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Spells:
Flash
Ignite
Ability Order
Introduction (CHECK BACK OFTEN FOR UPDATES!)





I've been playing her since her release and I'd like to share my knowledge on what I have learned so far. Note that this is still a work in progress just like all the rest of the guides out there and I will be updating it frequently as I play her even more!

Credits to jhoijhoi for an awesome guide on coding to help format my own guide, which you can find here.
Credits to IceCreamy's: How to Use Columns Guide

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Pros
+ Stun and gap closer. + Percentage based damage. + Great anti carry. + ![]() + Isn't mana hungry. + She's a ****ing spider! |
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Cons
- Can't stick to her target easily. - Needs to build more tanky than other mages. - You must quickly rotate your entire kit between ![]() - No reliable escape method. - Somewhat high cooldowns. - Lowish sustain |

I like to give
Elise the standard
Flash and
Ignite for summoners.
But I will go over a few others that will work as well.

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Why: Is an excellent substitute for a summoner spell for


Why Not:



Why:

Why Not: You have to be constantly attacking for the duration, unlike



Why: Makes

Why Not:



I prefer to give
Elise flat bonus runes to help compensate for her weak early game. I use this page mostly for no-cost, high burst champions, like
Katarina and
Akali.

Runes






Standard marks for all AP casters (


Greater Seal of VitalityGreater Seal of Vitality



The extra MR is great for early game laning and trading, while further increases durability in Spider Form.

Standard for all AP casters really the best option you have,
unless you prefer


Most of
Elise's items must include some form of durability but she still has a pretty good spectrum to choose from. The build I've been working in so far is as follows:

Item Sequence










Game Start (455 Gold)


The new standard start for pretty much every champion in the the current meta. This set allows you to sustain yourself in lane pretty well and gives you better mobility.
First Recall (950 Gold)

Getting 2




Second Recall (1,860 Gold)

Finishing your tier 2




With a



Core Items (6,705 Gold)

This is my first major item I buy from the shop. You'll notice an immediate change in your damage when you get back to lane. Being able to clear caster creeps much easier with Volatile Spiderling. It also allows you to easily exchange and zone your opponent.

This item will add slows to all your spells adding a great slow effect. Along with a needed boost to your durability and damage.
After Core (5,750 gold)
This is the part of the game where your last few items can vary and be situational
but as a standard template I will go with the following:




This item greatly increases your damage in Spider Form with its passive 20 magic resistance reduction aura and adds even more durability and damage.
Your last item in my opinion is completely optional.
Here are some suggestions:


Since
Elise has such a unique play style, there is really no one way to build her.
In this section I want to go over a few other item options I have considered.












This build gives you some early cooldowns with


This build incorporates a variety of stats you would like to have early on. But the biggest problem is

This build gives you better lane sustain and statistics than



This build incorporates extra attack speed and magic pen before your

NOTE: All of the above builds are completely theoretical and have not been tested yet. As I experiment some more I'll have better details and insight as to which build is the most efficient. As of right now the build I recommend is the main one listed at the top.

Elise's transforming nature calls for a little extra durability
So I've decided to adapt a basic Health AP kind of set.


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Offense Tree (21)![]() ![]() ![]() ![]() ![]() [[Arcane Knowledge]: 10% magic pen. ![]() ![]() ![]() |
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Defense Tree (9)![]() ![]() Boost of durability. ![]() ![]() |

Elise being a transform champion has up to 7 abilities. Her kit is revolved around disabling her target and bursting them down using strong percentage based damage and steroids.

Spider Swarm (Passive)

