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Elise Build Guide by TheSheMale
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Threats & Synergies
Evelynn can spam her Q, making the fight dangerously close. Either one of you will get out alive with low health.
Kha'Zix hurts alot when fighting 1v1. If you see him, you should call for help or run.
Skarner is really strong with his stun. He can take out Elise pretty fast.
Udyr doesn't do as much damage during early levels.
Panteon's stun and Q overpowers Elise. Avoid fighting him.
Lee Sin is one of the strongest junglers due to his Q. Avoid him early at all costs, fight with caution at late game.
Nocturne has very high damage output. His shield is a big counter to Elise. Avoid totally.
Nunu & Willump
Nunu cannot do anything against Elise. If he ults, just rappel to dodge it.
Amumu has good AOE damage, try to rappel when he ults and Elise should be fine.
Hecarim's Q deals quite a bit of damage and can kill off Elise's spiders quickly. Call for help if you can't handle him.
Fiddlestick's W heals slightly faster than Elise can burst, try to stun him when he is healing and you might be able to kill him.
Rengar has good burst damage late game, avoid fighting him alone. Ward up early and be wary of his invades. If he invades, land your stun and finish him.
Kindred has very high damage output once she hits level 3. If you cannot aim and land your stun well, avoid fighting her alone.
Rek'Sai has a good amount of damage from her Q, avoid getting knocked up by her and you can try fighting her. (Range has been nerfed)
Zac doesn't have much damage early game, but killing him might not be that easy too. Remember that he has his passive, don't get baited for it.
Warwick's damage and healing isn't very strong early game. Killing him pre-6 would be easy.
Wukong can be killed easily, but make sure you don't spam all your skills on the clone. Avoid his ult by rappelling.
Sejuani doesn't have much damage early game. Her Q and slows make it hard to chase and kill her, but you won't die to her either. Dodge her ult with rappel.
Rammus doesn't have much damage early game. Might be hard to kill him, but he can't kill you either.
Shaco's boxes can be a pain in the ass, ward early to prevent him from killing you. You should be able to win him if there are no boxes.
XinZhao's 3 hit combo hurts a lot. Avoid fighting him at all costs.
Gragas has very good damage from his W, even when building tank. Avoid fighting him alone.
Yi's Q can kill off Elise's spiderlings fast. His true damage from e also hurts pretty bad. If possible avoid fighting Yi.
Jarvan doesn't do very well against Elise in the jungle. Elise has better damage than him.
Diana's shield can cause lots of problems, avoid fighting her if possible. If she snowballs, late game will be pretty hard too.
Why play Elise?
Good burst (Q from both forms)
Good CC (Stun)
Good mobility (Movement speed in spider form + movement speed quints)
Good escaping skills (rappel)
Hard to understand/play (Stun is hard to land)
Very weak against CC (Once CCed, you're probably dead. Use rappel well)
Elise can be played defensively too. If you're afraid that you can't reach the enemy carries, let the tanks buy you some time. You can choose to stick with your carry and try to peel, burst any enemy trying to get too close to your carry. Your Q spells can burst down the enemy tanks very quickly. Once the engagers are dead, you can quickly rappel further into the fight to help your team finish it up.
Seals: Armor (For you to survive in the jungle)
Glyphs: CD Reduction (MR is not needed in the jungle, CD allows you to use your skills faster)
Quints: Movement speed (Why deal small extra damage when you can run, chase & gank faster?)
It is not wrong to use Ability power quints, it's personal preference. But you'll feel a significant difference with extra mobility.
ThunderLord's Decree does a high average damage throughout the game than compared to Deathfire's Touch (Elise doesn't need much AP. Deathfire works better with champions buying more AD/AP and in long battles. Thunderlord scales with level and works in short fights, which makes it more reliable for bursting.)
Cunning also gives slightly more magic pen, deals more damage to champions below 40% hp and restores HP & MP with kills/assists. Savagery helps to kill jungle camps faster. We do not need tough skin because the spiderlings can take the damage for us.
Second camp: Add your Q now. You can start to consume your first red pot. Using your human form, throw a Q or auto attack once, then use W to get a hit on all 3 monsters. Swap back to spider form when available and activate W and Q on the Blue Sentinels. Also use your spiderlings to tank a few hits after your W expires (Don't let them die too early because you cannot spawn them that quickly). Finish up the smaller golems without using your W.
Third camp: Do not smite the wolves. Start with human form again, use your Q and W to spawn your spiderlings. Change to spider form when available and quickly finish the wolves.
Fourth camp: Go directly to Red Brambleback (Smiting Red Brambleback will give you HP). Again using the same combo, spawn your spiderlings. At the same time ward the brush beside you (in case someone is waiting to invade). Change to spider form and attack the Red Brambleback. Once it is low on HP, change back to human form, spam your spells quickly and smite it once the HP hits below 400 (Good practice to prevent your buffs from getting stolen). You can choose to go to the fifth camp or gank which ever lane is nearer (Top or Bot) If you see no potential ganks, continue the jungle camps. Bare in mind you still have 1 red pot left. I recommend you to use it for ganking (Safer to gank with near full HP).
Your E is the hardest skill to use. Many new players don't understand how Elise's rappel works. There are 2 types of rappels, 1: On a target & 2: On the ground. The difference: On a target, you quickly rappel up and quickly rappel down. This is for dodging quickly and continuing your assault on your enemy. There is a bonus attack speed for your spiderlings if you use this method. On the ground, you rappel up for a maximum of 2 seconds. You can choose who or where you want to land at. This is a good way to dodge skills, avoid death and also escape (Going near a jungle camp can help you rappel over a wall).
For ganks: Stun is important.
The stun is long ranged, but fast. You have to predict well and land it accordingly.
The trick to landing your stun: Build pressure.
How to build pressure? Simple. You don't use your stun first. I know.. If you don't use your stun first, the enemy might back off or flash away to escape. But if they flash off without you even trying any tricks, wouldn't it be great? Build pressure by using W first (especially if the enemy tries to dodge left and right), then you throw your stun. Why? If you use your W first, the enemy will focus on trying to dodge or evade the damage from the spider and they'll pay less attention to your stun. This doesn't always work, but it helped me land my stun more than you think.
On certain occasions, the enemy might panic. They might just burn their flash even before you throw anything at them. At this point judge if they are reachable. If they are, a flash stun will finish up the gank.