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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Introduction


During Season IV, I became more and more familiar with the Jungle, as I was trying to figure out how to impact the game as much as possible in order to climb up the ranked ladder. From this moment,

In this guide, I will expose my method for being successful with

Note
The purpose of this guide is to provide summoners with an extremely detailed description and explanation of




Lore


Role



+ Versatile champion.
+ Powerful early game. + High sustain (health and mana). + Good inner mobility. + High burst mid-game. + Amazing look ! |
- Tricky in teamfights.
- Does not have a "ultimate" ability. - More squishy than most junglers. - Expensive runes for new players. - Hard to master effectively. - Victorious skin unavailable ! |
The first stage of a League of Legends game is the Champion Selection. This step is crucial and often underestimated by low elo players as it may, in some cases, give a considerable advantage to one team over the other. Considering this, you should know when to pick
Elise and when not to pick her. Several typical cases are possible, depending on two main variables : AP Density and Overall Tankiness.
This situation typically happens when your teammates pick an AD Toplaner (
Olaf,
Darius,
Riven,
Renekton, etc) & an AD Midlaner (
Zed,
Talon,
Yasuo). In this case, you should consider picking
Elise ; if you pick an AD Jungler (
Vi,
Jarvan IV,
Lee Sin, the enemy team will most probably build a ton of armor and completely negate your damages by 20min. Elise will bring a nice amount of AP damage and force the enemy team to buy magic resistance in order to lower your burst.
This situation is probably the most common, since most midlaners remain AP based (all of them except the three previously listed). However, you can also possibly have in your team an Assassin such as
Talon or
Zed on Midlane, and an AP Bruiser like
Ryze,
Kennen or
Lissandra on Toplane. In this case, picking
Elise is still relevant : a double AP composition will be the most balanced, since your Marksman will always deal physical damages.
What it means basically is that both your Midlaner and Toplaner are AP. In this case, I would not recommend you to pick
Elise, as the only source of physical damages will be your AD Carry. In other words, if the enemy team builds a ton of magic resistance and quickly eliminates your Marksman in fights, you'd rather go back to your base and wait for the game to finish. The Spider Queen can wait.
As mentioned previously,
Elise is not a natural tank, and remains overall squishy. Moreover, she's far from being the best teamfight initiator of the game (unlike Junglers such as
Hecarim,
Sejuani,
Amumu, etc). For these two reasons, you should not pick
Elise in such a composition, and consider picking one of the previously listed Champions instead.
In this kind of composition, the tank will be either the Toplaner or the Support. Tanky Supports (
Alistar,
Braum,
Leona,
Thresh) are usually based upon their Crowd Control (CC) abilities ; so are tanky Toplaners (
Malphite,
Shen,
Maokai). If either your Support or Toplaner is a heavy tank, you can pick
Elise and go for an off-tank build. If your Support is rather squishy (
Janna,
Sona,
Nami) and your Toplaner is a Bruiser (
Darius,
Riven,
Irelia), you can still pick
Elise ; however you should consider going for the Tank build to stand for your team's overall lack of tankiness.
If both your Support and your Toplaner are Tanks (even if the Toplaner is only a Bruiser),
Elise may be an excellent choice, as you may, depending on the enemy composition, be able to build a significantly agressive set and therefore increase your damages, becoming an even more lethal threat for your opponents.

There is no AP Champion in your team
This situation typically happens when your teammates pick an AD Toplaner (











There is one AP Champion in your team
This situation is probably the most common, since most midlaners remain AP based (all of them except the three previously listed). However, you can also possibly have in your team an Assassin such as






There are two AP Champions in your team
What it means basically is that both your Midlaner and Toplaner are AP. In this case, I would not recommend you to pick

There is no tank in your team
As mentioned previously,





There is one tank in your team
In this kind of composition, the tank will be either the Toplaner or the Support. Tanky Supports (















There are two tanks in your team
If both your Support and your Toplaner are Tanks (even if the Toplaner is only a Bruiser),


Smite is mandatory for every single Jungler. You will need it to realize your first clear, and most importantly to secure buffs and objectives (



Flash is mandatory for almost every single character. Use it to make plays, to secure kills, or to escape difficult situations. As


- greater quintessence of hybrid penetration:
Elise's abilities don't scale very much with Ability Power ; therefore you will want to use penetration to increase her damages. Hybrid runes will empower both her Human and Spider forms, since
Skittering Frenzy is based upon her auto-attacks, and will greatly help you to clear the Jungle.
- greater mark of hybrid penetration: As for the quintessences, hybrid penetration marks will add this little penetration which will significantly increase her damages and clearing speed.
Greater Mark of Attack Speed: Attack speed is extremely relevant on Elise, as
Skittering Frenzy is your sustain ability when clearing the Jungle. More attack speed, means more auto-attacks, which means more health regeneration. Some builds recommend nine marks of attack speed ; six are enough in my opinion, but the choice is up to you.
Greater Glyph of Scaling Magic Resist: Magic resist will help you survive to the enemy AP Carry, and will reduce the damages taken from the other AP damage sources of the enemy team. We choose scaling glyphs over flat ones as you will not be exposed to your enemies as much as a laning Champion, and scaling glyphs will surpass flat ones at level 9. That is to say, the time when the first teamfights occur.
Greater Seal of Armor: Armor seals are mandatory as they will reduce the damages taken from the Jungle monsters as well as those dealt by the enemy team, mainly their AD Carry.
Note
Credits for these runes go to C9 Meteos and his build published on Solomid.net. Make sure to check out his guide if you want some more advices or different views on her playstyle and itemization.
-
Double-Edged Sword : We're the Spider Queen. We want damages. This extra-percentage helps us erasing isolated Champions without suffering retaliations, as they are trapped in a
Cocoon while our
Spider Queen devours them.
-
Fury : This slight attack speed increase completes our
Greater Mark of Attack Speed set, and helps us regenerating even more while jungling.
-
Butcher : Deals more damages to monsters and minions and helps us either to clear the Jungle or to push out lanes. Or both.
-
Brute Force : Stacks really well with
Elise's
Skittering Frenzy, as each auto-attack benefits from the increase in Attack Damage.
-
Mental Force : Some more AP to increase the damages our spells deal. Increases as well the regeneration we get from the
Spider Queen.
-
Spell Weaving :
Skittering Frenzy increases our attack speed, and allows us to make the most of this mastery very quickly, and thus to deal even more damages with our spells.
-
Martial Mastery : Even more Attack Damage. Cute spiderlings.
Arcane Mastery: Even more Ability Power. Your enemies look a bit pale now.
-
Executioner : Helps us securing kills when ganking lanes. Stacks also really well with our
Venomous Bite, and deals insane damages to low-health targets.
-
Blade Weaving : Opposite of
Spell Weaving . Works well too as our spells have a rather low cooldown, especially
Neurotoxin / Venomous Bite.
-
Devastating Strikes : Hybrid penetration, which completes our marks and quintessences, and helps us dealing massive damages without building full AP.
-
Havoc : Even more damages. Your enemies just ran away. Cowards.
-
Block : Gives you some survivability when switching to
Spider Form in teamfights. You hurt, but enemies hurt you too. Too bad.
-
Tough Skin : Helps you clearing the Jungling without having to return to base every thirty seconds, especially in the first levels.
-
Unyielding : Completes the points we put in
Block . The less damages you take, the more damages you deal.
-
Veteran Scars : Some extra-health to survive tough fights and starts from the very start your transition to an off-tank or tanky build.
-
Juggernaut : A nice health extra-percentage which stacks very well with our various builds and turns out to be very effective in late-game.
Note
Again, this mastery tree is highly inspired of C9 Meteos' build. However, whereas he put two mastery points in



When playing
Elise, I always try to get 40% of Cooldown Reduction (CDR), as the Spider Queen hugely benefits from it : it allows you to switch between your
Human Form and your
Spider Form quickly whenever you need it, cast more
Cocoons to stun your enemies repeatedly, and spam
Venomous Bite to add a decent amount of constant damage to your initial burst. A slight modification in your Runes & Masteries can help you getting this CDR no matter which build you choose to purchase.
Taking this Runes & Masteries grants you 10% of CDR. As we choose to purchase the enchantment: magus, which gives us 20% of CDR, you don't even have to build another CDR item, if you decide to keep the blue buff for yourself, or if you manage to steal the enemy blue buff. In the itemization section, I will specify which Runes & Masteries you should pick in order to always get 40% of CDR.





