Elise Build Guide by Kurufal
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This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Example Full Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
First and foremost: I am not going to fluff this up. I am a Normal Draft Player and rarely play(ed) Ranked Draft as the season ends and leads into the next. I am a Silver 5 player in Ranked Draft and feel that is a good place for me and don't think I deserve to be platinum or something. I do however feel I can carry and lead games to victory especially with the recent changes to objective control. And thus I bring you this guide to Elise. If you want to play Elise any other way than to control objectives and think this guide should describe how to wreck face and not be part of a team, you may want to stop reading here and go find a full AP guide.
|I do not main Elise and I only play her due to the recent rise in popularity for people playing AD Mid Champions like Zed or Talon. Otherwise I normally main [Volibear] or [Pantheon] Jungle and Elise is my third to prevent the Thornmail bait. Regardless I usually play Elise similar to how I play Volibear (which I usually do when the enemy team has a gank heavy jungle or my team has poor objective control). When I play pantheon it is usually because my team has strong objective control in lane (i.e.; my team didn't choose Katarina top and/or didn't go APC bot).|
On a final note: This is something that people probably really dislike, but play who you want. Seriously, anything will work. Play 100 games with ONE champion, this is the biggest reason for games lost at lower Leagues; the players choose an "overpowered" champion (which may be the case), but don't know how to play it, or more importantly, just have inconsistent play with that champion. If you focus on Ryze top because you want to be able to make a difference in team fights late game, you can probably play Ryze mid or APC and still do just fine if you just focus on being consistent. There are a few factors which say you shouldn't do something though. ADC thresh is a thing, until about level 11, when a more meta ADC starts out scaling thresh's attack speed. Be wary of falloff's and significant issues that detract from a generic team composition which I will explain for the sake of objective control later in this guide.
TL;DR: You should play Elise this way because your team has little objective control and your team is very AD heavy.
Pros and Cons
|+ Great Siege and Poke with Volatile Spiderling / Skittering Frenzy
+ Powerful / Bursty low level ganks
+ Good engage reset with Rappel
+ Generally high damage without stacking AP / AD
+ You're a spider. I hear people are afraid of spiders.
|- Low threat if you missed Cocoon
- Can probably be solo'd by Support Thresh if caught early with abilities on cooldown
- You're a spider. I hear people are afraid of spiders.
But why am I building tanky if we need AP in the team?
Truthfully, because the enemy team may expect you to build AP, but more importantly because if you can control what happens around objectives (i.e.; towers or dragon) the more damage your AD champions will be able to do. Your poke and harass should be enough to clear an enemy away from a Tower for you to use your Spider Form and Skittering Frenzy to demolish a tower.
- Red and Blue arrows represent general avenues of approach when contesting dragon. The Blue team tribush is generally ignored by both teams as the wall there doesnt allow for many plays to take place and even Elise's Rappel can not reach dragon over that side. The Blue team bot lane may approach through the tribush but not to make a play over the wall.
- Most plays made over the wall will be around the area with the yellow markup.
- This applies to almost any lane, but if you have a minion wave crashing into a turret, the enemy laner is below 40% health, and you are not actively doing something else, you need to be there. Get wards up, get into position and rush that tower. Throw some Volatile Spiderling to zone / poke out the enemy laner and then jump on the tower with your Skittering Frenzy and that tower will drop like nothing if you, your spiderlings, and your friendly laner are attacking it. DO NOT GET GREEDY. Unless you know the tower is going to die from your death. It is 100% worth it to leave with only 50% on the tower. It will only make it easier next time and the enemy laner just lost a wave to that tower.
This section 100% applies to every game and is the basis for this build. What I will put here is 100% my opinion and isn't 100% true in every fashion. What will be in this section will be what I believe to be the meta strategy (not read meta characters). What champions are picked here are going to define you as an Elise jungle, in my honest opinion. I'm not saying you will do good or bad based on their choices, but what you build could make or break your team. If you do have a more traditional AP-mid and have a definite tank in either Bruiser or Support Role, then you may want to look at an AP guide for Elise or choose another jungler all together.
Breaking it down into lanes:
- Greater Quintessence of Attack Speed: Attack speed is very synergistic with your Skittering Frenzy.
- greater mark of Hybrid Penetration: I chose Hybrid Penetration because I wanted my ganks to still hurt and works really well with a full combo. If you wanted more siege you could easily switch them out for Attack Speed or Attack Damage as well.
- Greater Glyph of Attack Speed: I chose 7 Attack Speed so I could siege better. If you feel yourself getting too focused by AP champions feel free to replace with Magic resist or Scaling Magic Resist.
- Greater Glyph of Scaling Magic Resist: I chose 2 Scaling Magic Resist glyphs to help even slightly in late game fights. As said above, you can replace with Magic Resist if needed.
