Elise Build Guide by Tormentula
(S11 11.7) Elise Jungle - In-Depth 3.8M Mastery OTP GuideBy Tormentula | Updated on March 31, 2021
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Runes: Standard Assassin
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
After Nerfs to Amumu and tank items he hasn't been much of an issue like he was during Preseason 11. Amumu is very weak early game, loses to Elise in duels, and can't do anything to Elise if she buys a Banshee's Veil. That being said, pick up a Banshee's Veil so you aren't randomly caught by his ultimate in fights, and travel with spiderlings behind you to block his Q.
Kha'Zix is countered by Elise. Part of Kha'Zix's gimmick is isolation, and Elise's own spiderlings remove that in 1v1s, making him do less damage with Q and denying him the evolved benefits of his Q and W. Having CC makes him unable to jump into you as you'll just cocoon and burst him, then outDPS him in spider form. You can invade him early, just do not waste cocoon unless he jumps into you for a point blank one, if you miss he can turn on you. If Kha'Zix gets a lead early, consider picking up Seeker's Armguard after your first item to avoid contributing to his snowball.
Nunu & Willump
Nunu & Willump are one of Elise's worst matchups that I either ban or dodge. Nunu has very cheesy early gank potential with his W, and he has much better utility in late game fights being a tank with CC. The biggest problem is once he gets Magic Resist its over, as Elise cannot kill him fast enough and he'll heal most of your damage off with Q before you can DPS him. The best counterplay to Nunu is to try and get your ADC ahead, or if you have a strong AD top laner, them ahead as well, if you play to get yourself ahead you will just lose even if Nunu makes several mistakes early.
Kindred can only do one thing to Elise, and that's Q to dodge your E. Hold cocoon until Kindred uses Q, and you'll be able to land it easier and just one shot Kindred. Late game they can scale but if you get a lead and pick them off constantly they will struggle to play the game. A good use of Rappel in this matchup is to wait until Kindred has the E mark at 2 stacks, and Rappel to stall out the mark during the third to avoid their execution damage. You can stall their ultimate with Rappel too inorder to avoid getting too low before it ends.
Elise stomps Evelynn early game with invades, better ganks, and even mid-late game Elise can stun and one shot Evelynn. Be careful late game as Evelynn does scale and can one shot you too, if not your carries. Ward near her camps so you can see her pop out of stealth to clear them, and buy control wards.
Ivern himself is not that big of a threat in terms of 1v1, however his play pattern can be really annoying for Elise. If he shields an ally to tank any of your abilities, you'll miss out on a lot of damage, either the shield eats damage that would've helped your % missing health venomous bite, or the shield makes a carry stronger than you when you're trying to snowball the game. Since Ivern is a support jungler, setting him behind doesn't achieve anything as his items are typically cheaper anyway, so if you do solo kill him 4 times, he's always going to be useful enough to piggyback one of his carries. This matchup can feel very coinflip cause if he has a strong carry (such as a fed fiora) it literally doesn't matter how you stomped him, he'll just shield Fiora and let her handle you. If you play split map, then you're hoping the lane you got ahead can beat the other fed lane with a shield attached to them. I mostly dodge Iverns.
A lot of people struggle with Vi but personally I find her easy. When Vi starts channeling her Q, she's slowing herself and its a free cocoon unless she uses the Q to dodge it (so win-win), if she ults you can Rappel it, and if she ults your teammate, she also is CCing herself that you can follow up on and cocoon her afterwards.
Lee Sin is like the AD version of Elise, whenever she's meta, so is Lee and they often get picked to deal with each other since they have similar clear speeds and strengths early. I hold my cocoon until Lee either W's into me or uses his Q2 into me, making it a guaranteed cocoon. You can Rappel his Q2 to deny him the damage. This is a skill matchup.
Invading Rek'sai is tricky because tremor sense reveals you or spiderlings from pretty far away, but when fighting Rek'Sai you can wait for her to E forward into you for a guaranteed Cocoon and Rappel Rek'Sai's ultimate. Typically Rek'Sais will be picked when they're on blue team and gank bot lane from over the wall at tribush, so be sure to hover there to prevent Rek'Sai from cheesing.
Both top lane and jungle, Teemo is weak early and very squishy too. You can Rappel his Q blind either to avoid it entirely, or to stall the blind itself. Pick up Oracle Lens to avoid walking into shrooms when ganking or invading him. His blind does not work on your Venomous Bite.
Top Jax is more threatening than Jungle Jax, but if you're playing vs. Jungle Jax, Elise can beat him pretty easily. Cocoon him when he gets close since he's melee, and Rappel his E to avoid getting stunned and taking free damage from his counterstrike. His counterstrike DOES block your Venomous Bite, so do not waste it on him during his spinning attack else you will flat out lose.
Master Yi loses early to Elise in 1v1s, Ganks, and Invades. He can't run from you easily so if you catch him he's typically dead. You can let him Q onto you and then cocoon when the Q expires to avoid him dodging it. Just be careful when he's in W as it can take awhile for you to finish him giving his team time to help.
Warwick can be tricky for Elise to deal with, mainly because his E will reduce all the damage you throw at him and his Q+passive will make him out heal you and out DPS you once all your abilities are on cooldown. Be careful overstaying low health after ganks as Warwick gets a ton of movement speed globally in your direction, he can rotate to you to kill you or your lane pretty fast. You can Rappel to avoid the his E fear, dodge his ultimate, or to stall for cooldowns so you're not fighting him in DPS letting him out sustain you for too long. Do not waste your abilities on him during his E, as you're wasting a large portion of your damage, either kite him or cocoon to stall the E and then use your abilities when its expired.
Olaf is a strong counterpick against Elise. Not only does his Q kill all your spiderlings, but he also outDPSes her and out heals her. When he gets low he gets boosted attack speed and healing, so if you full combo him and he's still alive, he'll just kill you with sustain, kill your spiderlings with Q, and getting away from him is pretty tough. At level 6 there's just no way you ever beat him 1 on 1 as his ultimate will block Cocoon entirely. Best to play away from Olaf and wait for him to fall off late game when he can't run into your whole team without dying fast and there's grevious wounds to deal with his healing. I prefer never to fight him unless its 2v1 at least.
