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Elise Build Guide by IMissedMyQ

Jungle *SEASON 13* (SPLIT 2) RANK 1 ELISE Ultimate Comprehensive Guide to Elise

Jungle *SEASON 13* (SPLIT 2) RANK 1 ELISE Ultimate Comprehensive Guide to Elise

Updated on November 27, 2023
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League of Legends Build Guide Author IMissedMyQ Build Guide By IMissedMyQ 380 19 839,755 Views 27 Comments
380 19 839,755 Views 27 Comments League of Legends Build Guide Author IMissedMyQ Elise Build Guide By IMissedMyQ Updated on November 27, 2023
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IMissedMyQ's Featured Video
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Runes: Standard Runes

1 2 3
Domination
Dark Harvest
Cheap Shot
Eyeball Collection
Treasure Hunter

Precision
Triumph
Legend: Alacrity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

Gustwalker Smite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Gustwalker Smite

Gustwalker Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

*SEASON 13* (SPLIT 2) RANK 1 ELISE Ultimate Comprehensive Guide to Elise

By IMissedMyQ
Introduction
My name is I Missed My Q (or Ben) and I am a Jungle main on the NA server who's reached Challenger in season 11. I have an educational and entertainment based stream at www.twitch.tv/imissedmyq where you can feel free to ask me any question you may have about this guide or Jungling in general.

Rank 1 World: https://gyazo.com/d9c2739cf1cb9d51942a1590028a6791
Runes
Dark Harvest is the BEST rune for Elise right now. The damage is slightly under Electrocute , but the ability for it to trigger MULTIPLE times in a fight makes it a supreme damage choice. This is especially prevalent in early bot fights, as well as skirmishes (since there is a high likelihood someone will die triggering your Dark Harvest again.



Cheap Shot used to be Sudden Impact in this slot, but I overestimated the damage from Sudden Impact, therefore this rune is the stronger choice due to your reliable way to proc it with red buff and Cocoon.



Eyeball Collection is a great rune because it gives additional damage when you kill someone. This creates a snowball effect, which is the best way to win on Elise.



Treasure Hunter is the new rune starting from patch 12.6. I love this rune, as it allows Elise to snowball out of control. This is by far the best rune choice in this slot.



Triumph is incredible for the same reasons dark harvest is. The nature of Elise means there will be many fights and many deaths(which triggers Triumph. What makes Triumph SO good is when turret diving, that extra little health it gives as you're running away, or surviving ignite, keeps you alive.



Legend: Alacrity used to be Coup de Grace, but I think this rune speeding up your clear and giving you nice snowball potential if you get a few stacks early is stronger than the minor burst increase from Coup de Grace.
Items
Sorcerer's Shoes is just insane. Movement speed AND damage. All for 1100 gold??? WTF. Your goal every game should be to first recall with at least 1100 gold, so you can buy this. If you're short (or you have more than 1100) buy a Dark Seal instead.



Dark Seal is an incredible snowballing item. The change in Season 11 to where it gives HP instead of Mana is a big deal. Mana was previously a dead stat on Elise since you never had a problem getting mana from your jungle item. Now this item gives Elise additional tankiness and damage. On top of all this, it plays perfectly into Elise's style of getting kills early and snowballing.



Control Ward's are not just core to Elise, but to every Jungler. This item not only allows you to track the enemy jungle, it allows you to track enemy laner roams, prevents your team from getting picked by an otherwise invisible threat, it controls vision in key areas like Dragon Pit. I could go on and on. Don't be a low elo, high ego player and think you're too good for this item. Any spare gold after a recall should be spent on at least one of these. Don't beat yourself up if you don't remember to buy it every time(I still don't). Just make a conscious effort to improve your vision game by buying these.



Night Harvester is a wet dream. It's Dark Harvest that doesn't need to reset. It's Dark Harvest that doesn't need a target to be low HP. A mid/late game Volatile Spiderling can do +800 damage EASILY when you trigger both Night Harvester and Dark Harvest. The movement speed bonus is also a huge bonus when trying to get in and out of fights. Everything about Night Harvester is just so good with Elise.



Oblivion Orb is just a banger in the age of Healing. Find me a game in your past 20 ranked matches where there isn't a significant amount of healing coming from at least one champion. I certainly can't. This item is definently a good buy if no one else on your team is going to build heal cut.







Zhonya's Hourglass is yet another item that is really powering Elise up this season. The cost reduction of ~500 gold is so HUGE for Junglers, who are typically lower econ. The active of Zhonya's Hourglass is probably the most versatile ability in League. I could make entire guide on all the different uses and scenarios that I commonly use Zhonya's Hourglass for, but we just don't have time for that in this. The most important thing you can do is REMEMBER TO USE IT! So many players forget to use this item when they have it. As long as you USE IT and learn from you bad hourglass plays, you will see how invaluable this item is.







