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ELISE BUILD GUIDE: Jungle Elise by Joequel

by Joequel (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
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21 Offense
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9 Defense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Spider Swarm
QNeurotoxin/Venomous Bite
WVolatile Spiderling/Skittering Frenzy
ECocoon/Rappel
RSpider Form/Human Form
View Skill Order Details

Runes

Masteries

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21 Offense
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9 Defense
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0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Spider Swarm
QNeurotoxin/Venomous Bite
WVolatile Spiderling/Skittering Frenzy
ECocoon/Rappel
RSpider Form/Human Form

Champion Matchups

Introduction

Hey there!

I'm Joequel and I've been playing this game since early 2011, and have played over 3,000 games of League.

I've mained top / jungle for the majority of this time and plan to write guides while my internet is down.


This guide will be about jungle Elise. While she is a very strong laner, she also holds a very solid jungle that is overlooked because of her power in lane. But she really holds this presence as a great ganker and can easily turn into a threat to the enemy team because of her % damage still being achieved throughout the jungle's lesser gold intake when compared to a solo laner.

New Here?

Hey, this part of the guide is for the really new players of League of Legends, I've added this in hopes of catching your attention before you run off and just read a guide about a champion and jump in a game.

Table of Contents
1 Slang / Abbreviations
2 What is a Jungler?
3 Why have a Jungler on a team?
4 Situational?
5 What a Guide is to me




1-------------------- Slang / Abbreviations
First off I want to give some of the slang or abbreviations I may use commonly, this will help you get adjusted to common terms in League of Legends, a lot of it may even be self explanatory.

AD: Attack Damage
AS: Attack Speed
AA: Auto Attack
LS: Life Steal, a stat that gives you a % of health based on your auto attack damage.
SV: Spell Vamp, a stat that gives you a % of health based on your spell damage.
AP: Ability Power OR Ability Power Carry
ADC: Attack Damage Carry
Top: A spot or position on the map where you commonly see a single Tanky champion, Bruiser champion, or AP champion.
Mid: A spot or position on the map where you commonly see a single Mage or Attack Damage caster.
Bot: A spot or position on the map where you will see a duo of a Support and an Attack Damage Carry.
Jung: Short for jungle, for more on a jungler I'll discuss in the next section.
MR: Magic Resistance
ArP: Armor Penetration, a stat that determines how much armor is ignored when attacking a champion.
HP: Health Points
CC: Crowd Control, which is any state afflicted to a champion. Some examples would be slows, stuns, suppression etc.
Hard CC: This is CC that stops your character from moving or attack, which consists of stuns, knock ups, suppression, and knock backs.
Soft CC: This is CC that messes you up, but doesn't necessarily stop your character from moving or attack, examples would include silencing and slowing.
CS: Creep Score, this is how many minions you've killed in a game, may it be objective, neutral or standard lane minions.


2-------------------- What is a Jungler?

What is a jungler? We ask ourselves as we're first introduced to the game, well to put it shortly it's a standard position you find in this game.

It's a junglers job to defeat the enemies on your side of the respective jungle. This is going to allow you to have 1 less person in lane, this opens up the opportunity to have 2 lanes with just 1 player and have your third lane with 2 people.

The standard set-up is as follows
Top lane: Bruiser / Tank / Mage
Middle lane: Mage / AD Mage
Jungle: Tank / Bruiser
Bottom lane: Support + AD Carry

Not only does the jungler hold the job of clearing the jungle, but it means he's all over the map, this makes him able to walk into certain lanes to give his teammates a hand here and there. That's what we call a gank.

A gank can have many side effects, let's go over some common ones.

-You may successful gank the enemy laner and get a kill or assist.
-You may die to the enemy laner.
-Your teammate may die to the enemy laner.
-You may make the laner waste a summoner spell to escape from you.
-You may scare the laner and force them to miss CS because they are afraid you may show up again soon.
-You may hurt the laner so badly that they are forced to back off in fear of dying.


