missing means that the bonus damage on neurotoxin is reduced by 1 percent.[/highlight] [.]Additional facts about how AP affects neurotoxin math. AP does not affect this skill at all except for the bonus magic damage. Therefore when you hit that 100 AP mark, you are getting this effect: With 100 AP neurotoxin : Rank 1: 50 + 10% targets current health (magic damage) Rank 2: 95 + 10% targets current health (magic damage) Rank 3: 140 + 10% targets current health (magic damage) Rank 4: 185 + 10% targets current health (magic damage) Rank 5: 230 + 10% targets current health (magic damage) Under all ranks the + 10% targets current health (magic damage) stays the same. Now lets give a really ideal scenario of the person have a huge health pool when you have Rank 1 neurotoxin: Say the opponent has 3000 health. Rank 1 will do 50 + 300 = 350. Now consider the exact same scenario, but if you had ZERO ap. Rank 1 will do 50 + 240 = 290. This is only 60 less. So for 100 AP you are getting .6 return on your AP. [.]Now lets show you the actual math/formula behind this skill: For short hand we will use the following: BD = Base Damage OH = Opponents Health BMP = Bonus Magic Percentage = .02 per 100 AP AP = Ability Power When we look at Neurotoxin, the formula looks like this: BD + OH*(.08 + BMP) So, to find any rank 1 ability power return: =[[BD + OH*(.08+ (.02*AP/100))]-[BD + (.08*OH)]]/(AP) =(OH*.02*AP/100)/AP=OH*.02/100 [highlight]Therefore ONLY opponent health matters in this formula. Not your AP.[/highlight] [highlight]Using this formula, we come to this conclusion: 1000 Health Opponent, you will be getting a .2 return on your AP. 2000 Health Opponent, you will be getting a .4 return on your AP. 3000 Health Opponent, you will be getting a .6 return on your AP. 4000 Health Opponent, you will be getting a .8 return on your AP. 5000 Health Opponent, you will be getting a 1 return on your AP.[/highlight] [.]Keep in mind, this is just strictly on your return. Obviously more AP will cause this skill to do more damage, but the return is so low... It really isn't that important.

[title]What form of damage does Elise do?[/title] One might expect that Elise is a magic damage champion. All of Elise's abilities that do damage get benefits from her ability power, right? Well, lets take a deeper look! [title]How to read this chart:[/title] [.]Purple cells are user inputed values to simulate a scenario [.]The [highlight]Blue and Red[/highlight] section shows how much each spell will do at each rank [.]The [highlight]Brown[/highlight] section shows skittering frenzy data for both spider and spiderlings [.]The graph is color coded to have [highlight]magic damage = blue[/highlight] and [highlight]physical damage = red[/highlight] [.]The [highlight]Green[/highlight] Section is the damage summary [title]Here is a graph showing 1000000000000 magic resist opponent:[/title] [center][imgext=][/center] [title]Here is a graph showing 1000000000000 armor opponent:[/title] [center][imgext=][/center] [title]Comparison:[/title] [.]First look at the total damage, you will notice that there is significantly more damage done against the opponent with a lot of MR. [.]Second, look at the first three seconds only. This section demonstrates the amount of damage done by a cycle of Elise's spells. In this section we will notice that Elise actually does more damage against the opponent with a large amount of armor! However, the difference is less than 200! [.]1177.3125/2199.007 = .5354 of the first three seconds damage is Magic Damage. [.]1021.6945/2199.007 = .4646 of the first three seconds damage is Physical Damage. [title][highlight]Conclusion:[/highlight][/title] [.]We conclude that withing the first three seconds of a damage cycle, Elise is almost 50/50 on her damage. Making her a very strong hybrid character. [.]However, after the first three seconds, a large amount of her damage comes from Physical Damage.

