Ap Carry Elise
Example Damage Build
Example Tanky Build
Example Build VS Tanks
Threats to Elise with this build
|Fiddlesticks||Winning matchup. Fiddlesticks will not try to counter jungle. His counter ganks are not very strong so you won't be in huge trouble if he is counterganking you. You should try to kill him in the early game in his jungle because you can stop his drain with the cocoon and you can burst him fast.|
My in game Name is "Not Ao Shin" and I am playing on EUW. I decided making this guide because I play Elise since S3.
At the moment my Elo is Diamond5.
In the following guide I describe my way of jungling Elise.
First of all I want to answer the question why I am doing this guide.
Elise is one of my favorite Champions in the rift. In my opinion playing her is never boring because she has a funny kit of abilities of 6 spells and there are so many ways to play her. For example you can play her tanky so you can peel for your adc or you can play her as an apc which is the way I play her most times.
I think playing Elise is a very good way to climb easy if you know how to use her kit of abilities and master her.
I didn't play her for like 2 months but these are my stats with her when I stopped playing her. Before I got a bit inactive because of studying my winrate was at 69%. It dropped a little bit because I played ranked without practising after a long period where I didn't play.
My English is not the best but I hope you understand what I want to say.
Pros and Cons
It increases the ability damage by 2%. Because Elise damage output is extremly based on her abilities if the target is squishy because normally squishy targets die after your combo and 2 or 3 autohits. This is why this mastery is neccessary.
You get 5% damage and take 2,5% more damage. It is kind of risky to go for it because Elise is a very squishy champ. But it helps me a lot to catch people and burst them down as fast as possible.
I prefer Natural Talent over Vampirism because Elise already can heal her self with her passive and Natural Talent will increase your AP and AD which effects your damage output.
Normally there are always allies nearby when you gank in the early game. That's why the enemy will get 3% more damage from your allie for sure.
In the case of my way of playing Elise Recovery is better than Unyielding because I don't build a lot of magic resist and armor, so the bonus amount of Unyielding isn't that high.
Again it's based on my playstyle. I counterjungle a lot so I want to get as less damage as possible from enemy jungle camps because if the enemy jungler finds me I want to have as much health as possible.
Because Elise is very squishy in early game this mastery helps you getting one shotted by one combo of skills. Also I think the increase of healing by your spiderlings from Runic Armor is not that high.
Again it is because of my counterjungling. I have to use smite very often so CDR on summoner spells is good.
Because Elise is kiteable and she has to get to enemies as fast as possible after landing the Cocoon I take Swiftness to get more tenacity and slow resist. Also I think Legendary Guardian is not worth to take compared to Swiftness .
The other 2 opportunities of keystone masteries in this tree are almost useless for Elise because you won't have allies nearby for Bond of Stone and you can't use Grasp of the Undying .
Courage of the Colossus will give you a shield after hitting your Cocoon. The shield will be very strong in teamfights later on when there are 4 allies nearby.
You deal increased damage to jungle creeps (+5 dmg per hit and abilitie). Because of my aggressive style of jungling and counter jungling I need to clear my camps as fast as possible.
You can stay way longer in jungle if you have your buffs. With Runic Affinity the buff duration is increased. Also your ganks are way stronger while having ref buff. If the duration of red buff is increased you can have more impact in early game and deal more damage.
Elise wants to burst enemies. If you deal increased damage if they are under 40% health your burst in Spider Form will be way stronger.
Elise deals a lot of %-Damage. Getting Magic penetration is very important because of that. Also Intelligence won't make much sense because you won't even have 40% CDR with this build, so it doesn't matter if the CDR cap is increased to 45%.
It isn't very strong in early game but is extra damage anyway. In late game the damage output of Thunderlord's Decree is very strong. It helps you finding picks and burst down enemies.
Abilities + Usage
Description:HUMAN: When Elise's abilities hits a target she gains one dormant Spiderling, up to 2 / 3 / 4 / 5.
SPIDER: Elise's basic attacks deal 10 / 20 / 30 / 40 (+ 30% AP) bonus magic damage and heal her for 4 / 6 / 8 / 10 (+ 10% AP) on-hit.
