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All Guides Elise Guides [8.1] Elise Jungle - The Reborn Monster of Season 3
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Elise Statistics for Yams God

Author's performance with Elise compared to the ranked average.

Value
Average
Games Played
26
7
Win %
42
40
Kills
6.3
5.8
Assists
7.9
7.4
Deaths
4.8
6.8
KA:D Ratio
2.9
1.9
Gold Earned
10.9K
10.9K
Creep Score
30.0
50.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png Smite

4.png Flash

You are an ELISE. There's no reason for you to get other summoners. You are not

35_64.png 14.png 11.png

11_64.png 12.png 11.png

28_64.png 14.png 11.png

77_64.png 6.png 11.png

You should not run any other summoners than the other two, however if you must,

Summoner Spell 1:
11.png = 11.png = 11.png = 11.png = 11.png = 11.png = 11.png = 11.png = 11.png 

You MUUUUUUUUUST have this spell.

Summoner Spell 2:
4.png > 14.png > 3.png > 6.png > 7.png > 12.png > 21.png > 1.png > 2.png > 13.png 

(smaller iconed summoners you should never ever even consider)

New Runes Back to Top

RUNES:

DOMINATION (RED)

ELECTROCUTE
Burst 




Masteries Back to Top

By far the most optimal page. This mastery page has changed a lot as the meta for "best keystone" has changed many times during the season.

For 12-0-18:

Sorcery > Fury: You're a casting damage dealer. Take increased ability damage. Attack speed increase wouldn't be bad, but Sorcery is the better mastery.

Double Edged Sword > Expose Weakness > Feast: From patch 6.12, Double Edged Sword is broken on a lot of ranged champions. Take it.

Natural Talent > Vampirism: People seem to not understand how useless 2% Spell Vamp + Life Steal is. Obviously if you're a champion that doesn't build AP, you should go Vampirism, but otherwise, always go Natural Talent.

Oppressor > Bounty Hunter: Bounty Hunter is too gimmicky. It would require you to kill 3 different champions in order to always have more effectiveness than oppressor which is extremely difficult. Go with the safe oppressor. It works well with red buff and cocoon.


Recovery > Unyielding: I somewhat find both of these masteries useless on Elise. The 5% increased Armor and Magic Resist really don't mean anything. For example, if you wanted to maximize unyielding and buy 200 armor, it would provide an extra 10 armor. Because defensive stats work exponentially (being less effective the more you have), by the time you reach 200 armor, the extra 10 means virtually nothing. Then, if you don't build any armor, and have 50 armor, you're still going to get one shot by a Graves/Lee Sin with 53 armor. TLDR: Unyielding is actually useless. 

Explorer > Tough Skin: Since you're a jungler, you spend a lot of time going through river and brushes. This makes explorer the more efficient mastery. Since you don't have problems clearing, you don't need Tough Skin.

Veteran's Scars > Runic Armor: You do not need the additional sustain from Runic Armor. Veteran's Scars is significantly more useful on Elise as it allows you to be much more effective in early skirmishes/invades.

Insight > Perseverance: This one is not debatable. Decreased summoner spells is so much more useful than health regen on Elise.

Swiftness > Legendary Guardian: Legendary Guardian is similar to the Unyielding mastery in that it seems to provide something but in reality provides nothing (but to a lesser extent as this is more effective if you don't have defensive stats). Tenacity is a stat that's hard to purchase while MR and armor is easily obtained.

Strength of the Ages > Grasp of the Undying > Bond of Stone: This is actually the only reason you're in the "Resolve tree." Strength of the Ages is TOO efficient to pass up on as a tanky jungler. It's a keystone that's strong early, strongest mid, but falls of late. Regardless, it gives you 300 free Health which is absurd. You MUST take this.

Abilities Back to Top

W
Q
E
Q
Q
R
Q
W
Q
W
W
W
R
E
E
R
E
E
Passive
Q
2
4
5
7
9
W
1
8
10
11
12
E
3
14
15
17
18
R
6
13
16
c7489f685f574e3985d02c2d5b1fed18.png

a7d3f62d122b12c0bc884a477c246c5b.png

1297012d60f7635e106ea84b20469c9c.png

Yes, I'm lazy. This is from:
http://leagueoflegends.wikia.com/wiki/Elise


Items Back to Top

Starting Items

    Don't need 3 HP's, refillable very cost efficient and is enough for Elise.

