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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Introduction




Introductions aside, the guide shall begin.








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The perfect







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Now THIS, is what makes your Jungle sustain so good. This skill increases Elise's attack speed and healing-per-attack, making her clear faster and her health not drop at drastic levels to an extent at popping health pots over and over. Remember that the Spiderlings stats are also increased and you benefit from their damage and heal too. Use this skill on every camp to clear faster and on gank while enemy is under stuns or slows to deal an optimal amount of damage.
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What are you supposed to do and what not:
Elise is a jungler and while the idea of jungling is most clear to you readers out there or not, you came here obviously to share insight with me on how the job is done. As for this being said, let's get on the idea behind it.
As a Jungler, contrary to common missconception, you are not there to win losing lanes. A Jungler's priority is to secure global and personal objectives such as
Baron,
dragon and Turret's. If your top laner decided to trollpick and feed that top
Renekton,
Shyvana,
Ryze or even
Trundle or
Jax 5-0 in 5 minutes, than there is nothing in lord buddha's name you can do to save that lane anymore. What you can do however is try to focus lanes and objectives which can help the team way more than giving your top laner 1 kill after he scored 5 deaths.
Elise is designed to secure kills. Your
Venomous Bite is there for this job after it's cooldown is off. You cast it on a low health enemy who probably got away with
Flash and you used
Rappel on him. When your laner says he needed that kill tell him he would have not gotten it anyway. Besides there is something Riot invented in such case, and it is called Assist-Gold. That's right, if they landed some sort of basic attack than they will also get gold (duh) ...
Elise is also a snowball type of Jungler. Once you get early 1 or 2 kills than you exponantially become stronger through the mid-game. A successful gank means successful lane pressure.
Although this may be good sometimes, lane pressure is not always a solution. Sometimes freezing a lane will contribute more to a good game; case in point the article below.
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JUNGLE ROUTES AND GANK ROUTES:
A standart start would be BLUE BUFF first, later moving on to the Wolves camp. Afterwards you have 2 options. If you have vision on the Enemy Jungler, than you can go for Wraiths, Double Golems and take RED BUFF afterwards in order to stall it's respawn time so an invade would not be possible in time. If you do not have vision than i would suggest taking RED BUFF immediately after wolves and than take the other camps. Remember to kill the Buff inside the bush so you have vision of the outside area and make sure nobody is coming for you. In such case you can always use your trinklet on the outside bush to see if anybody will be camping. Remember you can always cast
Smite before using your
Venomous Bite so you can deal more damage.


As a Rule of Thumb, after you clear your second Buff you will hit level 3 (not in all cases, will explain below) and you can look around for ganking opportunities.
Advanced Play:
There will be cases (not in low elo of course) where it will be most advantegeous to make a lane switch happen. In such case, the support and ad-carry move into the counter lane to deal with the enemy top laner and the same with your team's top laner. In such case, a lane freeze is most optimal to deny lane farm to the opposite side. Fast turret push against really skilled teamplay is almost never recommanded as the opponent can easily freeze the lane at the second turret and deny you a lot of farm.
When a lane switch happens, your Top Laner will have to deal with the fact that his attack damage MIGHT be too low to last hit under turret without gettin poked, and he might need to get level 2 before going in the lane, In such case it is advised to let him jungle around with you, and take 1 of the smaller creeps in the camps until he hits level 2. At level 2 he can either go in the respective lane to farm under the turret OR farm your jungle on opposite routes. A third option would be to attempt a 3-man gank in the middle lane and relieve pressure IF your middle lane is getting camped / pushed.
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GANKING:
This is an objective that is mandatory to complete properly in order to get a proper game running. To gank you need to consider at least 2 factors in your logic system before you do hasty moves
1- Map Awerness:
Half of the time your eyes need to be on the map. Why would you watch yourself kill a jungle camp when you know it is going to die? Why not better watch the map and see if an objective siege is going down and see if you can help. This mistake is done by many
For Example, the opponent is 5-man siegeing the middle tower, and you are farming the wraiths at 30 minutes? Why ... Map Awarness is what defines a good player. VISION is also included here. Buy a ward, put it in the right place, it might save your life eventually.
2- Siege and Objective Control
As mentioned above, winning a lane is NOT your job. you need to keep AT LEAST your own buff timers, aside with
dragon and
baron. Failure to do this might lead to invades if your territory is properly warded. Remember that team gold is a bit more important than feeding your tanky top laner while the rest is starving, and so is general power boosts, therefore
dragon and
baron are REALLY important siege objectives.

