Elise Build Guide

[S3 Jungle] It came from... Above

Uploader TheOddOne
Updated 4 years ago
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 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

Welcome to my Elise guide! I picked Elise because I found her fun (then she got hella nerfed :( ) because she was basically a stronger lee sin due to her insane dueling abilities early game (it's been toned down a bit though) but I still think shes a decent pick in competitive and great pick in solo queue. Pros: Insane base damage on spells Insane sustained damage Strong burst combo early One of the strongest/mostannoying escape moves in the game Ranged stun Good sustain (due to spiders tanking too) Good jungle clear Spiderlings block skillshots Cons: Complete garbage at being a tank without defense items since the nerfs Awful armor stat for a primarily melee champion (bottom 25 in armor at level 18) (7th worst for melee) No magic resist per level for a primarily melee champion Only one CC (single target CC) Credit to Meteos (one of the best jungle Elise players if not the best in NA) for the masteries/runes

Seals are standard armor. Now heres where the real fun begins: Marks can be either attack speed or magic penetration. Attack speed helps with jungle clear, gives more procs of Elise's spider form passive and helps her normal attack speed when skittering Frenzy isn't on as it'd be atrocious without items. On the opposite end, MPen will help against champions as Elise scales less from AP than from Mpen which is fantastic on her. Her damage on 3 spells (and her ult) will deal more to targets with MR and it's a great combo when used with other magic penetration items such as haunting guise, sorc shoes and abyssal scepter. I personally tend to lean towards attack speed as I usually go for the tanky items over the assassin build. Glyphs can be either MR per level or Flat MR, I'm starting to lean more towards the MR per level since the nerfs in spiderform as I feel she lost a huge amount of stats and she needs all the help she can get later game to duel or soak up damage. Quints: Movement speed. While some people may favor other things, as a jungler I find mobility is key for a strong jungler. Being able to chase,escape and roam the map faster just because of a few runes is amazing. Having that ability all game from level 1 onwards is also insane. Unlike say swiftness boots which sacrifices gold or something significant such as sorc shoes or ninja tabis, these quints only sacrifice a possible 15~ AP or 6~ MPen. I feel Elise doesn't require the magic penetration if it were to sacrifice all game mobility so I take movement quints here.