Morellonomicon is great for the same reason's Oblivion Orb is. When you complete Morellonomicon it furthers the Greivous Wound's, so it is worth it to finish the item most of the time. This can be delayed for other items if needed.



Lich Bane is a great item if you need additional burst, as well as some increased movement speed.



Demonic Embrace is a very good choice if you're looking for something tankier. I suggest this is a good item when you start out with Elise. Once you fully develop your Elise skills you can consider a more offensive item as a standard buy. Elise is very elusive and very hard to kill in the right hands, but a newer Elise player is going to need some extra help in the defense department.



Banshee's Veil is a self explanatory item. Enemy team has Magic damage? Banshee's Veil is a good item.



Void Staff is an excellent choice as a 4th or 5th item against teams stacking Magic Resist. It has no other uses really. If high priority targets each have a Magic Resist item or two, then this will be your best buy, damage wise.



Rylai's Crystal Scepter is my favorite item on Elise. This was a staple for me for the past few years. With all of the changes to items, this item unfortunately is not as good of a buy. The item is still incredible on her, however the other items options are just incredible. That being said, this item still has its uses. A slippery target can be hard to deal with as Elise. Buy this item to stick on them, and also it can be a great item to use as an engage tool. Your Volatile Spiderling is a great poke tool late game, and with a Rylai's Crystal Scepter it can be used to engage and chase down a routed enemy team.
How to Use Your Abilities/Combo
Neurotoxin is a high damage ability that you'll want to use in the beginning of your combo. It deals additional damage when a target is high HP.



Venomous Bite is the opposite of Neurotoxin. It deals additional damage to a low HP target, so you'll want to use it at the end of your combo. This ability also has a mini lunge, so you can use it to close a small gap. Something to keep in mind!



Volatile Spiderling is a high damage aoe ability. This has many uses. You can use it to finish off a target running away just out of your reach, it's used in your burst combo, and it can even be used as a fantastic poke tool late game.



Skittering Frenzy is an attack speed steroid for you AND your spiderlings. It's important to try to have your passive spiderlings alive when you cast this for maximum damage. ALWAYS AUTO ATTACK BEFORE USING THIS ABILITY if its possible... This is an auto attack cancel so you can Auto Attack + Skittering Frenzy in rapid succession to get two quick AA's off in the same timeframe you would normally only be able to get one.



Cocoon is your bread and butter baby. Land this consistently and you'll feel like a god. If your opponents like to dodge skillshots, then don't try to lead the Cocoon. Throw it slightly behind them or directly at them when ganking, this way when they try to dodge your skillshot, you end up hitting them spot on. If the players you play against are terrible, then they may not even try to dodge. In this case, just throw the skillshot slightly ahead of the direction they are running.



Rappel ..... This ability is what separates good Elise players from great ones. You can engage with this, you can escape with this, you can stall with this, you can dodge abilities (skillshots and things like Karthus ults), and so much more.

VERY IMPORTANT NOTE: YOU CAN USE Rappel ON PLANTS IN THE JUNGLE. DON'T HIT PLANTS UNNECESSARILY AS THEY MAY BE AN ESCAPE, OR ENGAGE, OPPORTUNITY SHORTLY AFTER.



Spider Form / Human Form is your transform skill. Spider form gives you additional Movement Speed, so it is best to be in Spider form when walking from place to place. You should look to time your cooldowns so that when they are all down, you are in spider form. This is because spider form allows you to heal when you auto attack, and also you have your spiderlings dealing additional damage/healing.



Combo:


+ + AA + + (AA possibly if you can fit it in) + + + AA + + Continue to AA and chase

This is a standard combo that will maximize your immediate damage while also allowing you to Rappel after the target Flashes or gets out of range. Your Venomous Bite should be off cooldown sometime during the chase for a second finishing move.

You can also lead a combo by Rappeling on the target and performing the combo in reverse. This is effective when you may not be able to get in range/land a Cocoon on the target.
Turret Diving Is E V E R Y T H I N G
Turret diving is the number one reason to play Elise. There is no one perfect way to turret dive. There are a million variables at play every time you go for a dive. You will mess up many many turret dives in your career playing Elise, but when you start pulling off some difficult and challenging dives... It will all be worth it!

Common things you'll want to implement in your turret diving skills:

You should draw turret aggro first so that you can reset the turret aggro safely with Rappel.

Angling is very important. Should you come from behind? Should you come through lane? Do you have a Thresh who can lantern you in?

Important factors to consider when you go for a dive:

Take into account different champion abilities that could cause big problems like Lissandra's ultimate and Kled's dismount.

Does the enemy have Stopwatch

What summoners does the enemy have up?


