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Elise Build Guide by TheButteryGamer

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League of Legends Build Guide Author TheButteryGamer

The Spiders Embrace - Season 4 Elise Jungle Guide

TheButteryGamer Last updated on June 15, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello there my name is Cameron and I go by the name TheButteryGamer, Welcome to my Second Mobafire Guide, I really love gaming, making videos, streaming and interacting with other people, my overall goal with League Of Legends is just to help people improve as well as improve myself.

I am apart of a team called Synergy Five which was created by me that is looking to participate in tournaments and improve as a team and individually.

I really love she is a really strong tanky / burst jungle champion & for solo Q she is a really strong safe pick for the jungle role, My goal with this guide is to help you grasp a better understanding of how to play and general playing tips with her.

(this guide is not completely finished check the change log for when I add more match-ups and features to this guide such as video footage of my obviously amazing spider plays.

If you wish to view more content from me you can check My Youtube channel out, as well as this I enjoy streaming please check My Twitch Stream I like to stream because I can better interacting with my viewers / subscribers my overall goal is to become a top streamer as well as get better at league of legends in the process.

This is my current stats if any of you are interested as you can see how I do per game as and of course in season 4 I only play jungle.

Now you might be thinking why such bad in season 3 and there is a reason for this, during the course of season 3 could be played in 1 of 3 positions, Jungle, Top & Support; during the start of the season I played around 15-20 games games with as top and support I only won 1 game out of all of those but I thought she was still a strong champion.
During preseason I played her 5 times I won 4 games lost 1 and all of those games were jungle and I really took an intrest to her as a champion as she has a very uniique kit at the start of season 4 I only played Jungle and got from silver v to gold v in a week and a half.

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Change Log

Change Log

Changed full build examples and added purchase order buying of items
Added my season 3 & 4 stats

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Elise Pros / Cons

+ High Early Game Damage
+ 1-2 Second Stun
+ High Damage & Not Item Dependent
+ Strong Gap Closer / Escape
+ Can Be Built As A AP Tank Or Assassin
+ Fast Jungle Clear & Sustain With Spiderlings

is a really strong champion with the amount of burst she can produce even without health items her % health shred kit works really well vs strong tanky champions e.g & & she is really good when ganking squishy targets because of her % shred such as .

- Has High Skill Cap
- Hard To Gank With Without Cocoon Ready To Use
- Has No "Real" Ultimate; E.G Does Not Spike @ 6 Like Most Junglers
- Falls Off Late Game Unless Ahead

is a really strong champion early and there is no arguing with that however as an player you will be heavily reliant on hitting your Cocoon in order to pull of ganks and it can be a hard skill to hit as minions can block it, overall as long as your practice your Cocoon hitting, over time you will eventually get them on point and your ganking will be a lot stronger for it.

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Runes & Masteries


Greater Mark of Attack Speed

Greater Mark of Precision

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Precision
For the mark runes take 6 tier 3 Greater Mark of Attack Speed; the reason for this is because when is in her spider form and Skittering Frenzy is active and her spiderlings gain an increase in attack speed; taking the Greater Mark of Attack Speed will actually increase the jungle clear time for you and means that as you can keep up with jungle champions that have much faster clear such as .

The 3 Greater Mark of Hybrid Penetration will not help in the jungle but will help more on early ganks, as already has high % damage shred the hybrid marks that are taken will make early ganks stronger even without items.

I would no recommend any alternatives for mark runes as this set up works great already however if you are happy with not having the Greater Mark of Hybrid Penetration i would suggest taking the extra 3 Greater Mark of Attack Speed for stronger jungle clear.

All jungler champions pretty much always take 9 Greater Seal of Armor; however i have been experimenting with the Greater Seal of Scaling Armor and have found that they are better in the mid / late game rather than early game were as the flat Greater Seal of Armor is good for early game / mid game.

I have always taken the Greater Glyph of Scaling Magic Resist on all of the jungle champions I play the reason for this is because just like I mentioned in the seals the scaling is just the best option especially with the current meta of jungle / summoners rift at the moment.

The quints are pretty situational depending upon what your against, however for the purpose of this I will discuss the Greater Quintessence of Hybrid Penetration; just like the 3 hybrid marks taken taking hybrid pen quints will make ganks a lot stronger and will actually make early game for stronger because you have the penetration before buying an item such as Void Staff and as the defensive of most champions early is relatively low ( top being the only exception) you can actually burn through armor and magic resist fast.

For this alternative rune page instead of taking the greater quintessence of hybrid penetration I have taken the Greater Quintessence of Ability Power as it will make 's early game damage and clear stronger because you have more initial AP start, as well as this for this alterntive rune page I have put in the Greater Quintessence of Scaling Armor.
As is a high damage burst jungle with the potential to become a tank taking 21 in offense is the best option, with this setup I prioritize taking attack damage & ability power along with damage masteries, the reason for this is because the attack damage helps with early jungle clears because of the spiderlings and the ability power because 's ability's scale with AP.

In Defense I have taken the general jungle defense masteries prioritizing health and reduction to damage.

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Summoner Spells

Flash: As you have one real escape in Rappel so taking Flash will enable you to have an extra escape, as is an assassin champion you will be using Rappel during fights to lock on to targets and then use your combo to burst enemy's down Flash enables you to back out after assassinating a target. Smite: All jungler champions need Smite so there is no real explanation needed here.