Kayn is pretty annoying for Elise. While she does stomp him early game, Kayn can farm leads way bigger than her and if he goes Rhaast (red form) he can be too tanky for Elise to kill. Kayn's ultimate also ignores untargetability, so unlike most champions Elise actually can't Rappel his ultimate to evade the damage, only to prevent him from clicking on her. Blue Kayn isn't as bad since you can one shot him off a Cocoon, but if he gets Edge of Night or Mercury's Treads that can be difficult too.
Elise stomps Twitch in 1v1s early, can invade him nonstop since he's too squishy to survive long for help and has a weak clear. The main thing to consider about Twitch jungle is that they often level 2 gank after red buff, after that its unlikely he'll be doing much, especially if you're invading, at least until he gets 3 full items. Warn your team of him potentially level 2 cheesing mid and bot, and the matchup itself should be free.
Ekko outscales Elise, and in general is just a better mid game version of her, but Elise is still stronger early and has the tools to counter his kit. When Ekko uses his big AoE W, you can dodge it and stall the shield itself with Rappel. I also like to play fights slower vs. Ekko, using Cocoon as late as possible so that I can kill him before he can press R.
He clears faster than you, is way tankier than you, and scales way better than you. There just gets to a point in the game where theres literally nothing you can do to kill him, especially once he gets any kind of Magic Resist. You can invade him in the first clear and out gank him, but unless you have a really strong tank killing teamcomp, Elise cannot match Dr. Mundo later on even if she has Morellonomicon.
Nocturne struggles in the early game and Elise can gank way better than him. Save Rappel for to stall out his fear since the tether pretty much gives you free reaction timing, or alternatively stall out his Lethal Tempo with Rappel. Careful not to waste Cocoon on his spell shield, try baiting his Spell Shield with Q or W first so his shield pops on those instead of Cocoon. You can also Smite the Spell Shield later on when its upgraded.
Rengar is typically a counterpick to Elise, but atm he's in a pretty weak state so you can outperform him in ganks and invades lately. The main thing to worry about is his 4 stack ferocity, as that means he can cleanse your Cocoon with W, and recover half of the damage you bursted him for rendering you useless with all your main abilities on cooldown. If you catch him under 4 ferocity, you can burst him, but if he's on 4 ferocity, you should wait for him to spend it so he doesn't have the big heal or cleanse. Build Zhonya's Hourglass to avoid dying to him as quickly, and late game play to Cocoon him as he jumps on your carries.
Lillia is weak early game, super squishy most of the game, but if she has full movement speed stacks and Mercury's Treads, it can be pretty difficult actually catching her to kill her. I recommend catching her as she checks a bush, or if she slows herself using W, otherwise if she dodges Cocoon with her fast speed, she can hit and run with Q, put you to sleep, then kill you.
Hecarim is strong, he can farm way better and can countergank pretty easily, however early on Elise can invade him especially since Hecarims usually don't take Flash and are pretty much dead if caught by Cocoon.
Elise can only beat him early on. Mid and Late game he will outscale her, have significantly higher farm than her, carry better than her, and overall just outclass her after his first item if he got to chill and farm. His smokescreen actually counters Rappel since if he drops it in the center, Elise still cannot see anything while in Rappel, and he can dodge Cocoon with his E while killing all spiderlings with Q. Best bet is to Rappel the explosion of his Q, wait for him to waste E to Cocoon him, and abuse him early game while he's weak.
Rappel doesn't cancel his W drain since its a tether, but cocoon does stop the channel, when he starts his W use cocoon to break free of it, denying him damage and healing. Pick up a Banshee's Veil so you aren't randomly feared by his ultimate from Fog of War. Its very important to play around vision and to ward over walls where Fiddlesticks can ult from such as around raptors when pushing up in mid lane. He can scale really hard and his ultimate is game winning at times so close out games fast while respecting walls he can ult over. I highly recommend taking Zombie Ward in this matchup as his effigies actually count and spawn Zombie Wards. They're 1 hit, visible, and he spawns them more than regular wards so its perfect for Zombie Ward to quickly stack.
Spiderlings block his Q if he tries to chase you, and Banshee's Veil prevents him from taunting you. There's honestly not much Rammus can do to you, you can kill him early but mid-late he'll still be too tanky to kill him quicky, you can kill his carries instead and push him out of his jungle early. Rammus is also better into AD champions which Elise doesn't have to worry too much about. Try not to use skittering frenzy while his W is up or when he taunts you, as he'll return some damage back the more you attack him so wait for it to run out first.
Elise + Renekton is without any doubt the best jungler+top/mid combination in the game. Not only are both heavy snowball champs, but there is no counterplay to Renekton's W stun chained into Elise's cocoon. Both champs are incredibly strong early with Renekton eventually just rolling the enemy team if he gets ahead. Renekton sets up ganks and dives better than most champions, so be sure to abuse it.
Camille has really good setup and follow up with her E. Its hard for her to miss the E, but she can engage on the target pretty easily for a small knockup window that Elise can stun and follow up on. At level 6, Camille's ultimates lead to guaranteed kills as the enemy has no where to run to. Being a strong splitpusher with strong scalings, a snowballing Camille is really scary for the enemy team making her a strong wincon to camp for.
Talon has to be one of the most scary mids in the game to lane against, as he has the strongest kill potential early. Elise and Talon have insane kill pressure together, but what sells Talon is his crazy roam potential. Since he's so threatening to lane against, he usually gets to push in the lane and roam around with Elise, making ganks and invades more free. Getting him ahead in mid lane gets the entire team ahead as nobody in any lane wants to play far up when there's a freely roaming Talon, let alone an Elise and Talon. You can have free reign in the enemy jungle with him, do objectives more freely, and overall snowball the map without being contested since most of the time the enemy team contesting you is just an int to Talon. The only downside is that Talon and Elise both don't scale that well into the game, so if the Talon does mess up its going to be pretty hard for him to do anything if the game drags on too long, making the game feel 3v5 late game. When played well this duo is very stressful for the enemy jungler limiting their options and increasing yours.
In low elo Twisted Fate is not that bad, but in my experience in high elo, playing Twisted Fate+Elise in lobby is just quizzing the enemy mid laner if they are smart enough to take Cleanse and buy Merc boots. If they do that, then it becomes harder for both of you to play compared to split damage types. If they don't take cleanse and forget merc boots are a thing, then the synergy is fine as they cannot dodge gold card and cannot dodge cocoon while stunned. Typically mids won't consider cleanse just for TF or Elise, but when they see both its just incredibly obvious what's going to happen and makes them take it.