[.]This section will look at viable items, and display some interesting math behind them. Elises Ultimate (Spider Form): Your benefit: On hit magic damage: 10/20/30/40 + .2*AP Spiderling benefit: 10/20/30/40 + .1*AP [highlight][img=items/wits-end.png] Wit's End :[/highlight] How much AP is this similar to? Lets first see how much damage you do per an attack. Level 1-5: Spiderling + Spiderling + Spider Form + Wit's End = 10 + 10 + 10 + 42 = 72 Now, looking at a basic formula of her damage: (10+.1*AP)+(10+.1*AP)+(10+.2*AP) = 30 + .1*AP + .1*AP + .2*AP = 30 + .4*AP Now set the two equal; 30 + .4*AP = 72 ===> 105=AP So, wit's end brings elise 105 equivalent AP in terms of her Ultimate when level 1-5. Level 6-10: Spiderling + Spiderling + Spiderling + Spider Form + Wit's End = 20 + 20 + 20 + 20 + 42 = 122 Now, looking at a basic formula of her damage: (20+.1*AP)+(20+.1*AP)+(20+.1*AP)+(20+.2*AP) = 80 + .1*AP + .1*AP + .1*AP + .2*AP = 80 + .5*AP Now set the two equal; 80 + .5*AP = 122 ===> 84=AP Level 11-15: Spiderling + Spiderling + Spiderling + Spiderling + Spider Form + Wit's End = 30 + 30 + 30 + 30 + 30 + 42 = 192 Now, looking at a basic formula of her damage: (30+.1*AP)+(30+.1*AP)+(30+.1*AP)+(30+.1*AP)+(30+.2*AP) = 150 + .1*AP + .1*AP + .1*AP + .1*AP + .2*AP = 150 + .6*AP Now set the two equal; 150 + .6*AP = 192 ===> 70=AP Level 16-18: Spiderling + Spiderling + Spiderling + Spiderling + Spiderling + Spider Form + Wit's End = 40 + 40 + 40 + 40 + 40 + 40 + 42 = 282 Now, looking at a basic formula of her damage: (40+.1*AP)+(40+.1*AP)+(40+.1*AP)+(40+.1*AP)+(40+.1*AP)+(40+.2*AP) = 240 + .1*AP + .1*AP + .1*AP + .1*AP + .1*AP + .2*AP = 240 + .7*AP Now set the two equal; 240 + .7*AP = 282 ===> 60=AP So, when in spider form Wit's end gets worse as you improve your ultimate. However, even in its worse form it provides you with 60 equivalent AP on your ultimate/auto attacks.

[center][imgext=][/center] [highlight][center]Analyzing the first three seconds: aka Burst section:[/center][/highlight] Rotation: [highlight]Neurotoxin --> Volatile Spiderling --> Venomous Bite --> Skittering Frenzy[/highlight] [center][imgext=][/center] [title]How to read this chart:[/title] [.]Purple cells are user inputed values to simulate a scenario [.]The [highlight]Blue and Red[/highlight] section shows how much each spell will do at each rank [.]The [highlight]Brown[/highlight] section shows skittering frenzy data for both spider and spiderlings [.]The graph is color coded to have [highlight]magic damage = blue[/highlight] and [highlight]physical damage = red[/highlight] [.]The [highlight]Green[/highlight] Section is the damage summary [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center][imgext=][/center] [center]Note: 10 MR (30MR-20Magic Penetration)[/center] [center][imgext=][/center] [center][imgext=][/center] [center]Note: 30 MR[/center] [center][imgext=][/center] [center][imgext=][/center] [center]Note: 10MR recurve bow + sorcerer boots[/center] [center][imgext=][/center] [center][imgext=][/center] [center]Note: 30 MR[/center] [center][imgext=][/center] [title]Analysis:[/title] Looking at these graphs, we notice that Wit's End, Malady and Guinsoo's Rageblade gives us the most damage at lvl 18. If you compare spells to each other, you will see most spells are within 100 damage. However, the on hit effect gives us 244 extra damage. This is one of the major reasons why on hit effects are so good on Elise. I will continue to add more items when I have the time. Some items have increasing effects such as malady and guinsoo's rageblade. These charts will need rework, so they might not be up for a few days. I will also provide a link to the excel sheets when I am done making them.

[center][imgext=][/center] Note: Skittering frenzy at the 12 second mark doesn't need to be activated on the green section. If it is, then switching to human and bursting should be used later at the 16 second mark. [title]Green Graph[/title] The rotation preferred by this guide, and used in the damage scenarios is as the graph in green describes. You want to open a fight in human form, and use your Q first then your W. Your Q is based off the health the opponent has, so you want to do it first. Next you swith to spider form and activate your Q then W. Note: If you want to maximize your Q's damage, then you want to use W first and let the effect wear off. Then you use Q, because it scales off the amount of health missing from the target. [title]Red Graph[/title] However, the red graph is still very viable. The red graph will provide a spike of damage after the 6 second mark, as soon as you switch to human form and cast neurotoxin. However, if you don't get the kill there then you have to wait another 4 seconds before you can return to spider form. Therefore I usually only do this if I have cocoon available, and can buy me time until I can switch back to Spider form. The red graph is cyclic. Meaning the 12 and 0 second marks are the same, causing you to restart the cycle. This is something you will just have to learn through playing.