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Jungle Matchups

The reason for this section being "Jungle Matchups" & not "Jungle Counters" is because in the jungle there are no real counters its more who can apply the most pressure in the early game and get their lanes rolling, there are some exceptions to this however; the reason being in high elo players generally like to invade and in that situation the champion with the stronger kit will do better in 1v1 jungle skirmish's.

Medium Matchup

Spoiler: Click to view

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Jungling / Ability Sequence Order

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
As you want to start with Volatile Spiderling / Skittering Frenzy the reason for this before the jungle camp spawns you send out the Volatile Spiderling then switch into Spider Form / Human Form followed by Skittering Frenzy and let your spiderlings tank the initial buff monster damage.

Jungle Route As

How To Gank As

Basic Team Fighting As

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Starting Items

-> ->
For solo q this is the standard start on almost every jungler that there is, Hunter's Machete is used for faster clearing of the jungle camps, x 5 Health Potion which is used for jungle sustain which as is high and the Warding Totem for vision,
If you are playing as part of a ranked team as you have high jungle sustain you can let your spiderlings tank the jungle camps more and the alternative start could be x 2 Health Potion & x 1 Stealth Ward which will give your team more vision early on in the game.

100% Must Get Items

Liandry's Torment is a must buy item for the reason being is because of the % current health shred that it provides because it works with Neurotoxin if you don't want to invest all of your gold into the full item then rush Haunting Guise after your jungle item.

Jungle Items

This item will provide you with cooldown reduction which all of the jungle items provide, the main reason to get golem over spectral wraith is if the enemy team has a more early game tanky team, will provide you with more health in order to survive.
This item will provide you with cooldown reduction which all of the jungle items provide, the main reason to get spectral wraith over golem is if the enemy team is squishy early game, will provide you with more burst damage to kill those squishy targets faster.

Damage Items

Generally I never build void staff on because I go hybrid runes and will always get Liandry's Torment so the extra magic penetration is not needed, however there is an exception to this ruling which I use on occasion; and that is if you have a mostly AP damage team comp and the enemy starts building MR items early then Void Staff is the best option because it makes their MR buys not worth it.

Don't get me wrong Rabadon's Deathcap is an excellent item however out of the potential items that can be bought on it is the most expensive item to buy and I do not recommend buying this item unless you are really far ahead like 10+ kills as it will ensure that it is a stronger win, the reason for this is there are better items that cost less such as Abyssal Mask that is just as good of an item.

Now Abyssal Mask is one of the items I buy most games, the reason for this is because I already have hybrid penetration runes + I always buy Liandry's Torment which also give magic penetration, Abyssal Mask will provide you with AP, magic resist & reduces enemy magic resist on an assassin / tank champion like it is a great item purchase for diving enemy players.

Defense Items

Banshee's Veil is a great magic resit item to buy and I generally get it every game regardless of the enemy champions I come against, the reason being is it provides health which will make you more of a tank, magic resist which will improve your chance to survive in the mid/ late game and a shield that will block an enemy ability' this is the cool part of Banshee's Veil on when you dive with Rappel the spell shield on Banshee's Veil will make your dives stronger.

This is a brilliant item to purchase on just like Banshee's Veil; Randuin's Omen is a great item to dive with because it provides health which will help for surviving on dives, armor which is good against AD champions and a AOE slow affect that helps for control in team fights.

Zhonya's Hourglass is more of a Season 3 purchase for in my opinion because it would help for surviving against the poke champions that were being played regularly such as , moving on to season 4 we have more of a tank, farm , mid / late game meta and with the burst that can put out I feel Randuin's Omen is the better purchase as it provides control in team fights which Zhonya's Hourglass does not also I feel Zhonya's Hourglass is selfish purchase; Overall the armor buy comes down to player preference, if you prefer to be selfish go with Zhonya's Hourglass for surviving yourself, however if you are a team-player take Randuin's Omen.
Sunfire Cape is an armor alternative purchase to Randuin's Omen because it costs less than Randuin's Omen and when behind the extra gold saved can be spent on vision around the map, as well as that it deals AOE damage per second which is good for team fighting.


Vs AD champions take Ninja Tabi as it provides you with armor and provides you with a 10% block against incoming AD from enemy champions and is the clear choice to take against AD.
Vs AP champions take Mercury's Treads as it provides you with MR as well as this it also provides you with tenacity which is good Vs CC heavy champions.
If you go for the second rune page with 0 hybrid runes and AP runes the best option to go for in boots is Sorcerer's Shoes because it provides you with the missing penetration.

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Summary & FAQ

is a really strong & fun champion to play with a lot of outplay mechanics if you can play her correctly, she requires a lot of practice to become good with and even longer to become top tier with; her skill shots can be hard to land however with a lot of practice can become a comfortable and safe pick champion in the jungle.

If you have any comments/ constructive feedback/ questions/ queries please feel free to ask away in the comments section.
If you liked this guide please feel free to give it an up-vote and share it, if you do down-vote it please let me know why you have decided to down-vote it so that I can improve my guide.


None yet get those questions coming in.

Beware The Spiders Embrace.........................