THIS ROUTE, is also Viable Vice-Versa
The Blue routes are general ganking routes. The Green ones apply for tower dives and multiple-man ganks.
Now generally it becomes REALLY hard to gank a lane if for example your support is something like
Nidalee or
Soraka or anything that lacks crowd control or utility because the opponent might aswell just freeze lane and you will have a hard time pulling off a good gank. Of course bait +
Rappel +
Cocoon can help but against a good opponent, utility is mandatory. Champions like
Thresh can setup ganks so easily because he can use lantern to drag you into a lane, you can land a
Cocoon, he can land a
Death Sentence and you will most likely pick up a kill.
Tower dives and Green routes are to be done either when a tower is done, or when you have at least some items to back up the damage. Remember you can land your full combo and than rapell so the turret will not target you.
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Yes,
Elise can do proper counter-jungling and even maybe take some kills. I will keep it short and just say that counter jungling should be done ONLY in presence of VISION, Idea of sel-damage, constant map awareness and sometimes why not help from the teammate closest to you.
Something most do not do is get vision of the enemy jungler early to see where he starts. If you do that, and you know the enemy jungler is slow at clear and has no escape routes ( hence
Annie,
Fiddlesticks, and many others i have seen lately ) than you can successfully go alone at level 2 and wait for them to start their buff clear, smite it, and than you might even be able to pick up a kill. It takes practice and time to visualise esacpe routes so be very prudent.

As a Jungler, contrary to common missconception, you are not there to win losing lanes. A Jungler's priority is to secure global and personal objectives such as












Although this may be good sometimes, lane pressure is not always a solution. Sometimes freezing a lane will contribute more to a good game; case in point the article below.
__________________________________________________________________________________________
JUNGLE ROUTES AND GANK ROUTES:
A standart start would be BLUE BUFF first, later moving on to the Wolves camp. Afterwards you have 2 options. If you have vision on the Enemy Jungler, than you can go for Wraiths, Double Golems and take RED BUFF afterwards in order to stall it's respawn time so an invade would not be possible in time. If you do not have vision than i would suggest taking RED BUFF immediately after wolves and than take the other camps. Remember to kill the Buff inside the bush so you have vision of the outside area and make sure nobody is coming for you. In such case you can always use your trinklet on the outside bush to see if anybody will be camping. Remember you can always cast


Farm Route 1:

Farm Route 2:

As a Rule of Thumb, after you clear your second Buff you will hit level 3 (not in all cases, will explain below) and you can look around for ganking opportunities.
Advanced Play:
There will be cases (not in low elo of course) where it will be most advantegeous to make a lane switch happen. In such case, the support and ad-carry move into the counter lane to deal with the enemy top laner and the same with your team's top laner. In such case, a lane freeze is most optimal to deny lane farm to the opposite side. Fast turret push against really skilled teamplay is almost never recommanded as the opponent can easily freeze the lane at the second turret and deny you a lot of farm.
When a lane switch happens, your Top Laner will have to deal with the fact that his attack damage MIGHT be too low to last hit under turret without gettin poked, and he might need to get level 2 before going in the lane, In such case it is advised to let him jungle around with you, and take 1 of the smaller creeps in the camps until he hits level 2. At level 2 he can either go in the respective lane to farm under the turret OR farm your jungle on opposite routes. A third option would be to attempt a 3-man gank in the middle lane and relieve pressure IF your middle lane is getting camped / pushed.
__________________________________________________________________________________________
GANKING:
This is an objective that is mandatory to complete properly in order to get a proper game running. To gank you need to consider at least 2 factors in your logic system before you do hasty moves
1- Map Awerness:
Half of the time your eyes need to be on the map. Why would you watch yourself kill a jungle camp when you know it is going to die? Why not better watch the map and see if an objective siege is going down and see if you can help. This mistake is done by many
For Example, the opponent is 5-man siegeing the middle tower, and you are farming the wraiths at 30 minutes? Why ... Map Awarness is what defines a good player. VISION is also included here. Buy a ward, put it in the right place, it might save your life eventually.
2- Siege and Objective Control
As mentioned above, winning a lane is NOT your job. you need to keep AT LEAST your own buff timers, aside with




