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Choose Champion Build:
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Introduction
It seems that people are having difficulties with building her well and choosing the right items. I'm not saying there's only one build for
DISCLAIMER: I am by no means great at League of Legends, but I have strong belief in this sort of build on Elise and I'm constantly doing well with her using it.
If you have found this guide useful, don't forget to give me a positive rating. If you find something wrong with it, please leave a comment. I'm trying to make this guide as good as possible and any constructive feedback is welcome. Take into consideration that this build is not complete at all, I accidentally published it and can't unpublish it. That's why I keep it archived for now.
Runes
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Simply put, your damage output becomes better with these. |
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These babies make your jungling much safer from the start. |
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For general tankiness. I prefer these over flat MR-runes because late game is when you have to deal with most of the magic damage. |
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Makes it easier for you to stick onto your target when chasing. You're able to clear the jungle and generally move around slightly faster. |
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A better option than
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Excellent for clearing jungle camps better at start. |
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With these and the suggested runes your Magic Penetration is respectable from the get-go. |
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Extra gold. Remember to use that |
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Just for the bulkiness. |
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Helps a lot with jungling, just like |
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Again, an optimal pick for a jungler. We also really want that
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Just for the bulkiness. |
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Makes a great difference at early game when it comes to taking beatings. |
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Absolutely awesome for jungling. |
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Dat CDR. |
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An excellent mastery for a tanky champ. |
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The spiders can block many skillshots like |
NOTE:
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Neurotoxin (Human Form): A medium range spell that deals magic damage and a percentage of the target's current health depending on the amount of AP you have. A great poke against healthy enemies and an ideal starting point for your burst. Venomous Bite (Spider Form): Damage-wise very similar to your Human Form counterpart. It deals the same amount of base magic damage, but this time you do a percentage of the target's currently missing health. Venomous Bite has shorter range and |
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Volatile Spiderling (Human Form): This ability has various purposes. You can facecheck bushes with it, you can poke with it, you can push and farm with it, you can jungle well with it and it's a big part of your burst. It's a weird skill shot, but once you get accustomed to it, you should be quite accurate with it. Fortunately the homing prioritizes enemy champions over enemy minions or jungle creeps. Skittering Frenzy (Spider Form): The main reason why |
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Cocoon (Human Form): Your one and only natural CC. Extremely important for ganking and initiating fights. It's kinda slow but I still find it quite easy to hit. Just be as unpredictable as possible with it. There's nothing better than hitting Cocoon and bursting your enemy dead afterwards. Rappel (Spider Form): An incredibly useful and unique ability. Rappel's great for chasing down enemies end escaping if you manage to place yourself near enemy minions or jungle creeps. I've also succesfully juked a group of enemies multiple times with it. It's often very situational whether you can escape with it effectively or not, just keep it in mind and position yourself accordingly. Remember that if you just click anything untargettable when using Rappel, you will simply jump up and stay there for up to two seconds. During this time you can use the ability again to choose a target and move to it regularly. If you do not target enything during this time, you will simply return to the same spot you used Rappel at in the first place. Rappel can be used to stall time, which is especially useful when you're being tower dived. You'd be amazed at how many times I've baited my enemy under an allied turret, dealt some damage and rappeled up to safety, picking up the kill or forcing my enemy to back off. This is also incredibly useful in teamfights - if you're being targeted, just Rappel up, observe the situation and try to make your escape or jump to a vulnerable champion for the easy kill. Rappel will reveal nearby bushes even when you're not in them yourself. This makes it even better for gapclosing since your enemy cannot hide. Rappel does not reveal enemy wards, but if they're revealed by something else ( There's an additional upside to Rappel - you can dodge incoming damage. Things like |
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Not having an ultimate capable of doing actual damage is why When your Cocoon is on cooldown, it's always wise to switch to spider form so your movement speed increases and your spiderlings can block some skillshots coming at you. |
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Always put a point in |
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Next you oughta max |
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Take an early point in |
I often prefer maxing
Anything else than these four are not worth using in my humble opinion.
Boots
Main Build
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An excellent early game item. Gives you all the Attack Speed and CDR you need. Makes clearing the jungle a much faster process. AP is nice. |
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Grants you some tankiness that you desperately need. The reason you really want to get this item over |
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Let's you take loads of Attack Damage like a boss. Maximizes your CDR and the Active is really helpful in team fights or securing kills from escaping enemies. |
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Take this before Randuin's Omen in case you're up against heavier Magic Damage. An useful item in every way. |
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The ultimate defensive item. We all know it. |
Alternative Options
| philosopher's stone |
Philosopher's Stone provides the same extra gold that |
All of these items are viable, but the huge amount of CDR
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If you do want to use one of the above items instead of |
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It's better to build this as your last item if you're struggling mostly with incoming Magic Damage. |
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I strongly suggest taking the generic jungling route at start, which is:
Wolves -> Blue -> Wraiths -> Golems -> Red -> Wraiths
If it seems like you won't be able to gank any lane, feel free to take wolves also.
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Jungle Camp Wraiths Wolves Golems Blue Red Dragon Baron |
SPACE |
Initial Spawn Time 1:40 1:40 1:40 1:55 1:55 2:30 15:00 |
SPACE |
Respawn Time 0:50 1:00 1:00 5:00 5:00 6:00 7:00 |
A good jungler will remember this list by heart and will take note when buffs and dragon will spawn next.
I've noticed that
If one of your teammates is in serious need of sustain, go ahead and give the second blue to them. At this point you'll be getting
Remember to put a point in
When ganking, start with your Cocoon on the enemy that's the easiest to kill (or hit). Hitting this skillshot is crucial for your success, so try to be unpredictable with it since enemies tend to flash out of it or simply juke you. Try to time your gank well so enemy minions won't come between you and the enemy. Hitting Cocoon on a minion is somewhat frustrating. Right after that go for Neurotoxin, then Volatile Spiderling. Change to Spider Form, use Venomous Bite and then start autoattacking with Skittering Frenzy. If you're not done, keep autoattacking and Venomous Biting whenever it's available. You should be changing back to Human Form at the latest when you think your Cocoon is out of cooldown in case the engage is still going on to stun again.
So basically: Cocoon (Human E) -> Neurotoxin (Human Q) -> Volatile Spiderling (Human W) -> Venomous Bite (Spider Q) -> Autoattack with Skittering Frenzy (Spider W), close the gap with Rappel (Spider E) whenever your target gets too far.
You can also initiate with rappel if you're not confident in your stun (too many minions in the way etc.). Afterwards you can return to your Human Form and start executing the normal combo.
Gank whenever it seems beneficial. It's always nice to get a kill for your team but it's also useful to just deal good damage in a lane. It will give your teammates the upper hand. Try to find a good balance between jungling and ganking.






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