- Masteries Switch from
Fury to
Sorcery to get 2.5% of CDR instead of 2.5% of Attack Speed. Drawback : Reduces your sustain in the Jungle, especially in your early levels.
- Runes Switch from greater quintessence of hybrid penetration to
Greater Quintessence of Cooldown Reduction to get 7.5% of CDR instead of 5.37 of Armor Penetration and 4.23 of Magic Penetration. Drawback : Reduces your overall damages.
Taking this Runes & Masteries grants you 10% of CDR. As we choose to purchase the enchantment: magus, which gives us 20% of CDR, you don't even have to build another CDR item, if you decide to keep the blue buff for yourself, or if you manage to steal the enemy blue buff. In the itemization section, I will specify which Runes & Masteries you should pick in order to always get 40% of CDR.
Volatile Spiderling / Skittering Frenzy:
Elise's jungling main ability. It gives her AoE damages in human form, and an amazing sustain in the Jungle as a spider, used in combination with her spiderlings. We want to take it first to clear the first camp quickly without losing much health, but we max it second as it does not deal as much damages to Champions as
Neurotoxin / Venomous Bite.
Neurotoxin / Venomous Bite:
Elise's main source of damages. In human form, it deals damages depending on the target's current health ; in spider form, damages depend upon it's missing health. We take it second to finish off the two buffs quickly, but max it first as it will deal massive damages to enemy Champions throughout the game.
Cocoon / Rappel:
Elise's ganking ability. In human form,
Elise throws a
Cocoon which stuns the target. In spider form,
Elise can use
Rappel to target an enemy Champion or minion or a neutral monster to jump to its location. We take it third, as we get level 3 right after our second buff and usually try to gank a lane at that point, and max it last as it has mostly a utility purpose.
Spider Form:
Elise transforms into a menacing spider, granting access to arachnid abilities and summoning her
Spider Queen. It is
Elise's "ultimate" ability, even though it is available at level 1 and doesn't have a direct damaging or controlling effect (like
Jayce's
Mercury Cannon / Mercury Hammer or
Nidalee's
Aspect Of The Cougar). It grants
Elise one brand new Spiderling at each level, which makes jungling even easier and allows Elise to take objectives such as
Dragon alone without any problem. We max it everytime we can, at levels 6, 11 and 16.
Note
Professional players like C9 Meteos sometimes max









Passive Ability
![]() |
Spider Swarm ![]() ![]() ![]() ![]() |












Q (Human Form)
![]() |
Neurotoxin Deals Magic Damage equal to 40/75/110/145/180 plus 8% (+[3% Ability Power]%) of the target's current Health. Max 75/100/125/150/175 bonus damage to monsters. |
A powerful skill based upon the target's current health. When clearing the Jungle camps, cast it on the most powerful monster (like the Blue Sentinel or the Red Brambleback) in order to maximize your damages, before switching to













Q (Spider Form)
A costless ability with a rather short cooldown based upon the enemy's missing health. When jungling, cast it as soon as it is available, as it will not cost you any mana ; it will also deal more and more damage as your target gets low on health. To be as effective as possible, use it right after you attacked in order to cancel the auto-attack animation. When ganking, use it right after you used your



Z (Human Form)
A spell which combines damage and utility. This is











Z (Spider Form)
![]() |
Skittering Frenzy Passively, Spiderlings gain 5/10/15/20/25% Attack Speed. On activation, increases Attack Speed by 60/80/100/120/140% for ![]() ![]() |
Your inner source of sustain. In the Jungle, use













E (Human Form)
![]() |
Cocoon Stuns the first enemy hit for 1/1.25/1.5/1.75/2 seconds and reveals them if they are not stealthed. |






















E (Spider Form)
![]() |
Rappel Ascends into the air, briefly becoming untargetable, and then descends upon an enemy. On Enemy Cast, ![]() ![]() ![]() |


























R (Human Form)
![]() |
Spider Form ![]() |










R (Spider Form)
![]() |
Human Form Transforms into Human Form, removing Spider Form bonuses but granting access to her regular spells and to the ability to generate new Spiderlings by casting spells. |
Switching to






Spell Animations
Here is Riot's


This section is dedicated to the various jungling items you can purchase when playing the Spider Queen. As mentioned previously,
Elise is an extremely versatile Champion, meaning that depending on the situation, different options may turn out to be relevant or not. I will explain below when and why you should or not purchase these items, but most of the time, you will have to decide yourself depending on the situation in game.

The Passive Smite - Ranger's Trailblazer
![]() |
A safe option, especially for summoners learning ![]() ![]() ![]() |
The Agressive Smite - Poacher's Knife
![]() |
The most effective jungling item on ![]() ![]() ![]() ![]() |
The Lethal Smite - Skirmisher's Sabre
![]() |
An interesting option if you decide to build ![]() ![]() ![]() ![]() ![]() |
The Bad Smite - Stalker's Blade
![]() |
A very tempting option for summoners who started playing League of Legends prior to Season V (it was not possible to smite Champions back then). However, I do not recommend this item on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
In this section, we will go over the various possible viable items on
Elise. I will not mention some of the items other summoners would recommend, such as
Sightstone or
Enchantment: Cinderhulk ; they can be effective on Elise, but not efficient enough in Solo Queue in my opinion. Nevertheless feel free to try them out in game if you think you can benefit from them in certain situations.