[title][img=skills/elise/p.png] Passive: Spider Swarm[/title] [title]Explanation:[/title] These are actually quite annoying for skillshot champions, often spiderlings will get caught in the line of fire for skills such as Ezreal's mystic shot or Kha'Zix's void spikes (my spiderlings sacrificed themselves all at once as I escaped with little hp). Remember that they can also tank objectives such as blue/red buff, dragon, baron and small camps as those enemies tend to target the closest unit regardless of if it is a champion or not. Making use of this effectively will greatly decrease how little damage Elise takes while killing stuff so she can use that HP in ganks. Spiderrlings also do a fair bit of damage early though their damage isn't as noticeable later in the game. [title][img=skills/elise/q.png] Q: Neurotoxin/Venomous Bite[/title] [title]Explanation:[/title] MASSIVE damage for a spell, this Q combo is possibly more annoying than Lee Sin's Q combo. Unlike armor which most champions gain a massive amount per level as the game progresses, this spell does magic damage which is reduced by magic resist which is often gained at a slower pace or not at all for most champions. This means for most if not all the game, it'll probably be doing more damage than a Lee Sin Q combo. In human form, casting this as your first spell (after Cocoon) is advised to make the most of it's ability to shred current % HP. It has a fairly decent range and unless the enemy has huge amounts of MR, will probably take a few hundred damage every few seconds on a target until they start getting below half. That said, this also destroys monthers despite having a bonus damage cap on it as you'll be casting this every 4-6 seconds anyway and the bonus damage cap is only for the % part so you'll still get the base damage in there. Also note that this drains quite a bit of mana in human form. In spider form, this does huge damage to low HP targets so I advise on using it after you've done a Neurotoxin and a Volatile spiderling in human form to do maximum damage in your combo. Also this spell can be used as a gap closer as it jumps towards the enemy from 475 range. Using this to escape or dive on the enemy will make Elise much harder to deal with. I often prefer to Cast one Q in human form during a gank, proceed with 2 bites and if they're not dead, switch to human form finally and Q again with a cocoon and switch back to spider if they're still alive somehow to bite them off. This is efficient as the spells have a separate cooldown and should be spammed often unless it'll let the enemy get away (hence why I like doing 2 bites instead of swapping forms after the first bite). [title][img=skills/elise/w.png] W: Volatile Spiderling/Skittering Frenzy[/title] [title]Explanation:[/title] In human form, it's an additional damage spell for Elise, she can also use it to scout by casting it into a brush or around a corner though it travels fairly short distance before stopping unless it sees an enemy which it'll chase until it loses vision. The Aoe damage isn't bad for killing ranged minions or helping kill the smaller minions of a camp as you don't need much to kill those anyway. In combination with Neurotoxin, this leads the burst combo after a Cocoon before turning into the spider. Do not waste mana on this spell if you're getting low on mana and are ready to gank/fight soon as I tend to prioritize having mana for Cocoon or Neurotoxin as those spells are more useful than this one in a fight. In spider form, this is a nice sustain spell to negate the little bit of damage you receive as spiderlings should be tanking. Fairly basic spell, early game it tends to do a huge amount of damage in duels as nobody is ready for the spiderling/elise spider form damage frenzy that occurs from this when champions have low armor/magic resist. [title][img=skills/elise/e.png] E: Cocoon/Rappel[/title] [title]Explanation:[/title] In human form this is a great long range stun which when/if it hits, can basically kill or severely hinder a champion due to them not being able to get out of the way of a combo as they're stunned for a bit. This will usually lead the combo as the opponent will be immobile for you to human form Q/W, R into Spider, Q/W and chase down with another Q then possibly a R/Q/E if cocoon is up again. Note that missing this is very bad for a combo as it's cooldown is fairly high and the enemy will be able to run or dodge the volitile spiderling as well as possibly getting out of range for neurotoxin. In Spider form this spell is fairly basic if you've ever faced a Elise. Elise can jump to wraiths/minions/champions and such to evade capture if needed. Also useful as a skillshot evade to merely jump up in the sky then choose to land on the enemy Elise pleases to devour. Using this spell as a chase tool is fairly simple, always make sure your cursor is on the target you want to jump to or else Elise will simply jump in the air and the target will get out of range if they're running, but if you manage to click the target you want while they're in range, Elise will jump a huge distance towards them even if they keep running. In other cases this is useful to find a target that ran into a brush as you can jump on them if they're still in the AOE after you scout them when you're in the air. [title][img=skills/elise/r.png] R: Spider Form/Human Form[/title] [title]Explanation:[/title] In human form you get range which isn't that useful for jungle Elise aside from placing a redbuff on a opponent before swapping forms but spider form gives spiderlings which are a fairly nice bonus as they can block skillshots and do quite a bit of damage if given time. Also note that I like traveling in spiderform around the map whenever I can because Elise gains 10 movespeed in spider form making it an ideal tool to walk around the map unless you're about to fight an opponent in which then you should lead with human form's Cocoon. Fairly straightfoward, proper use of this to do combos is key for Elise players. Like I've stated above, my favorite combo style is: Cocoon->Neurotoxin->Volatile Spiderling->Spider Form->Bite->Frenzy->Rappel if enemy out of range->Bite->Human Form->Neurotoxin->Cocoon->Volatile Spiderling->SpiderForm->Bite->Frenzy The reason for doubling the bites instead of swapping forms for another Neurotoxin is due to the gap closing ability of spider form's bite which allows us to continue fighting with spiderlings and maintain the distance against a champion that is fleeing.