Core Items

    Base items

Situational Items

Before you learn how to build Elise, it's important to understand when to build AP vs. Magic pen to maximize damage.
This post explains it well:

TL;DR if you have high bases build magic pen, if you have high scalings build AP.
Elise = high base + % hp so you build magic pen.



First back:
1041.png > 3113.png > 1001.png > 1052.png

I always prioritize buying a hunter's machete on my first back as it allows each of my clears to give the maximum experience. You don't need to finish your smite as it gives the same experience as having both machete and talisman.
For example, if you have ~900 gold on your first back, the optimal buy would be Hunter's Machete + Boots over Aether Wisp.



3340_64.png -> 3341_64.png

Rush:
1402.png 3158.png 3116.png

This is *BY FAR* your biggest power-spike. As soon as you get these three items look to fight as much as possible.
- Gank
- Pressure
- Gank more
- Pressure more
This is an absurd amount of CC and you should abuse their team as much as possible when you get these three items.





3706_64.png  3715_64.png 3711.png
What smite should I get?
Of all the smites, I would only consider getting:
3706_64.png 3711.png
Stalker gives another CC and slightly stronger ganks.
Tracker's Knife gives vision if your support decides he doesn't need a sightstone for some reason.
Both options are valid and you could justify getting either. Pretty much all games I use Stalker.


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Amumu
    Easy
  • Diana
    Medium
  • Elise
    Medium
  • Evelynn
    Medium
  • Fiddlesticks
    Medium
  • Gragas
    Hard
  • Jarvan IV
    Medium
  • Kayle
    Easy
  • Kha'Zix
    Easy
  • Lee Sin
    Medium
  • Master Yi
    Easy
  • Nidalee
    Easy
  • Nocturne
    Easy
  • Nunu
    Hard
  • Pantheon
    Hard
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Sejuani
    Medium
  • Shyvana
    Easy
  • Trundle
    Medium
  • Udyr
    Easy
  • Vi
    Medium
  • Warwick
    Easy
  • Xin Zhao
    Medium

VS

Amumu

Easy

Amumu easy to punish early and does not gank well pre-6. Feel free to counterjungle and countergank him as much as possible and amumu will not be relevant.

VS

Diana

Medium

Diana cannot gank pre-6 well at all. Take advantage and have a very gank heavy early game. Diana will outscale you and has potential to beat you in a 1v1 pre-6. Post-6 there's almost no way you can way a 1v1 vs. Diana.

VS

Elise

Medium
60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png60.png

VS

Evelynn

Medium

You can out-duel Evelynn early, but she is indeed invisible. If your team does not ward properly, she will snowball and outscale you. Her teamfight is better than yours, but if you stop her early, she can be dealt with. It is relatively hard to counterjungle Evelynn because she is indeed invisible. Many Evelynns also like to run ignite so that may give her better dueling/ganking potential early, but like always you have outplay potential.

VS

Fiddlesticks

Medium

If you fall behind, you can get outpressured and outplayed by Fiddle. He has good CC to counter you and he can drain you while you are rappelled. Fiddle is a squishy champion and if you catch him with a stun, you can bop him.

VS

Gragas

Hard

So much outplay potential both ways. Your rappel can be your make or break in this matchup. Regardless, Gragas's early game is still very strong and while you may be able to duel him at level 3, you cannot duel him past that. His teamfight is much stronger than yours and his tankiness is unmatchable. It's not hopeless though. If you get early ganks off and snowball your lanes, you can still win the game. However, if you cannot match Gragas's pressure, your team is screwed. It's just the facts, Gragas is op.

VS

Jarvan IV

Medium

Jarvan's match-up is very similar to that of Vi. Early on, J4 has potential to out-duel you, but you can outplay this. His teamfight is better than yours, but if he is put behind, he is completely useless.

VS

Kayle

Easy

Weak champion early. You can take advantage of this weakness by ganking early or counterjungling.