Core Items
![]() |
Sorcerer's Shoes Mobility / Damage Boots are mandatory on every single Champion, as they provide a high amount of movespeed ; you will need it to move around the map faster, chase enemies down or escape difficult situations. Moreover, ![]() |
![]() |
Liandry's Torment Health / Damage Gives you a nice amount of health to increase your tankiness, provides you with a decent amount of Ability Power and Magic Penetration to increase your damages, and adds a useful bonus to your spells, which stacks really well with ![]() ![]() ![]() ![]() |
![]() |
Rylai's Crystal Scepter Health / Damage / Utility All summoners do not recommend this item, but it fits ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
enchantment: magus |
Enchantment : Magus Damage / Cooldown Reduction This enchantment gives you a high amount of Ability Power for a rather cheap price and very early in the game, that is to say, when you are the most powerful, making you likely to impact the game straight away, unlike farmers such as ![]() ![]() |
![]() |
Oracle's Lens Map Control A mandatory item on every Jungler. Upgrade it as soon as possible and use it whenever it is available to deprive the enemy team of vision, especially around objectives (![]() ![]() ![]() ![]() |
Armor Items
![]() |
Ninja Tabi Mobility / Armor A relevant item if the enemy team is mainly composed of auto-attacking champions. For instance, if you face ![]() ![]() ![]() ![]() ![]() |
![]() |
Frozen Heart Armor / Mana / Cooldown Reduction An Off-Tank item which fits ![]() ![]() ![]() ![]() |
![]() |
Zhonya's Hourglass Damage / Armor / Utility A core item on most AP Carries, relevant on Elise if you decide to purchase an Assassin build. Gives you a huge amount of Ability Power, a decent bonus of armor and above all an incredible active ability which makes you invulnerable for 2.5s. Use it to survive Ultimates (like ![]() ![]() ![]() ![]() ![]() ![]() |
Magic Resist Items
![]() |
Mercury's Treads Mobility / Magic Resist / CC Resilience A relevant item if the enemy team is mainly composed of AP based Champions and has a high number of Crowd Control abilities. For instance, if you face a ![]() ![]() ![]() ![]() ![]() |
![]() |
Banshee's Veil Health / Magic Resist / Health Regeneration A Tank / Off-Tank item designed to survive AP Carries. Gives you a good amount of both health and magic resist, as well as a useful regeneration, especially against poke-based Champions (like Xerath, ![]() ![]() ![]() ![]() |
![]() |
Spirit Visage Health / Magic Resist / Health Regeneration / Cooldown Reduction An excellent Tank item on ![]() ![]() ![]() |
Damage Items
We have explained which items to build on
Elise ; time now to put them together ! Keep in mind that the proposed builds were designed in order to be optimal, especially regarding Cooldown Reduction (CDR), as
Elise hugely benefits from it. Without further ado, let's get down to business !
Regular Runes & Masteries -
Elise's standard build. Gives you a fair amount of health, important hybrid resistances, high damages and 40% of CDR. Choose this build if there is one Tank in your team, and a balanced distribution of AP and AD damages in the enemy team. If you think you can counter-jungle effectively, you can purchase
Poacher's Knife instead of
Ranger's Trailblazer.
Regular Runes & Masteries - A more tanky build which gives you additional health, sustain and utility with
Randuin's Omen's active ability. Choose this build if there is one Fighter in your team. Be aware that it provides you with only 30% of CDR, meaning that you will have to keep blue buff for yourself or steal the enemy one to reach 40%. For this reason, you should purchase
Poacher's Knife to get as many enemy buffs as possible, while steal giving yours to your Midlaner.
CDR Runes & Masteries - A very agressive build. Gives you massive Ability Power, decent resistances but very low health. Choose this build if there are at least one Tank and one Bruiser in your team. This is a very risky build, and I would recommend it only if your enemies lack tankiness and if you are really ahead. Your only source of CDR is enchantment: magus, which means that you will have to pick CDR Runes & Masteries AND get a blue buff to reach 40% of CDR. It makes sense to purchase
Skirmisher's Sabre instead of
Poacher's Knife, but it will make counter-jungling even more difficult.
Regular Runes & Masteries - A very effective build against AD based compositions. Gives you less health than that previous Off-Tank build (against hybrid compositions), but more armor and Ability Power, as well as
Zhonya's Hourglass's active ability, which should never be underestimated. As mentioned previously, you can purchase
Poacher's Knife instead of
Ranger's Trailblazer, but you will not need to steal the enemy blue buff to reach 40% of CDR, since you already have enchantment: magus and
Frozen Heart.
Regular Runes & Masteries - A terribly effective build against AD based teams. Gives you an insane amount of armor, a lot of health,
Randuin's Omen's utility and decreases the attack speed of your opponents, while still having high inner damages. Pick the jungling item of your choice as, once again, this build gives you 40% of CDR.
CDR Runes & Masteries - A powerful Assassin build against AD based compositions. Gives you some armor, and a very high amount of Ability Power and Magic Penetration in order to burst your opponents down before they even realize what's going on.
Zhonya's Hourglass's active will help you to survive if the enemy team starts focusing you. Try to steal the enemy blue buff and pick up the CDR Runes & Masteries to get 40% of CDR and maximize your damages. In close duels, use
Zhonya's Hourglass's active while you wait for your spells to reset, use
Rappel to jump on your target if it decided to run away and finish it off if it is rather low on health.
Regular Runes & Masteries - A balanced build again AP based teams. Gives you a lot of magic resistance along with Ability Power and Magic Penetration. Moreover, it allows you to sustain more effectively when jungling and fighting with
Spirit Visage's passive ability. enchantment: magus and
Spirit Visage only give you 30% of CDR, so try your best to steal the enemy blue buff with
Poacher's Knife to reach 40%.
Regular Runes & Masteries - A tanky build against AP based teams. Provides you with a ton of health and magic resistance, with still rather high damages.
Banshee's Veil's passive is especially efficient against combo-based AP Carries (like
LeBlanc or
Brand), and can save you from a lethal CC ability (like
Morgana's
Dark Binding,
Thresh's
Death Sentence or
Blitzcrank's
Rocket Grab), particularly in late game, when teams often stick together. In parallel,
Spirit Visage's bonus lifesteal will help you to survive poke damage by regenerating on the enemy Champions.
CDR Runes & Masteries - A lethal build against AP based teams. Gives you decent magic resistance, a lot of Ability Power on the highest possible amount of Magic Penetration. This build only gives you the 20% of CDR enchantment: magus provides, so pick up the CDR Runes and Masteries and make sure to get a blue buff whenever you can. Remember that, like every Assassin build, this one is likely to make you a prority target (as you don't even have
Zhonya's Hourglass to survive a hard focus), so mind your positioning and try your best to eliminate the enemy carries first.
Defense / Utility Runes & Masteries - As I already underlined throughout the guide, I am not a big fan of this build, for a simple reason :
Elise was designed to make damages ; if you want to bring utility to your team, go straight away to a Tanky / Utility Champion with high CC abilities and inner tankiness (
Sejuani,
Nautilus, etc). However, if you really want to try out this build in game, the choice is up to you. In some situations, this build makes sense, especially when playing in Ranked Team (I would never choose this build in SoloQ, as it makes you rely too heavily on your allies in my opinion, especially at rather low elos). The idea of this build is to act like a support for your team :
Mobility Boots will allow you to wander around the map faster,
Stalker's Blade will give an additional slow,
Ruby Sightstone will give your team more vision and therefore map control,
Randuin's Omen will give you an AoE slow to protect your carries in teamfights,
Locket of the Iron Solari will grant a small temporary shield to your allies and save them from an ignite for instance, and lastly
Banshee's Veil will give yourself a barrier to block lethal abilities.


Off-Tank VS Hybrid Damage
Regular Runes & Masteries -



Tank VS Hybrid Damage
Regular Runes & Masteries - A more tanky build which gives you additional health, sustain and utility with


Assassin VS Hybrid Damage
CDR Runes & Masteries - A very agressive build. Gives you massive Ability Power, decent resistances but very low health. Choose this build if there are at least one Tank and one Bruiser in your team. This is a very risky build, and I would recommend it only if your enemies lack tankiness and if you are really ahead. Your only source of CDR is enchantment: magus, which means that you will have to pick CDR Runes & Masteries AND get a blue buff to reach 40% of CDR. It makes sense to purchase


Off-Tank VS AD Damage
Regular Runes & Masteries - A very effective build against AD based compositions. Gives you less health than that previous Off-Tank build (against hybrid compositions), but more armor and Ability Power, as well as




Tank VS AD Damage
Regular Runes & Masteries - A terribly effective build against AD based teams. Gives you an insane amount of armor, a lot of health,

Assassin VS AD Damage
CDR Runes & Masteries - A powerful Assassin build against AD based compositions. Gives you some armor, and a very high amount of Ability Power and Magic Penetration in order to burst your opponents down before they even realize what's going on.



Off-Tank VS AP Damage
Regular Runes & Masteries - A balanced build again AP based teams. Gives you a lot of magic resistance along with Ability Power and Magic Penetration. Moreover, it allows you to sustain more effectively when jungling and fighting with



Tank VS AP Damage
Regular Runes & Masteries - A tanky build against AP based teams. Provides you with a ton of health and magic resistance, with still rather high damages.










