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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Flash
Ability Order
Introduction















Offense tree takes advantage of alot of Elise's mechanics.
4 Points into
Mental Force
gives a slight early game boost of 4 AP. In addition to
4 Points into
Archmage
giving a decent boost of 5% increased AP.
4 Points into
Alacrity
will offer a 4% attack speed boost, which can actually create an advantage while in spider form, giving you and your spiderlings better attack speed to heal up when using
Skittering Frenzy
4 Points into
Sorcery will give a 4% Cooldown Reduction bonus, allowing you to shave off some time between changing in and out of forms, using rappel, and anymore of Elise's skills, which all seem to have a decent Cooldown.
1 Point into
Arcane Knowledge
will allow you to deal more flat damage with 10% magic penetration. Remember that in spider form, even your basic attacks gain a decent amount of bonus magic damage in addition to whatever items you will be carrying.
3 Points in
Vampirism
offers greater sustain from basic attacks in spider form with 3% Life Steal, for both you and your spiderlings. Remember that while in human form, your basic attacks are going to be pretty weak, so dont spend any time vulnerable in the form unless you plan on harassing.
Ending your offense tree with
Executioner
capatilizes on elise's ability to finish off enemies in Spider Form with the use of her
Venomous Bite.
Skipping your defense tree and going into utility, you capitalize on your ability to control a lane.
1 Point into
Summoner's Insight
grants a great cooldown reduction to your
Flash summoner spell.
1 Point for
Improved Recall
capatilizes on elise's ability to escape from ganks or early harass in lane and find a safe place to recall with her reduced recall time can make the difference between handing a big chunk of gold to the enemy team.
3 Points of
Expanded Mind
and 3 points in
Meditation
give great early game mana, and great mana regeneration. If you're lucky enough to have a jungler who no longer needs their blue buff,
then 1 Point in
Runic Affinity
allows you to carry the buff 20% longer and hold down your lane.
4 Points into

4 Points into

4 Points into


4 Points into

1 Point into

3 Points in

Ending your offense tree with


Skipping your defense tree and going into utility, you capitalize on your ability to control a lane.
1 Point into


1 Point for

3 Points of


then 1 Point in







Start your match with

Hold your lane until you can recall safely with your creeps pushed into their tower, being sure the enemy has to compete with their own tower for farm. On recall purchase your


If you can afford to, purchase up to two





Staying in lane as long as possible should allow you to buy your



At this time, you will be able to gank allied lanes along with your jungler, using your




After purchasing your


Depending on your current situation, your next purchase will either be a


- If you purchased the
Chain Vest then your next big item purchase will be
Zhonya's Hourglass or a counter item like
Guardian Angel,
Frozen Heart, or
Thornmail.
- If you purchased a
Needlessly Large Rod then expect to build either a
Zhonya's Hourglass or
Rabadon's Deathcap. Buy the zhonya's if you have trouble with surviving team fights, or buy the deathcap if you have good enough survivability to the point that you can now increase your Ability Power.
If you have purchased your deathcap, begin building your Zhonya's Hourglass or a recommended counter item.
Got this done? Then upgrade your


At this time you should have







If you want to interchange some items from this build then i'd suggest some of the following:
Offensive items that you can replace include...


















Defensive item(s) that you can interchange include...






Keep in mind that the original item build in this guide isn't intended to be followed strictly, especially late game, it would be best to follow this guide until you need to replace some of the items. The build is incredibly useful but most likely, it would be best to replace some items after purchase late game with some of the suggested from above.

More Alternative Builds Include...
Credit and thanks to Teyso for contributing greatly to this section.
DPS
•

•

•

•

•

•

AP Caster
•

•

•

•

•

•

AD Top
•

•

•

•

•

•

DPS
•

•

•

•

•

•



















Why These Items...?
































All of









The incredible versatility of these two skills makes this your top priority in leveling your skills.