3-------------------- Why have a Jungler on a team?

Why have a Jungler? Sure the ganking sounds nice, but what if they don't have a jungler? Now you have a situation where 1 laner is against a group of 2.

While this is very common in early levels, once you get out there a jungler is seen every game, with the exception of goofing around or stubborn people who won't adjust for a team.

Let's get back at the situation where 1 laner is vs 2.

The single laner will get more experience, but he may be zoned out from some of it.
The single laner may get more CS since the other two are sharing, but he may get zoned out from some of it.

The problem with early levels of play is people don't understand that in some situations is worth losing a few CS to have a Jungler. While the beginning of the game may be very aggravating or boring, as long as you aren't dying to the enemy duo lane you and your jungler will hit level 6 before the enemy duo lane, this gives you a substantial advantage if you force a fight before they hit 6 so only you have your ultimates.

Basically you keep a jungler because you get more experience overall on the team, as well as more gold as you add in the jungle gold as well as you have another solo lane to soak up all of the gold in a single lane. It just takes getting used to playing against the 1v2 lanes.


4-------------------- Situational?

Situational is my favorite expression in League of Legends. I say it so much that it gets obnoxious.

What you have to understand in League of Legends is many things can change or sway in games. You could have one character do better or worse, you could have a different team set-up, you could be up against a different team set-up, you could get a kill in game, but get an assist in another, and then no kills in the next.

What you really have to understand is, ADAPT. ADJUST. LEARN TO CHANGE. IT DOESN'T MATTER HOW IT'S SAID, DO IT! This game is so fun because of all the curve balls that can be thrown at you. Don't get stuck on 1 way of playing, learn that things can be different and you may have to adjust to fit what the current situation is.


5-------------------- What a guide is to me.

The last thing I want to quickly go over is what a guide is to me, the writer, Joequel.

When I started I followed guides 100%, or seemingly 100%. I figured whoever took the time to write it was better or more educated in the game than I was, and while that is true some of the time, it isn't true all of the time.

Many opinion falls into guide writing, and it's something you must always keep in mind. Some people are taught by their friends and old habits die hard when typing it into a guide.

Negative or inefficient things may fall in the writing of a guide and you need to be aware of that. Guides are to help steer you in the direction of another's mindset, they aren't 100% perfect runs of what you need to do.

The other thing to keep in mind is the game changes constantly. What was once good may no longer be good, some may update their guides while others may forget about it.


So read a guide with an open mind, make sure what you're reading is still accurate, and remember. A guide is there to help you, it's not a sure-thing. Make changes if you really feel they fit, or if they fit to your play-style. At the end of the day you're playing a game and you're supposed to have fun, maybe getting better is how you have fun, then by all means, keep at it.

Masteries

[http://i.imgur.com/nCKiK0P.png]

21 - 9 - 0


On Elise we tend to a take a very offensive run into our masteries. The simple explanation for the damage is that we don't need much tankiness, as our spiderlings will be able to take a lot of the damage we would be taking in the jungler. Leaving us with a lot of extra damage for ganking lanes.

The other 9 points end up in defense because, well face it, the spiderlings aren't going to tank everything. So we need a little durability to make sure that we don't fall in the jungle. Another reason we don't go as deep into the defense tree is that we don't tend to build the full tankiness that certain other junglers build, so we don't utilize the defense masteries to their fullest ability.


Offense: So we take the points in both attack speed and cooldown reduction in the first level of the tree, I'll get a bit more into it later, but that's our first 8 points. Next we head up towards AP per level and magic penetrion. A lot of Elise's damage is based on dealing percent damage to the enemies, so penetration is one of her most important stats. We grab 3 points in havoc because we want to deal as much damage as possible, and follow up with the flat AP and armor penetration to deal extra damage early game as armor yellows are so common.