If there's an ADC that works well with Elise, its probably Ashe. Her ultimate can help force engages bot for you, follow up with plays on the map, and her E can give you information to take advantage of the enemy jungler. W and Autos slowing makes landing cocoon easier, overall Ashe is pretty good and if she does have a weak support pick, Ashe herself is useful enough to make up for it opening up more options.
Janna can be useful with shielding and healing you, but that's not really what Elise wants, she wants aggressive champs that can follow up with her picks or make engages for her to follow up on. Late game not having an engage support can hurt if the laners aren't engages either, and Janna isn't exactly frontlining or giving you kill pressure bot lane when picked. She can be useful but she's not as useful as other support picks. Her shielding you over the ADC in teamfights isn't that great because then you die anyway and the ADC dies after. Elise and Janna just doesn't have that much synergy, Janna wants to play safe and protect the ADC letting them scale, Elise wants to win at 20 minutes and needs the support to help to make that happen.
Kai'Sa is a nice ADC to have. If you land cocoon she can ult to help you fight, and she gets more stacks for her passive to execute people. She scales really well into the game so Kai'Sa Elise make a decent pair.
I don't even care if my Thresh is bad, Thresh is just always super good to play with as Elise. Not only is lantern amazing for making super ballsy plays, but he can force fights bot lane so easily with his E and Q that you can follow up on, and he can follow up with you on plays around the map as well. Winning Thresh's lane is like having a 2nd jungler to gank lanes with you, the options Thresh opens to Elise is super nice.
Pantheon is similar to Renekton in that he has a point and click stun with his W. Pantheon W into Elise Cocoon has very little to no counterplay and the mixed damage makes building resistances for the duo very difficult. Pantheon has been seen in multiple roles lately, and the setup works in every lane. Only reason he's a 4 is that he falls off pretty hard later on, harder than Renekton at least. Easily a 5 if he plays well with his lead.
Kayle is a late game wincon, and Elise is an early game wincon. Kayle also has no early game setup, so ganking for her may not end up in getting a kill. Babysitting her may still pay off because Elise does still threaten her opponent and the enemy jungler trying to prevent her from free farming. Just don't expect her to do too much early on if you get caught while invading, even if she has priority.
Sona doesn't give Elise much to work with. At level 6, Sona has really good gank setup with ultimate, but since she's a support it takes awhile for her to reach 6 and before that in early game, it can be difficult fighting around bot lane with her as she lacks hard CC. You're going to want to play around a different lane and let this one scale.
Gangplank is reliant on hitting his barrels, not that strong early, and overall doesn't have good gank setup for Elise. He does scale incredibly hard so if you hover him frequently he might just carry late game, but if you get into a fight top side, don't expect him he even be able to help you since he needs some levels in order to utilize his barrels consistently. I prefer to path away from GP, let him farm and scale, and get another lane ahead early to meet up with him in the mid and late game.
Leblanc is alright. She has the mobility to help you, can carry with a lead, and she has good gank setup with W + point blank chain, the only downside is you're both AP so if the enemy has a bruiser stacking MR it can be rough. A fed LB and Elise combo will do so much damage the enemy bot laners will probably be screaming anyway.
Elise and Jayce do a ton of damage together. Both have crazy burst and later Jayce has good poke. Jayce can follow up with Elise pretty well too with how fast he goes and the dash on his melee Q. The problem is Jayce doesn't have much for gank setup, so its reliant on you hitting cocoon. A fed Jayce can be really powerful, and he's AD so they can't itemize for both of you.
Good gank setup, strong roaming potentially, and if he gets a lead he can dominant the map with you. Only downside is you're both AP and they can just rush merc boots, but Galio will still be really useful.
Other than putting down her silence so the enemy can't flash your cocoon, Soraka is tricky to gank for. In theory dives are more free cause she can heal you, but if you get ignited she's only helping so much and early game its not that big of a difference in that case. Raka lanes mostly want to keep their ADC alive to scale and carry later, I'd recommend playing around a different lane, creating a raid boss, and let raka heal them later.
Champion Build Guide
||I am Tormentula, the current owner of the Elise Mains discord server, moderator of r/EliseMains subreddit, and the Rank 1 Elise OTP in NA with 3.7 million mastery points on the champ. I've been playing since late season 5, and peaked Grandmaster 150 LP in season 9, getting Grandmaster again in season 10 and I've already hit Masters in S11. I've been maining Elise since I've joined, and am very experienced with her throughout several metas. I occasionally stream on Twitch, so be sure to pop in and ask me anything in on my Twitch Channel, in the Elise Mains discord server, or my Twitch Discord Server.|
Elise is a very aggressive early game jungler that deals mostly ability power damage, and has two forms. Unlike most champions, Elise has access to her ultimate ability at level 1, Spider Form, which allows her to toggle between two different forms. In human form she's ranged and plays like a mage, while in spider form she's melee and plays like a fighter. She primarily builds and combos to burst and one shot her prey, similar to an assassin. Since Elise has access to her ultimate ability level 1, she's one of the best level 3 junglers in the game with access to all her tools for ganking, dueling, and even tower diving early. Playing Elise is very bloody as she's constantly looking to pressure lanes or harass the enemy jungler. Learning how to play tempo is key to learning how to play Elise, as she likes to snowball and close games before they drag on for too long, when she eventually starts struggling a bit.
+ Very fast and healthy jungle clear|
+ Can do tons of work early game
+ Excels at making picks and bursting them
+ Has a ranged CC ability for utility and picks
+ Ganks are some of the strongest in the game
+ The best level 3 tower dives in the entire game
+ Can beat most junglers in the 1v1
With access to her ultimate Spider Form at level 1, Elise has her entire kit unlocked by level 3, something most champions need level 6 for. This makes her one of the strongest level 3 junglers in the whole game since she has tools other junglers don't have access to yet. Cocoon makes her ganks and duels really powerful since its hard CC, locking opponents down for you or your laner to kill. With strong early burst damage, and the ability to dodge and cancel attacks, as well as stall for her own cooldowns with Rappel, most junglers cannot fight Elise pre-level 6. She has the best early tower dives in the entire game, she can stun and kill someone under their turret, and then use Rappel to drop tower aggro.
