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Elise Build Guide by cycev

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League of Legends Build Guide Author cycev

Elise - Can You Believe We Met On The Web? [ AP / Jungle]

cycev Last updated on November 3, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 12

Strength of Spirit

Utility: 9

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Welcome to my jungle guide for Elise: the Spider Queen. This will be my first guide for MobaFire, so please let me know if I'm missing anything crucial or if you have a question about something about this guide, again, please let me know!

The great thing about Elise is that she can take down turrets rapidly while still in early-mid game (from her W in Spider form). After testing AD Elise more later, I'll decide whether to change this guide to re-fit her, but let me get into her AP strategies!

Oh, and I know that in the abilities chapter, some of her abilities (and ability icons) aren't working with the BBCode, so I hope Mobafire fixes that soon!

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Champion Spotlight

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Pros / Cons


+ Spider transformation (6 abilities)
+ Rappel can evade many devastating abilities (ex. Karthus' Requiem)
+ No mana costs while in spider form
+ Fast jungle speed
+ Decent range and good poke for laning
+ Low late game drop off
+ Able to escape in many situations


- Not sexy enough </3
- Squishy and easily countered
- Mediocre AP ratios
- Poor against tanks
- Easily caught (low movement speed)
- Reasonably high learning curve
- Mana hungry

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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Her abilities are pretty straightforward and the only tricky one is Rappel, which takes a bit getting used too. The main reason why I max her Q first is because of the high damage output. Her W isn't the best at harassing and the cooldown is quite long to be used more than once in a gank. Her E is a utility without damage, so I would max that last.

Let me go through a brief explanation of the usage of her abilities:
Passive: Spider Queen

Pretty simple passive, nothing hard about it. Every time you cast an ability and hits a minion/champion, you gain a spiderling (up to the max). Her spiderlings don't die often because no one targets them, but they may die if they tank the turret for you, or from AoE poison (ex. Singed's Poison Trail. Your spiderlings' damage shouldn't be underestimated when your Skittering Frenzy is activated.
Q (human form): Neurotoxin

While jungling, this should be activated as long as your have blue buff or you'll run out of mana too quickly. This deals ability does a good amount of damage after you get your first blasting wand (assuming you get it early), so you should spam it as much possible when ganking (try to get two Neurotoxin hits there). Because of the nature of the spell, try to activate it early in team fights or poke with it, since it does more damage the more health they have. This should be used third when ganking, right after Cocoon and Volatile Spiderling.

Q (spider form): Venomous Bite

This is your main damage while jungling, and it'll be best to max your Q first because of this. This does more damage the more missing health the enemy has (opposite of human form), so this is a great last hitter in team fights. Because it has a little range, it allows you to lunge at a champion allowing you to catch up if there's a little distance. This ability can be spammed as much possible because there are no mana costs while in spider form (isn't that wonderful).
W (human form): Volatile Spiderling

A great ability for revealing enemies since the spider gives a small amount of vision. When invading or guarding, use Volatile Spiderling to check the bushes instead of running into an enemy team. This ability should be activated second in ganks, right after using Cocoon to trap them.

W (spider form): Skittering Frenzy

Though this is the source of your sustain, I recommend leveling this after your Q because the heal doesn't increase. The attack speed is essential when taking down turrets or waves of creeps quickly. The passive is also useful, but it doesn't make that much of a difference. Note the long cooldown, so you'll only be able to use it a maximum of twice in any jungle camp. Overall, the sustain doesn't really make a difference late game, but it does allow you to stay in a jungle camp without losing a lot of HP early game.
E (human form): Cocoon

Easy to know about, but it is a bit tricky to use. When ganking, get behind the enemy and wait for them to run at you (as they try and escape). Then shoot them with Cocoon, and immediately start your combo in human form (as I've stated in the other abilities). This should give enough time for your laner to come and and get them (if they have any CC, it would help a lot). If they run, immediately go into spider form and use Venomous Bite to get them in range. Skittering Frenzy is a bit useless in ganks, but since its free, activate it whenever you want. You should save Rappel for last, if you decide to dive (not recommended) or just catching up to them again. If the enemy gets away, its likely that they have been damaged a bit and will make it easier for your laner to kill them later.

E (spider form): Rappel

I had some text here, but it got deleted some how. Let me go over what I just mentioned. Basically, Rappel is the trickiest ability in Elise's kit. It allows for some super gap closers, devious escapes, and some global ulti dodges. It's not easy, but it just takes time to get used too. Using Rappel can juke a few enemies when in a tight situation. It also can buy some time so that your team can catch up.
R (human form): Spider Form

This ability is simple and it's activated at level 1. You should be in spider form when traveling between camps and lane ganks because of the increased movement speed, though should be in human form before attacking a camp or enemy champ. You should open with your Volatile Spiderling for camps and Cocoon, as stated previously, for enemy champions.