Tips:You get 1 spiderling if you hit a skill in Human Form successfully. Because the spiderlings can tank a lot of damage in jungle and deal a lot of damage try to have all of your spiderlings ready. The passive is the reason for her healing. That's why you shouldn't forget about her heal while trading.
Also her passive is one of her main damage sources because in late game with a high amount of AP Elise's autoattacks deal tons of damage.
Also don't forget about your heal from your spiderlings autoattacks.
Human Form / Spider Form (ultimate)
Description:HUMAN: When Elise's abilities hits a target she gains one dormant Spiderling, up to 2 / 3 / 4 / 5.
SPIDER: Elise's basic attacks deal 10 / 20 / 30 / 40 (+ 30% AP) bonus magic damage and heal her for 4 / 6 / 8 / 10 (+ 10% AP) on-hit.[/indent]
Tips:I always walk while being in Spider Form in the jungle because in Spider Form Elise has increased movement speed. Before setting up a gank I switch into the Human Form to hit the Cocoon and dealing more damage when the enemy has more HP. I start jungle camps in Human Form because Volatile Spiderling is her only AoE spell.
Description:ACTIVE: Elise fires poison at the target enemy unit, dealing magic damage, capped against monsters. MAGIC DAMAGE: 40 / 75 / 110 / 145 / 180 (+ 4% (+ 3% per 100 AP) of target's current health)
Tips:As it says in the description that the damage is based on the target's current health the damage output of Neurotoxin is higher when the target has more HP.
This is the other reason why you set up ganks in the Human Form because normally the enemy you want to gank has 3/4 - full of his HP.
Description:ACTIVE: Elise dashes to the target enemy and bites them, dealing magic damage, capped against monsters. MAGIC DAMAGE: 60 / 100 / 140 / 180 / 220 (+ 8% (+ 3% per 100 AP) of target's missing health)
Tips:Elise's Q's are the reason for her burst damage. In the case of Venomous Bite the damage output is higher when the enemy is low on hp. Normally you start damaging the enemy with your Human Form to deal more damage and when they drop low you finish them in Spider Form.
Also Venomous Bite is very nice to safe objectives like dragon or baron because you can use Venomous Bite and instantly followup with smite.
Description:ACTIVE: Elise summons a venom-gorged spider for 3 seconds, which moves in the target direction.
The spider explodes upon contact with an enemy unit or at the end of its lifespan, dealing magic damage to nearby enemies.
If the spider does not hit an enemy before reaching the target location, it re-targets and chases down a nearby enemy, prioritizing champions. The spider gains bonus movement speed, based on its proximity to its target.
MAGIC DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 80% AP)
Tips:I always use Volatile Spiderling to start jungle camps because it is Elise's only AoE spell. The damage output of this spell ins't very high in early and mid game. When you get Rylai's Crystal Scepter and Liandry's Torment Volatile Spiderling deals a lot of damage because it scales with 80% of your amount of AP.
Also it gives you vision. So if you don't want to facecheck in some bushes you can use your Volatile Spiderling to check it.
Description:PASSIVE: Elise's Spiderlings gain bonus attack speed.
ACTIVE: Elise and her Spiderlings gain bonus attack speed for 3 seconds.
SPIDERLING BONUS ATTACK SPEED: 5 / 10 / 15 / 20 / 25%
BONUS ATTACK SPEED: 60 / 80 / 100 / 120 / 140%
Tips:Skittering Frenzy resets Elise's autoattack timer. That's why you should time it correctly to do two fast autoattacks which deals a lot of damage because Elise's autohits scales with AP and AD.
Also your healing of your passive will increase because you are getting healed your every spiderlings autohit. It means that if they attack faster you will get healed more often.
Description:ACTIVE: Elise fires a web in the target direction, granting sight of the first enemy hit for 1 second and stunning them.
STUN DURATION: 1.6 / 1.7 / 1.8 / 1.9 / 2
Tips:Nothing special because it is just a stun based on a skillshot. I can just give the tip that you can use it instead of facechecking a bush because Cocoon gives you vision onto an enemy if you hit him with it.