Next you may be wondering why we didn't grab the % ability power increase, and to put it simply, it's because as Elise you won't be building a lot of pure ability power. Our goal in building Elise is to get as much magic penetration as possible, outside of that the ability power items we pick up are for their utility, resistances, or HP. So a percentage increase on what would be 200 AP at most would only be about 10 extra AP, and that would be late game, where 10 AP isn't going to make much of a difference. That's why we throw 4 points into attack speed at the beginning of the tree to give you a bit of jungle help. Put your last point in the final part of the offense tree to help with Elise's assassinating with her spider form Q.


Defense: We grab the HP for obviously reasons, HP is a great stat to have especially in the earlier levels, and starting off with an extra 34 at level 1 is going to help anyone. We put the point in for our smite as well, 10 extra gold really adds up as a jungler and is a must-grab on most jungle champions. It's like having a 1.4 gold per 10 on your champion, and smite adds a lot of very important utility as well! We put our last 3 points into Hardiness to get 5 extra armor, you can opt out of this for the reduced damage and bounce-back damage, but I prefer Hardiness as you don't expect Elise to take too much damage in the jungle to bounce back, so I'd prefer to just mitigate it all together, and have some extra armor for any fights with the enemy laners or jungle.



9 - 21 - 0 is also a very do-able mastery set-up. Just make sure to grab the magic penetration in the offense tree and enjoy the extra tankiness, but as I said, you really don't make the most use of that as Elise since your spiderlings take a lot of the jungle beating for you.

Runes

[http://i.imgur.com/5Q83I03.png]

Reds

Magic Penetration: It's not going to help you much in the jungle, but it's going to help you throughout the game and is my ideal mastery pick on Elise. Elise loves magic penetration as it influences all of her abilities besides her spiderlings (which rely off of armor penetration) and it's going to help her get the most damage out of her % damage skills.

Attack Speed: This is also a very solid pick-up in the mark section of runes for a jungler. is an item that scales very well with attack speed that makes your early clear a lot better. You just need to ask yourself, would you rather the extra attack speed early (even though you already have giving 60% AS) or do you want the extra damage with your skills for magic penetration.


Yellows

Flat Armor: These are hands-down the best seal runes out there. There really isn't ever a reason that you would want another type of rune on a jungle champion. (Fiddlesticks may argue otherwise, but he's got ridiculous sustain) Armor also gives the best gold returns of any other runes in it's category, so since every jungle monster deals physical damage, it's good to be able to mitigate whatever you can.


Blues

Scaling Magic Resistance: Since you're a champion who's not going to be dealing with much magic damage throughout the early levels, this tends to be your optimal pick up as a jungle champion. It's going to give you resistance in a stat that you may not want to build into early. You'll mostly be dealing with physical damage in the jungle, so you really wouldn't need flat magic resistance in a lot of cases, but it's also a great option.

Flat Magic Resistance: Sometimes you have to deal with double or even triple AP from enemy teams. Having an enemy jungler or top lane who you may have to fight often who deals a lot of magic damage could be a real problem for a jungler. So having some early resistance could be the difference of you surviving a fight or not. If you're low on rune pages, I would suggest taking flat magic resistance as then you'll be prepared for all situations (especially in blind pick) and still offers you some sort of magic resistance even if you don't need it early.

Cooldown Reduction: This is a very good glyph rune that is often overlooked by many of players. When you're playing a champion who doesn't need to deal with magic damage early, you can take cooldown reduction which offers you a lot of advantages. You have 7 abilities as Elise, this gives you reduction in all 7 abilities, which could help you deal a considerable amount of extra damage in a gank or fight. You just have to remember that you magic resistance will be really lacking if you were to head towards this set-up. Making that or be really important is a magic damage enemy gets ahead.