VS

Kha'Zix

Easy

Kha'Zix is incredibly weak early and can be taken advantage of. His early ganking is relatively weak and as a warrior jungler, he requires a good amount of snowballing to be of any use late game. However, if he does snowball on your team, he has potential to reset on your whole team. Shut him down early and he is extremely easy to deal with.

VS

Lee Sin

Medium

I would say this is an easy matchup, however there is always the off-chance that the Lee Sin you're playing against is the next Korean Challenger Faker inSec prodigy. Assuming an even skill level, you should be able to outduel Lee Sin early to mid game (~level 3-10). Start in human, use Q -> W -> E -> spider - > Q -> W -> E (if needed to avoid Q or chase Lee Sin). Elise has better sustain in jungle than Lee Sin, so you should be higher HP after your first clear. You could try a risky play and counterjungle Lee Sin but your best bet is to countergank Lee or wait for him to come to your jungle as a lot of Lee Sins will do.


THIS IS A SKILL MATCHUP, YOU CAN INDEED LOSE.

VS

Master Yi

Easy

You counter Yi pretty easily. You can rappel his Q and stun him when he's meditating. Your early game and ganking is much better than Yi's and you can counter-jungle/out-duel Yi early 

VS

Nidalee

Easy

Pretty easy match-up. You can out-duel Nidalee early where Nidalee is strongest. Your spiderlings can tank her spear which is associated with a majority of Nidalee's damage. Nidalee falls off later but does have that assassination potential when ahead.

VS

Nocturne

Easy

Nocturne sucks. He won't/shouldn't gank pre-6 and you can out-duel him early. Even his level 1 ultimate has no range and you should still be able to outpressure him.

VS

Nunu

Hard

Pray, pray, pray to whatever higher being you believe in that the opposing Nunu does not know what they are doing. This champion has almost no counter-play. Your best option is to ward your jungle as best as you can and try your hardest to snowball (no pun intended) one of your lanes. Out-jungling Nunu is pretty impossible. You could potentially substitute Rylai's for a sightstone.


3116_32.png -> 2049_32.png 2045_32.png


VS

Pantheon

Hard

Pantheon is a pain in the ass. He has better early game ganking than you and can outduel you early on. Mid game, his ult gives him an immense amount of map pressure, but his late game is terrible. If you and your team can sustain the early/mid game, you can outscale Pantheon.

VS

Rek'Sai

Medium

This matchup would've been hard in Patch 5.12, but she got nerfed in 5.13 and got easier to deal with. However, Rek'Sai is still a pretty powerful jungler and can outgank and outdamage you if she outplays you. It also works conversely. If you can maintain and outplay Rek'Sai, she can be put behind and become very easy to deal with.

VS

Rengar

Medium

You can out-pressure and counter jungle early. However, because of how completely stupid this champion is, if you don't outpressure him and he farms/gets ganks off, he will be able to one-shot anyone on your team. I hate Rengar.

VS

Sejuani

Medium

This is a skill matchup. Not so much as how good their sejuani is, but more of your ability to use Elise's rappel. If Sejuani hits her ultimate on you, you lose. If you dodge her ultimate either with a side-step or rappel you win. Simple as that. You can counterjungle her early easily as her clear is very slow and her early dueling is borderline nonexistent. However, if you are even in gold/pressure by 20 minutes, you will get heavily outscaled and you will be unable to matchup with her in a teamfight. She has an AoE ult, there's no way for Elise to compete with that. 


TL;DR: Get a lead early, snowball off that lead, and make sure that you are very much ahead of her mid/late game.

VS

Shyvana

Easy

Shyvana is a farm heavy jungler with no early game pressure. Just apply map and lane pressure early and you can win this matchup. Shyvana can be a terror late game, so do not let her snowball and make sure you keep her down.

VS

Trundle

Medium

In my opinion, Trundle is relatively weak ganker. However, Trundle will outscale you and can outduel you, so I would avoid him as much as possible.

VS

Udyr

Easy

I don't care if Unicorns of Love uses Udyr, I'll never respect this champion. His abilities are just different auto-attacks. You can outplay him, but I would avoid him early. After 3, I do believe that Elise is stronger than Udyr, but he can be a split push nightmare or if your ADC has no idea how to position or kite.