Due to Elise's dual skill kit (Human form and Spider form) she can perform incredible skill combinations for finishing, zoning, laning, and escaping.
Team Fights
A great method for zoning an enemy adc during a team fight would be to start in Spider Form and use your Rappel (E) while targeting the enemy to close the gap. Follow up by changing to Human form and hitting them with your Cocoon (E) followed by a quick volatile spiderling (W) and Neurotoxin (Q). Change back into Spider form and continue to harass with your Venemous Bite (Q) and Skittering Frenzy (W) active.
You can also use the Rappel (E) + Cocoon (E) combo to initiate in early lane phase for quick kills or ganks.
Laning: Harassing, Poking, and Finishing/Ganking
During lane phase, your primary pokes will be your human form Neurotoxin (Q) and Volatile Spiderling (W). Once the enemy is below 40%-35% health, you can go in for the kill with a Rappel, Skittering Frenzy and Venemous Bite. As soon as they begin to pull away, switch to Human Form, cocoon > volatile spiderling > neurotoxin. If the target lived, then be sure to be more patient next time to poke their health down more before attempting to finish or open in human form with a cocoon beforing attempting to finish, saving your rappel for a tower dive.
Escaping
Escaping can actually be fairly easy with Elise so long as you're near minions or neutral jungle creeps. Remember that rappel will reveal all enemies within it's range, allowing you to rappel over trees to neutral creeps, minions, Dragon, etc. You can also hit the enemy with a cocoon right before in order to make it a bit easier to find the best path. Primarily near wraiths you can rappel down to any of the wraiths then flash away into the red buff spawn in order to get to brush and recall even in enemy territory after a tower dive.
Tower Diving
Tower Diving with
Elise is fairly simple. Save your
Flash until you have your enemy around 33% HP. Hit them with a
Cocoon,
Volatile Spiderling, then
Rappel in. As you come down from your rappel, activate skittering frenzy and hit the target with a venomous bite, this should kill them immediately. If this doesnt kill them, leave them with an ignite and flash out of the lane, change to
Spider Form for the small boost to movement speed and recall if needed. If you are caught recalling near the lane or in the jungle, immediately activate rappel and descend on an enemy minion or jungle creep. Rappel can also be used to get out of the lane if you use flash to open instead of it.
Healing and Sustaining
Elise has an incredible ability to heal up in lane safely.
Skittering Frenzy, when activated, will heal you for each attack from your spiderlings and yourself. The key to healing up is to get close to a crowded lane and activate this skill. Spiderlings will attack so long as you hit a target once, as soon as you've done that, you can begin to walk away and keep yourself moving in order to avoid any skill shots. So long as you stay in range, the spiderlings will be hitting those minions and grabbing you health. Take advantage of this if you have a
Zhonya's Hourglass ... hit you're hourglass' stasis activation, and watch as your spiderlings soak up some health for you. This can be incredibly useful in a team fight to allow you to stay in the fight long enough to finish enemies with your Q
Neurotoxin / Venomous Bite.
Spiderling Strategies
Elise's spiderlings (those summoned in Spider Form) can do alot for you than just deal damage. The spiderlings can be used in a number of ways from sustaining your health (Explained earlier) to keeping you safe from enemy skills.
Being sure to get behind your minions is a pretty common way of avoiding certain skillshots; i.e:
Volley,
Rocket Grab,
Dark Binding and any skills of the sort. So it's important that you use your spiderlings to take these hits for you. Switching into spider form can cause an enemy snare to hit one of your spiderlings, leaving an enemy irate as you skitter away. Using your Spider Form's
Venomous Bite to slightly dodge an enemy skillshot is another way to stay safe. Even if you dont get out of the skillshot your spiderlings jump with you to the target, making it more likely that one will take the hit for you. Keep in mind little things like this during a gank, escape, or simple laning and you may just save your own life with one of those pesky little martyrs.



Team Fights
A great method for zoning an enemy adc during a team fight would be to start in Spider Form and use your Rappel (E) while targeting the enemy to close the gap. Follow up by changing to Human form and hitting them with your Cocoon (E) followed by a quick volatile spiderling (W) and Neurotoxin (Q). Change back into Spider form and continue to harass with your Venemous Bite (Q) and Skittering Frenzy (W) active.
You can also use the Rappel (E) + Cocoon (E) combo to initiate in early lane phase for quick kills or ganks.


Laning: Harassing, Poking, and Finishing/Ganking
During lane phase, your primary pokes will be your human form Neurotoxin (Q) and Volatile Spiderling (W). Once the enemy is below 40%-35% health, you can go in for the kill with a Rappel, Skittering Frenzy and Venemous Bite. As soon as they begin to pull away, switch to Human Form, cocoon > volatile spiderling > neurotoxin. If the target lived, then be sure to be more patient next time to poke their health down more before attempting to finish or open in human form with a cocoon beforing attempting to finish, saving your rappel for a tower dive.

Escaping
Escaping can actually be fairly easy with Elise so long as you're near minions or neutral jungle creeps. Remember that rappel will reveal all enemies within it's range, allowing you to rappel over trees to neutral creeps, minions, Dragon, etc. You can also hit the enemy with a cocoon right before in order to make it a bit easier to find the best path. Primarily near wraiths you can rappel down to any of the wraiths then flash away into the red buff spawn in order to get to brush and recall even in enemy territory after a tower dive.

Tower Diving
Tower Diving with







Healing and Sustaining





Spiderling Strategies

Being sure to get behind your minions is a pretty common way of avoiding certain skillshots; i.e:










The most viable summoner spells for








You must be logged in to comment. Please login or register.