Quints

Movement Speed: One of the best quints in the game, and one of my personal favorites for jungle champions. Offering you positioning and clear speeds like never before. First off you're going to have more movement speed to clear your jungle, how does this work? Well you need to walk to your camps to be able to clear them out, making it beneficial in that sense to have this runes. Also ganking is a vital thing and boy does Elise love her movement speed. This is going to help get you in position to use your to stun your enemy and set-up your gank. It's also going to give you an advantage in the fight when you also include your increase in speed from meaning even without boots early, you will have a speed that enemies should look out for.

Movement Speed quints are pretty devastating but they aren't required to play Elise in the jungle. Though I would recommend movement speed in almost any situation, I will give alternatives for those of you who do not want or have 6,000 IP to spend of those specific runes.

Attack Speed: Just like before, these offer you extra clearing in your jungle, maybe not the biggest fight advantages, but it helps you tackle the jungle a little better.

Flat Ability Power: These are very cost efficient runes, and they provide a lot of early power. However, Elise isn't the best are early power as her scalings require a fair bit of AP to get the full scaling out of them. But it is still an option for those without movement speed.

Magic Penetration: More magic penetration never hurt Elise, the closer you can get to dealing true damage your opponent with your abilities, the better.

Flat Armor / HP: These will provide some early resistance in the jungle just as attack speed would, however we're really just stretching for alternatives at this point.

Summoner Spells



Smite: All junglers take this, without exception. Always have smite as a jungle. The ability to have smite to finish a buff, dragon, or Baron Nashor is without a doubt a very important tactic.

Combining Elise's spider form Q with her smite is going to help you deal a lot of extra damage in your smiting. Correctly timed at level 18 you will achieve a smite of 1300 damage (1000 + 300). This gives you a stronger smite that those coming in and going for the steal.




Flash: Flash is honestly just the best summoner spell in the game. It's purpose on Elise is simple, to close a gap to get off a certain skills, or to escape a situation you don't want to be in. Having flash allows you to take jungle creeps or buffs from your enemy's jungle and feel safe about it. It's also good to flash skill shots or get over a wall in case of a fight that wouldn't go in your favor.



Other Summoners:

PLEASE READ THIS FIRST While I will go into more detail on other summoners, I want to get one thing clear to anyone reading this. Smite is without a doubt REQUIRED to successfully fill your role as a jungler. It's more than help in the jungle, the control it gives you to finishing important objectives is too big to pass up.

Since one summoner must be wasted (and I use wasted very lightly) on smite, we find our last summoner more-often-than-not going into flash. This is simply because of the mobility and escapability Flash gives us. While smite is 100% necessary, Flash can be replaced. THOUGH I DON'T EVER RECOMMEND IT. I will be putting this information in terms of replacing Flash, as you would always want smite on a jungler.





Barrier isn't what you really want as a jungler. It's a fine summoner where you would expect a hard engage or if you wouldn't want to get in ignite range and feel you deal enough DPS with the safety of your range. Well as both a jungler and a ranged champion half of the time, you won't be needing this skill in the jungle. Even lane Elises will generally carry ignite, as they go for kills in their spider form. Leave it to the mid laners and certain ADCs.




Clairvoyance is a summoner that really fell out of the meta. Even if it was to pick up in popularity, you wouldn't want it on your jungle champion as you already have a necessary summoner in smite. This offers you 0 fighting potential or a chance to escape so ultimately it leaves you stranded as a character who has the worst gold second to support.




Clarity is for players who cannot manage their mana. While Elise may have some issues with her mana, there is no reason for you to ever have this summoner. Raw mana or mana regeneration is very easy to build, if it was even worth it on your character and this summoner can easily be replaced with a 35 gold purchase of a mana potion. So in the end try to forget that this summoner exists, you'll be a much better player because of it.




Cleanse is like Barrier. It's a very defensive summoner spell for those champions who feel they do enough damage on their own, but need the extra utility to escape trades or certain situations (in this case CC) and deal as much DPS as possible. Leave it to your situational mid and ADC players.