- Falls off really hard late game|
- Only utility is a skillshot stun
- Very difficult to remain useful when behind
- Very tempo reliant
- Hard to master
- Struggles to deal with Magic Resist stacking
- Can't do anything with abilities on cooldown
The most infamous flaw about Elise is that she falls off very hard making her very feast or famine. To compensate for her having such a strong early game, Elise's scalings are really bad making it hard to continue carrying and bursting targets late with a few items. Teamfights are rough for her since she's single target damage, and can't multikill easily due to her abilities going on cooldown. Not having a true ultimate is a double edged sword as when other champions hit level 6, they get stronger abilities than Elise evening out her power with them by around mid and late game. Cocoon is her most useful tool for making picks later on, however if you miss it or the enemy plays front to back properly, it can be hard to catch your priority targets with her limited target access.
Spider Queen (Passive): There is two parts to Elise's passive, the first one is everytime Elise uses an ability in Human Form, she stores a little spiderling that spawns when in Spider Form, you can stack quite a few of them, but there is a cap which increases as you level up Spider Form. These spiders do Ability Power damage and do NOT apply onhit effects, but do apply spell effects such as Rylai's Crystal Scepter and Liandry's Anguish. Whenever you lose your spiders, just switch back to Human form, spam spells, and get them back to tank jungle camps or deal bonus damage. Do note your abilities must actually hit something inorder to spawn spiderlings, casting them randomly won't do anything. The second part is when you're in Spider Form, your auto attacks do bonus magic damage and heal you for a flat amount. This bonus damage and healing is also added to her Venomous Bite due to it applying onhit effects. This significantly boost her clear speed and DPS when in spider form, synergizing well with her Skittering Frenzy as the spiderlings also gain the bonus attack speed.
Neurotoxin (Human Q): Elise's Human Q is a Ranged attack that deals more damage the healthier the enemy is. This is a combo starting move as, like I said, it does more damage the healthier they are, so the sooner you get it off, the more it'll do. A lot of times laners will flash when you use Neurotoxin thinking its your Cocoon, some skins like Blood Moon Elise and Death Blossom Elise make the abilities look almost identical to those unfamiliar with Elise.
Volatile Spiderling (Human W): Elise's human form W Volatile Spiderling is a very powerful tool, the fact it homes in on the enemy target chasing them makes it hard to miss or run away from. It can run under towers and deal tons of damage, and because its AoE, it can hit multiple enemies providing lots of poke and waveclear as well as hitting all jungle monsters. Another powerful aspect about Volatile Spiderling is it gets vision around it, so you can use it to check bushes and corners instead of facechecking. Additionally, if you Venomous Bite in spider form quick enough, the Volatile Spiderling will jump directly at the target just like her other Spiderlings. Not very useful since it will hit after your missing health damage, but its a neat trick if you want to use Volatile Spiderling to check corners for vision before starting a camp without wasting the damage.
Cocoon (Human E): Cocoon is what helps her excel in ganks, duels, and overall remain useful. She can stun enemies caught out and quickly burst them down, or use it to stun and help an ally survive and win a close fight. One of the most important lessons to learn for Elise is to be patient for when you throw out Cocoon. A max Range Cocoon will rarely hit if the enemy is looking at their monitor, but if you walk up closer or make them panic and burn flash early, it becomes way easier to land. A lot of champions cannot fight Elise because they have to dash into her, making her Cocoon point blank and allowing her to distance herself from them again or kill them during the stun timer. Holding Cocoon is deadlier than landing it. If you throw it out too early and miss it, enemies can turn on you so be cautious. Picture yourself as a Blitzcrank, if you waste hook you're giving the enemy a window to do whatever they want, so don't 'fish' with Cocoon. A good time to use Cocoon is when somebody jumps into you, waste their dash, waste their Flash, is already slowed/CC'd by an ally or crest of cinders , is pinched against a wall and can't really sidestep it, or don't have vision on you and are facechecking.
Spider Form (Ultimate R): You become a spooky scary spider that has melee based attacks, gap closers, DPS, and little spiderlings following you around. Your Neurotoxin, Volatile Spiderling, and Cocoon all get swapped with different abilities, and recasting Spider Form will toggle you back to human form. Spider Form is treated like an executioner with Venomous Bite's missing health damage, and an agility boost to get around the map. You gain bonus movement speed while in Spider Form, so while walking around in your jungle, be in this form to run from one camp to the other quicker. Switch to Human form whenever you're starting a combo or running into enemy territory, you won't be able to Cocoon in this form if you get caught. You get this ultimate level 1 and it has four ranks instead of the standard 3 most ultimates have. None of your Abilities in Spider Form give you more spiderlings, and none of those abilities cost any mana. Auto attacks while in this form on anything that isn't towers or inhibutors will heal you for a small amount and your auto attacks deal bonus Ability Power damage to everything.
Venomous Bite (Spider Q): This is Elise's main damaging ability in Spider Form. It does the total opposite of Neurotoxin, instead of dealing more damage on how healthy the target is, Venomous Bite does more damage the less health the target has. This should be used last in your combo to deal the most damage out of it. Use it when the target is low for maximum benefit. Venomous Bite also applies onhit effects, which means it gets the bonus damage from her passive, and also adds damage from items such as Lich Bane and Nashor's Tooth. It does count as a dash and thus cannot be used when Rooted, or Grounded by Cassiopeia and Singed, and it does get blocked by Jax's E and Shen's W.
Skittering Frenzy (Spider W): Gives you, and your spiderlings bonus attack speed. This is a very powerful ability when you have all your spiders, the amount of damage you'll deal is insane and it makes Elise super good at taking objectives and melting towers fast. She even heals from her basic attacks, meaning you can out sustain fights. Skittering Frenzy also works as an auto attack reset.
Rappel (Spider E): Rappel is what makes Elise the strongest tower diver in the entire game. You and your spiderlings become untargetable for 2 seconds, and you can cast it again on a nearby enemy unit, plant, or neutral jungle camp (including enemy wards) to drop to them. Anything in Rappel's radius is revealed while you're ascended, so you can use it to check for jungle camps. It can be used as a chase tool, bait tool, stall tool, escape tool, or a backline assassination tool. Rappel can literally cancel and waste so many ultimates and abilities.. some examples are Caitlyn's Ace in the Hole, Syndra's Unleashed Power, Zed's Death Mark (before mark), Vi's Assault and Battery, and even dodge abilities like an Ezreal's Trueshot Barrage or Malphite's Unstoppable Force. Use it to get out of sticky situations or prevent kills from getting away. If you target somebody directly with the ability on the first cast, you'll get a bonus damage and heal amp to your Spider Queen onhit damage and healing. You will not get this bonus if you ascend, and then pick a target to drop to. Something important to note is its very easy for you to missclick a target and accidentally drop immediately, to prevent that you can self-cast Rappel so you go up and stay up regardless of who your mouse is on.
