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Choose Champion Build:
-
Assasin
-
AP Offtank
Spells:
Smite
Flash
Items
Ability Order
Introduction



Pros
- Tons of damage early game
- Built-In "Zhonyas"
- Stun is 1.5 seconds
- Does a lot of damage without items
- Has 3 gap closers
- Can be built AP offtank or Assasin
Con
- Hard to master
- Hard to gank without stun
- No escapes if
Rappel is on cooldown
- Tons of damage early game
- Built-In "Zhonyas"
- Stun is 1.5 seconds
- Does a lot of damage without items
- Has 3 gap closers
- Can be built AP offtank or Assasin
Con
- Hard to master
- Hard to gank without stun
- No escapes if

Runes





I get this to move faster around the map and gank while clearing faster.

Late game is where most mid ap champions start to do tons of damage, so getting flat wont really help unless they have a really good ap early game.

This is to clear jungles faster because the spider form is better than the human form in jungling, especially with


This is for defense early game since most champions will be relying mostly on their autos, especially the adc. But other than that, it's just a good overall rune.

As a jungler, these two are pretty good for clear and sustain



CDR and AP are good for AP caster.



The Spell Weaving is good in human form while Blade Weaving is better in spider form. When you use your stun combo, it uses full advantage of the masteries since they both stack. Arcane Blade is extremely good since she uses both spells and auto attcks a lot.


So far, armor and magic penetration work the best on Elise, allowing her to burst down on enemies faster, especially ADC.

For the extra damage. Always nice to have it

Its always nice to have that extra defense against monsters. The reason why I chose




Block and Unyielding is for the extra armor against champions.


Veteran Scars and Juggernaut is for the extra health, allowing her to survive better early, mid, and late game

This passive is what makes Elise unique, although it doesn't give superb stats. The only thing this does is get more spiderlings every time you use a spell in human form and uses the spiderlings in spider form. I suggest to have as many spiderlings because most people underestimate them.








For jungling, I usually take



Now, this skill is really rewarding if you can land it.


This skill is best if you want to ignore the front line and kill the main damage dealers as quick as possible or trying to escape. It's also really good for escaping in the jungle, like if you're being hunted down by a



For the ulty, it's just a transformation, so there's really nothing to talk about there, only that it is four seconds, so keep that in mind that in teamfights, when you transform, know that you are moving target to be killed if all of your spells are on cooldown.

With the new Trinket system, this will compensate for the lack of wards everywhere. In mid game, get the


Although this item got changed and doesn't give Elise as much tankiness early game as you would like, its still a pretty good item since the other items don't fit much with Elise, unless you get


Liandry's should be the first main damage item you want to build on Elise, but usually, getting




Sorc Shoes is really beneficial with the Mpen stat. There is the other option of going




Void Staff can be the fourth to sixth item in your build after





Rylai's is a good safe item to get if you don't know what else to get. It also helps you to stick better onto MVP, especially those with little to no escapes.

I would get Abyssal Scepter if you have a mostly AP team to help them kill them or if they are stacking MR like crazy. The difference between Abyssal and Void Staff is that Abyssal has an aura that helps your team while Void Staff is mostly for your personal needs.

Spirit Visage is great against an AP team, but it also synergizes well with


Sunfire Cape would be useful if you think you need more HP, or if you decide to act as the tank in the middle of the game or something. This item would be more of a situational item

This is a new item that I have been using quite often now. This item is one that is cheaper while giving you CDR which is beneficial to Elise. If I were to get this item, I would probably take





I'm not sure if supports still get this or if they just focus on their gold income items, but this is one of the safer items on Elise because it's very cheap while giving amazing stats. The Armor, MR, Health, and CDR allows her to better define her role as Offtank. CDR is also very beneficial since her cooldowns are so long.

Randuin's Omen is really good since it is one of the best items on a tank who builds Armor and MR since it scales. An alternate solution is