R (spider form): Human Form

Same explanation as Spider Form.

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Pretty typical jungle masteries (9-12-9). The offensive tree allows for early and late game magic penetration, a few extra AP points (though a bit useless in general due to mediocre AP ratios), and overall reduced cooldown on abilities. There isn't much of a point to expand 21 points into the offensive tree because the benefits from the other trees are much more useful in my opinion.

The defense tree is essential to the first jungle clear because Elise has low sustain, she needs the reduced minion damage and the extra health helps as well. The utility tree has the increased movement speed (allows for catching prey easier), extra mana, and longer buffs. Pretty much the longer buffs are the best benefit for Elise because you just have to be without it for about a minute.

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Movement Speed

The only other thing I would change for runes is to change the movement quints for AP quints, but the movement speed allows to for faster jungling speed (even though it's already fast) and helps catch prey throughout the game. The armor and magic resist runes are great for reducing damage early game while in ganks and reduced damage from jungle camps overall from the armor.

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Summoner Spells

Flash: A must have for escapes or catching enemy champs. Ghost is also a reliable alternative if you prefer it over flash.

Smite: Another must have for junglers. There isn't another choice for this.

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Starting Items

Boots of Speed: This item is great for fast jungling, but you'll have to recall and grab your Doran's Ring before starting any ganks. Also, you'll need a good leash on blue or you'll struggle through the first clear.

Cloth Armor: Alternative choice, with 5 Health Potions allow for a gank, but the low speed gives the enemy champ a chance of escape unless your team has good CC. Also, you'll waste 90 gold by selling this item later.

Core Items

Sorcerer's Shoes: Increases early game damage and the speed also helps a bunch. Get this after getting your Doran's Ring or first Blasting Wand.

Doran's Ring: Helps with early game mana issues when without blue buff. Gives a bit of health and ability power, so it's great for those early game ganks.

Rylai's Crystal Scepter: A perfect item for Elise, as it adds slow to the enemy champs, the increase HP helps to not be taken down in ganks, and the added ability power increases your damage. Perfect item!

Rod of Ages: This item gives gives some more sustain while in the jungle early game with the Catalyst the Protector effect when leveling. This item allows for you to stay in a team fight without being bursted down immediately. The added ability power is a plus as well. This item should be bought around or before the 30 minute mark to fully utilize the passive it has.

Late Game Items

Rabadon's Deathcap: Since your AP ratios are mediocre, this item gives an overall massive damage boost late game. Helps when last hitting champs with Venomous Bite.

Void Staff: If the enemy builds a bunch of magic resist, get this item.

Lich Bane: Since your spider form abilities are all free, this can be spammed to clear minion waves quickly. This also helps when using Skittering Frenzy in a team fight (as well as spamming other abilities).

Abyssal Scepter: A good source of AP and some magic resist. Grab this quick if the enemy has a lot of AP users.

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Ganks / Jungling Strategies

Like stated in the "abilities" section, there's a great combo for ganks and it's pretty effective, too!

Note: This combo must be activated quickly and MAKE SURE your laner is ready for the gank (little distance), or it may prove unsuccessful.

So, start out in human form, and get behind the enemy. As the run towards you, hit them with Cocoon (E). Launch a Volatile Spiderling (W), then Neurotoxin (Q). As your laner catches up and hits them, go into Spider Form (R), and use Skittering Frenzy (W). Hit them with Venomous Bite (Q) as a finisher. If they try and escape, get them with Rappe (E) and hit them with another Venomous Bite (Q).

For getting jungle camps:

Start in human form again, and activate Volatile Spidering (W), then use Neurotoxin on the main creep. Use Cocoon if you need time before transformation again, and once in Spider Form (R), use Skittering Frenzy (W) and Venomous Bite (Q) until the camp is defeated.

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Team Fight Strategies

Since your still pretty squishy, let your tank charge (or whoever initiates). Follow up with Cocoon (E) (which can initiate a fight if there isn't a tank), and a Volatile Spiderling (W), as it has splash damage to surrounding champs. Hit as many champs with Neurotoxin (Q) as possible before going into Spider Form (R). Immediately, use Venomous Bite (Q) to get into the fight and activate Skittering Frenzy (W) after. Rappel (E) if taking too much damage and let the other team focus on someone else.

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Thanks for reading guys, and I hope you learning something from this guide. I'll be updating and adding new information (as well as spiffing it up with images) in the near future. Just wanted to put this up for anyone having some trouble with the basics of Elise. I've played at least 20+ games with her in the past three days, so there might be a better build, but this works for me so far. Please leave an up rating if it helped and once again, thanks for reading!

Just one last thing, make sure you have the right runes! Elise does a lot less damage without the early game magic penetration!

Oh, and have some fun!