Elise Build Guide by KirbyMorph
| Health | 2815 |
| Health Regen | 23.5 |
| Mana | 2040 |
| Mana Regen | 18.5 |
| Armor | 390.69 |
| Magic Resist | 123.86 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 421.58 |
| Gold Bonus | 0 |
| Attack Damage | 101.5 |
| Attack Speed | 70.811 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 140 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
A common misconception, perpetuated by Riot's spotlight and recommended items, is that
Elise is an AP champ that should build AP. This is wrong. She can do this, of course, and do nice damage after several thousand gold worth of items, but you can do that with almost any champion. The problem is she will never get that far with how fragile she will be and her reliance on being in melee range for much of her damage and her lack of true escapes (
Cocoon / Rappel is more of a gap closer or temporary wait on cooldowns/damage avoidance than an escape since it requires you select an enemy to fall on, typically only with champions around to land on).
While Elise is conceptionally similar to
Nidalee, she is actually built remarkably similar to tanky brusier top lane
Cho'Gath. If you see a Cho'Gath build pure AP, he hurts, but is easily burst down,
Feast stacks or no Feast stacks. Elise is similar in that regard and building her similar to bruiser top Cho'Gath results in a lot of success. Play like Nidalee, build like Cho'Gath is my motto.
Runes
| Runes | |||||||||||||||
Greater Quintessence of Movement Speed 3 |
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 4 |
Greater Glyph of Scaling Magic Resist 5 |
|||||||||||
Quintessences
Greater Quintessence of Vigor Greater Quintessence of Vigor is another option that many overlook. Sustaining in lane is vital to winning lanes. If you are in a tough lane and chugging potions nonstop, you will be forced back and lose xp and cs and allow your enemy a free back and lane reset or he can freeze the lane and further deny you. Running Greater Quintessence of Vigor can turn equal or slightly negative trades in your favour simply by out sustaining your opponent's damage between exchanges as he runs out of health potions.
As Elise is a very poke heavy champion with some mild sustain from her spider form's Skittering Spiderling / Skittering Frenzy, Greater Quintessence of Vigor are fairly strong on her since she will typically give out more than she takes in human form from ranged on the typically melee oriented top lanes. For example,
These are the only two quints I believe you should run on Elise, though other less optimal choices include
Marks
For your Marks, Alternatives I've had success with are
Seals
Glyphs
Magic resist Glyphs are your best choice here. I prefer a mix of Another option is running 9 x
Masteries
OR
Top lane is bruiser lane. Elise will be in melee range to do the majority of her damage, either with them gap closing onto you or you finishing up in spider form, and people will jump on her for ganks and team fights. She has no real escapes from this.
As I've found my most success with her as an AP bruiser in the top lane, I build her with a full defensive mastery page. Similarly, as she does significant magic damage and does this damage without a need for pure damage items, I like to get more cooldown and magic penetration from the offense page. Mana should not be a major issue and I don't find myself with buffs all that often, so utility isn't required, though I've run it for more move speed on occasion. It's really up to you on whether you would prefer more move speed or more cooldowns and penetration.
Reasons for Defense choices:
Flat damage reduction is absolutely OP and the most broken masteries in the game. Riot is removing them for season 3 and for good reason - they absolutely trivialize minion damage with Indominatable and
The rest are mostly self explanatory in the defense tree. If you wonder why I don't get
On the Offense side of things , the only noteworthy choices you might question is going 2 points into
As for
The other option for the 9 points is to go over to the Utility tree and pick up
Skill Sequence
Elise's
Neurotoxin / Venomous Bite is her strongest poke in human form and an amazing execute in spider form. Obvious to max it first. Whether you get it at lvl 1 or not is debatable. I wait until I need a skill before levelling. If we invade, I will get
Cocoon / Rappel to hopefully secure a first blood or disengage. If I'm just helping my jungler on a leash, I get
Neurotoxin / Venomous Bite since it will do a lot of damage quickly to the blue golem and I can use for harass in lane.
Either
Neurotoxin / Venomous Bite or
Cocoon / Rappel are your first two skills in order of what you need at lvl 1. I typically don't feel a need for the
Volatile Spiderling / Skittering Frenzy in human form until later in game when it's stronger and I can use it to wave clear quickly or harass. It can be used to check bushes though, so an early point isn't completely wasted.