Neurotoxin/ Venomous Bite are your most spammed abilities with lower cooldowns, so you want to max those first. Starting Volatile Spiderling/ Skittering Frenzy allows a faster first camp clear with the attack speed, maxing it second gives you and your spiderlings bonus attack speed for stronger duels and much higher burst on your Volatile Spiderling. Cocoon is maxed last because the stun is just long enough to kill anybody and you shouldn't be fishing Cocoon off cooldown anyway. Rappel, maxed or not, will likely only be used once in a teamfight. Put points in your ultimate Spider Form whenever you can at level 6, 11, and 16 to increase your spider count and onhit damage.
These are the runes Elise typically wants to take. There is some flexibility in rune choices but for the standard, this is what you should go.
Electrocute: This is Elise's best keystone to take. Its additional burst damage whenever you hit the same target with 3 different attacks, including Cocoon and auto attacks. This works well with her kit as it should proc inbetween your combo, maximizing your Venomous Bite damage. Its base damage is high early game and it scales better than the other runes too, overall this keystone is made for Elise and she should take it.
Cheap Shot: Cheap Shot is the preferred rune to take next, the only other alternative being Sudden Impact. Cheap Shot does bonus true damage whenever you attack an enemy who is already movement impaired, like slows and hard CC. This also works with crest of cinders , so early game you do more damage with this rune. Sudden Impact isn't worth taking because it doesn't do much early game, and the only way to proc the bonus penetration is with Rappel, Flash, and since technically its considered a dash, Venomous Bite, and none of these you want to lead with and you don't want to randomly use Flash just for the sake of Sudden Impact, making Cheap Shot more reliable and consistent.
Eyeball Collection: You gain bonus adaptive force (AP or AD) for each takedown (kill or assist) you get. At 10 takedowns, you fully stack it and gain an additional flat amount. Its free AP for Elise, and with how aggressive she plays, she can stack Eyeball Collection really fast for additional damage. The other alternative is Zombie Ward, which also gives free stats, but when you kill wards, so it can be a little bit slower than Eyeball Collection in some situations. The big thing is the vision control Zombie Ward provides on top of the free stats, but in low elo it can be difficult to get a feel for Zombie Ward since most of the time the enemy isn't warding properly anyway for you to stack it efficiently. I recommend Zombie Ward for high elo (Diamond 2+) as well as clash games, and Eyeball Collection for lower elo and casual games.
Relentless Hunter: Elise likes to run around the map, and this rune helps with that. Every takedown gives 8 more out of combat movement speed, stacking up to 5 times, and you get a bonus 5 movement speed just for taking the rune. Having this rune and boots lets Elise run up to enemies quicker for an easier Cocoon, lets her arrive to fights on time, and overall helps her run around lane to lane quicker. Ravenous Hunter is an alternative some players like a lot, but in my opinion its overkill. Unless you're playing bruiser Elise or some DPS oriented build, I think Ravenous Hunter isn't necessary as you'll be one shotting the enemies you pick late game anyway before they hurt you, and Elise's jungle clear is already significantly healthy to not really need Ravenous Hunter. Both early and late game you'll usually be full health after killing camps so I just see it as over healing. Any grevious wounds the enemy team builds will cut into the value of it as well.
Nimbus Cloak: Whenever you use a summoner spell, such as Flash and Smite, you gain a movement speed boost. It might not seem like much on paper, but that speed boost is really strong for getting away, sticking to targets with Smite, and help speed up walking through the jungle when finishing camps with smite. Early game you can smite minions to run up to enemies for more point blank cocoons in ganks.
Waterwalking: You gain additional movement speed while in the river, and you gain bonus adaptive force while in the river too. On paper this sounds situational since it means nothing when you're fighting in lanes or in the jungle quadrants, but this boost your dragon , rift herald , baron nashor , and rift scuttler killing speed up quite a lot, and makes Elise even stronger in fights around those monsters should the enemy jungler try and contest you. The bonus movement speed helps with getting to lanes quicker, and crossing jungles faster. It can make a big difference, especially if the enemy jungler has this rune and you don't.
Rune Shards: Axe, Diamond, and Shield are the shards you should take almost always. The attack speed from Axe is more valuable for clear speed than 9 AP, and scaling ability haste isn't useful early. The 9 AP from Diamond in the second row is more valuable than more resistances, overall gives you more damage for early game. The 6 armor from Shield helps you tank jungle camps significantly better, and is good in general since physical damage is more common than magic damage. However, if you're playing vs. a very heavy AP team comp such as Kayle Nidalee Sylas Kai'Sa Alistar or Maokai Evelynn Lux Kog'Maw Yuumi, taking Circle would be really smart as Elise can clear fine without armor, and the 8 magic resist will help her deal with those threats even better.
Elise will often be seen going more AP burst style builds as she wants to make picks, and kill her target before they can fight back. She'll buy a little bit of survivability, and counter build other champions depending on if they stack magic resistance for her or have tons of healing in their kit.
In order to jungle, you have to buy one of two jungle starting items, Hailblade or Emberknife. The only difference between the two is the type of Smite they upgrade into. After smiting 5 times, it upgrades into Chilling Smite or Challenging Smite depending on which starter you went. Refillable Potion should be purchased to stay healthy after ganks, dragons, invades, and overall using it in combat will help you out sustain fights. Stealth Ward automatically goes in your inventory, but you can also swap it for Oracle Lens.
Hailblade: Hailblade is generally the better choice due to Chilling Smite. The slow and movement speed it gives helps out a lot with chasing and running away from threats. The other main reason is the true damage from Chilling Smite is instant, so you can squeeze it inbetween you combos to get more bonus percent missing health damage on Venomous Bite.
Emberknife: Emberknife more situational due to Challenging Smite. While Chilling Smite is instant damage, Challenging Smite starts a burn over time when you attack an enemy champion after smiting them. This makes it less effective in burst combos, and more effective as a DPS item for extended duels. Additionally it debuffs the enemy and makes them do less damage to you, so if you predict an enemy is going to get fed such as Nidalee or Rengar, Challenging Smite might help you survive them. If you're doing a more bruiser style Elise with runes like Conqueror, this is the preferred smite to go for the damage reduction during the duel.