GANK ROUTES :

THIS ROUTE, is also Viable Vice-Versa
The Blue routes are general ganking routes. The Green ones apply for tower dives and multiple-man ganks.
Now generally it becomes REALLY hard to gank a lane if for example your support is something like







Tower dives and Green routes are to be done either when a tower is done, or when you have at least some items to back up the damage. Remember you can land your full combo and than rapell so the turret will not target you.
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Counter-Jungling:
Yes,

Something most do not do is get vision of the enemy jungler early to see where he starts. If you do that, and you know the enemy jungler is slow at clear and has no escape routes ( hence


THE START:
You do want to start
Hunter's Machete and 5x
Health Potion as it is by now a standart start, further evolving into other jungle items and possibilities.
Health Potion also helps you regenrate health early game fast and survive in-between camps ( you are
Elise you can easily do without all 5 but it is ok )
The other start i covered was
Vision Ward and 2x
Health Potion. Now i personally have tried it only once so cannot give much insight on it as i myself saw it for the first time being played in high elo and liked it as a start. It gives very early vision against junglers such as
Evelynn and general map control.
Choose whichever start you think you will benefit most from.
THE MID-GAME:
This Item receives many critics if it is viable or not on
Elise. In my opinion, it has a really good active effect and it is a viable mid-game item against the champions who do general AoE damage and need to be engaged upon.
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I consider
Giant's Belt to be a REALLY good item on
Elise. It gives overall good health stats which make you ready for a tower dive and can be further build into
Randuin's Omen
Warmog's Armor or
Sunfire Aegis
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Sunfire Aegis is an overall nice item on
Elise, it works if you need a fast armor+health+dps Item. I consider
Randuin's Omen overall better as a pick instead of
Sunfire Aegis, but then again it depends on the enemy team aswell
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lyandrie's torment
Gives good AP+Magic penetration combo and also 200 health. The burn ability is also really nice overall and this item works on
Elise reall well but i would not suggest making this item and other ap items in a serious game. You need protection and sometimes you have room for only one damamge item. Of course you can go out of the rules and experiment as your decission is yours :)
THE LATE GAME:
I consider this a must have on
Elise in transition mid-late game. You are a champion who CAN engage on the enemy team and they will of course try to disengage. In given case,
Banshee's Veil helps a lot not only as a skill block tool but also as a protection tool. It gives good overall health and really good Magic resistance.
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Normally i would consider
Randuin's Omen more of a mid game item because of it's protection ability and huge health. This item's active effect is really good to land slows' on the enemy and make skillshot hitting way easier. I consider this a must have
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This is one of my favorite items on
Elise. It gives good amount of health and it enables you even more crowd control thanks to it's passive slow ability.
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Does not convince me. It gives good AP and it's active is too good. But i believe this item should be made if you are really ahead of the opponent.
You do want to start




The other start i covered was



Choose whichever start you think you will benefit most from.
THE MID-GAME:

This Item receives many critics if it is viable or not on

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I consider





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lyandrie's torment
Gives good AP+Magic penetration combo and also 200 health. The burn ability is also really nice overall and this item works on

THE LATE GAME:

I consider this a must have on


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Normally i would consider

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This is one of my favorite items on

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Does not convince me. It gives good AP and it's active is too good. But i believe this item should be made if you are really ahead of the opponent.

Are you going to jungle? Yes? You need





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I do not consider it viable unless you and your temmates have good synergy and are against a generally bad team.

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I do not consider it viable at all. You have no speed, no escape and way to move fast from one side of the map to another as you WANT to be using


As a conclusion i would like to say that i will be updating this guide the more i test further and will add in the near future, if i see it as reasonable or if this guide gets popular, a section about Runes and Masteries and different possibilities.
I would like to thank anybody who has read this guide up to now and have fun in the fields of Justice
~deathcoder
I would like to thank anybody who has read this guide up to now and have fun in the fields of Justice
~deathcoder
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