Standard jungle start, with your W giving you a 60% attack speed boost there is no reason to not take this start. Machete scales very well with attack speed and this combination makes your first clear very efficient. The health potions aren't super important because your spiderlings will tank damage for you, but there's no reason to buy anything else as the more time you get to spend out in the jungle and put pressure on lanes, the better.
Since this items recipe was dropped by 100g it's been too efficient to pass up. The regeneration while clearing jungle in both mana and health as well as the 20% extra damage in the jungle is a life saver. While this item is really great to grab, I wouldn't suggest upgrading it unless you really need the upgrade, which should usually end up being
and should only be if you need tenacity, and if you don't have mercury treads built.
is a solid item, but Elise doesn't need to build for sustain, she has enough in her W and her spiders mitigate a lot of the damage should would take.
As a jungler these are your responsibility. While it isn't your job to decorate the entirety of the map, it would be nice to pick up a few here and there if your solo lanes aren't warding, or to help make counter plays on the enemy jungler. Just by placing a pink ward in certain points and clearing out an enemies ward can force them to play defensively and win a lot in itself. Play to your advantages and messing with the minds of your enemies is a fine place to start.
Practically the definition of core on Elise. While it won't always be your first item pick up, in a standard game or one where you're getting fed, it's a very solid idea. For one it gives you a bit HP in the early stages of the game, this is going to make you an extremely annoying spider to focus, on top of your free resistances of being a spider and your CC and escape in E it really makes you a pain in the ass. On top of all of this you get some much needed magic penetration. While some tanks may mitigate this out, with just the purchase of this item you can practically mitigate all of the enemy's back lane MR with this item and your runes combined.
In the jungle one item rules all in efficiency. The locket is that super efficient item that you see practically every jungle buy, and Elise is no different. She likes HP, it makes her tankier, she enjoys the armor, mitigating some early jungle damage and wrapping the cooldown reduction into it all makes it all the more sweet of a buy. Having 7 abilities really makes CDR a great stat on Elise. Oh but I'm not done, there's an ability to go with this fine abilities, and that's an AoE shield to help mitigate massive amounts of damage that scales with level. Even at max level if you manage to land this shield on every person on your team, you end with an item essentially giving your team an extra 1,000 health in a fight.
An incredibly efficient item that scales your ability power and armor quite well. It's your answer to AD heavy teams if locket isn't enough. It also builds into hourglass that can essentially provide a lot of utility in a fight if used correctly. While it's probably better for a laner, I put in because I feel it's a very strong item and shouldn't be completely passed up if the situation is right.
A incredibly strong tank item that is often found on the junglers. It's the primary magic resistance item, and should be built in many situations. While it's not ideal to build two, you will benefit from having one on yourself and another ally on your team. Even to this day I find many misinformed players thinking that this isn't true because of season 3, but if two owners of an aegis / bulwark are within' range they will both gain passive auras from each other. It's a great item to consider especially if there is more than 1 magic damage threat coming from the enemy team.
Boots are an interesting topic on Elise, as she has a lot of choices that make her happy in different situations. If you find yourself not needing much help with CC and armor isn't too big of an issue with your, and with your armor options, it may not be very often, then Sorcerer boots are the way to go. You find yourself with more damage from your abilities as penetration helps tremendously well with % damaging abilities. Ninja Tabi are going to help you take less damage in the jungle and are very easy to pick up because the components to buy it are cheap. (350 + 300 + 350 = 1000) As a jungler you may not be able to earn a lot of gold, and this is a cheap and affordable boot to pick up. Mercury Treads are your last pick, and they're a very common grab considering the possible CC that can find it's way into teams.
isn't something you can always expect as it does cost a small bit to pick up, so Mercury Treads are often a much more affordable and quick way to mitigate CC. It all depends on how your game is going and depends on your judgement as a player as to which direction you head.
Liandry's is one of you purchases that you'll probably be picking up quite a bit as
is such a core item pick up on Elise. The problem with this item is that people don't full understand when to pick it up. While it's a solid grab on Elise, you aren't always in the position to make the most use of it. You need to be able to make the decision when you're going to want that extra bit of tankiness and when you're going to want that extra bit of damage for poking down your enemies.
Rylai's is one of Elise's best friends in the utility section. The extra bit of AP is going to help her abilities scale, but the
comes as a nice relief to Elise as she finally finds herself getting a bit more HP so she can survive those fights she may need to jump in. The utility of the slow is also quite useful as Elise has two single target spells as well as an AoE in her W, and while the W is a less slow, it's still nice to see her with so many abilities to make the most of this items additional effect.
Zhonya's is one of those items that you aren't going to see every game, but it is a solid pick up if you found yourself building towards a
early as it provides quite a bit of utility for Elise in team fights. Being to able to jump in and do your damage while also making yourself untargettable is a great initiation scheme as it can force opponents out of position in hopes of getting a free kill off of you, it can also absorb certain bits of damage and has great synergy with her spider E as it gives her 4 seconds of practical invulnerability.
Just like Zhonya's this is an item that you won't always be building towards but it does have it's uses on Elise and shouldn't be ignored outright. Extra health and tenacity can make a difference in the later stages of games where CC is becoming more and more important and can displace you long enough to swing a fight in your enemy team's favor. While it still provides the extra clear at the point you usually purchase this item it's quite an ignorable thing, but can still help with things like Baron Nashor. We mostly just purchase this item to get that tenacity if we purchases a different pair of boots.
This is a situational purchase, as the magic resistance is useful, you give up a lot in replacing it with Aegis, but gain a lot in becoming a damage threat. As you reduce the magic resistance of your enemy team, which can be devastating. I wouldn't suggest this unless you have a lot of magic damage dealers on your team and no one else can build it, or if you find yourself getting very far ahead of the enemy team. Outside of that, it's a very big gold investment for the stats and passive on this item.
Randuin's Omen is one of the strongest items in the game, with it's earlier piece,
, you will be able to slow a bruiser or carry's attack speed by quite a bit. It's a very scary item to own as it puts a lot of pressure on an enemy when you jump on them as they have to make a choice about fighting you. It's something to always keep in mind as a purchase, especially when you have a lot of attack speed dependent characters on the enemy team.
Sunfire Cape is an item that felt a lot stronger before the price increase, but is still very dangerous if you can manage to pull it off. The issue with it, is the items that can replace it fit a lot more situations and are usually bought in cheaper sessions and tend to be the preferred pick. An example would be Locket of the Iron Solari, as it offers you HP and armor similarly to this item, but also provides a shield and some CDR on the side. Also Randuin's Omen is a hard item to pass up, so in the end it really depends on what you need, if you manage to get fed and can sit in a team fight for a long time with a Sunfire Cape, go for it. With all the magic penetration you're building you'll practically be dealing true damage with Sunfire Cape's passive tick damage, but it will be hard getting that kind of gold in the jungle at times, if you're ahead and it works, buy it.