VS

Vi

Medium

Her early ganks are so-so. You can out-sustain and out-duel her early. Her ultimate can be avoided with your rappel, but if Vi is ulting you in teamfights then this Vi has some problem. She will outscale you and have much more impact in teamfights as long as she's not just blowing her ult. If you get an early advantage and Vi gets put behind, Vi is completely useless, so push your early advantage

VS

Warwick

Easy

Warwick sucks against every jungler. The only way you can screw up this matchup is if you let Warwick snowball pre-6 and try to counterjungle him. Warwick is a healthier jungler than Elise so DO NOT counterjungle him. However, there's absolutely no way Warwick can/should outpressure you from levels 1-5, so take advantage. Get a lot of ganks off before Warwick can even get 6 and snowball your lanes to a point of no return.

VS

Xin Zhao

Medium

This match-up actually kinda sucks. Xin has potential to out-duel you early, but there's almost always outplay potential with Elise.

Pros/Cons Back to Top

firstclear.png
PROS:
Very strong early/mid game
Fast clear
Great sustain in the jungle
Strong ganker/counterganker/counterjungler
Relatively reliable CC
Amazing gap-close/escape
Two abilities that do percentage health damage
Can build tanky and still solo carries easily
Very good tower pusher
Strong dueler
Can avoid a lot of damage with rappel (Karthus ult, Fizz ult, etc.)
Good dragon and baron control/execute

CONS:
Hard to get used to
Relatively high mechanics required
Weak teamfight and late game
Human form cooldowns are high
Only CC is skillshot based

Jungle Clear Back to Top

FIRST CLEAR:
edlIZFG.jpg
RED = BLUE SIDE
YELLOW = PURPLE SIDE
RECTANGLE = SMITE
CIRCLE = CLEAR

FIRST CLEAR:
Blue Side:
11.png Kruggs -> Red -> Raptors -> 11.png Blue -> Gank top/mid

Purple Side:
11.png Gromp -> Blue -> Wolves -> 11.png Red -> Gank top/mid
(NOTE: You do NOT have to follow this exact path. I do recommend you smite your first camp and at least one of the two buffs.)


ALTERNATIVE FIRST CLEAR:
Blue Side:
11.png Kruggs -> Red -> Raptors -> Back (buy machete) -> Wolves -> 11.png Blue -> 11.png  Gromp -> Gank top/mid

Purple Side:
11.png Gromp -> Blue -> Wolves -> Back (buy machete) -> Raptors ->  11.png Red ->  11.png Krugs -> Gank top/mid

This is definitely a more efficient route, but you also lose some of your early gank potential.

--------------------------------------------------------------------------------------------------------------------------------------------------


Afterwards, you have to adjust to the flow of the game. You cannot be stagnant in what you do as a jungler for each game because every game is different.
- Punish lanes that are overextended towards your side.
- You are NOT a farm jungler. You should only farm if that is the most efficient thing to do at the time.
- If one of your lanes (that is nearby) backs, COVER their lane. Do NOT waste experience and gold. It is more important than you doing raptors
- Maintain Scuttle control. After you get 3 and clear both buffs, take top river Scuttle Crab. It gives you vision control, movement speed, a free camp to gain health from, and gold.
- If you are against a stronger early jungler, Shaco and Nunu especially, ward your jungle.

THE ULTIMATE, MOST IMPORTANT RULE OF JUNGLING IS TO BE EFFICIENT. DO NOT DO NOTHING, EITHER GANK A LANE WHETHER IT BE LANE GANK OR THROUGH RIVER, OR CLEAR A CAMP.


When you are clearing, utilize your spiderlings as much as possible.
Your spiderlings CAN tank every camp. Make sure you when clearing, you have the spiderlings tank. 
NOTE: If the camp is on you, just take a step away from the camp and the camp will target your spiderlings.

The common spell order used to clear is:
Start in Human -> Q -> W -> Spider form -> Q -> W
When your W runs out and your spiderlings are dead, switch back to human and repeat the sequence. Use spider Q off cooldown.

REMEMBER:
HUMAN Q DOES MORE DAMAGE THE MORE HP THEY HAVE
SPIDER Q DOES MORE DAMAGE THE LESS HP THEY HAVE
    - Spider Q is an execute, so it can be used to secure baron/dragon. Smite + spider Q does a lot of damage.