Description:ACTIVE: Elise and her Spiderlings lift up into the air, becoming untargetable for up to 2 seconds and revealing the area for the duration.
Upon landing, Elise's on-hit bonus magic damage and healing from her native Spider Queen are increased for 5 seconds.
If cast directly on an enemy, Elise automatically descends upon them after 1 second. While in the air, Elise can also use Rappel to select a target to descend upon.
SPIDER EFFECTS INCREASE: 40 / 50 / 70 / 85 / 100%
Tips:Rappel is a very nice ability and gives you a lot of oportunities.
1. Rappel can be use to dive an enemy. You should take the tower aggression first and use your Rappel before going down because it will reset the tower aggression.
2. Rappel can be use as an escape. Because it gives you vision on all units in the range of the rappel you can use it for example on to a jungle camp to get over a wall and escape.
3. Rappel has enough range to get in to the dragon and baron pit (use is onto the drake and baron) so you can get into the pit to steal the objective and get out with flash for example.
4. Rappel can be used as a follow up when you catch an enemy.
5. Rappel gives your spiderlings increased attack speed and healing. That's why you can use Rappel to have more burst damage.
6. Rappel can be used to jumps onto enemy wards. So if you are chasing someone and he places a ward whil escaping you can use Rappel to jump onto the ward as long it's not invisible.
You start at your first camp (I always start golems) with Volatile Spiderling or rather Skittering Frenzy to get the fastest clearing speed at the first camp. After that you skill Neurotoxin or rather Venomous Bite which is the highest damage threat of Elise. At level 3 you skill Cocoon or rather Rappel to set up ganks and getting Elise 's only CC.
After level 3 you max your Neurotoxin or rather Venomous Bite to deal the most damage possible. After maxing the her Neurotoxin I max the Volatile Spiderling because it also can deal tons of damage if you already have some of her core items like Rylai's Crystal Scepter and Liandry's Torment.
The last skill I max is her Cocoon. It is her only CC but Elise needs to burst her enemies in seconds. That's why you skill her Neurotoxin and Volatile Spiderling first.
I often go for Tracker's Knife instead of Stalker's Blade in teamrankeds because vision is the key to win if you are playing 5v5 premades.
In SoloQ I go for Stalker's Blade to deal more damage and win my early trades to snowball into the mid and lategame.
Rylai's Crystal Scepter is the most important item on Elise. It helps you getting away from enemies or chasing them down. Also your spiderlings from Spider Form will activate the effect of Rylai's Crystal Scepter.
Additionally you get 100 AP and 400 HP.
Abyssal Scepter is a situational item. It is effective against Magic resist stacking enemies and a high ap damage enemy Team.
Liandry's Torment is the 2nd core item for my playstyle of Elise. You get magic penetration and deal %-Damage based on their current health which helps you bursting tanks.
Hextech Protobelt-01 is another good oportunity to burst enemies and catching or chasing them down. Lots of Summoners rush this item after completing their jungle item. I don't like this item at all. In my opinion getting an item like Void Staff is a better choice especially against tanks.
Getting magic penetration is important.
Mercury's Treads is a good option vs a heavy AP damaged based enemy team. Also if the enemy team has a lot of CC abilities, tenacity is sometimes important.
Helps you getting tanky and chasing down enemies because of the speed buff.
Helps you getting tanky and increase the healing from the spiderlings auto hits. Also you get cooldown reduction which is very good in longer teamfights in the end game.
If you play Elise as an AP assasin it will increase your damage output extremely because of the extra % AP.
You can go for Void Staff against squishy and tanky targets. Against tanks it is almost necessary because with enough magic penetration you can shred them down.
If you are playing against squishy targets you can build it but it isn't necessary. You almost deal true damage with Sorcerer's Shoes, Liandry's Torment and Void Staff to squishy targets.
Early game jungle path
In Preseason 7 you start your jungle at one of your buffs.
I don't have mana problems with Elise while jungling in the early game and I want to gank as early as possible with the most damage and CC I could get. That's why I start my jungle at red buff. I always use Volatile Spiderling in Human Form at 1:38 switching in Spider Form and use Skittering Frenzy to get attack speed. Clearing the first camp in the way I do is the fastest way.