Assassin VS AP Damage
CDR Runes & Masteries - A lethal build against AP based teams. Gives you decent magic resistance, a lot of Ability Power on the highest possible amount of Magic Penetration. This build only gives you the 20% of CDR enchantment: magus provides, so pick up the CDR Runes and Masteries and make sure to get a blue buff whenever you can. Remember that, like every Assassin build, this one is likely to make you a prority target (as you don't even have

Bonus Build - Tank / Utility
Defense / Utility Runes & Masteries - As I already underlined throughout the guide, I am not a big fan of this build, for a simple reason :










Congratulations Summoner, you pretty much read half of this guide ! Time for you to grab a drink and some cookies before going further. Meanwhile, I will specify some points about the guide itself. Until now, we mostly presented

We thus know what to play with



Note
Summoners who read the guide entirely until now may find some elements repetitive. I will nevertheless explain things in details for readers who would jump directly to one specific chapter and skip some others. Feel free to skim certain parts if you deem them redundant.
Regarding general stategy questions (like warding spots for example), I advice you to check out dedicated guides, as they do not only concern

Most players stand that
Elise's power decreases as the game goes, like
LeBlanc for instance. I personally do not agree with this opinion ; I would rather say that like most Champions, she requires a different playstyle depending on the moment and the situation. In this chapter, we will go over these playstyles and explain when and how to adopt them.


Early Game - Reign of Chaos
![]() ![]() ![]() ![]() ![]() |
Middle Game - Feed the Beast
Mid-game usually starts between 10min and 15min, depending on how fast the first turrets get destroyed. By that time, teams start gathering and roaming much more intensively, and teamfights usually occur around objectives, like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Game - Spread the Web
So here we are, finally. The game have been going on for 30min (approximately). You should roughly be level 16, meaning your ultimate ability should be completely upgraded. Time of ganks is over, from now on teams are very likely to start 5v5 fights, unless they choose to split up in order to push out lanes. The second option is the easiest : keep removing enemy wards to catch spliting enemy Champions off-guard and kill them. If the enemy team sticks together, you will have to teamfight, which is not what ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
In this section, we will go over the different Jungle routes you can possibly use as
Elise. I will also detail the different combos to perform when clearing camps, and finally which monsters to
Smite, as it now grants you a specific effect depending on the creep you use it on.
When jungling in Solo Queue, you will most of the time start on bottom side of the map. That means, that you will have to clear the Krugs (golems) camp first if you are in the southern team, or kill the Gromp (toad) if you belong to the northern team. Clearing the camp will allow you to reach level 2 and get a second ability to kill the first buff more easily.
N.B. It is not possible to talk about the Blue or Red team anymore, since Patch 5.5 introduced a relative colors system to the game : you will from now on always see your team as blue and the enemy team as red. This is why I choose to talk about southern and northern teams.
In Season IV, junglers used to start off by killing a buff (Blue Sentinel or Red Brambleback). However, in Season V, you should rather start with either Ancient Krug or Gromp, as smiting them gives you a enchantment that helps you clearing the Jungle faster, and thus gank a lane earlier, with more health. On
Elise, Gift of Heavy Hands may be slightly more effective, as
Skittering Frenzy will proc the stun very often. However, Gift of the Toadstool works fine as well, and even if you take a bit more damages, smiting the Red Brambleback will heal you anyway.
Once you're done with the first camp, go straight away to the closest buff : Red Brambleback if you are in the southern team, Blue Sentinel if you belong to the northern one. This is the hardest part of your first clear, since you don't have your
Smite up anymore ; however your
Spider Queen will allow you to clear it without losing much health (you will not even use potions anymore after a few games with
Elise). Kill the biggest creep first, then finish off the smaller ones, and start walking towards the second buff. Stay in
Spider Form to benefit from the movespeed bonus, and remember to switch back to
Human Form 4-5s before reaching the next camp. While you walk, have a look at every lane, and see how game goes for your allies. Try to evaluate which lanes you will have to gank : if your Toplaner crushes his opponent for instance, you know you will have to focus on Midlane and Botlane instead. When you reach your second buff, clear it and
Smite the biggest monster to secure it (you don't want
Shaco to steal it for instance), regenerate health (Red Brambleback) or mana (Blue Sentinel) and reach level 3.
If both Toplane and Midlane are pushed by your allies, kill the Rift Scuttler to grant vision to your team : this is very useful to spot the enemy Jungler whenever he walks through the river. Once you're done with it, if lanes are still pushed, go back to farming, and clear every single camp, one after another from top to bottom of the map, and recall to get your first items. Always look at your lanes regularly in order to be ready to counter-gank in case the enemy Jungler shows up. If your laners are really overextended, it can be relevant to stay nearby, or at least to use your
Stealth Ward if you suspect the enemy Jungler to be there.
If Toplane or Midlane is being pushed, there is probably an opportunity to gank and therefore force a flash or even get a kill. Always leave your
Stealth Ward behind you to spot the enemy Jungler earlier in case of counter-gank. Tips and tricks about how to gank as effectively as possible will be detailed in the Ganking chapter. Whether your gank succeeds or not, go back to farming (unless you left the enemy Champion really low on health and he decides to stay ; in this case you should consider coming again to take him by surpise as he may not expect another gank straight away, and finish him off) and recall when there is no lane to gank, no camp to clear, or if an objective or a buff is about to spawn (you should try to recall 30-40s before your buffs spawn in order to reach their camp right on time and maximize your chances to counter-jungle effectively and avoid being counter-jungled).
As soon as you bought your items and regerated your health and mana, go to your buffs, or if they did not spawn yet, towards an overextended enemy, or eventually to another camp if you don't see any gank opportunity. Try to use
Smite as often as possible to maximize your gold, experience, and make the most of the Jungle buffs, unless
Dragon or
Baron are about to spawn ; in these cases, save a
Smite to be able to secure, contest or steal this objective. Follow this scheme and don't forget to buy wards regularly in order to keep trace of your enemy and avoid traps. Use
Oracle's Lens everytime it is available to destroy any potential ward, especially around objectives (it is much harder to steal an objective when you don't have any vision of it). If teams start gathering and prepare for a teamfight, stay nearby and be ready to help your teammates if they get engaged or decide themselves to start a fight. Don't forget to farm when there is nothing more important to do, to keep gaining gold and experience throughout the game.
N.B. If you are clearing a camp and a fight starts next to you (if you are killing the Ancient Krug and a fight starts on Botlane for instance), don't hesitate not to finish the camp and join the battle instead. This may save your allies if they are in a difficult situation, or even get you some Kills / Assists, which are worth more gold than Jungle creeps. Nevertheless, don't forget to come back to the camp once the fight is over not to counter-jungle yourself (creeps respawn only if you clear a camp entirely).
You're now as confortable in the Jungle as in your spiderweb ; time to learn how to use your skillset efficiently ! In this section I will go over the different ability combos to perform in order to optimize your gold income and experience, so as to spend more time ganking and helping your team out.
N.B. I called this the "Standard Combo" instead of "Level 2 Combo" because this will be your regular combo when farming the Jungle throughout the game, regardless of your level.
When performing your first clear, don't sacrify your
Spider Queen straight away, as it deals a decent amount of damages and increases significantly your health regeneration. If you want to save your
Health Potions, always let your spiderlings tank the very last hits to maximize their efficiency and utility. Once you hit level 6, your
Spider Queen should be able to tank all the damages from Jungle creeps, making this trick somehow obsolete, but still relevant when taking down
Dragon or
Baron.
Another possible way to proceed is to let your
Spider Queen tank the damages right away, then walk back, switch to
Human Form, cast
Neurotoxin and
Volatile Spiderling in order to renew your
Spider Queen, get back to
Spider Form and finish the creeps off. However, this combo is much harder to perform (as you must keep the monsters exactly between the point where they attack you and the one where they walk back and start regenerating) and not really more effective. That being said, I would recommend to perform the first combo, which is easier, as effective and in most cases faster.
Eventually, to gain even more time, you can activate
Human Form when only one monster is still alive, and rather low on health. Kite it to finish it off while you walk towards your next destination (either another camp or a lane if you plan to gank an enemy Champion), and switch back to
Spider Form to benefit from the movespeed bonus.
N.B. Remember that
Rappel has a rather long cooldown and is your one and only escape ability, so don't use it unless you are sure there is absolutely no hazard around. It is always disappointing to jump on a creep when the enemy Jungler is waiting in the next bush with some of his friends, ready to spend an unpleasant time with you. That is an additional reason to regularly buy
Stealth Wards and
Vision Wards in order to avoid such inconveniences.
Since Season V, Jungle creeps grant you a specific enchantment when you
Smite them. In this section we will go over the different monsters and the buffs they provide, and explain which ones you should
Smite in order to maximize your efficiency and utility.
N.B. Mobafire didn't update its database regarding Jungle creeps yet ; therefore I'm not able to use such codes at the moment. I will fix it as soon as Mobafire allows me to.
As mentioned earlier in the Jungle Routes section, the best option to start with is either the Ancient Krug or Gromp.
Once you're done with your first clear and have maybe ganked a lane, try to
Smite either a Gromp or Ancient Krug again and farm, gank or both until your first recall.
So you finally recalled and got at least a Tier 2 (without any enchantment) jungling item. If you had a really successful early game (let's say you picked up 2 Kills and 1 Assistance), you should even be able to buy a complete jungling item right away. In both cases, this will make your Jungle a lot easier (even though it was easy already thanks to what you've learned in the previous chapters). As a consequence, you will not need to
Smite the Ancient Krug or Gromp anymore, and will have have two categories of options instead : sustain or vision.
After about 30min of game, here we are. At this point, both your Midlaner and AD Carry should be able to pick up respectively the blue and red buff. Therefore, you should not use your
Smite on Blue Sentinel or Red Brambleback anymore. This leaves you two options : vision
Smites, as described previously, or objectives :
Dragon and
Baron.
N.B. Don't wait for late game to take objectives : since Season V the first drake is now usually taken between 5 and 15min of game. Calling this section Late Game Smites simply means that by that time
Dragon and
Baron should almost be the one and only thing you should save a
Smite for. Always try to put
Stealth Wards around objectives when they are about to spawn and one
Vision Ward in the pit to destroy enemy wards and deprive your opponents of map awareness.