Ganking Back to Top

To say what lane to gank after what camp at what time is counterproductive. As a jungler, you must adapt to every situation and know what the most efficient thing to do at a certain time is.


Things to consider when ganking:

1. What is the status of my HP/mana?
    - If you are low, do not feed other lanes a free kill. Either back or finish a nearby low-risk camp
    - Low-risk as in no potential to get found and killed and the camp is easy to clear. (Ex. Wolves, Krugs, Gromp)

2. What lanes are pushed up?
    - If your team has a Riven pushing up against a Nasus, don't gank that lane.
    - If it's your Nasus getting pushed in by a Riven, consider ganking that lane.

3. What is the HP of your laner vs. the opposing laner you're going to gank?
    - If your Nasus is 2 bars and their Riven is full health, regardless of the fact you're 2v1, you'll get double killed.
    - Look for even or favorable lanes to gank.

4. Where are the wards in the lane?
    - Ask your laners where you suspect the enemy laner(s) warded.
    - If you want to get technical, you could time wards and gank as soon as they expire.

5. What items/levels does each person have?
    - If you're an 0/0 Elise ganking for an 0/4 Nasus vs. a 4/0 Riven, you're probably going to get double killed.
    - Tab often, check what lanes are doing well and which are doing poorly and decide what you want to do.
    - You can either snowball winning lanes or help losing lanes come back.*
       *Help snowball a lane when:
  • That lane has carry potential
  • Opposing laner is easy to gank and abusable.
       *Help a losing lane when:
  • That lane has carry potential
  • Opposing laner(s) is/are overextending.
  • If your other lanes are winning substantially, I would help out the losing lane.
________________________________________________________________________________________________________


When do I clear jungle vs. gank?

Elise is a gank heavy jungle, GANK WHENEVER POSSIBLE.

If you see no gank opportunities, clear jungle. Make sure you maintain your levels and items.

If you're unsure of what to do at the moment, the safest option is to clear jungle.

The WORST thing you can do as a jungler is waste time. The best junglers are the most efficient junglers.

When you are pacing back and forth on the map or waiting for a gank that will never happen, you are putting yourself behind and ultimately putting your team behind.
      
________________________________________________________________________________________________________

"Procedure" of Ganking

The order of which you use your abilities is extremely important. With every gank, what you should do is dependent on the positioning of you, your laner, and your target.

Optimal order (assuming you have time to execute all this without being punished):
(With Red Buff) Auto -> Cocoon -> Human Q -> Human W-> Spider Form -> Spider Q -> Spider W (+ autos) -> Rappel (if needed to close gap)

Another order (starting in spider form while making sure your R is off cooldown):
Rappel (onto laner/close minion) -> Spider Q (if possible) -> Human Form -> Cocoon -> Human Q -> Human W
(this method is risky as you've expended your escape and gap close initially)

- Of course always auto-attack when you can and your abilities are on cooldown. 
- Don't force any gank that cannot be done and be very conservative with how you use Rappel.
- Make it as easy as possible to hit your cocoon. If they continue to juke back and forth just keep walking towards them until they commit one way and then throw the cocoon.
- Use red buff to your advantage as it makes gap closing and "cocoon-hitting" easier.
- If you and the laner decide to turret dive, you should almost always be the one to draw turret agro. When you get the kill or are about to die, Rappel and the turret agro should be off you.

Opinion on the Current State of Elise Back to Top

Elise is probably my favorite champion to play. Her kit has so much outplay potential, so much surprise burst damage, super healthy and fast clear, and has really strong early ganks, but...

...NOTHING NOW, ELISE IS OP! PLAY HER!

Yes, I did write previously that I would not recommend playing Elise to climb elo, but since the 5.14 changes, I believe she is viable again.

She requires a good amount of microing, but her kit is very rewarding in that when she is played right, she can terrorize the enemy team.

The difference between average Elise players and great Elise players is usage of her spells in the most efficient way possible. Her spells can be hard to utilize, but when you learn how to use them properly, you'll see the great appeal of playing Elise.