Basic priority is
Spider Form / Human Form >
Neurotoxin / Venomous Bite >
Volatile Spiderling / Skittering Frenzy >
Cocoon / Rappel with one in
Cocoon / Rappel early for utility.
Summoner Spells
Flash is as vital on Elise as anyone else. You can Rappel -> Flash to make a quick escape if you can Rappel to a minion wave or over a wall to jungle creeps or simply break vision with Rappel and then Flash as you come down to hopefully get a slight bit of surprise as they try to figure out where you are Rappelling down only to have you instantly Flash on landing.
Ignite is my preferred second summoner. Elise can all in with deceptively strong burst. Her pokes in human form are extremely damaging on high health targets and if you land a stun with her E, you can then immediately go spider form and bring some pain and force a flash. A rappel to gap close and another wave of cooldowns into human form cooldowns can typically secure a kill, but ignite is usually the deciding factor in whether they die or not without jungler assistance.
Teleport is the alternative to Ignite. Can give global presence, get you back to lane quicker or help turn the tides of a gank or all in on bottom lane. As Elise can absolutely eat towers in spider form with a wave of her own spiders (5 at lvl 16) with her W attack speed steroid, teleporting to a huge wave can push a tower down before anyone can usually react.
Items
Starter Items:
+
x 3 or 4
Core:
Boots:
Situational:
Full Builds
VS AD Top:
Rush
Ninja Tabi vs people like Riven, Irelia, Jax. From there, get a
Glacial Shroud and Wit's End. Tack a Giant's Belt on and either finish
Frozen Heart or
Rylai's Crystal Scepter. Grab a
Guardian Angel and if gold permitting, a
Rabadon's Deathcap.
VS AP Top:
Get
Null-Magic Mantle x 2 on your first back and rush Wit's End. Get your
Glacial Shroud and then finish
Mercury's Treads. Pick up a
Negatron Cloak to further cut the enemy AP damage down and consider finishing your
Frozen Heart or grabbing a
Giant's Belt. Gauge how the game is going and either finish
Rylai's Crystal Scepter or
Abyssal Scepter. Grab your
Guardian Angel to complete the build.
Early Advantage (Level 2 ganks, favourable match-up, etc):
Depending on match ups, many champions will be free to your harass early. Singed for example is quite weak to it until he gets his ultimate at level 6 and is still open to free harass when it is on cooldown. Going with early magic penetration with
Sorcerer's Shoes and
Haunting Guise in addition to your Greater Marks of Insight will leave many top laners scrambling for magic resists. As you transition to your
Glacial Shroud and
Wit's End, they will find they do little damage to you after itemizing for resists while you are tanky and cutting through most of their resists as it is. If they do not build resists, they get shredded by your poke and bullied out of lane regardless. Only slightly delays your core items.
Items Explained
Basic start is
Boots of Speed + 3 x
Health Potion to start. I like to sometimes stay and get a fourth
Health Potion or back after helping my jungler and get a 4th. Remember to use spider form to get back to lane. You gain move speed in spider form and it costs no mana to switch, so always a good idea if you stay for a potion to get to lane quicker.
From here, I weigh my options on who I'm facing and what type of damage they do and how active my jungler and their jungler are.
VS AD
My preferred path vs aggressive AD champions is to on first back get a
Doran's Shield for health, regen and armor. Keeps you in lane and stops their aggression as you should start winning trades as you require no real damage items as Elise.
Alternatively, I'll grab quick
Ninja Tabi as they are really cheap and provide significant damage mitigation against the majority of top AD champions who rely on auto-attacks and pure physical skills to do damage.
From there, I go to a quick
Glacial Shroud for more armor and the massive cooldown reduction. The mana it provides will be more than enough for Elise to spam her abilities non-stop for the rest of the game. All core stats for Elise.
VS AP
If it's vs an AP champion, I prefer to on first back get two
Null-Magic Mantle. The reasoning for the two
Null-Magic Mantle is that I feel
Wit's End is core on Elise. A null mantle will be used to build
Wit's End and the second is for
Mercury's Treads. Two mantles early will be cheap and effective at completely shutting down an AP champion's damage output.
VS
Rumble, you will need
Mercury's Treads for his slows and he will eventually get a
Rylai's Crystal Scepter, further increasing the number of slows.