Jungle Routes
When jungling in Solo Queue, you will most of the time start on bottom side of the map. That means, that you will have to clear the Krugs (golems) camp first if you are in the southern team, or kill the Gromp (toad) if you belong to the northern team. Clearing the camp will allow you to reach level 2 and get a second ability to kill the first buff more easily.
N.B. It is not possible to talk about the Blue or Red team anymore, since Patch 5.5 introduced a relative colors system to the game : you will from now on always see your team as blue and the enemy team as red. This is why I choose to talk about southern and northern teams.
In Season IV, junglers used to start off by killing a buff (Blue Sentinel or Red Brambleback). However, in Season V, you should rather start with either Ancient Krug or Gromp, as smiting them gives you a enchantment that helps you clearing the Jungle faster, and thus gank a lane earlier, with more health. On


Once you're done with the first camp, go straight away to the closest buff : Red Brambleback if you are in the southern team, Blue Sentinel if you belong to the northern one. This is the hardest part of your first clear, since you don't have your







If both Toplane and Midlane are pushed by your allies, kill the Rift Scuttler to grant vision to your team : this is very useful to spot the enemy Jungler whenever he walks through the river. Once you're done with it, if lanes are still pushed, go back to farming, and clear every single camp, one after another from top to bottom of the map, and recall to get your first items. Always look at your lanes regularly in order to be ready to counter-gank in case the enemy Jungler shows up. If your laners are really overextended, it can be relevant to stay nearby, or at least to use your

If Toplane or Midlane is being pushed, there is probably an opportunity to gank and therefore force a flash or even get a kill. Always leave your

As soon as you bought your items and regerated your health and mana, go to your buffs, or if they did not spawn yet, towards an overextended enemy, or eventually to another camp if you don't see any gank opportunity. Try to use





N.B. If you are clearing a camp and a fight starts next to you (if you are killing the Ancient Krug and a fight starts on Botlane for instance), don't hesitate not to finish the camp and join the battle instead. This may save your allies if they are in a difficult situation, or even get you some Kills / Assists, which are worth more gold than Jungle creeps. Nevertheless, don't forget to come back to the camp once the fight is over not to counter-jungle yourself (creeps respawn only if you clear a camp entirely).
Jungle Combos
You're now as confortable in the Jungle as in your spiderweb ; time to learn how to use your skillset efficiently ! In this section I will go over the different ability combos to perform in order to optimize your gold income and experience, so as to spend more time ganking and helping your team out.
The Level 1 Combo |
Description |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The Standard Combo |
Description |
So you just reached level 2, and put a point in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
N.B. I called this the "Standard Combo" instead of "Level 2 Combo" because this will be your regular combo when farming the Jungle throughout the game, regardless of your level.
Some "First Clear" Tricks
When performing your first clear, don't sacrify your





Another possible way to proceed is to let your






Eventually, to gain even more time, you can activate


The Rappel Combo |
Description |
A combo used to optimize your time when farming the Jungle from mid-game. At level 11, your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
N.B. Remember that



Jungle Smites
Since Season V, Jungle creeps grant you a specific enchantment when you


N.B. Mobafire didn't update its database regarding Jungle creeps yet ; therefore I'm not able to use such codes at the moment. I will fix it as soon as Mobafire allows me to.
Early Game Smites
As mentioned earlier in the Jungle Routes section, the best option to start with is either the Ancient Krug or Gromp.
![]() |
The former grants you Gift of Heavy Hands, which stuns a creep (monster or minion) when you auto-attack it right after you obtained the enchantment, and then every six auto-attacks. Attacking Champions does not increment the stacks, and attacking turrets deals additional damage on your first auto-attack but makes you lose the enchantement right away. This buff fits really well with ![]() |
The latter provides you with Gift of the Toadstool, which deals DoT (Damage over Time) damage to creeps that attack you. Just like Gift of the Heavy Hands, it helps you to clean the buff camps faster, although it is not as efficient, since it does not really fit any ![]() ![]() ![]() ![]() |
![]() |
Once you're done with your first clear and have maybe ganked a lane, try to

Middle Game Smites
So you finally recalled and got at least a Tier 2 (without any enchantment) jungling item. If you had a really successful early game (let's say you picked up 2 Kills and 1 Assistance), you should even be able to buy a complete jungling item right away. In both cases, this will make your Jungle a lot easier (even though it was easy already thanks to what you've learned in the previous chapters). As a consequence, you will not need to

![]() |
Sustain Smites |
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Even if you should not lose any health against Jungle creeps from level 6 (as your ![]() ![]() ![]() ![]() ![]() |
Even though ![]() ![]() ![]() ![]() ![]() |
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Vision Smites |
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In League of Legends, the Jungler has always been a key element of map control. Since Season V, this role goes even further, as smiting the Crimson Raptor grants you Razor Sharp, which gives you true vision for a short moment whenever you get spotted by an enemy ward (a small exclamation mark will appear above your head and your Champion will emit wide pink waves), before disappearing. When spotted, check out nearby bushes to seek and destroy enemy wards. However, remember to upgrade your ![]() ![]() ![]() |
Greater Murk Wolf is the last monster you can get an enchantment from. When ![]() ![]() ![]() ![]() |
![]() |
Late Game Smites
After about 30min of game, here we are. At this point, both your Midlaner and AD Carry should be able to pick up respectively the blue and red buff. Therefore, you should not use your