The spells that are most important to use efficiently are:
Human Q -> Preferably start your DPS off with this ability
Spider Q -> Preferably execute or give the finishing blow with this ability
Human E (cocoon) -> Can be tricky to land, try to use it in a spot where you can almost guarantee a hit
Spider E (rappel) -> By far Elise's trickiest ability. You could write a novel about how to use this ability. Used for:
       - Escapes
       - Gap closes
       - Taking off tower agro
       - Increased healing in clear (not recommended)
       - Ability dodging

b45d213fada138b7ef9058eef276722a.png

Elise Patch Changes Back to Top

NOTE: Of course I'm not going to go over every little change that's made in every patch. I will only cover what I believe to be relevant to Elise. If you want to read the current patch notes, google/bing/yahoo search "lol patch" and look for the most recent patch number.





[ Patch 5.12 ]

Tl;dr: Small Elise buffs, not very relevant at all.

EliseSpiderW.png&resize=32:
W - Skittering Frenzy
Removed on-hit heal from Spider W activation from Elise + Spiderlings
MOVED TO:
EliseR.png&resize=32:
R - Spider Form
Elise's basic attacks in Spider Form heal for:
4/6/8/10 (+0.1 AP)



EliseHumanE0.png&resize=32:
E - Rappel
Bonus damage + Healing in Elise's Spider Form:
5 seconds after usage: 40/55/70/85/100%


Comments: These changes were extremely underwhelming and don't target Elise's real problems. I do consider these changes a buff, but I don't expect these to change Elise drastically nor do I expect her win rate to increase or her play to increase.


Magus_item.png
Magus -> Runeglaive

The Magus jungle enchantment has been removed from the game and replaced with the Runeglaive jungle enchantment.
Runeglaive gives:
40 Ability Power
200 Mana
10% Cooldown Reduction
Passive (Unique): "Spellblade - After using an ability, the next basic attack is converted into magic damage and deals 75% Base Attack Damage (+0.3 ability power) bonus damage on hit in an Area-of-Effect around the target and restores 8% of your missing Mana"


Comments: On Elise, I actually think Runeglaive is an improvement from Magus on Elise. It increases Elise's burst damage and helps out her clear much more than Magus did. However, I would still build Cinderhulk over Runeglaive just because Elise needs more health and tankiness to survive teamfights.



[ Patch 5.13 ]

Tl;dr: Very significant buff to Elise's itemization. :D

3708_64.png

Runeglaive:
40 AP -> 50 AP
0.75 base AD -> 1.00 base AD
No longer procs spell effects


Comments: I consider this a buff even though they eliminated spell effect procs on Runeglaive (most importantly Rylai's for Elise). This will give you more damage and slightly less utility. Still wouldn't buy Runeglaive over Cinderhulk, but this does increase the power of Runeglaive Elise.

3710_64.png
Devourer/Sated Devourer:
Click here for the numbers (Patch 5.13 notes)


Comments: I have a lot to say about the Sated Devourer, but for Elise, irrelevant. Don't buy this item on Elise although I do think Devourer is very strong right now. You could view this as a nerf as devourer junglers might show dominance over Cinderhulk junglers for the time being.

3136_64.png
Haunted Guise:
1480 gold -> 1500 gold


Comments: Definitely a targeted Elise nerf. Just kidding, it's 20 gold. Who cares...

3151_64.png
Liandry's Torment:
2900 gold -> 3000 gold
NEW recipe: Haunting Guise + Blasting Wand + 650 gold
50 AP -> 80 AP


Comments: Great, amazing buff to Elise. This build path is not only arguable easier and more efficient to build, but it gives you 30 more AP for the overall price of 100 gold. This item is extremely cost efficient now and should be a significant buff to Elise's damage.

3116_64.png
Rylai's Crystal Sceptre:
Click here to read changes (Patch 5.13 Notes)
Changes are quite a mouthful but tl;dr:
100 more gold/slightly different build path
Single target/AoE spells both slow for 40% now
DOT 20% slow
Minions slow 20%


Comments: An INCREDIBLE buff to Elise. Almost every change to this item's utility increases Elise's ability to proc Rylai's and slow. Not only does her human W now do 40% AoE slow, but your Liandry's Torment will slow enemies and even your spiderlings will too. This item buff is singlehandedly is 5x more significant than Elise's 5.12 buffs.


