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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Threats & Synergies
Nocturne
Since his latest buff, Noct can really destroy Elise. His spell shield can block youre Cocoon and you have no dash to escape his ult. Try and use your repel to dodge his fear. If you can, try and counter gank when you can, thats the best way to gain any advantage.
Introduction
- Very strong early game damage
- Good sustain in Jungle
- CC for ganks
- Strong burst
- Great at dueling in early/mid game
- Invulnerable dodge ability (Repel)
Cons:
- Hard to master
- Require expert postioning & exceptional map awareness
- Rappel as lenthy cooldown
- Weak scaling
- No built indashes / can get kited
- "All-in" team-fight style can back-fire at times
The Attack Speed page (as shown above) allows you to take Greater Glyph of Scaling Cooldown Reduction blues and Greater Mark of Hybrid Penetration reds. Attack speed is very good on Elise, since her basic attack heals. Her W Spider Form ability, Skittering Frenzy also grants an attack speed increase With the combo, your jungle sustain is strong. Furthermore, the Runeglaive passive procs on basic attacks. The Precision mastery has good synergy with Elise's kit, since you are running Hybrird Pen. runes, this fits perfectly! Furthermore, a full combo from Elise can proc the Thunderlord's Decree 1-3 times during a skirmish.
Similarly, 9 Greater Mark of Hybrid Penetration is also strong on Elise. Since the Spider Queen deals mostly AP damage, but a still some AD based with her Basic Attack's, Hybrid Pen. meshes well with her and the masteries you run.
9 Greater Seal of Armor is standard on junglers now, and 3 Greater Quintessence of Ability Power is key for Elise to shine!
The typical early jungle route is start on the bottom-side jungle. Have your bot lane leash Gromp / Ancient Krug , depending what side you are one. Use Smite on the first camp. Then take your first buff. If you want to gank bot/mid first, clear Wolves / Raptors . As for a top side gank, after you killed your first buff, continue to your next, use smite on it and gank top.
Use your Spiderlings to tank the damage from jungle monsters!
This is done by:
- Attacking the targeted jungle monster
- Once the monster been to attack, have Elise back up behind her spiderlings
- The monster with change Agro to the spiderlings
- You are free to do damage to the monster until the Spiderlings are killed.
Some key things to know when ganking as Elise.
- Does the target have flash up?
If so, look to save your cocoon so either it is a point-blank skillshot or the target needs to burn Flash to escape
- Can you dive the tower?
If you cant, don't get greedy for the kill. Look to burn a flash and return before its off cooldown. Trading flash-for-flash in a gank isn't always ideal for Elise.
- Can you win a 2v2 (3v3) if their Jungler arrives or someone else roams?
Be aware of your own power spike, along with the enemy jungler. Once Elise burns her main combo, she is vulnerable to return damage. Look to get some wards in before ganking and think, watch to see if laners roam, and try to predict the enemy junglers moves.
As for Elise's main ganking combo
Look to CC your target. Either with your own Cocoon or an ability from your teammate. DONT CHAIN CC, ITS A WASTE!
- Once locked down, launch Volatile Spiderling and Neurotoxin ASAP.
- As soon as the casting annotation ends, transition into Spider Form
- Once in spider form, immediately casts W, Skittering Frenzy and Q Venomous Bite to burst down the target.
-If the target has not died, continue with basic attacks in Spider Form, and change back to Human Form when out of range.
Tower Diving with Elise
To pull off a successful tower dive, the easiest method is start in Human Form. Look to pull off your combo, with the help of you teammate(s). Once the target has been assassinated, use Rappel to release tower aggro. If done correctly, you should be get in and out without using Flash.
Tracker's Knife - Runic Echoes is essential on Elise. Runic Echoes is the obvious enchantment to choose. With the warding changes made this season, along with the rework of Poacher's Knife into Trackers, this item is very, very strong. In my opinion, having a 2 ward mini-sighstone is far more valuable than an offensive smite for Elise.
Dead Man's Plate is "fairly" new item to League. This doesn't discount the power Elise gains from it. Boasting good HP and Armor stats, DMP offers a movement speed increase out of combat, that deals an empowered first basic attack on a tartget. DMP's and Elise synergy lies with this passive. Since Elise is basic attack focus on her jungle clear, this both increase her mobility in the jungle, along with her clear speed. Furthermore, the extra speed helps her engage on ganks and teamfights in the mid/late game.
Ionian Boots of Lucidity are a solid item on Elise. She benefits greatly from the 10% CDR and reduction to her flash cooldown.
Rylai's Crystal Scepter has grown stronger since it was buffed in the middle of Season 5. With 100 AP, 400 Health Points, and a strong slow, this item is key for Elise to power though the mid game. This item can be rushed second after the completion of Runeglaive.
Banshee's Veil is offers to key components to making it worth buying on Elise; Magic resist and blocks spell damage. When playing against a team with 1 or AP Carries (meaning Bard support doesn't count) magic resist is key for Elise to survive fights in the mid/late game. Along with that, the bonus HP makes her even more durable. The spell shield the real kicked with Banshee's. Since Elise wants to dive, dive, and dive, the shield can facilitate a safer entry by blocking enemy CC or burst.
Hextech Rocketbelt was added during the Mid-Season Update. Along with the other hextech items, the Protobelt it intended to offer more burst to the mage class, along with granting survivability and cooldown reduction. The protobelt grants Elise additional burst and crucial CDR. The active "dash" makes landing skill-shots and sticking to targets much easier, along with giving slightly more escape potential in dangerous situations.
However, not every game you can build Protobelt, so here are some other good options:
Abyssal Mask is a good option for late game power. Offering more AP, Magic Resist, and the fact the passive reduces enemy MR makes this item a good buy on Elise
Frozen Heart used to be the go-to armor item on Elise, prior the DMP's and Randuin's changes. The massive amount of armor is good, along with the CDR and Mana which help Elise in the mid/late game. The aoe attack speed slow is good against champions like Vayne, Yasuo, Zed, etc.
Liandry's Torment is the one to prioritize. It offers additional HP for the most tank stats in the last game, along with good AP damage. The real great thing about Liandry's is the double passive. The +15 Magic Penetration is great, coupled with burn passive, this item can do insane damage with Elise.
Randuin's Omen is good if faced versus are high Critical Strike composition (Yasuo, Jinx, Tristana, Jhin, etc). Offering the same attack speed slow as Frozen Heart, Randuin's gives solid armor and HP stats. Furthermore, the AoE slow it great for staying on targets in fights.
Void Staff is best used when your team has a heavy magic damage comp (Corki, AP Mid, AP Top), and your are the solo AP threat on your team. If the enemy teams starts stacking MR, look to put up Void as your last item. With good AP and 35% Magic Pen, this item will help you cut through those MR tanks.
Thornmail is best used when playing against a heavy AD team (4-5 AD threats).
Zhonya's Hourglass is the typical final item in AP carry Elise build. If you are the main AP carry on the team and needing to snowball the late game more, look to grab Hourglass for the extra AP, armor, and passive stasis to survive risky engages and possible catches.
Banner of Command is an item only usefully in certain situations. While there are too many variables to consider fully when deciding to buy, the most important one to keep in mind is this: Are the enemy's champs magic damage heavy? If so this is a good purchase to create pressure on the map, along with AoE if ever caught out in a 2v2/3v3 fight without your support. The extra CDR and AP doesnt hurt either.
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