You should use your smite at red buff because you won't get the best leashs in Preseason 7 compared to season 6 where you start gromp/golems with a nice leash If the leash is good enough you should keep your smite for ne second camp you clear.
After, I clear the golems as fast as possible and the rift scuttler to reach level 3 and set up the first gank.
Try to use your Volatile Spiderling because it is your only AoE ability so you deal damage to all of them and clear the camper way faster.
If you can't set up a gank because your lanes are pushing you can decide between clearing blue buff or invading the enemy jungler at the buff he didn't kill yet.
Always use your Spider Form while being in the jungle because it grants you extra movement speed. If you want to set up a pick or a gank you should start in Human Form because your cocoon is your only cc and the Spider Form is your highest damage output so it should not be on cooldown if you switch into Spider Form while ganking.
This is always my decision:
After reaching level 3 I always kill the rift scuttler without using smite. After I go for the enemy blue buff if I know that the enemy jungler started red buff too.
If the enemy jungler is a champ who drops low in the jungle you should wait for him and try to kill him or rather get his flash.
If the enemy champ doesn't drop low while jungling you should just try to take the buff before he arrives.
If the enemy jungler started at blue buff you should immediatly set up a gank while having red buff. I always poke the enemy while ganking with red buff to force his flash. After flashing I try to land my cocoon to follow up with my damage output.
In 80% of all games I'm getting first blood with my first gank.
Always try to let your spiderlings tanks the camps so you drop low on HP. Start your camps in Human Form to get new spiderlings from your passive in the Spider Form.
There are no differences between ganking with Elise and other junglers. That's why I can't say much about ganking.
The only thing I can add is that Elise counterganks are very strong but she is also vulnerable to counterganks. So you should know where the enemy jungler is so you can easily prevent getting counterganked.
Diving with Elise is very effective because you can reset the tower aggression with your Rappel. Even if there are no minions left and you Rappel the tower will focus your spiderligs if you have some first, so you will have enoug time to get out of the tower range.
Setting up a dive you should tank the tower first because you are the one who is able to reset the tower aggression when you are low on HP.
To make this more clear, I will add a video soon.
Elise's ability to take objectives is very good. Because of Skittering Frenzy she and her spiderlings gain a lot of attack speed. That's the main reason why she can destroy towers very fast.
Also Elise can secure objectives like baron , dragon and blue buff or red buff good because she her damage output with Venomous Bite + Smite is extremely high and you can smite directly after use Venomous Bite so noone has a chance to steal the objective.
Teamfight + Lategame
There are basically two different ways of playing Elise in teamfights.
The first one is to peel for your carries. I always go for this style of playing teamfight when I play against an enemy team which engage onto your team.
Also when the enemy team has a strong and tanky frontline with CC because Elise can burst tanks very fast.
The second one is to engage onto the enemy team and try to kill their carries.
I normally go for this playstyle when our team engages onto the enemy team and the enemy composition hasn't a real frontline which can be a thread for your carries.
In general you must decide between those teamifight playstyle because it doesn't just depend on the composition, also on the place on the map, the scaling of your and the enemies composition in reference to the game lenght, if you are behind or not and so on.
My lategame playstyle is simple. I'm trying to get into the enemy jungle if we are already ahead and try to catch someone alone. To do that you need to be sure they don't have vision on you.
To prevent to getting catched because they have vision on you, just go in the enemy jungle while sweaping wards with Sweeping Lens.
If you are behind in late game try to turtle in base and whenever someone overextend or overstay try to punish him with you high damage, cc and chase potential.
Finally I can say that Elise is a very nice champ with so much oportunities and potential because of her kit.
I want people to get attention on Elise so they start playing her.
Playing Elise is a good strategie to climb through the division if you know how to master her.
She can push fast, deals a lot of damage, peel for carries, bursting down tanks, control objectives.
The only problem is that she is very hard to play because of the amount of oportunities of her kit of abilities.
I hope I could help and you understand and like my way of playing her.
Thanks for reading. Feedback pls :))