Feel free to drop by my stream with any questions (turret diving related or not) and I'm always happy to provide insight!
Early Game Jungling
You can start on Top side or Bot side. Which side you choose, should be based on what lane is the best lane to tower dive. If Top lane is a good diving target, start Bot side. If Bot lane is a good diving target, start Top Side.

It is important to note that you need to kite back from the camps so that your spiderlings tank for you in the early game. This will save you a lot of HP and keep you healthy in the jungle.

Red Buff Start:

Red Buff, Blue Buff, Gromp



Blue Buff Start:

Blue Buff, Gromp, Red buff

This is as close to set as stone as you can get. The reason this start is so strong, is because it gets you to level 3 as fast as possible. Elise is at her strongest when she is level 3. The only reason to deviate from this is if your team or the enemy team invaded. If this occurs you need to get level 3 as soon as possible so that you can have a presence on the map.

Once you have cleared your first 3 camps and reached level 3, you have a few options:
    Look to see if a turret dive is possible on the sidelane closest to you, if so, execute it.

    Enter the enemy jungle with intent to kill their jungler. With lane priority only. (this is VERY IMPORTANT as if you don't have lane priority the enemy could collapse on you and kill you before your laners can come to help)

    Look to gank/counter gank mid lane.


The early/mid game is make or break based on these early plays, especially when playing Elise! Play as aggressively as possible before level 6, so that you can use Elise's early game strength to it's fullest. You should have Oracle Lens] by first back at the LATEST. You can place your ward at ~1:00 and then recall for Oracle Lens at the start of the game, but if you want to hold it, you can wait until first back. Oracle Lens is going to be key at making picks in the enemy jungle. It is the best way to ensure that you are safe from enemy vision, so that you can assassinate their jungle and snowball your lead.

I can't tell you every possible scenario that could occur, or how to play in every situation. What I can tell you is that you should always be pushing and pushing on Elise. One of my favorite strategies is to stay after a successful turret dive to dive them yet again as they walk or Teleport back to lane. Farming is important, however don't feel the need to keep up with the enemy jungler on farming. As long as you're impacting the map and snowballing your teammates, it's okay to focus on pressuring, invading, and ganking rather than farming.

When you do have the time to farm, prioritize the enemies camps. This will allow you to deny their camps, so that you less likely to fall behind in camp gold.
WHY CAN'T I CARRY MY TEAMS???
After your first initial decision in the jungle of where to gank/invade, there are two possible scenarios that will occur. Your play will succeed, or your play will fail. If your play succeeds, then your first thought should be: What can I do to take advantage of this?

When you approach the game like this, you suddenly will see yourself starting to actively carry games and punish bad players/mistakes. THIS IS HOW YOU IMPROVE AND LEARN TO CARRY. Challenger players don't magically carry games off pure mechanical skill. They taught themselves to always look for every advantage possible. If you aren't thinking and thinking and thinking about your next step, and how you can take advantage of the window of opportunity you just created, then you will blatantly miss chances to grow your lead. Sure.. one kill is good. But what if we could turn that one kill into an invade that results in another kill and Red Buff? You won't be able to make these plays that carry low elo games until you force yourself to think like this.
Things to Keep in Mind As You Learn Elise
This guide is a tool for you to improve your Elise and your jungling skill. No amount of reading about abilities or items will make you as good as you want to be. What you need is real experience so that you can learn how to act in every situation. Games are won and lost off fractions of a second. Decisions have to be made in fractions of a second.

Here is a list of things that you should think about when you play so that you have an idea of what/how to improve:

When you are in one form you are not able to see the cooldowns of your abilities in your other form. Do you think I have a mental timer of the exact time those Cooldowns come back up? HELL NO lol. It is second nature to me after playing so much Elise. Pay attention to your form swap timings. Did you swap forms too early? It's okay. Make a mental note of it for next time.

Rappel is going to seem like Elise's weakest ability when you first start playing her. Don't be fooled by this. It is by far her best ability. It's not even close. I listed a few of the uses it has under the Abilities section, but that doesn't do this justice. Pay attention to your uses of Rappel in game. Consider going into a replay of your games and just looking at your fights and thinking about different ways you could have used Rappel.

DON'T DIE. I mean.. this is pretty self explanatory... but it is very important on Elise (and other early game champions). It's likely you'll acquire large bounties from snowballing early, and even giving one 700-1000 gold shutdown can make carrying very difficult. Think about it, You get 5 kills on one guy (300+275+250+225+200) which is equal to 1250 gold. Now you're worth 800 gold. 1250/5=250 gold average. So you're giving 800 gold for one death, when you only got 250 gold per kill on the other guy. Not worth... Dark Seal is also something you don't want to lose stacks on.



I hope this guide has been able to help you. Any comments or criticisms are welcome here or on my stream! If you've made it this far you might as well give me a thumbs up ;).
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