[ Patch 5.14 ]
Click here for full 5.14 Patch Notes

Tl;dr: Elise is viable and good now (borderline OP!!!!).

EliseHumanE.png&resize=32:

E - Cocoon

Stun duration: 1/1.25/1.5/1.75/2 seconds -> 1.6/1.7/1.8/1.9/2 seconds


Comments: These buffs are HUGE. Purely looking at them, it seems underwhelming as the maxed cocoon still stuns for the same duration. But at level 1 there is a 0.6 second increase to the duration which is an incredibly significant buff. It makes getting hit by cocoons early 60% more punishing and the guilt of not maxing E second is no longer there. Now her early game is amazing and this increases her potential to counterjungle even more.

EliseR.png&resize=32:
R - Spider Form

Tl;dr: Not that important, spiders do magic damage now, they actually work when you rappel now



3708_64.png
Runeglaive

- AoE only works on monsters
- Double damage first monster hit
- Doesn't convert auto attack to magic damage


Comments: As I've said in my guide multiple times, I do not like this item on Elise. I honestly believe these changes are good for Elise. It will increase clear time, but slightly decrease the damage done to champions. This nerf was mainly targeted at mid smite Ezreal, but I slightly buffed runeglaive junglers which is too insignificant to justify buying it over Cinderhulk.

[Patch 5.15 - 5.19]
Click here for full 5.19 Patch Notes


TLDR: Elise got nerfed decently hard. Her spiderlings do less damage, but the more significant nerf is the nerf to Elise's human Q from 8% current hp to 4% current hp. You can definitely notice the difference in damage from human Q now, but Elise is still very strong and still can deal a lot of damage even post nerf.

[Patch 5.20]
Click here for full 5.20 Patch Notes

[Patch 5.21]


TLDR: Elise hasn't been touched in many patches. I still think she's pretty op.
TLDR: Elise did not get touched. :)


[Patch 5.22]
NOTE: This is the beginning of the pre-season so there is an extreme amount of changes and it's highly recommended you read the patch notes before playing a game.

TLDR: Elise as a champion was completely untouched, but now she is extremely outclassed by a lot of junglers. Both Cinderhulk and Runeglaive took significant nerfs which directly nerf Elise. Devourer and Warrior junglers are significantly stronger than Cinderhulk/Runeglaive junglers right now and the incredibly stupid rework of Guinsoo's has made garbage like jungle AP Xin and AP Yi extremely powerful and annoying to deal with. Not to mention, the change in masteries is a nerf to Elise because you can no longer invest points into the defense tree or else you sacrifice a lot of Elise's damage. This patch makes me sad.

[Patch 6.3]
Sorry about the gap jumping from 5.22 to 6.3:
TLDR: Runeglaive is now Runic Echoes. Runic Echoes is very strong and you should almost never get Cinderhulk either. Boots got buffed but then slightly reverted so I think Sorc's are still the best. 

[Patch 6.5]
TLDR: Only relevant change is the decrease in movement speed in Runic Echoes from 10% to 7% in Patch 6.4. Relatively small nerf and is not very noticable. It does effect Elise more than other champions due to her reliance on movement speed in spider form.

[Patch 6.11]
TLDR: From patch 6.5 to 6.11 there have been obviously large changes, mainly revolving around dragon and its importance. Dragon control is now a very relevant part of the game (as long as it's not a cloud dragon) and should be considered in your games. The AP items also got a large rework (along with a lot of other mage champions). As a jungler, you shouldn't be buying heavy mana regen such as Morello or Athene's. The Abyssal and Zhonya's changes should help Elise with the lack of CDR in her builds.

[Patch 6.12]
TLDR: Honestly not much. Changes to Natural Talent relatively irrelevant. Veteran Scars got slightly buffed. Double Edged Sword is pretty OP.

[Patch 6.15]
TLDR: Nothing from 6.13 to 6.15 affecting Elise.

Thank you for Reading! Back to Top

If you have an questions, leave a comment and I'll try to answer it ASAP. Feedback is appreciated!


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