INNATE: When

Spiderling Damage: 10 / 20 / 30 / 40 (+10% AP)
Maximum Number of Spiderlings: 2 / 3 / 4 / 5
Spiderling Damage Reduction: 10 / 20 / 30 / 40%
Things to Note:
- You do not get an extra spiderling just by leveling up
Spider Form / Human Form.
- Her spiders will attack if you are near an enemy (weather or not
Elise herself attacks).
- Spiderlings are not controllable.
- Spiderlings CAN block skill shots like
Rocket Grab and
Mystic Shot.
- Spiderlings will hide in the brush with you similar to
Malzahar's
Summon Voidling.
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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 Cost: 60 mana Magic Damage: 50 / 95 / 140 / 185/ 230 Bonus Magic Damage: 8% of target's current health (+2% per 100 AP) Things to Note:
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Venomous Bite![]() ACTIVE: Lunges to a target with a poisonous bite that deals magic damage equal to a base amount plus a percentage of the target's missing health. Damage is capped against monsters. Cooldown: 6 seconds Magic Damage: 50 / 95 / 140 / 185/ 230 Bonus Magic Damage: 8% of target's current health (+2% per 100 AP) Things to Note:
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Volatile Spiderling![]() ACTIVE: Summons a venom-gorged Spiderling that moves to target location and explodes, dealing magic damage to nearby enemies when it nears an enemy unit or after 3 seconds. The Spiderling will chase down enemy Champions, if it does not hit an enemy at target location. Cooldown: 12 seconds Mana Cost: 60 / 70 / 80 / 90 / 100 ]Magic Damage: 75 / 125 / 175 / 225 / 275 (+80% AP) Things to Note:
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Skittering Frenzy![]() ACTIVE: Increases the attack speed of Elise and her Spiderlings for 3 seconds. While active, Elise is healed for a small amount when she or her spiderlings attack. PASSIVE: Spiderlings gain bonus attack speed. Cooldown: 12 seconds Attack Speed: 60 / 80 / 100 / 120 / 140% Spiderling Attack Speed: 5 / 10 / 15 / 20 / 25% Heal: 4 per attack (+2% AP) Things to Note: |
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Cocoon![]() ACTIVE: Fires a web that stuns the first enemy hit for 1.5 seconds. Cooldown: 14 / 13 / 12 / 11 / 10 seconds Cost: 65 mana Things to Note:
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Rappel![]() ACTIVE (on enemy cast): Reveals nearby enemy targets, while she and her Spiderlings lift up into the air, and then descend upon the target enemy. ACTIVE (on ground cast): Reveals nearby enemy targets while she and her Spiderlings lift up into the air, becoming untargetable for 2 seconds. During that time she can cast Rappel again to descend upon a nearby enemy. Cooldown: 26 / 24 / 22 / 20 / 18 seconds Things to Note:
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Spider Form

ACTIVE:

INNATE: Provides spiderlings deal physical damage and take reduced damage from multi-target abilities. The maximum number of spiderlings is increased with

On-Hit Magic Damage: 10 / 20 / 30 / 40 (+20% AP)
Bonus Armor & Magic Resist: 10 / 15 / 20 / 25
Maximum Number of Spiderlings: 2 / 3 / 4 / 5
Spiderling Damage: 10 / 20 / 30 / 40 (+10% AP)
Spiderling Damage Reduction: 10 / 20 / 30 / 40%
Things to Note:
- Bonus movement speed is lost upon switching back to human form.
- All Spider Form abilities are NO COST.
- She becomes a ****ing spider.

To maximize your damage output I suggest using this rotation:








Stun your target using Cocoon > Cast Volatile Spiderling towards them and as it's closing in quickly cast > Neurotoxin because it will hit right before the spiderling explodes dealing huge burst damage, then > Transform into Spider Form and cast > Rappel to get into melee range with your max number of spiderlings ready and use > Skittering Frenzy to create insane DPS and finish with > Venomous Bite!

Elise has a weak laning phase early on and needs to focus on farming for most part.
Unless it is guaranteed you'll come out ahead in an aggessive exchange.

Passive Laning
- Focus on farming and don't be afraid to use
Neurotoxin / Venomous Bite to help since you won't be using it for much of anything else at this point.
- Don't forget Spider Form gives you magic damage on-hit which can help you last hit as well.
- Don't stay in Spider Form to long or your Spiderlings will push the lane.
- If you find yourself taking damage use your Spider Form to increase your durability and then Skittering Frenzy to help regain some health.
Harrassment and Exchanging
Harassment can be fairly difficult early on with

- Aiming Volatile Spiderling behind a minion wave will chase your opponent for a while making them run away from the minions and loose some Gold and EXP.
- Simply using Neurotoxin can chunk for quite a bit. But be careful because its short range leaves you vulnerable to counter aggression.
Because of