Mercury's Treads wont provide much additional MR (it only gains 1 additional MR for upgrading) vs
Vladimir and the tenacity is fairly useless vs him as well, so I try to gauge whether to build them vs him based on the rest of his team and the amount of CC they can bring to a team fight. Boots 2 aren't worth rushing vs AP usually though. The two
Null-Magic Mantle will be fine for top lane exchanges and you won't need the boots 2 until laning phase ends against them in most cases. From there, build your
Wit's End as the first core item.
Your Core Items
Regardless of which top you face first - AD or AP - your first two core items are
Wit's End and
Glacial Shroud. The order you get them depends on which you face, but you should prioritize both. Upgrading of the Glacial Shroud to a
Frozen Heart can usually wait until later when team fights are common.
Reasoning behind both items as core is simple - Elise relies on abilities with high innate damage and low AP ratios, which result in lacklustre gains in damage output for gold spent on pure damage, to do damage. She must be in melee range for a lot of her damage. If you build damage, you are squishy and in melee range will be taking lots of damage without defensive items. As such, building tanky will keep you alive and building CDR lets you spam those high innate damage %hp abilities more often. Simple math should show you that adding a few % more hp damage with every 100 AP vs having more base damage abilities cast 40% more often will significantly out DPS the pure AP build. If you build AP + CDR, you will just melt from a stiff breeze the instant you show up to a fight and she does not have some super long range spell like a Nidalee spear to just throw from beyond the fog of war nor an escape move to get away. So tank + CDR items are best on her.
Wit's End provides resists and synergy with her spider form and is easily stacked in any fight you go in on with her
Volatile Spiderling / Skittering Frenzy. These two in tandum allow Elise to demolish towers in seconds in spider form with her
Volatile Spiderling / Skittering Frenzy active and army of spiders from her passive
Spider Swarm. Frozen Heart gives her the armor to tank damage, tower dive, and mana and CDR to spam her abilities for poke and during fights.
Situational Items
Situational items can be built after her core is complete. As you have resists, damage through CDR and attack speed and armor covered with your core, you should probably focus on health now.
If facing a true damage opponent top, I actually prefer to grab an early
Giant's Belt and rushing a
Sunfire Cape. It is stronger the earlier you get it (resists are lower early and the passive never scales with levels, so will be more effective early than later) and will provide health and armor vs these true damage champs (
Olaf,
Darius, and
Irelia in particular).
If I don't get an early
Giant's Belt, I usually try to grab one once my core is finished and typically built towards a
Rylai's Crystal Scepter. The AP will provide a little boost to my damage and the health will prevent true damage and burst from killing me in team fights. The biggest advantage from it, however, is the slow. Elise does a lot of nukes on low cooldowns. Where other tanks can use a
Phage to make them sticky and give them health at a cheaper cost, I find
Rylai's Crystal Scepter a superior choice for Elise since her auto-attacks for
Phage procs would only really be useful in spider form compared to how
Rylai's Crystal Scepter procs on every spell cast, human or spider form. It is indeed far more expensive than
Phage though, so take that into consideration when building towards it. The goal of these purchases is to buff your health and provide stickiness or some form of sustained damage to your targets.
Whatever your third item is -
Sunfire Cape,
Rylai's Crystal Scepter or a simple
Phage - it's usually at this time that more team fights occur and you should consider finishing that
Frozen Heart. This should put you around 32% CDR (~8% from Defense at lvl 18 and 4% from Offense + 20% from FH = ~32% at lvl 18). I typically get a
Elixir of Brilliance to max this at this time.
Alternatives are grabbing a
Zeke's Herald if the support doesn't. You do a lot of auto-attacks, it will synergize with your spider form
Volatile Spiderling / Skittering Frenzy and it will help the carry immensely. Your jungler likely can benefit from it as well and it will cap your CDR at 40%.
I don't recommend a
Shurelya's Reverie on Elise. Other champs or support are better choices for that item. There are few other options for CDR at this point.