Refillable Potion: You get 2 charges of Refillable Potion that refill every time you go to base. You can sell it later for inventory space, but while you have it, it makes sure you stay healthy either when doing early dragons, or after combat so you don't have to recall immediately after. Typically Elise has a healthy clear, but if she's too low from fighting or gets disturbed, its nice to have the option to heal up so she can continue farming or making plays. Never bother with Health Potion, while they're stronger and you get 3 of them, you can't refill them and once you use them you can't sell them for some gold back.
Warding Totem: Whether or not you buy this, it will automatically pop in your warding slot. Wards help out a lot with spotting enemies invading you, assist laners in spotting the enemy jungler, or spot where the enemy jungler is if you get them deep enough.
Oracle Lens: Using Oracle Lens sweeps the area around you as you move, revealing wards and traps. Its really important to sweep before ganks to see if the enemy knows you're there. Either buy this for free on your first recall, or at 0:50 place your Stealth Ward at one of your jungle entrances (preferably opposite of the camp you're starting), then recall and buy Oracle Lens, it'll be off cooldown to gank by the time you're done clearing, and it can kill any wards the enemy placed on your buff if they tried to invade you. When doing objectives or looking for picks, be sure to sweep the area of vision and clear anything you find so the enemy is walking to replace those wards blindfolded.
Before you finish your first item, you'll need to pick up these on your first few recalls. Elise spikes pretty good with Hextech Alternator and Sorcerer's Shoes.
Hextech Alternator: This has 40 AP, and does bonus damage on the first attack you deal. Its actually really strong for an early item component on Elise, and builds into two great mythics, Hextech Rocketbelt and Night Harvester.
Sorcerer's Shoes: I recommend on your first recall getting both Hextech Alternator and Boots, then unless you have enough gold to recall and buy your mythic item, upgrading your boots next. Sorcerer's Shoes gives 18 flat magic penetration, which is over half the base magic resist of most champions. This is really strong for Elise since she doesn't scale well, but she has high base damage early game, so ignoring magic resist is very good on her.
Dark Seal: If you have the extra gold on a recall, such as when you upgrade Sorcerer's Shoes, picking up a Dark Seal is pretty good. Its highly gold efficient and for every assist or kill you get, you gain stacks which grant free bonus AP. You can either upgrade it to Mejai's Soulstealer if you have it at max stacks and are confident in stomping the game, or you can sell it for some gold back and inventory space. You will lose stacks for dying so you don't want to take bad fights.
Control Ward: Everytime you recall, if you have at least 75 gold, buy a Control Ward. Not only are they permanant vision until an enemy clears it, but they also reveal wards and camouflage such as Twitch's Ambush and Evelynn's Demon Shade. Having Control Ward placed in areas of importance such as river pixel brush, dragon pit, or using them to check for wards when Oracle Lens is down will provide you with tons of information. You can only have 1 placed on the map at a time, but you can carry 2 in your inventory.
Elise's strongest point with items would be at Night Harvester, Sorcerer's Shoes, and Lich Bane. Having these maximizes her burst potential with one combo, and it keeps her power spiking with each purchase. Night Harvester is strong early on, and transitions into another strong mythic item in Night Harvester or Hextech Rocketbelt. Sorcerer's Shoes boost Elise's damage with these items as the 18 magic penetration ignores almost half of most champion's magic resist early on. Lich Bane adds extra burst to her Venomous Bite and the stats help her snowball on top of the spell blade passive. Keep in mind you can only have one mythic item, so you can't run Night Harvester and Hextech Rocketbelt.
Night Harvester: Night Harvester is my preferred mythic item at the moment. It adds extra burst damage to the first attack you hit an enemy champion with, which is very helpful for boosting your overall burst before the missing health application of Venomous Bite. Another major perk of Night Harvester is that it procs once per champion, so hitting multiple champions with Volatile Spiderling is going to hurt a lot and if you kill one champion, you will have the burst damage to kill the next immediately. Hextech Rocketbelt would be the alternative, but after nerfs it just doesn't do enough to justify building it over Night Harvester, especially since it doesn't do damage until you press the active, which is easy to forget about, misuse, or isn't always available due to the CD meaning you waste it on one target picking them off then miss out on the damage for another.
Lich Bane: After you've finished your mythic item, and already upgraded your Boots to Sorcerer's Shoes, Lich Bane is your next strong item. Whenever you use an ability, it makes your next auto attack do bonus magic damage. It will also be applied on your Venomous Bite. It does have a cooldown and unless you combo really slow, it's likely going to be used with your Venomous Bite or an auto attack before using Venomous Bite for more percent missing health damage. Its great burst damage, and its also great for sieging as the spellblade passive works on towers too, simply cast abilities for additional spellblade procs on towers. The scaling on this item is really nice for Elise as her own scalings aren't great, but with Lich Bane it gives her even more sources of damage to work off of.
Mejai's Soulstealer: If you have a 10 stacked Dark Seal and are stomping the game, you can upgrade it to a Mejai's Soulstealer instead of selling it. At 10 stacks you get a movement speed boost for getting around the map faster. This item is only 1600 gold, upgrades from Dark Seal for 1250 gold, counts as a legendary item for mythic passives, and when fully stacked gives 125 AP, plus 10% movement speed at 10 stacks. Its super gold efficient, but be warned if you die you will lose a lot of stacks, and if you lose all of them the item is a gold sink. Think of this as a 'win more' item. That's why I tend to pick it up 3rd item rather than earlier as by that point I should have a good judgement of how the rest of the game will go rather than buying it too early and maybe losing tempo on a bad fight.
At around this time, you're going to want to start thinking what you need to survive the mid game. This can either be Zhonya's Hourglass, Banshee's Veil, Oblivion Orb, or if you want to purely snowball and kill tanks that are already stacking magic resist, Void Staff.
Zhonya's Hourglass: Zhonya's Hourglass is my most common 3rd item finished, its cheap and the armor it gives with the health from the mythic items gives you a little bit of tankiness so you're not entirely squishy. The active is really good on her, as the stasis, combined with her untargetability with Rappel, makes her stall a lot of time to survive and overall become hard to kill when she dives into fights. This can be very important for stalling cooldowns, and surviving plays rather than dying for them.
Banshee's Veil: The alternative to Zhonya's Hourglass is Banshee's Veil, which is also a defensive item but has a spell shield instead of an active stasis, and gives magic resist instead of armor. Banshee's Veil is a lot more situational since the spell shield is actually countered by a lot of things, even random echos from Luden's Tempest and Chilling Smite can remove the shield. What's great though is building this vs. Blitzcrank, Morgana, Thresh, Nautilus, Annie, and more, because then you don't have to worry about getting randomly hooked or Flash stunned instantly. While Zhonya's Hourglass is better in most situations, Banshee's Veil is nice counterplay to a lot of champions that are reliant on landing a single important ability on you, and you being able to cancel it will save you in the long run.
