[S11] Elise Jungle - The Queen of the Jungle
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Electrocute - This keystone is perfect for burst mages/assassins like Elise. You always initiate with your combo which should proc it within seconds.
Cheap Shot - This allows you to often deal true damage, since you have your cocoon, possibly Rylai's late game and your teammates' CC to, to proc your true damage.
Eyeball Collection - perfect on snowball champion like Elise. More damage.
Relentless Hunter - Out of combat MS is so useful on junglers as you are roaming around. MS is such a useful stat, so this is a no brainer. Spellvamp rune is not bad too honestly, but MS is too nice.
Legend: Alacrity - More DPS and lifesteal.
Coup De Grace - Obvious choice for an assassin.
A mixture of Attack Speed and Adaptive Damage is probably the most DPS for Elise.
Human Q - Long ranged % max health magic damage. Initiate combat with this.
Spider Q - Melee % missing health magic damage. Use this very often if you are in spider form as cooldown is short. As a battle goes on, this ability get stronger due to % missing health damage.
Level order: R > Q > W > E
Human W - Sends a spiderling to "explode" and deal magic damage. Use immediately after human Q to deal more damage and create another spiderling for when you change to spider form. This is AoE and good for poking in late game.
Spider W - increases attack speed (disappears if you change to human form) of yourself and of your spiderlings. Use whenever you can really, very simple ability. Essentially increases DPS and healing.
Human E - projectile stun, with a decent range. Not a point and click on a champion you can aim and click anywhere and it will hit nearest enemy (even minions and monsters). At level 1 it lasts for 1.5 (1.6?) seconds that's why her level 3 ganks are so good. The key to mastering Elise is getting used to and being pro with her stun. Essential to CC their carries in the late game.
Spider E - Lifts you into the air (you vanish off the map essentially) for maximum of 2 seconds then you can choose where you land (in a small radius) and you have increased healing for a few seconds. The main reason to use this is as a gap closer or getting over walls. It's important to note that you can't land anywhere, it must be on a friendly or enemy unit (champion, minion, ward).
As for core items, I take Skirmisher's Sabre for more DPS and stronger 1v1s and skirmishes. Obviously rush the AP jungle item (Runic Echoes) then buy boots depending on your situation - Sorcs are the go to and are great if you are ahead, go defensive if you are behind or need to be a tank/off-tank. Next, I buy Morellonomicon basically every single game (health, magic pen and AP). Next I often get items with a mixture of AP, resistances and CDR, such as Banshee's Veil and Zhonyas. These items make you a great assassin since you now have some defenses and stall with the hourglass.
If behind, it is fine to get some more tanky items which give health such as spirit visage and thornmail. But unfortunately, if you are behind as Elise and building these items, the chances of you winning the game will be slim. She is best as an AP assassin with high burst damage (full AP items).
Taking Dragons should be a high priority. You have %HP damage and sustain and spiderlings, which makes taking dragon easy. It's best to take it as soon as one of the enemies is dead (excluding Top) or if you can see their jungler near top, you can go ahead and solo it but keep an eye on the nearby laners. All dragons are very useful for the whole team so as a jungler it is one of your main priorities. Same goes for Rift Herald.
It can be hard to close out long games as Elise, since she does fall off slightly. You just have to land a stun on one of their carries and burst them down. You can also poke before teamfights with your Volatile Spiderling.