This section should be ignored right now. It will soon be integrated into the above section. It is left visible, because it does show rough math behind some popular items. They will be removed from this section and the section will be deleted when appropriate. [img=items/nashors-tooth.png] .625 + .625*.0175*17 + .625*.5 =1.1234375 = lvl 18 attack speed with Nashor's Tooth. ==>.89012517s per attack 9*1.1234375=10.11093 attacks ==> 10 successful attacks Auto Attacks: 101.3*10 + 40*10 + 65*.2*10 + 65*.1*25 + 25*40 = 2705.5 Venemous Bite: 230 + 1647.25*.093 = 383.19425 [highlight]3088.694 Total Damage[/highlight] 3088.694-2379.536 = 709.158/2615 = .27118 Additional damage per gold spent [img=items/rabadons-deathcap.png] .625 + .625*.0175*17 = .810937 ==>1.23314s per attack 9*.810937 = 7.298433 ==> 7 successful attacks Auto Attacks: 101.3*7 + 40*7 + 182*.2*7 + 40*25 + 182*.1*25 = 2698.9 Venemous Bite: 230 + 1650.55*.1164 = 422.124 [highlight]3121.024 Total Damage[/highlight] 3121.024-2379.536 = 741.488/3600 = .20596 Additional damage per gold spent

It is important to note that magic penetration and magic resistance reduction are two different things. Also both have a percentage and flat reduction. Due to their nature, they are given a priority. Flat Magic Resistance Reduction > Percentage Magic Resistance Reduction > Flat Magic Penetration > Percentage Magic Penetration Note, this is only referring to order, not importance. So, what is better? Pure AP or magic penetration and magic resistance reduction? Lets create a scenario: opponent: 2000 life with no magic resistance Neurotoxin: 230 + .08*2000 = 390 damage Volatile Spiderling: 275 = 275 Venemous Bite: 230 + 665*.08 = 283.2 (assume neurotoxin and volatile spiderling damage has gone through) Spider Form: Spider - 40 = 40 Spiderlings 40*5 = 200 opponent: 2000 life with 30 Magic resistance Therefore with 30 MR we will be doing 100/(100 + 30) = .76923 our normal damage With no items, our spells will do this much damage: Neurotoxin: 230*.76923 + .08*2000*.76923 = 299.9997 damage Volatile Spiderling: 275*.76923 = 211.53825 Venemous Bite: 230*.76923 + 299.9997*.76923*.08 = 195.3844 Spider Form: Spider - 40*.76923 = 30.7692 Spiderlings 40*5 = 200 Therefore how much AP would we need to make up for this reduction? Neurotoxin: 230*.76923 + .08*2000*.76923 + .02*2000*(AP/100)*.76923 = 390 ===> 292.5 AP Volatile Spiderling: 275*.76923 + AP*.8*.76923 = 275 ===> 103.1254 AP Venemous Bite: 230*.76923 + 665*.08*.76923 +665*.02*AP/100*.76923 = 283.2 ===> 638.7997 AP Spider Form: Spider - 40*.76923 + .02*AP*.76923 = 40 ===> 600.0026 AP Spiderlings: 0 AP Here is a detailed graph displaying many more of these examples. I know this is a lot of data, but it really helps being able to refer to these! [title]How to read: [/title] [.]Locate the spell you are curious about [.]Find the Magic Resist in Yellow that you are curious about [.]Locate the correct column indicating the rank spell you are interested in [.]The intersection will show you how much damage you will do to the target (assuming 2000 HP or missing 1000 HP) [.]The column to the right of your desired column will indicate how much AP you would need to negate the magic resist. [title]Why is this useful?[/title] [.]You can analyze which is better. AP or magic pen/magic resist reduction. For example, comparing Rank 1 volatile spider. If the target has 0 MR vs 10 MR, you would either need 10 magic pen/magic resist reduction or 9.375 AP to do the full 75 damage to a 10MR target. [.]We can also compare some of the previous data to determine what to expect. For example, if we compare rylais crystal scepter vs malady. Rylai's had 2708.647 unmitigated damage between seconds 3-12, while malady had 3094.666 unmitigated damage. However, against a 30 MR opponent, rylais will only do 2083.574. While malady will do 2,919.496 damage. [center][imgext=][/center] [center][title]Neurotoxin[/title][/center] [center][imgext=][/center] [center][title]Volatile Spiderling[/title][/center] [center][imgext=][/center] [center][title]Venemous Bite[/title][/center] [center][imgext=][/center] [center][title]Spider Form[/title][/center] [center][imgext=][/center] [center][title]Spiderlings[/title][/center] [center][imgext=][/center] [title]Here is the spreadsheet if you want to enter your own values:[/title]

My point is this: AP on elise does not scale well until late game. However, late game your role isn't an assassin mage, because Elise just isn't built that way. Early game, her AP ratio's are pretty bad. However, her percentages and base damage makes her a threat still. Therefore early, you focus on getting gold per 10 items and build to the late game. Due to elise's cooldowns and lack of ultimate, she just isn't very strong as a high damage mage. She does huge amounts of damage in spider form, and you should look to maximize that damage output. To do this, we need items with attack speed on them to utilize her spider form fully. With just one damage item in wits end, malady, rageblade, etc..., we can build her tanky and still put out a decent amount of damage.

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