Void Staff: While buying defensive options is better first, if you're really snowballing and the enemy is stacking tons of magic resist, you might not have time to wait and want to buy this sooner. Void Staff gives percent magic penetration, which means its better vs. enemies actively buying Magic Resist. It only reduces bonus magic resist, not base magic resist, so its not worth it if the enemy team is all squishy, but its very strong for bruisers and tanks that may at least be building Mercury's Treads. If the enemy team isn't stacking magic resist, I recommend going the defensive options first, and maybe late game going Rabadon's Deathcap over Void Staff if they still don't have magic resist. This is a really huge power spike for Elise as it beats her biggest counter; magic resist.
Oblivion Orb: This is purely just for the grevious wounds. If the enemy team has a Dr. Mundo, Soraka, Yuumi, Warwick, Olaf, the list goes on.. just having this 800 gold component will make their healing much more manageable. You can buy this and sit on it, upgrading it into Morellonomicon when you're full build.
For the last item slots, you're pretty much covering what else you're missing. If you already have Void Staff, then you're probably going to want Rabadon's Deathcap. If you haven't gotten grevious wounds yet and the enemy team has a lot of healing, you're going to want Morellonomicon. If you feel you need Zhonya's Hourglass and Banshee's Veil, you can pick up the one you didn't already buy. If you already have Void Staff but the enemy team is still super tanky, you can get Demonic Embrace for extra percent health based burn damage and resistances. Be sure to pick up an Elixir of Sorcery when you're full build, as it'll give you more damage and sieging power.
Rabadon's Deathcap: This is a really expensive item because it gives a lot of AP. Not only is the base AP high on this item, but it also gives a bonus percentage of your total AP. This significantly boost the damage of all your scalings, especially on Volatile Spiderling, Night Harvester, and Lich Bane. If you want to obliterate whoever you catch later, this item will help with that. More often than not its best to have Void Staff first to deal with magic resist stacking.
Morellonomicon: If you have Oblivion Orb already in your inventory, the final step is to upgrade it into Morellonomicon. If you need the anti-healing and didn't pick up Oblivion Orb already, you definitely should for the last slot.
Demonic Embrace: This is a good final item to go not just for additional health, but also to deal with tanks. Late game tanks will have a lot of health, so you get more value from the percent max health burn this item deals to them, while getting some ok resistances on top of that. If Rabadon's Deathcap is for squishies, then Demonic Embrace is for tanks, assuming you already have Void Staff.
Elixir of Sorcery: Once the build is complete, you should always buy an elixir. Elixir of Sorcery is your best option as it's even more additional AP, and it does bonus damage on the first attack to an enemy. It also does additional true damage to towers to make sieging quicker. It doesn't take up an item slot when you purchase it at full build, instead it just activates. Make sure to buy it whenever you're full build, and also replace it when its low.
Luden's Tempest: If I was playing Elise in a lane I'd maybe consider this item, but reality is she's not a good laner and is a jungler. In the jungle, for Elise at least, the biggest problem with Luden's Tempest is the build path, Lost Chapter is really expensive and to be blunt, absolutely worthless on her as mana doesn't mean much when you have crest of insight and Hailblade mana regen in the jungle and half her kit is manaless anyway. Comparing that to Hextech Alternator, which is cheaper and gives extra damage in its passive, its just really bad to gold sink on Lost Chapter with Elise. Luden's Tempest might seem tempting because of the magic penetration but the passive itself does less damage than Night Harvester, and you're squishier since it doesn't give HP.
Nashor's Tooth: This item splits a lot of Elise players because some really like it, and some view it as worthless. Personally I don't like the item, I don't find it too valuable on her as Elise isn't a DPS champion anyway, she's a burst champion. When building it, its hard to justify building it over Lich Bane for big burst damage on Venomous Bite since Lich Bane does significantly more damage, and by the time you're working on Nashor's Tooth, there's a huge problem you have to build for, whether you need anti healing ( Morellonomicon), armor ( Zhonya's Hourglass), or magic pen ( Void Staff) making Nashor's Tooth hard to fit in builds without throwing the lead. One argument is that the attack speed of the item boost clears and DPS in duels, but the attack speed only adds 1 extra auto attack during your Skittering Frenzy duration, which just doesn't sound that valuable to me personally, and she's not really a good farming jungler to begin with so playing to boost her clear is like buying a saddle for a dying horse, she won't keep up with other farming junglers.
Riftmaker: On paper this item sounds pretty good for a bruiser build, but in practice it doesn't achieve it well on Elise sadly. The biggest perk of this item is the omnivamp, which means Elise will get a ton of healing while fighting, the problem is this perk can directly be countered with anti-healing. If an enemy has Executioner's Calling or Oblivion Orb, even if its not intended for you specifically, the item immediately becomes devalued by the grevious wounds. Suddenly the bruiser battle spider build just quits working because she doesn't have the burst damage to kill targets like she would with Night Harvester, and her sustain is still a bit too weak even with the item to stay alive in fights once anti-heal is brought into the game. The damage amp looks nice in theory but it's likely you'll get the max amp after you use your whole combo, unless you play fights super slow which in late game isn't always an option.
One thing important to remember when it comes to jungling is that you never should 'one trick' routes. Typically every game you'll be wanting to do a different jungle path, based on your goals. Having a gameplan during loading screen will help you figure out which pathing you want to take early on. Elise typically prefers to do jungle clears that get her level 3 fast, so she can start pressuring the opponent with ganks or invades. Here's some common routes for Elise.
Red Buff - > Blue Buff - > Gromp or Blue Buff - > Gromp - > Red Buff is the most reliable pathing Elise can take to hit level 3 quickly and start pressuring the map. The buff you choose to leash at is dependant on where you're pathing to. If you want to play topside while on blue team, you're going to start red and path upwards. If you want to play botside while on blue team, you start blue buff and path downwards. After your level 3 clear, you look for gank opportunities in the side lane or mid lane, as well as invades to fight the enemy jungler.
Sometimes you may need to adjust your pathing because of the enemy jungler's start or because lanes are not gankable by the time you'd be level 3. Here's a couple alternative routes.