Fairly standard: Level 1: W for sustain and aoe damage for just 1 point and is useful if you get invaded on and need sustain to survive the early game Level 2: Q for extra damage in combination with W to rip apart camps Level 3: E for the ability to gank or duel anyone you meet in the jungle Max R then Q then W whenever possible from then on out Reason for maxing R: Spiderlings are useful tanks and do decent damage for not needing any mana, the spiderlings are tankier and deal more damage when leveled. Also the on hit damage on Elise goes up which is a decent bonus. Reason for maxing Q next: Heavy base damage and is one of the strongest spells in the game when the damage from both forms is added up Reason for W next: W is decent sustain and extra damage as well as AOE damage, mostly because leveling E isn't that great for our needs as it only decreases the cooldown but Elise only tends to get 1 rappel a fight and usually gets 2 cocoons already at level 1 of E.

Start: [imgsmall=items/hunters-machete.png][imgsmall=items/health-potion5.png] Standard start, potions help against invades if someone steals your buff(s) or deals damage to Elise in a level 1. Machete builds into spectral Wraith. Next: [imgsmall=items/spirit-stone.png][imgsmall=items/boots-of-speed.png] Standard stuff again, spirit stone gives good regen for mana (for when blue is gone) and HP regen for damage taken. Boots are for mobility around the map for a cheap price. Next: [imgsmall=items/spirit-of-the-spectral-wraith.png] This item is strong for Elise due to how much she can spell vamp with her skillset as she has a huge amount of single target damage. Unlike say Maokai who suffers a huge penalty on spell vamp as AOE spells only gain 33% of the damage dealt, Elise has 2 extremely strong single target spells that will easily gain a significant amount of hp for Elise in a duel or fight. Also Elise can also gain hp from smiting as spell vamp affects that. Elise also makes use of the AP and cooldown reduction given by this item making this item very useful on Elise. Two Routes: ROUTE 1 BRUISER: [imgsmall=items/ninja-tabi.png] or [imgsmall=items/mercurys-treads.png] Depends on what damage is being dealt by the enemy, if there is siginificant magic damage and CC the opponent is throwing out, take merc treads, otherwise ninja tabi is a nice cheap buy. [imgsmall=items/locket-of-the-iron-solari.png] Get this early because by this point in the game, we likely have a horrific amount of health due to going Spectral Wraith rather than a normal ancient golem start that most jungles go on now. Locket will hopefully alleviate the problems in terms of durability that Elise will have by this point in game. [imgsmall=items/aegis-of-the-legion.png] if MR is needed ->[imgsmall=items/runic-bulwark.png],[imgsmall=items/randuins-omen.png],[imgsmall=items/abyssal-scepter.png] OR [imgsmall=items/frozen-heart.png] Aegis is always useful and strong, unless your support gets it, I highly suggest getting it if you are intending to tank for the team and help them win. Bulwark is for teams with 2+ sources of magic damage so it's still useful to finish it later if the enemy has a fed magic damage dealer later in the game. Randuins is good for armor/HP and unless the enemy lacks a AD carry, it's very valuable against them. The final choice is either to tank magic damage or tank physical damage, both abyssal and frozen heart debuff the opponent so your team has a easier time so they're both solid finisher items. Quick alternate build: THE I CAN'T RELY ON MY TEAM TO WIN THIS GAME, BAYLIFEEEE JUNGLE FINGERS (assassin): [imgsmall=items/sorcerers-shoes.png][imgsmall=items/rylais-crystal-scepter.png][imgsmall=items/haunting-guise.png][imgsmall=items/abyssal-scepter.png][imgsmall=items/liandrys-torment.png][imgsmall=items/rabadons-deathcap.png] This is an all out assassin build, adept at killing almost anything but tanking virtually nothing. Since Elise has high base damage on her stats, she is able to stack magic penetration and do huge amounts of damage. This build tries to output the most damage possible for the price and shred even tanks as well as back lines in short time. Fairly basic and solo queueish build as it's great at killing strays or anyone that overextends in a fight but it's weak in teamfights where everyone is trying to cover each other.


So I hope you've enjoyed my Elise guide, I tried my best to detail the way I play and think about Elise as she is quite different from other jungle chamipions. I find her an extremely fun champion to play and a very interesting concept for a champion compared to the average champion so I hope you find this guide useful and pick her up and start eating yordles.

Comments coming soon!
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