![]() |
![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() |
![]() |
N.B. Don't wait for late game to take objectives : since Season V the first drake is now usually taken between 5 and 15min of game. Calling this section Late Game Smites simply means that by that time





In this chapter, I will present the concept of counter-jungling : what is counter-jungling, why you should do it, when you should do it, and how you should do it. We will then explain what makes
Elise so good at counter-jungling, and what you should be aware of and pay attention to when counter-jungling with the Spider Queen.
Counter-Jungling is a playstyle which consists in killing creeps on the enemy side of the Jungle. The limit between the two sides of the Jungle is the river. For example, if you are in the southern team, you will kill monsters of the northern side if you decide to counter-jungle, and vice versa.
The goal of counter-jungle is to deny gold, experience and buffs to the enemy team. Whereas farm, kills and objectives set you ahead, couter-jungling sets your enemy behind. In a word, if the logic is different, the result is the same. However, counter-jungling can have an important psychological effect over the enemy jungler : it is always very frustrating to realize that your Jungle is completely empty. Moreover, if you manage to steal the enemy blue buff, their Midlaner will sometimes even blame his Jungler for not being able to look after his own Jungle. It is not rare to see players rage quit if you counter-jungle them really well.
Counter-jungling requires an excellent awareness of enemy Champions and creeps timers. That means that you should not attempt to steal enemy camps if you have no vision of your opponents. However, if you are in the southern team, and see the enemy Jungler ganking toplane right when his blue buff is about to spawn, go straight to the Blue Sentinel and steal it. You can even clear some more camps if you think that you have enough time before the enemy Jungler notices you. As soon as one of your allies signals a missing enemy, walk back to a safer spot. While counter-jungling, you should constantly keep an eye on your mini-map so as to avoid any undesirable surprise. It is highly risky to walk in the enemy Jungle without any idea of enemy wards ; always remember to use
Oracle's Lens in order to make sure that you are not walking an enemy
Stealth Ward. Also remember to carry one or two wards when couter-jungling so as to see prospective incoming threats earlier and be able to react accordingly.
When counter-jungling, you usually want to leave only one small creep in camps, as they will not respawn until they get entirely cleared. This will force the enemy Jungler to finish off all the camps himself, making him lose time, gold and experience. In some situations however, clearing camps completely can be an interesting option. If your map control is definitely superior, I would recommend you to clear entirely the Blue Sentinel and Red Brambleback camps so as to get the timer and be able to steal the next one again. If your whole team is completely dominating the game, by mid-game you will probably spend more time in the enemy Jungle than in yours. In this case, it can be relevant to clear all the camps entirely so as to maximize your own income and experience, as the enemy team will not be able to contest them anyway. Eventually, if your dueling power is higher than your opponent's (if you face a
Sejuani or a
Zac for instance) and if you keep track of his moves, you can even wait for him in a bush and burst him down before he even realizes what is going on.
In this section I will go over a few tricks you can perform as
Elise to counter-jungle as effectively as possible. Her skillset offers numerous possibilities to contest enemy buffs and camps ; we will see below what they are and how to use them properly.
When you pick
Elise, the enemy Jungler may expect you to counter-jungle him. In anticipation of this possibility, he might wait for you (sometimes with some of his teammates) in a bush nearby a camp to catch you right away and burst you down. In order not to take any risk, send a
Volatile Spiderling in the bush right next to the camp you plan to steal, and wait for it to give you vision over the bush.
If there is no one there, kill the monsters and walk towards your next destination. If the enemy Jungler is actually waiting for you, just run away and put yourself in a safer spot. This sounds like an obvious hint ; however I've seen many
Elise players not using it and ending up being caught and giving away free kills.
As explained previously,
Rappel is
Elise's trickiest ability. When counter-jungling, always make sure that it is available, as it is your only way to get away from a difficult situation. If you get caught while stealing a camp, use it to jump over a wall and put some distance between you and your opponents. It is especially effective when jumping on Krugs, Blue Sentinel, and Raptors. However, depending on the situation, any camp can be used, or even minions if they are close enough to Jungle walls.
N.B. Be aware that you can also use
Rappel on enemy wards, if you have vision of them ! This is a particularly random trick, as it highly depends on wards positions and timers, but if for instance you see an enemy putting a ward on the ground on the other side of a wall, use your
Oracle's Lens to reveal it and jump on it. Remember that this move does not work on your own wards, unlike
Lee Sin's
Safeguard or
Katarina's
Shunpo.
A tricky combo, hard to perform but absolutely hilarious. It is particularly efficient when stealing blue buff. The situation is the following : you decide to kill the enemy Blue Sentinel and walk in the enemy Jungle. You cast
Volatile Spiderling to check out the bush, and use
Oracle's Lens to destroy any potential ward. Confident, you start killing the buff. All of the sudden, for an unkwown reason, the enemy Jungler (let's say
Udyr as you probably could not beat him in a duel) shows up and seems to look for retaliation. What can you do at that point ? Perform the
Flash +
Rappel combo.
Flash over the wall in order to escape your bellicose enemy, and if
Flashes as well to follow you, use
Rappel to jump back on the Blue Sentinel,
Smite it to benefit from the
Poacher's Knife movespeed bonus, and watch that old good
Udyr facepalm. Nevertheless, make sure that there are still alive monsters in the camp, or you may end up facepalming yourself.

A Short Introduction to Counter-Jungling
Counter-Jungling is a playstyle which consists in killing creeps on the enemy side of the Jungle. The limit between the two sides of the Jungle is the river. For example, if you are in the southern team, you will kill monsters of the northern side if you decide to counter-jungle, and vice versa.
The goal of counter-jungle is to deny gold, experience and buffs to the enemy team. Whereas farm, kills and objectives set you ahead, couter-jungling sets your enemy behind. In a word, if the logic is different, the result is the same. However, counter-jungling can have an important psychological effect over the enemy jungler : it is always very frustrating to realize that your Jungle is completely empty. Moreover, if you manage to steal the enemy blue buff, their Midlaner will sometimes even blame his Jungler for not being able to look after his own Jungle. It is not rare to see players rage quit if you counter-jungle them really well.
Counter-jungling requires an excellent awareness of enemy Champions and creeps timers. That means that you should not attempt to steal enemy camps if you have no vision of your opponents. However, if you are in the southern team, and see the enemy Jungler ganking toplane right when his blue buff is about to spawn, go straight to the Blue Sentinel and steal it. You can even clear some more camps if you think that you have enough time before the enemy Jungler notices you. As soon as one of your allies signals a missing enemy, walk back to a safer spot. While counter-jungling, you should constantly keep an eye on your mini-map so as to avoid any undesirable surprise. It is highly risky to walk in the enemy Jungle without any idea of enemy wards ; always remember to use


When counter-jungling, you usually want to leave only one small creep in camps, as they will not respawn until they get entirely cleared. This will force the enemy Jungler to finish off all the camps himself, making him lose time, gold and experience. In some situations however, clearing camps completely can be an interesting option. If your map control is definitely superior, I would recommend you to clear entirely the Blue Sentinel and Red Brambleback camps so as to get the timer and be able to steal the next one again. If your whole team is completely dominating the game, by mid-game you will probably spend more time in the enemy Jungle than in yours. In this case, it can be relevant to clear all the camps entirely so as to maximize your own income and experience, as the enemy team will not be able to contest them anyway. Eventually, if your dueling power is higher than your opponent's (if you face a