Red - > Wolves - > Blue - > Gromp or Blue - > Gromp - > Wolves - > Red is viable if your team's minion wave is pushing, but it isn't pushing fast enough to crash into the enemy tower for a tower dive. Rather than you waiting for the wave or wasting time, you can do wolves to at least keep some income going first.
Red - > Blue - > Gromp - > Wolves - > Raptors - > Scuttle is viable if you're trying to double rift scuttler the enemy jungler, and the enemy jungler started the same buff as you (you and him both started red). This means even though you started bot side, you're pathing back to bot side to meet the enemy jungler at crab, fight them, take crab, and then gank through mid to get the other crab from them. This puts you at a huge XP and gold lead while having more map control.
Ganking is an essential part of playing Elise, its what she exist to do. With her ability to tower dive, she can gank even in situations where normally junglers couldn't. The way you approach ganks will be situationally different, however here's some tips for better success when ganking.
1: Using auto attacks with crest of cinders will slow the enemy, making it harder for them to dodge your Cocoon.
2: When tower diving, its better that you tank the tower aggro as you can reset it or juggle it to somebody else with Rappel.
3: Holding Cocoon and saving it will increase its chance of hitting. Not only will the opponent try too hard to dodge it and just die to auto attacks, but you can walk up next to them for a point blank Cocoon rather than going for a max ranged one. They may also use Flash early.
4: Use Cocoon while they're already CC'd or stuck in an animation that prevents them from moving. For example; if you have a Renekton, let him stun the opponent with Ruthless Predator, they cannot dodge it and they cannot dodge your Cocoon while stunned either. Champions like Lux stop moving to throw out abilities, so you can Cocoon her when she uses Prismatic Barrier or Final Spark.
|In this clip, I actually don't throw out Cocoon early, because Rengar has a lot of mobility. He can leap to minions to dodge it, or he can Flash the Cocoon itself. By auto attacking him with crest of cinders , I slow him and force him to constantly keep trying to dodge my Cocoon, saving it for when he eventually uses Flash and catching him when he has no where to run to.||In this clip, I use Cocoon as Ornn uses Call of the Forge God which locks him in an animation that prevents him from moving to dodge the Cocoon. I dodge his Call of the Forge God with Rappel, and finish him off.|
While most ganks are best started with human form, there are some cases where you can gank in Spider Form. I prefer to do Spider Form ganks when the enemy is far away from me so I can Rappel closer for Cocoon. Some instances you can also just walk up and start attacking them in Spider Form, saving Rappel and human form abilities for after the enemy runs away.
Elise's combos may seem complicated on paper, but once you get an idea on how they work, you get used to them. She is mechanically tricky so I'll walk you through various parts of her kit that synergize to dissect the main combo. General plan is you want Neurotoxin to hit first and Venomous Bite to hit last when considering combos. Her kit helps spell out which to start with and which to end with thanks to Neurotoxin's percent current health damage and Venomous Bite's percent missing health damage. For the sake of this combo guide, Axe means Auto Attack.
Using Neurotoxin first in your combos is important to maximize your damage, as it does bonus damage equal to a percentage of the target's current health. This is why usually you'll start with Neurotoxin, then use Volatile Spiderling, however if you have enough distance between you and the target, you can actually cast Volatile Spiderling before Neurotoxin and have Neurotoxin land first. If you're in point blank, do QW but if you have some distance, WQ.
You can either start with Cocoon or hold onto it. Something important to learn is holding onto Cocoon is more panic inducing to the enemy than throwing it out and missing, so give yourself time and walk up first or bait Flash to make it easier. More often than not you'll throw Cocoon, then follow it up with the rest of your combo. When people are 1v1ing me, I tend to use Cocoon later after I already used Neurotoxin and Volatile Spiderling, holding it for when they jump into me or using it later so the stun timer isn't waste with the cast times of the other abilities.
Skittering Frenzy is an auto attack reset. Timing Skittering Frenzy after the auto attack deals damage will cancel the ending animation of the auto attack, and immediately make you auto attack again. This lets you get in an auto attack faster, especially when sieging and taking longer duels.
This is what a basic combo looks like. Most Elise players will use this combo to quickly kill targets they pick off with Cocoon. Volatile Spiderling is thrown out first if there's enough distance between you and the enemy so Neurotoxin actually connects before Volatile Spiderling. Venomous Bite is used last for max damage, with the Skittering Frenzy being used to finish opponents still alive with auto.
Since Venomous Bite does bonus percent missing health damage, its good to use your Chilling Smite before using your Venomous Bite. However since Chilling Smite is instant damage, while Venomous Bite has an animation, you can cast Venomous Bite first and time Chilling Smite to go off as you do damage with bite. This is why Elise is really good at stealing objectives because combining Venomous Bite and Smite makes her secure them from higher thresholds of health.
When swapping with Spider Form, there's an interesting interaction with Elise's auto attack. If you start an auto attack before you transform, the attack turns into a ranged spider form attack. This means the auto attack will apply the bonus damage of her passive, but also let her be at a distance without having to walk forward (which typically Venomous Bite would do for her anyway). This is very tricky to get used to and may require a lot of practice, however weaving this inbetween your combos helps with Venomous Bite's percent missing health damage, especially when you have Lich Bane and Spider Queen procing before Venomous Bite.
This is Elise's strongest burst combo. It combines the human combos, the auto attack transformation trick, and smite bite to deal maximum damage during the opponent's stun timer. After using this combo, if they're still alive you'll continue to finish the opponent off with auto attacks from Skittering Frenzy. If you use Cocoon later in your human form combo, you'll be able to use more auto attacks in Spider Form as the stun timer will begin and end later.
Doing large 5v5 teamfights is a bit struggle for Elise, so playing slow for picks or peeling with Cocoon is the way to go. Catching one person can lead to engages and objectives to close out the game. If the enemy decides to force fights on your team, you can Cocoon whoever dives in, saving your carry and killing them instead. You can poke with Volatile Spiderling when sieging towers either making them too low to walk up or making them back off entirely. A good way to make picks happen is with proper vision control, and pressuring the threat of baron nashor and elder dragon . Somebody eventually will walk up to ward, so if you hide in a bush around those objectives, the enemy may walk into your arms, which either lets you take the objective free or opens up the window to force a 5v4 teamfight and end. Stick close to your team so if the enemy does dive on them, you can respond, and if you or a teammate do catch an enemy with Cocoon, you guys can follow up and help kill them.
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