In Season 4, they have completely changed the jungle by 1) Changing the items, 2) Monster change in level, and 3) Adding the Wright Camp. This is one of the more important sections of this guide.
Jungling
When first going to your jungle, you can either choose Blue or Red. Both provide great benefits. On the first run, Blue buff allows higher CDR and Red buff allows faster clear speed.
Red Buff Route
I go Red buff 90% of the time because when you first clear, you are going to be in spider form most of the time which uses no mana. So in this case, I would do red buff and smite and then wolves or wraiths. Do not do wight camp on the first clear. This is because Wight does too much damage early game, so go Red->Wolf/Wraith->Blue. Either way, you'll be getting Blue buff longer than red buff to compensate for your early game mana issues.
Blue Buff Route
In my preference, I would usually go this route if I get countered jungled or if I am afraid I will get counter jungled. Then I would go Blue->Wright->Red and then gank.
Another tip that I give is make sure you ward your jungle from time to time just in case the enemy jungler wants to come and take your buffs. It is also beneficial to use spawn timers if you don't already. It helps a lot to secure objectives. Just remember 5-6-7, buffs-dragon-baron.
Ganking
In this season, it has become increadibly hard to gank other lanes because of the trinkets. If you are one who loves to gank, I would suggest getting
Sweeping Lens. You should only gank if 1) either you or your teammate start a fight, 2) they are at your turret pushing hard, or 3) you want to tower dive.
1. Starting a Fight
When you start a fight, your goal is for the enemy to use as many skills in the fight so that when you come in, they have nothing except burn a flash. It is also best to not
Cocoon because that is your only CC and if they have an escape and dodge it, you can't continue unless your teammate has CC. Make sure you can absolutely hit them with it, even if it means letting them walk back to their turret. Obviously make sure they don't leave unharmed or alive for that matter.
2. Turret pushed hard
If the enemy pushes hard on your ally's turret, that is most likely the best time to gank. In my experience, I don't think that people should be pushing unless they have a ward or if they absolutely know that the enemy jungler is in some other lane or if there's no MIA.
Jungling
When first going to your jungle, you can either choose Blue or Red. Both provide great benefits. On the first run, Blue buff allows higher CDR and Red buff allows faster clear speed.
Red Buff Route
I go Red buff 90% of the time because when you first clear, you are going to be in spider form most of the time which uses no mana. So in this case, I would do red buff and smite and then wolves or wraiths. Do not do wight camp on the first clear. This is because Wight does too much damage early game, so go Red->Wolf/Wraith->Blue. Either way, you'll be getting Blue buff longer than red buff to compensate for your early game mana issues.
Blue Buff Route
In my preference, I would usually go this route if I get countered jungled or if I am afraid I will get counter jungled. Then I would go Blue->Wright->Red and then gank.
Another tip that I give is make sure you ward your jungle from time to time just in case the enemy jungler wants to come and take your buffs. It is also beneficial to use spawn timers if you don't already. It helps a lot to secure objectives. Just remember 5-6-7, buffs-dragon-baron.
Ganking
In this season, it has become increadibly hard to gank other lanes because of the trinkets. If you are one who loves to gank, I would suggest getting

1. Starting a Fight
When you start a fight, your goal is for the enemy to use as many skills in the fight so that when you come in, they have nothing except burn a flash. It is also best to not

2. Turret pushed hard
If the enemy pushes hard on your ally's turret, that is most likely the best time to gank. In my experience, I don't think that people should be pushing unless they have a ward or if they absolutely know that the enemy jungler is in some other lane or if there's no MIA.
(Human Form first) E->W->Q->R->Q->W
It might seem hard at first, but it's really quick to master. The reason why this is your main go-to combo is because it just bursts them down hard with your percent health
Tower Diving
Tower Diving as Elise is pretty simple. Lets take for example if you are ganking top, either on the blue or purple side. when you gank, just use your combo until they're dead. Then
Rappel up and try to get to the farthest enemy minion as possible to get out of turret range. Even if you are still in it, towers target minions or pets first, so it will target the spiderlings
(Human Form first) Q->W->R->Q->W minion
When you are jungling, use your Q->W first in human form because it does the most damage since
Neurotoxin does percent current health and then the AoE. The Q->W in spider form just finishes them off and gives you sustain.
Volatile Spiderling "glitch"
So for this, I'm not sure if it is a glitch or anything, but when you use
Volatile Spiderling, turn into spider form, and then use
Venomous Bite on an enemy, the spiderling will rush towards the enemy you attacked if it hasn't exploded. This does a lot of damage and is especially useful if it targeted anyone yet since it acts like a homing missle.
Pre-Team Fight techniques
If you are playing as an AP Offtank, try to use
Neurotoxin as much as possible on the tanks because even without items, the 8% current health does a lot of damage. Say the enemy has a
Malphite with 3500 HP and you use
Neurotoxin on him. For reasons, we'll ignore MR. It will do about 280 damage without any items plus a base 200 damage if it is maxed, adding up to 480 damage, without AP since you'll probably won't have a lot of AP. That alone just chunked
Malphite down to 3020 HP. Now if you do it two or three more times, it will lower his health to about 2200 HP to 1800 HP. 3
Neurotoxin just took away 50% of his health, rendering him useless, so if we added all of the health regen and MR, it would probably take away from 35%-40%, which is still alot for someone who has no AP. This is why Elise is OP.
It might seem hard at first, but it's really quick to master. The reason why this is your main go-to combo is because it just bursts them down hard with your percent health
Tower Diving
Tower Diving as Elise is pretty simple. Lets take for example if you are ganking top, either on the blue or purple side. when you gank, just use your combo until they're dead. Then

(Human Form first) Q->W->R->Q->W minion
When you are jungling, use your Q->W first in human form because it does the most damage since


So for this, I'm not sure if it is a glitch or anything, but when you use


Pre-Team Fight techniques
If you are playing as an AP Offtank, try to use





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