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Elise Build Guide by Im Nex

Not Updated For Current Season

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.


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League of Legends Build Guide Author Im Nex

Top Lane Elise, get eight legs up

Im Nex Last updated on June 26, 2013
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


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^^^THE BUILD IS COMPLETE AFTER MANY TESTS THE WRITTEN GUIDE IS STILL UNDER CONSTRUCTION, CHECK BACK FOR UPDATES!

The Information below is not complete nor is it in the correct order, it is just me opening up my experiments to the public.


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Welcome



Welcome everyone to my new season 3 top lane Elise guide. My IGN is MFG Nex and my real name is Harry Clements. I have been playing League of Legends for a little more than two years, and one of my favorite things about League has been constructing different and effective builds. Whenever I find one to be very strong I elaborate, such has happened recently with this Elise build. I am currently gold league in ranked with over 1000 normal wins, and I am always looking to get better.



This guide cover my ideas about how I play Elise and why I do it. I provide mathematical explanations to why I build the items I build and why it works. I will be covering every little inch of knowledge there is to know about Elise and explain how we can abuse it to become better and better.



I will be uploading a video format version of this guide when I am completed writing the paper version, you can check out my Youtube channel here.

Enjoy and don't forget to up vote and leave a comment in the discussion section!


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Abbreviations

Here are a list of the abbreviations that I use in this guide

HP: Health Points
AD: Attack Damage
AA: Auto Attack
AS: Attack Speed
AR: Armour
MR: Magic Resist
LS: Life Steal
SV: Spell Vamp
DOT: Damage over time
DPS: Damage per a Second


Some descriptions

Proc: When something activates or starts. Example, Abyssal Scepter procs on any target within 700 range.

Push/Shove: Lane terms means to kill the minions quickly and move up to the enemy turret. Example, now is a good time to push your lane.

Shred: To reduce someones armor or magic resist. Example, Void Staff helps you shred through magic resist.

Nuke: A large amount of damage in a very short period of time. Example, Veigar has a nuke of 4000 Magic Damage.

Top: The top lane.

Mid: The middle/center lane.

Bot: The bottom lane.

Off Tank: A champion that has decent health, magic resist, and armor but not enough to fill as a tank role for your team.

Glass Cannon: A champion that builds all offensive items. Example, Vayne built all attack damage and attack speed items making her a glass cannon.

Sustain: Healing and mana regeneration, anything that helps you stay alive longer.

Squishy: Can be killed very easily. Example, The Ashe was very squishy and could be one hit by Elise.


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When to play Elise

In this chapter I will talk about when it is a good time to play Elise based on your team alone, by this I mean this is not a chapter on what Elise counters or is countered by. Any case lets get started.



Elise is a great AP carry champion for the top lane, however with the meta sending AP carry's mid more often then not you need to be aware about how much AP your team already has.

For example if your team mates have already selected Lux Mid, Fiddlesticks Jungle, and Zyra Support, it will not be a good idea to lock in good old Elise.

However most the time it is okay to pick Elise as long as you have a relevant amount of AD coming from the jungle, or your Mid is running Zed, Talon or any other AD champions.

With this guide you will be playing a AP nuke and DPS off tank. If your team is squishy you will be better off picking a primary tank such as Cho'Gath or Renekton.


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Ability Run down

Elise is one of the only champions that gets 8 ability's rather than the normal 4. This is great because it results in you having a overall higher burst potential. However 4 more ability's are also 4 more counters you need to keep in your head. In this chapter we will be covering what all your ability's really do and how you should go about using them.


Spider Swarm (Passive)


(Innate): 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.
Spiderling Health: 100 + (25 × level)
Spiderling Attack Speed: 0.665
Spiderling Armor: 30
Spiderling Magic Resistance: 50
Spiderling Movement Speed: 370
Spiderling Attack Damage: 10 x level of Ultimate + 10% of Elise's AP

Unlike your average passive Spider Swarm is something you really need to be paying attention to. If you look at the damage calculation section your spiderlings actually account for a lot of your damage. Keep an eye on how many spiders before engaging on your opponent. Remember all you have to do to collect more spiders is land a spell in human form, you don't even have to hit a champion to trigger this.