- Their spell(s) on must be on cooldown.
- They must have current lower current health % than you.
- They're going near the minion wave to take a last hit.
- They're out of position.
- They're taking turret shots.
- They're at risk of taking lethal/fatal damage.
When Exchanging with your opponent I recommend using a simple Human Form rotation:



Ganking
- Depending on the situation, you or your ganker will open the gank using crowd control.
- If the Ganker opens using their crowd control first, make sure you follow up with a Cocoon to lock them even longer.
- At this point you can start your standard kill combo: (Listed in "In Depth Skill Analysis")







- If You need to open the gank, start with heavy aggression so they are forced to fight you. Here's a skill combo:


Human Form > Cocoon > Neurotoxin > Volatile Spiderling







- These combo's can also apply to ganking other lanes with you being the Ganker instead. Use these combo's as you see fit.
- Note that these are subject to change varying on counter ganks, summoner spells, and how comfortable you are at utilizing
Elise's kit. Adapt them to the situation as you see fit.
Escaping Ganks
- When getting ganked, Cocoon stun the closest enemy, then transform into Spider Form for extra move speed and durability then get to safety.
- If you find yourself still in danger you can Rappel to the nearby Wraith Camp!
Note: Keep wards near the Wraith Camp so you know it is safe to escape there. (See Diagram)

- If your being tower dived you can use Rappel for invulnerability giving the enemy a challenging ultimatum weather to wait and tank the turret, or let you live which will usually be the case this early on. (See Diagram)

- If they decide to wait and tank the turret you could Rappel back onto them and possibly get a kill with Venomous Bite if you time it right!

Late game is where
Elise shines, using her strong percentage based burst damage and crowd control to kill her target. Your role in a team fight is to follow up the initiator and lock an important target to burst down afterwards.

- In the beginning of a team fight use your Human Form abilities Cocoon and Volatile Spiderling to poke the enemy team.
- Once your team has initiated the fight (preferably on the carry) follow up with Cocoon to further disable them.
- As your team closes in on there priority target it's your time to bust into your Aggression Combo!:


Human Form > Cocoon > Neurotoxin > Volatile Spiderling







- This will finish the priority target if your team was focusing it with you.
- When they have died take out the next easiest champion you can find.
- If you see an opening to initiate with Cocoon yourself TAKE IT and use your Lethal Combo!: (With your team right behind you)







Things to Note:
- These are only IDEAL scenarios for team fighting, there are a lot of variables where up to 9 other champions are involved.
- If you are the one being focused, do as much damage as you can with Human Form abilities then quickly Spider Form and Rappel yourself out. Once they have switched focus, come back down and attack as normal.

Baron control is very important at this stage in the game,
always makes sure it's
Vision Warded even if you have to buy one.


- Save Venomous Bite in case the enemy tries to steal
Baron Nashor.
- You can help tank Baron with Skittering Frenzy if your team is a little weak.
- Use your kit to help damage it like you would a champion.
- Save
Cocoon / Rappel in case the enemy team shows up.

- Use Volatile Spiderling to poke at the enemy and do damage.
- Sight Ward to get vision if you can.
- If you want to get ballsy, use Rappel within range of baron, jump down and Venomous Bite to steal!
Elise is a very fun champion to play, but unfortunately still needs some fine tuning
and adjustments that are very clear in her gameplay.
I'm not the only one who feels the same. Check it out
Needed Changes: One of


Fixes:
- Make Skittering Frenzy's passive a small stacking slow to both her and her Spiderlings.
- Give Skittering Frenzy's active an appropriate move speed buff for the duration.
- Add a slow to Venomous Bite.
- Add a slow field to Rappel while you are up in the air AND on target when you come back down.
- Give
Spider Form / Human Form a move speed buff on activate (similar to
Jayce).
Needed Changes: Rappel has the tendency to be a very counter active spell. If you click on your target using this spell sometimes it will go way out of range bounds, or it won't cast down at all and you will be stuck for 2 seconds.
Fixes:
- Give players the option to cancel Rappel before the 2 second duration.
- Slightly increase the range of Rappel and make the cast time slower.
- Slightly decrease the range of Rappel and make the cast time faster.
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