Counter-Jungling with Elise
In this section I will go over a few tricks you can perform as

The Spiderling Ward |
When you pick



If there is no one there, kill the monsters and walk towards your next destination. If the enemy Jungler is actually waiting for you, just run away and put yourself in a safer spot. This sounds like an obvious hint ; however I've seen many

The Rappel Escape |
As explained previously,



N.B. Be aware that you can also use






The Flash Rappel Juke |
A tricky combo, hard to perform but absolutely hilarious. It is particularly efficient when stealing blue buff. The situation is the following : you decide to kill the enemy Blue Sentinel and walk in the enemy Jungle. You cast











The most important feature of a Jungler is probably its ability to ambush lanes in order to pick up kills or assists and help its teammates. Depending on the lane you decide to gank and your target position, the path you take often greatly influences the success of your gank. In this section, we will describe and explain the specificities of each lane, as well as
Elise's combos you can use so as to maximize your chances of killing enemy laners.
N.B. To make it shorter, I will only describe pathes from the southern team perspective. If you get placed in the northern team, just reverse them (turn Midlane upside down and reverse Toplane and Botlane).
There are three ways to gank the Toplane : by the river, from behind, and from the lane. Ganking by the river is the most common way to do. It is efficient when your target is really overextended, almost under your turret. In this situation, cast
Neurotoxin and
Volatile Spiderling while you walk towards your enemy, and use
Cocoon only when you are close enough to your enemy not to miss him. Once he is stunned, switch to
Spider Form and use your
Venomous Bite and
Skittering Frenzy combo. If your enemy stands between the middle of the lane and the tribush wall, consider ganking from behind. Wait for your laner to provoke a trade with his opponent and engage by using the same combo as previously explained. Eventually, when going for a lane gank, hide in a bush as far as possible without being seen ; wait for the enemy laner to commit in a fight, and engage. Use
Cocoon first to stun your target ; in some cases you may have to land it at maximum range, which makes it fairly easy to dodge. If your ally has a CC ability (
Renekton's
Ruthless Predator,
Ryze's
Rune Prison or
Maokai's
Twisted Advance for instance), let him use it first, and land
Cocoon at the very end of the stun duration, in order to optimize your CC rotation, before casting your regular combo (
Neurotoxin,
Volatile Spiderling,
Spider Form,
Venomous Bite and
Skittering Frenzy).
However, this is also the most rewarding, as it is always worth getting your AD Carry fed, and as you will pick up not one but two assistances. As for Toplane, when ganking by the river, if your enemies are really overextended, cast your
Human Form spells while walking towards them, and stun one of them (the AD Carry if you can, the Support if you can't) once you're close enough. Switch to
Spider Form, burst one of them down, and use
Rappel to jump on the other. If you can't finish off the second one in
Spider Form, get back to
Human Form and secure the kill. Whether you choose to go for a river or lane gank, always try to let your allies provoke a fight before you engage, and wait for them to use their CC abilities (
Sona's
Crescendo or
Leona's
Shield of Daybreak for instance) before casting
Cocoon and release your whole combo. If your enemies walk back as soon as you enter either the tribush or the river bush, remember to use your
Oracle's Lens, as it is most likely warded, and come back short after. Also, don't hesitate to ask your teammates whether they saw a ward being put or not, and adapt your path in order to surprise your opponents.
The usual way to gank Midlane is by the river if your target stands beyond the middle of the lane, and from behind if it stays between the middle and the back wall (the upper one on the picture). When ganking from the side, try to let your ally engage and successfully cast a CC ability (like
Ahri's
Charm,
Xerath's
Shocking Orb or
Syndra's
Scatter the Weak). Cast your
Cocoon so that it hits right at the end of the previous stun and use your regular combo. When ganking from behind, go by either the left or right wall, and walk towards your target. In this situation, you may be the one who should engage. Get as close as possible of your target, cast
Cocoon and use your combo. This should give enough time to your Midlaner to get in range and cast himself his CC ability and finish off the enemy Champion. A wave of minion showing up at the wrong time may result in you being seen and the enemy Midlaner running away. To avoid this, make sure to look at your own minion wave in order to predict when the enemy wave will reach the battlefield.
In this section, I will go over the two main combos to perform in order to gank lanes successfully with
Elise. Please take note that icons are to be read from top to bottom first, then from left to right. I chose this setup for aesthetic purposes ; if it is not visually clear enough, make sure to read the description to make it more understandable.
As mentionned in the "Spells Explanation" chapter,
Rappel is certainly
Elise's trickiest ability. When ganking lanes, it often turns out to be an essential part of your combo to secure kills or survive plays.
If you decide to go for a
Human Form engage, wait for your target to use its escape ability (
Zed's
Living Shadow,
Fizz's
Playful / Trickster for instance) or
Flash before casting
Rappel in order to bridge the gap and stick to the enemy Champion. If you can, wait for
Venomous Bite to be available again before using
Rappel so as to give the shortest possible reaction time to your opponent.
If you the gank gets a bit dangerous for you (let's say you lost half of your health) and the enemy has high burst damages (like
Zed's
Death Mark), he may try to turn around, kill you, and get away with the kill. In such cases, as soon as your target engages, use
Rappel to bait him and temporize the trade while your allies finish him off.
Eventually,
Rappel allows you to dive enemies hard and walk away without much retaliation. If you have a couple of minions by your side and your target is low on health, make sure to engage it first so as to provoke the turret's aggro. Once you killed the enemy Champion or know that your allies can finish him off, cast
Rappel to lose the aggro, and pass it to one of your allies so as to share the damages. If you can, jump on an enemy minion in order to put some more distance between the turret and yourself.

Lanes Specifities
N.B. To make it shorter, I will only describe pathes from the southern team perspective. If you get placed in the northern team, just reverse them (turn Midlane upside down and reverse Toplane and Botlane).
Ganking Toplane |
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Toplane is often recognized to be the easiest lane to gank. The distance between the two turrets as well as the position of bushes make successful ganks very likely : that's why Toplaners are usually tanky, in order to survive such ganks. Depending on the matchup, focusing on Toplane can be relevant or not. If the enemy Toplaner is a rather squishy Champion (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
There are three ways to gank the Toplane : by the river, from behind, and from the lane. Ganking by the river is the most common way to do. It is efficient when your target is really overextended, almost under your turret. In this situation, cast



















Ganking Botlane |
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Botlane is identical to Toplane except that it is reversed. That is to say, that you cannot really gank by the tribush, as even if your enemies are under your turret, they will still have time to walk back (unless you play a Jungler with multiple gap closers such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
However, this is also the most rewarding, as it is always worth getting your AD Carry fed, and as you will pick up not one but two assistances. As for Toplane, when ganking by the river, if your enemies are really overextended, cast your











Ganking Midlane |
![]() |
Whereas Botlane and Toplane are relatively similar, Midlane is very different from the two others. There are two parallel walls on each side (at the river level) bound by wide bushes. This setup puts ganks difficulty at an average point between Toplane and Botlane. However, ganking Midlane is also rewarding, as you want to get your AP Carry fed as well. Moreover, taking Midlane turrets quickly hugely increases your map control and allows your Midlaner to roam and pick up kills on other lanes, especially if he is an Assassin (like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The usual way to gank Midlane is by the river if your target stands beyond the middle of the lane, and from behind if it stays between the middle and the back wall (the upper one on the picture). When ganking from the side, try to let your ally engage and successfully cast a CC ability (like








Ganking Combos
In this section, I will go over the two main combos to perform in order to gank lanes successfully with

Human Form Engage |
Description |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Spider Form Engage |
Description |
A trickier combo that I only use in very specific situations. Indeed, by using this ability sequence, you significantly slow your burst down, even though you end up dealing the same amount of damages. This gives your opponent much more time to walk back towards a safer place. Moreover, I would not use it before completing ![]() ![]() ![]() ![]() ![]() ![]() |
Rappel Tricks
As mentionned in the "Spells Explanation" chapter,


If you decide to go for a









If you the gank gets a bit dangerous for you (let's say you lost half of your health) and the enemy has high burst damages (like



Eventually,


In this ultimate chapter, I will explain how to play the Spider Queen in teamfights. As you already noticed in the "Pros & Cons" section,
Elise excels at catching isolated enemy Champions, but turns out to be rather tricky in 5v5 confrontations. This is why many summoners argue that
Elise falls off late game, as teamfights become more and more frequent. However, in my opinion, "tricky" does not mean ineffective ; it is even the opposite. With no further ado, let's jump into the battle !
In
Human Form,
Elise's spells are very effective when it comes to poking the enemy team down before a fight. Cast
Neurotoxin and
Volatile Spiderling towards overextended enemies in order to wound them and increase your chances to burst them quicky when the fight really starts. This strategy will force you to get rather close to the enemy frontlane, so make sure to dodge lethal CC abilities such as
Thresh's
Death Sentence or
Blitzcrank's
Rocket Grab (use
Rappel to become untergetable if you can absolutely not avoid it). However, unless you can stun one carry, don't use
Cocoon, as it would be wasted on a Tank (particularly if he built tenacity, through
Mercury's Treads for instance). Wait for the fight to start off to cast it and try your best to stun a more damaging target.
Let's say both teams gather on Midlane and wait for an opportunity to engage. The most likely situation is that either your or the enemy initiator (usually a Tank such as
Sejuani,
Malphite,
Amumu, etc) uses his ultimate ability and waits for his teammates to follow up. If the one who engages is an enemy, and if he gets separated from the rest of his team (as it often happens with Champions like
Vi or
Jarvan IV who have numerous gap closers),
Cocoon him and cast
Neurotoxin to deal significant damages. Meanwhile, send a
Volatile Spiderling towards their backline to wound them. Thanks to the
Rylai's Crystal Scepter effect, both
Neurotoxin and
Volatile Spiderling will slow their targets and help you temporizing the fight. If your own backline gets focused hard, use
Randuin's Omen active if you built it, so as to help your carries able to kite their opponents more effectively. If the enemy team does not focus you, switch to
Spider Form and either kill the enemy frontlane or zone the enemy carries.
This strategy is especially relevant if you are part of your team's frontlane. If an enemy Champion jumps on your carries (like
Irelia or
Renekton), choose the most overextended enemy carry (AP or AD) and cast your whole combo in order to burst him down quickly (you may not kill him, but at least he should be forced to play very passively). Then use
Rappel straight away and jump on the Champion we just mentionned (who is still zoning your carries) to go back with your team without hard retaliation, and start protecting you own carries, as explained above. Once you have killed the enemy Tank, jump in the fight again and use your
Human Form combo on the remaining enemy Champions. Make the most of your
Rylai's Crystal Scepter's slow in order to stick to them and secure the kills.
The main question (and difficulty) when teamfighting with
Elise is the following : when should you switch between
Human Form and
Spider Form ? To be honest, every teamfight is different ; it is therefore rather hard to tell "you should switch at THIS precise moment". In most cases, you will have to assess yourself whether it is relevant or not. However, always remember that being in
Spider Form forces you to commit into the fight. If your enemies tend to focus you hard, try to stay behind and deal constant damages with
Neurotoxin and
Volatile Spiderling from a safe distance. If you can finish off a low-health, overextended or isolated enemy, choose the
Spider Form (never underestimate the damages
Venomous Bite deal to low-health targets). If the enemy team does not focus you, you should also select the
Spider Form in order to both deal high damages and regenerate with
Skittering Frenzy (especially if you decided to build
Spirit Visage). Remember to switch back to human form everytime your enemies are out of melee range to keep dealing significant damage and slow thanks to your
Rylai's Crystal Scepter. Save your
Rappel for crucial moments, as it will in many cases heavily modify your impact in teamfight. Eventually, stick to your team, as in teamfight, an isolated
Elise is too often a dead one.


Poking the Enemy Team
In











Protecting Your Carries
Let's say both teams gather on Midlane and wait for an opportunity to engage. The most likely situation is that either your or the enemy initiator (usually a Tank such as













Zoning Enemy Carries
This strategy is especially relevant if you are part of your team's frontlane. If an enemy Champion jumps on your carries (like





General Hints
The main question (and difficulty) when teamfighting with














And that's it folks ! I hope you enjoyed this guide and found it useful. If you read it entirely, it probably means that you love
Elise as much as I do, so please take a few seconds to upvote this guide. Otherwise make your criticism constructive so that it benefits to all
Elise players, veterans like neophytes. Good luck on the Fields of Justice and see you soon on Summoner's Rift !
I actually had a really good time writing this guide, and got so much into it than I finished it way faster than expected. If I forgot anything in my haste, please leave a comment and let me know. Moreover, as mentioned in the introduction, English is not my mothertongue, so if I made any grammar mistake, don't hesitate to point it out.
I will of course try to update this guide as regularly as possible in order to take into account prospective changes future patches may bring to the game or to
Elise. If you have any question about her that you think I didn't answer, please let me know and I will integrate it to the guide.
If I find the time I will add videos to the gameplay chapters, as pictures speak louder than words. Meanwhile, I recommend you to watch high elo streamers or professional players (like TheOddOne, Santorin, C9 Meteos) in order to improve your playstyle. A matchup section and a synergy chapter are also to be added.
First of all, I would like to thank the whole Mobafire community for putting so much effort and dedication in writing awesome guides ; I always check them out whenever I decide to learn a new Champîon or try to improve with him.
I would also like to thank jhoijhoi for her awesome Making a Guide work. Make sure to have a look at it if you ever decide to write a guide yourself.
Runes & Masteries were highly inspired by C9 Meteos and his Only the Spider is Safe in Her Web guide, published on Solomid.net. Check it out if you want a professional perspective on
Elise and how to build or play her.
Eventually, I would like to thank Ludwig von Beethoven for inspiring me the title of the guide. He was certainly deaf, but he could nonetheless see, and I'm pretty sure that if he had read this guide, he would have approved it. Cheers Ludwig.


Feedback
I actually had a really good time writing this guide, and got so much into it than I finished it way faster than expected. If I forgot anything in my haste, please leave a comment and let me know. Moreover, as mentioned in the introduction, English is not my mothertongue, so if I made any grammar mistake, don't hesitate to point it out.
I will of course try to update this guide as regularly as possible in order to take into account prospective changes future patches may bring to the game or to

If I find the time I will add videos to the gameplay chapters, as pictures speak louder than words. Meanwhile, I recommend you to watch high elo streamers or professional players (like TheOddOne, Santorin, C9 Meteos) in order to improve your playstyle. A matchup section and a synergy chapter are also to be added.
Acknowledgements
First of all, I would like to thank the whole Mobafire community for putting so much effort and dedication in writing awesome guides ; I always check them out whenever I decide to learn a new Champîon or try to improve with him.
I would also like to thank jhoijhoi for her awesome Making a Guide work. Make sure to have a look at it if you ever decide to write a guide yourself.
Runes & Masteries were highly inspired by C9 Meteos and his Only the Spider is Safe in Her Web guide, published on Solomid.net. Check it out if you want a professional perspective on

Eventually, I would like to thank Ludwig von Beethoven for inspiring me the title of the guide. He was certainly deaf, but he could nonetheless see, and I'm pretty sure that if he had read this guide, he would have approved it. Cheers Ludwig.
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