Neurotoxin


(Active): Deals magic damage equal to a base amount plus a percentage of the target's current health. Damage is capped against monsters.
Cooldown: 6 seconds
Range: 625
Cost: 50 / 60 / 70 / 80 / 90 mana
Base Magic Damage: 40 / 80 / 120 / 160 / 200

Bonus Damage: 8% of target's current health (+0.03% per ability power)

Maximum Bonus Damage vs. Monsters: 60 / 120 / 180 / 240 / 300


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Why All the Magic Reduction/Penetration

There is more to understand to Magic Penetration than the average League player actually knows. First off Magic penetration is not the only way of reducing MR itself, there are four different ways of shredding magic resist, and this build touches on all of them.



The four ways of magic resist work in this order.
-> Flat Magic Reduction Apply's ( Abyssal Scepter)
-> Percentage Magic Reduction ( Void Staff)
-> Percentage Magic Penetration ( Arcane Knowledge )
-> Flat Magic Penetration (Runes, Sorcerer's Shoes, and Liandry's Torment)



So if the average MR on the enemy team is approximately 80 by the time you have 4 items this is how the damage calculation should go.

80 MR
Abyssal Scepter procs
80-20=60
Void Staff Procs
60-21=39
Arcane Knowledge Mastery
39-3.1=35.9
Flat Penetration Adds up
35.9-15+15+7.8=-2.1

However sadly due to a nerf magic penetration can no longer set someones MR below zero.

Therefore anyone with 80MR that you attack will instantly be reduced to 0MR HARSH!


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Damage Calculation

Now lets get a understanding of how much damage you will actually be doing

We are assuming that your opponent now has 0MR and 100 Armour.
We are calculating from the six item standard build shown above.
So your AP should be...


Runes = 28
Mastery's = 29 + 3.75% of total AP + 5% TOTAL damage + 5% of AP on AA's + 5% TOTAL damage to targets below 50%
Items = 403

So total AP calculation should equal
460 + 17.25 = 477

Auto Attacks should deal
106.5 + 23.8 = 130
This is before Armour, 23.8 bonus is AP so it is uninfected
100 Armour negates 50% of AD Damage
106.5/2= 53.25
Sooo AA's BEFORE Spider form boosts are...
53.25 + 23.8 = 77

AA's in Spider form deal
77 + 40 + 20% of AP
77 + 40 + 95 = 212


Spiders are bonus damage
You can have up to 5 Spiders out at once, your spiders do 40 + 10% of total AP.
1 spider = 435
2 spiders = 870
3 spiders = 1305
4 spiders = 1704
5 spiders = 2175
^ 5 spider calculations are assuming that you stay in spider form for 5 seconds.
To obtain the maximum damage through spiders they must stay alive as well.
All spider calculations include the activation of Skittering Frenzy Bonus 140% attack speed.


That covers most of the passive damage you will be dealing, now lets figure out how much damage your actually combo will be doing.

Your average full out damage trade should go something like this:
Neurotoxin > Auto Attack > Cocoon > Volatile Spiderling > Spider Form > Venomous Bite > Skittering Frenzy > Auto Attack x5

From here you can chase for the kill with Rappel or use it to escape. Remember Neurotoxin / Venomous Bite has a short cool down and can normally be used twice in a single engagement.

Lets calculate how much damage were actually doing with this now.
For these calculations I am assuming that the target has 3000hp 100 armor and 0 magic resist.

Neurotoxin = 200 + 20% of 3000
= 200 + 800
= 1000

Human Form Auto Attack = 77

Cocoon Stuns Target

Volatile Spiderling = 275 + 80% of 477
= 275 + 386
= 661

Target is not below 50% hp Executioner procs.

Spider Form

Venomous Bite = 260 + 20% of 1262 + 5%
= 260 + 252 + 5%
= 512 + 26
= 538

Activation of Skittering Frenzy and 5 auto attacks

= 2175 + 212(5) + 5%
= 3235 + +5%
= 3235 + 162
= 3397

Okay so that is all our damage calculated out, now lets see what our total burst at level 18 with 6 items is.

Against a target that originally had 3000 HP 100 Armour and 80 Magic Resist

Total Burst = 1000 + 77 + 661 + 538 + 3397
= 5673

Remember that this calculation is not including a few things, here are things that may alter the result.

Sunfire Cape: Should have been doing about 45 damage a second.
Liandry's Torment: would be doing bonus burn damage on all your spells.
Honor Guard : Tanks may have this reducing all damage you do by 3%.