- Greater Seal of Armor: A pretty obvious choice for junglers. Especially with recent jungle changes and higher damage neutral monsters. Seal of Health or Scaling Health may be a decent alternative.
Skills and Abilities
|Flash and Smite are pretty much required. Experiment at your own risk.|
Spider Swarm: // Your abilities will in Human Form will ready a spiderling. Use your spiderlings in Spider Form to assist in tanking neutral monsters or even to block abilities such as Lee Sin's Sonic Wave or Ahri's Charm.
/ Spider Form / Human Form: YOU GET THIS ABILITY AT LEVEL ONE!
// Spider Form basically turns you into a spider and spawns your ready spiderlings. Because you get this ability at level one and has a generally low 4 second Cooldown at all ranks, You have a generally high damage burst combo available to you at level 3. You should generally open with your Cocoon and follow up with your Volatile Spiderling and Neurotoxin. Then immediately into your Spider Form to close the gap with Venomous Bite and finish with Skittering Frenzy to finish off with a few Auto Attacks.
// Human Form returns you to human form, pretty simple.
/ Volatile Spiderling / Skittering Frenzy:
// Volatile Spiderling is great is pretty much a homing spider that explodes on impact or after 3 seconds. You should use this ability when trying to zone or poke during siege.
// Skittering Frenzy greatly increases the attack speed of you AND YOUR SPIDERLINGS! Use this to demolish tower!
- // [inc image for zoning]
- // [inc image for sieging]
/ Neurotoxin / Venomous Bite:
// Neurotoxin is great to use during your gank initiation. Usually the last ability to use behind Cocoon and Volatile Spiderling. Don't forget you are a ranged champion when in human form. At the end of your combo you can always return to human form for a final Neurotoxin and Auto Attack to finish the fight if needed.
// Venomous Bite has a moderate range of 475 making it a decent gap closer and a great follow-up to your gank initiation in human form. Using this as a gap closer instead of your Rappel leaves your Rappel open as a final gap closer if they flashed or as an escape.
- // [inc image for gap closing]
- // [inc image for using securing kills under tower]
/ Cocoon / Rappel:
// Cocoon is a great skillshot because it webs the target in place, if hit. This generally allows you to initiate great ganks and allows for a huge follow-up of burst damage froma full combo.
// Rappel is great for a lot of things. Most importantly though it allows you to jump to any enemy, enemy minion, or neutral monster. Keep this in mind when ganking or retreating. **CAUTION** while this ability does make you untargetable, it doesnt drop effects such as stuns or damage over time.
- // [inc image for using Rappel in jungle]
- // [inc image for using Rappel to prevent focus damage]
Please keep in mind that these abilities are in order for best objective control. If at any time you start building AP and start ganking lanes more often than controling objectives (hopefully because your lanes are doing it and just need rpessure) Then you will likely want to max your Neurotoxin / Venomous Bite.
General Jungle Route and First Gank
- The Numbered circles represent the general jungle route
- The Stars represent possible first gank. Make note of their general location as to help determine who you should gank first.
- The green Pie Circles represent the River Crab which is good filler when waiting for a lane to push for a gank and also restores a small amount of health if you a low before a gank. It also acts as a ward for each respective side and grants a movement speed buff. No big deal...
I think it's generally best to start Gromp on Blue side using Smite on Gromp for the Poison Buff to help when clearing Blue Golems. Gromp also gives enough experience for Level 2 and Blue buff should be followed by the Wolves which will give level 3 and set you up for your first gank.
When selecting your first gank you should determine who you may be the most out of place. I say it this way, because it could be SOMEONE ON YOUR TEAM and they may need a counter gank. If a top laner looks liek he is going to all-in your team mate because their jungler is around the area, you may want to be there to prevent that.
Remember that the most important part of building Elise this way is objective control and not so much being an assassin. You should go back into your jungle and start clearing your red side or return to base for first purchases. Which leads into the next section of this guide.
I will fill this out more as I make some adjustments. But basically for the most part worry about your major threats on the enemy team. Still making adjustments to the item build. recently added
Haunting Guise to the build list as it may be a better choice as during laning.
- A lot of AD? Get Sunfire Cape
- A lot of AP? Get Spirit Visage
I am still testing this build and would love to hear some ideas if anyone is willing to share.
Give me a day or two to finish this section, as I think a bit of explaining might be needed to make each choice understandable as opposed to a more traditional Elise.
In the end I hope you enjoyed this guide and found it helpful. I hope all people who enjoy playing Elise try this build as I will continue to test and enhance this guide. Please leave feedback, positive or negative; all I ask is that you message me letting me know what was wrong so I can try to address it. If you have any questions feel free to ask and I won't only asnwer, hopefully I can add it to this guide and even give some credit. I will add screenshots of each tip for each ability where i have the [inc image] tag.
This is my first ever guide and I got a lot of help and features from: