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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Grande Dame Elise, The Spider Queen




Runes
The rune page I've built is the most beneficial for
Elise since it gives her pretty much everything that she needs contains:
The rune page I've built is the most beneficial for

Runes





[*] The Marks of AD help







[*]



[*] Glyphs are mixed with




[*]

Masteries
These masteries help complete what this build is trying to do by increasing total possible damage.
These masteries help complete what this build is trying to do by increasing total possible damage.



[*]










[*]










[*]












With these two masteries,


[*]






















In this section, I'm going to talk about what
Elise's abilities do, what order to skill them, and why it's the best way:
Elise's passive,
Spider Queen, which is the ability that accounts for most of her sustained damage. While in
Human Form,
Elise's abilities ready a
Spiderling that are used while she is in
Spider Form. The number of
Spiderlings that
Elise can stack depends on how many times her ultimate is skilled.
Spiderlings count as pets, like
Annie's
Tibbers since they get stronger every time
Elise's ultimate is skilled. Their basic attacks do 10/15/20/25 (+15% AP) magic damage. The amount of
Spiderlings that
Elise can control depends on how many times her ultimate is skilled as she can have 2/3/4/5 of them at levels 1/6/11/16 respectively.
Spiderlings have 30/50/70/90 Armor, 50/70/90/110 MR, and ignore 25% of AOE damage. They have 355 movement speed, 0.655 base attack speed, and 85-310 HP that depends on what level
Elise is.
Spiderlings are autonomous minions that will attack nearby enemies; they will prioritize enemies that
Elise targets.
and
Elise's Q,
Neurotoxin when in
Human Form/
Venomous Bite when in
Spider Form are spells that do damage based on how much health a target has.
Neurotoxin does 40/75/110/145/180 (+4%(+3% per 100 AP) of target's current health) magic damage. This spell costs 80/85/90/95/100 mana, has a range of 625, and a cooldown of 6 seconds at all ranks. This spell does the most damage when a target's health is at 100% capacity, and will become a very strong nuke once
Elise's AP scales. This ability is a single-targeted nuke that fully applies spell effects. The damage this ability does is capped for monsters, but only the % health portion of the damage.
Venomous Bite does 60/100/140/180/220 (+8% (+3% per 100 AP) of target's missing health) magic damage. This abililty is a single targeted dash with a cast range of 475, a cooldown of 6 seconds, and costs no mana. This ability is quite unite since it forces all
Spiderlings, including
Volatile Spiderling, to leap to the target.
Volatile Spiderling will only do this if it is nearby.
Venomous Bite can be cast on targets across terrain if they are in range but even though it is a dash ability,
Elise cannot dash through terrain with this ability; full damage is still apply and
] Spiderlings will cross terrain in place of
Elise and will continue to attack so long as she stays within their leash range. Spell effects apply with this ability as a single targeted spell.
and
Elise's W,
Volatile Spiderling while in
Human Form/
Skittering Frenzy while in
Spider Form, are two spells that do very different things.
Volatile Spiderling is a spider that
Elise that acts like a suicide bomber as it chases down enemies and explodes for massive amounts of damage.
Volatile Spiderling does 75/125/175/225/275 (+80% AP) magic damage in about a small AOE. This ability costs 60/70/80/90/100 mana, has a 12 second cooldown, and a range of 950 that can increase if it's chasing an enemy. This ability is a skill shot that will explode immediately when coming into contact with enemies. It will target enemy minions but highly prioritizes champions. This
Spiderling has a 3 second lifespan, and will explode if it doesn't come into contact with a target before then. Spell vamp has 1/3 effectiveness since it's an AOE ability but will still apply the full 40% slow of
Rylai's Crystal Scepter. The
Volatile Spiderling will gain movement speed as it closes in on a target and will jump to a target, just like a regular
Spiderling, when
Elise uses
Venomous Bite.
Skittering Frenzy is an ability that passively increases the attack speed of spiderling Spiderlings by 5/10/15/20/25% and actively increases the attack speed of
Elise and her spider swarm size 15 Spiderlings by 60/80/100/120/140% for the next 3 seconds.
Skittering Frenzy resets
Elise attack timer and has no cast time so it won't interrupt any commands. When
Elise changes back into her
Human Form she immediately looses the
Skittering Frenzy buff, but if she is able to change back in under 3 seconds, she will still have the buff.
and
Elise's E,
Cocoon when in
Human Form/
Rappel when in
Spider Form, are both abilities that can be used aggressively or defensively and provide her with some utility.
Cocoon is a collision linear skill shot ability that stuns what it comes into contact with. This ability has a stun duration of 1.6/1.7/1.8/1.9/2 seconds, a range of 1075, a missile speed of 1600/s, and a missile width of 55. It costs 50 mana at all ranks and has a cooldown of 14/13/12/11/10 seconds.
Cocoon grants sight Sight of enemies that it hits, allowing
Elise to pounce on enemies hit in the Fog of War, or enemies that are in Brushes.
Rappel is a buffing ability that lifts
Elise into the air, for up to two seconds, making her untargetable and sight revealing everything within a 750 unit radius. Upon landing, the on-hit bonus damage and healing that
Elise gets while in
Spider Form increase by 40/50/70/85/100% for the next 5 seconds.
Rappel can be cast on any targetable unit such as enemy minions, enemy champions, enemy pets, and even
Stealth and
Vision wards. This ability is a single targeted blink ability so she won't collide with any terrain or abilities like
Veigar's
Event Horizon or
Anivia's
Crystallize.
Elise cannot target ally champions, pets, or minions with rappel] but can still target friendly wards. [color=#ff8000][[elise's[/color]
Spiderlings, of course, follow her up and wherever she lands, also becoming untargetable, since they can't leave her leash range.
and
Elise's ultimate is a transformation ability that, like
Nidalee, she has at level 1. Each form gives
Elise a different set of abilities, and changing her basic attacks from ranged in
Human Form to melee in
Spider Form.
Human Form is
Elise's base form where she has a basic attack range of 550 and base movement speed of 330. This ability has a 4 second cooldown at all levels.
Human Form has a passive ability that stacks
Spiderlings, that can only be used while she is in
Spider Form, after she hits an enemy with an ability. She can only stacks
Spiderlings while in
Human Form and can have 2/3/4/5 of them at levels 1/6/11/16 respectively.
Spider Form is
Elise's empowered form where all of her stats, except for defensive ones are buffed as she will now have a base 355 movement speed, melee basic attacks that deal 10/20/30/40 (+30% AP) bonus magic damage on-hit and that also heal her for 4/6/8/10 (+10% AP) at levels 1/6/11/16 respectively.
Elise's basic attack range, in this form, becomes 125.
Spider Form also has a cooldown of 4 seconds at all levels.
Spider Form and
Human Form are toggle shape-shift abilities that each provide
Elise with a completely different array of skills and damage damage scaling;
Human Form is stronger against targets that have full/high levels of health left, and
Spider Form is stronger against targets that are missing quite a bit of their health and are around 50% current health.
Spider Form/
Human Form have no cast time and have abilities that don't share cooldowns. This means that she can use
Neurotoxin, switch to
Spider Form, and then use
Venomous Bite before
Neurotoxin is off of it's cooldown.
Skilling Order
This is the most effective skilling sequence for
Elise because it successfully maximizes her DPS.
Neurotoxin/
Venomous Bite is the her most powerful spell and, at rank 3, is able to shave off considerable amounts of a target's health. These abilities scale VERY well with items and will do silly amount of damage in the late game. At full build,
Elise will be able to delete any champion off of the map in a matter of seconds--even the really tanky ones--because
Neurotoxin/
Venomous Bite scale with AP and the amount of health an enemy has. Tanks tend to have over 3,000 HP, so
Elise will be able to nuke them just as hard as she would any other target.
Getting
Skittering Frenzy at level 1 is the most advantageous thing to do since it greatly speeds up
Elise's clearing speeds, especially the first one. She will have a very short leash time, and will be able to get to level faster than any other champion in the game. The attack speed buff she gets from
Skittering Frenzy also helps with her sustain in the jungle and will keep her a high levels of health pretty much at all times. She is able to start Krugs as well because of her ability to sustain in the jungle and her lack of reliance on mana to clear camps.
Volatile Spiderling/
Skittering Frenzy are the spells that are to be maxed second because it scales extremely well with items and won't do much damage otherwise. By the time
Elise has a few points into it, she should have an two or more items built already, and this ability will start doing some damage.
Cocoon/
Rappel are to be grabbed at level 3 since it's what
Elise uses to gank lanes.
Cocoon is a strong spell since it's stun duration and range is long while the missile is of moderate speed. It is a narrow spell to land and can be quite difficult to hit, but is very strong if landed. Although
Rappel is a strong ability, it's not a necessary one since most targets will die without
Elise having to use it. The
Spider Form buff if gives her is very strong but often takes too long to be effective and is not an ability that is included in her burst combo. This ability is used for chasing, running, avoiding abilities, crossing terrain, or just as a damage boost that will help her win a duel.
















































































































Skilling Order
This is the most effective skilling sequence for







Getting













In this section I am going to talk about each item in this build, items that work well on
Elise, and items that work well tegether when on
Elise.
The building order of items is quite important. The only exception is
Sorcerer's Shoes, which can be built after
Liandry's Torment.
Boots are necessary though.
Sorcerer's Shoes, depending on how hard
Elise is snowballing, can be completed after
Liandry's Torment is built.
Stats: +50 AP, 10% CDR, 200 Mana, Chilling smite deals 28-164 True Damage to a target and stealing 20% of their movement speed for 2 seconds (unique passive: after using an ability next basic attack deals 100% of base AD (+30% of AP) as bonus on-hit magic damage and restored 8% of missing mana)
Stalker's Blade is the best too for
Elise to use because of it's passive, Chilling Smite, that deals a small amount of true damage and slowing the champion that it was used on.
Stalker's Blade is definitely more useful than
Ranger's Trailblazer since it allows
Elise to do more. Her jungle clears are amazing, so getting
Ranger's Trailblazer won't really do much for her since all it does is help with jungle clears.
Stalker's Blade. The runeglaive enchantment is really the only one that
Elise benefits from and it very convincingly replaces
Lich Bane, which was the item that she would get before runeglaive existed. It certainly doesn't scale as well as a
Lich Bane does, but it serves pretty much the same purpose, allowing
Elise to get more Mage AP items.
Stats: +80 AP, +300 HP, +15 Magic Pen. (unique passive: deals 6% of target's health as magic damage over 3 seconds--double that to CC'd enemies)
Liandry's Torment is a very essential item on
Elise since it gives her 80 AP, 300 HP, and 15 Magic Penetration. These are all very solid stats, but the reason for getting this item is to scale
Elise's sources of $ health damage.
Liandry's Torment's passive makes any spell that
Elise casts on a target deal 6% of their current health as bonus magic damage over a 3 second period. This effect is doubled to targets whose movement is impaired; if
Elise stuns an enemy with
Cocoon, abilities during this time will do 12% of a target's current health over 3 seconds.
Liandry's Torment's burning passive doesn't stack, but it does re-apply as long as a target is being hit with spells.
Stats: +80 AP (unique passive: ignores 35% of an enemy's MR)
Void Staff is really strong--Magic Penetration is very strong. Some amount of Magic Pen. is necessary on AP champions just like some amount of Armor Pen. is on AD champs, except AP champions tend to do more damage at one time. Magic Pen. gives AP champs more value for their abilities since, due to the way that MR scales (less of it is more effective), Magic Pen. is very potent. [[void staff], in particular, is very strong since it ignores 35% of a target's MR, gives 80 AP, while also being quite an affordable item selling at 2,500 gold.
Elise benefits greatly from this item since, instead of getting the most amount of AP possible, attempting to skip ability scaling and going straight for an enemy's vitality proves to be very effective.
Elise's abilities do 35% more damage with this very affordable item.
Stats: +100 AP, 10% Movement Speed (unique passive: gains charges by moving or casting spells; at 100 charges next spell deals 100 (+10% AP) as bonus magic damage up to 4 targets)
Elise relies on burst damage to defeat her targets quickly, and
Luden's Tempest being the item with a unique passive, much like
Statikk Shiv's, that expends a huge amount of burst after the usage of a damage ability, makes for one scary spider.
Luden's Tempest doesn't make
Neurotoxin/
Venomous Bite much stronger, apart from it's AP scaling ratio, but it will make
Volatile Spiderling chunk off large portions of health off of an enemy. This high amount of damage applies to all enemies, even tanks, but is especially strong against squishy champions as just
Volatile Spiderling will take at least half of their health instantly.
This is the point when
Elise will truly begin to on-shot enemies. If they get hit with a nicely placed
Cocoon, they will most likely die right after that. The goal of this combo is to try and get
Volatile Spiderling to hit first, and it must be done very quickly. The combo is
Cocoon ==>
Volatile Spiderling ==>
Neurotoxin ==>
Venomous Bite;
Neurotoxin is supposed to hit at about the same time that
Volatile Spiderling does, and
Venomous Bite is the gap closer/fast execute that will kill the enemy instantly (this applies to bruiser champions as well). If the target is a full on tank with like 4-5k health and at least 200 Armor and MR, then save
Venomous Bite for until they get to about 35% health as they will die from there.
Stats: +120 AP (unique passive: grants 35% more AP)
This item is really just the icing on the cake. At this point, there shouldn't be anyone that
Elise can't delete.
Rabadon's Deathcap is just a scaling tool--and a tool that does it's job flawlessly and giving her that last little push that she needs to completely destroy everyone. Nobody will be too tank for her to kill. She will not be out-damage'd by anyone in the game since they won't have numbers high enough to burst her down completely in one shot. She cannot be out-dueled either since her passive bonus on-hit magic damage and heal will be very high, and her
Rappel buff will scale to an insane extent, she just can't be beaten in a 1v1 at all.
To put things into perspective, I'm going to give some of the numbers of her scaling just to show how ridiculous this might get:
Elise's AP: 660-700+
Neurotoxin: 180 (+4% (+20%) of target's current health as bonus magic damage) at least
Venomous Bite: 220 (+8% (+20%) of target's missing health as bonus magic damage) at least
Volatile Spiderling: 275 (+ 531) at least
Spider Form buffs: 40 (+ 133) on-hit magic damage / 16 (+ 66) on-hit heal
Spiderling on-hit scaling: 25 (+ 100) per unit bonus on-hit magic damage
There's not much else to say about
Rabadon's Deathcap other than make sure that it's the last thing that
Elise gets since that's the only time when it's truly effective. The other items take precedence over this one because of the very strong passives that they have that give
Elise's spells a more potent punch. Scaling numbers is great, but they get negated heavily by damage resistances and health then those items will have been a waste.
Sure, and early
Rabadon's Deathcap might make her do more damage to squishy targets, but the tanky and bruiser ones will walk all over
Elise. This early Magic Pen. and sustained damage into high burst makes for a universally strong build. She won't be able to one-shot squishies with just a
Liandry's Torment and a
Void Staff, but she will be able to do an equal, and very large, amount of damage to all targets. Things get pointless when she reaches full build since everything just dies so fast.


The building order of items is quite important. The only exception is







Stats: +50 AP, 10% CDR, 200 Mana, Chilling smite deals 28-164 True Damage to a target and stealing 20% of their movement speed for 2 seconds (unique passive: after using an ability next basic attack deals 100% of base AD (+30% of AP) as bonus on-hit magic damage and restored 8% of missing mana)












Stats: +80 AP, +300 HP, +15 Magic Pen. (unique passive: deals 6% of target's health as magic damage over 3 seconds--double that to CC'd enemies)









Stats: +80 AP (unique passive: ignores 35% of an enemy's MR)




Stats: +100 AP, 10% Movement Speed (unique passive: gains charges by moving or casting spells; at 100 charges next spell deals 100 (+10% AP) as bonus magic damage up to 4 targets)








This is the point when












Stats: +120 AP (unique passive: grants 35% more AP)
This item is really just the icing on the cake. At this point, there shouldn't be anyone that



To put things into perspective, I'm going to give some of the numbers of her scaling just to show how ridiculous this might get:






There's not much else to say about



Sure, and early




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