An early
Spirit Visage is a possibility, though I only consider it vs AP champs and rarely at that. She does very little self heal off her spider form
Volatile Spiderling / Skittering Frenzy, but it can add up. The resists and health will be useful during lane phase vs an AP top. I've run it personally a few times, but find it delays late game core items since you would want to get this early to mitigate the other AP's damage. Not a bad alternative vs
Vladimir instead of building
Mercury's Treads. Very situational item. I find Vladimir's pool when I spider form onto him and hard to get much
Volatile Spiderling / Skittering Frenzy up time on him as he escapes. Resists and health and CDR are still quite good for a relatively cheap item.
Whatever you choose, maxing that CDR without wasting points on extra CDR above the cap is important.
Other situational items include
Abyssal Scepter for resists, AP and MR shred,
Guardian Angel for more tankiness and the revive, making you less likely to be targetted in team fights,
Ionic Spark for more split push power and health on a cheap item (I prefer
Wit's End personally),
Haunting Guise for health and penetration (I like this early if I see someone come to lane with no MR or get early lead vs someone that can't deal with my harass. Combine with quick
Sorcerer's Shoes and watch them itemize for resists and be irrelevant as you tank up),
Rabadon's Deathcap for huge AP boost as a 6th item,
Void Staff if you see the enemy building
Force of Nature's on multiple people or other heavy MR builds,
Aegis of the Legion for great stats all around and if no one else is building (get after Wit's End and Glacial Shroud if you are building it) and
Nashor's Tooth, which is extremely good on Elise, but requires shifting away from the Frozen Heart core due to the amount of CDR on both items. I've done this working with a
Sunfire Cape rush into
Stinger, then a Guardian Angel and then Nashor's Tooth to varying degrees of success. For all purposes, I prefer the Wit's End + Frozen Heart core though.
Tips & Tricks
Cocoon / Rappel is amazing for unadvertised reasons. The best feature of the spell that many overlook is the invulnerability while using it. This means you can completely avoid a Vladimir's
Hemoplague, Karthus's
Requiem or Zilean's
Time Bomb or various other skill shots on reaction, mitigating all of their damage and usually saving your life. Be mindful of who you are facing and their ultimate cooldowns in this regard. While it is common to Rappel into the enemy to close the gap after poking with human form, you risk putting rappel on cooldown and the opportunity to avoid these delayed damage spells.
Spider Form / Human Form provides lots of passive boosts in the form of armor, resists and move speed. If you are running away or fearful of a gank, get in spider form asap and use these bonuses to help you escape.
- Rappel works in 2 ways. The first is clicking onto an enemy. If you smart cast, that is the likely option you will do by default. This causes Elise to immediately jump up and back down onto the enemy. Many times this isn't optimal. You probably want to wait on a cooldown or use the delayed drop to pick targets for reposition or hopefully escape to minion wave or buy time for a jungler or teammate to help you. Clicking on the ground when activating Rappel will cause this secondary delayed descend where you stay up in the air longer.
- Human form combo -
Volatile Spiderling / Skittering Frenzy to send the tracking spider bomb to the enemy and immediately throw the stun
Cocoon / Rappel out from a bush or blind spot. This gives the spider bomb time to track and get there before the stun ends and/or they can move away. You can immediately follow up with a
Neurotoxin / Venomous Bite and auto-attacks as well instead of going for the stun to lead off and then sending the spider bomb. If you play
Zyra, do it similar to how she throws an ability out and then immediately puts the seed down for it to grow a plant instead of planting a seed and then the delayed ability to activate it.
- Spider form - Her
Neurotoxin / Venomous Bite lunges a short distance. Use this to your advantage for a small gap closer.
- Rappel can reset turret aggro. Very useful if you don't blow it early or you are coordinating a tower dive. Lead the damage and swap aggro after a few hits with it while also gap closing onto the enemy.
- Never face check a bush. Human form
Volatile Spiderling / Skittering Frenzy can be sent into any bush to check for people. Her
Cocoon / Rappel can be sent into the bush and reveal people in the bush if they are hit by the stun. Spider form
Cocoon / Rappel reveals people in bushes as well. If you are heading to your blue, rappel first and see if anyone is in the bush. You can then descend onto the golem to jump the wall/get there quicker if it is all clear or just let Elise fall to her original position if you see people waiting to gank you.
- Another unique feature of Rappel is that if you can see an enemy ward, you can rappel to it. It is very situational that you will be in such a unique fight where this will provide you an escape or gap close, but something you should be mindful of if you ever do see the opportunity and need to do so.
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