Exhaust is probably one of your better choices when it comes to secondary summoner choices. This skill is adding extra utility in giving Elise a free slow, and also gives her better dueling potential. However, the lack of flash would severely hurt you for what you would gain. Elise is very solid at catching enemies off and finishing them, I would prefer to just keep the flash than to have exhaust with you.




Ghost is one of your other consistent solid summoner choices that can replace flash. First off, it's going to get you in a great position against people with flash, this will help you apply red buff and further your champion to get a clean cocoon stun on an enemy. However, you don't need to blow flash to get in position to use cocoon, which is why it's not really the most optimal pick-up for Elise players. However it is an option, and it's nice to remember the difference in cooldowns when compared to flash.




Heal is now the worse version of barrier. The sustain is minimal and not worth your summoner. If you need health buy an extra health potion when you shop or just try to play safer. This summoner shouldn't be brought in the jungle.




Ignite is a very good summoner spell, but there's two drawbacks as to why you aren't taking it.

1. You're the jungler. You will tend to lose a couple of levels when compared to your laners. What does this mean? Less damage. Ignite damage scales with level so you'll be doing considerably less true damage to targets.

2. Every lane already has it. When a lane already has it, and will benefit in most cases out of getting the kill, there's no reason for the jungle to have it. If you really need a summoner to assist your team, take that Exhaust and be a lovable jungler.




Revive
is a joke, the cooldown is far too long for it to really hold a use on most champions. There are a few gimmicks that can make it work, but for the jungle class we really just need to stick to our escapes. The final idea behind it, is that you have to die for it to work. Why would you want to punish yourself to use a summoner? Sure shit happens, but that's not a reason to use a summoner, that flash could have prevented that death altogether.




Teleport is a gimmick on jungle and always has. It opens up for some fun gank with homeguard boots, but it's really just to have some fun in normals. It shouldn't be taken as a serious summoner, but has potential when you're just having fun with some friends. Leave it to that, and don't force it with people you don't know.

Skills

Passive: Spider Swarm

Explanation: A very solid passive makes Elise's jungle capabilities possible. With all of the changes to how the jungle works, Elise's passive makes her take a lot less damage in the jungle, as her spiderlings will take the hits for her. With blue buff, Elise can use a few skills and immediately change to spider form, giving her spiderlings again, helping to tank and damage the jungle creeps, and champions, for her. When the spiderlings attack, their hits are based on your armor penetration rather than your magic penetration. As she puts levels in her ultimate, she gains more spiders (one per level) to fight along side her, up to a max of five.





Q: Neurotoxin/Venomous Bite

Explanation: This is going to be your main damaging ability. Leading with your human abilities are best as her Q deals damage according to their current health. Meaning that the more health they have the more damage you're going to deal to an enemy. Her spider Q is different though, instead of a ranged spell it's going to be a small melee leap, which also makes her small spiders leap to the target as well (this even includes her human W spell!). Her spider Q works off of missing health, meaning the lower their health, the more damage potential Elise will have. This shows you that you'll want to lead with all your human abilities to get as much damage off, and then change to spider form to try and finish off the enemy. Max this skill first for the incredible damage you receive from both forms.

Your Q ability in Human form is a point-and-click ability that will hit the target in range and deal damage based on their current health. This means that you're best off using your ability when your target has more health, so lead with your human abilities. Your spider Q is going to lunge you and your spiderlings towards your enemy. This includes your when used in human form, and will explode on impact. Remember that it deals damage based on missing health, so try to use this ability when your enemy has less health.





W: Volatile Spiderling/Skittering Frenzy

Explanation: This is your level 1 ability because the AoE damage and utility it gives in attack speed at level 1 gives you sustain and damage. So as your clear your wolf camp / golem or wraith camp / lizard you're able to keep high health and finish it off quite quickly. Your human W is a spider that runs to where you placed it, and if an enemy is in range it will chase it down and explode in a small radius. Not only is this skill used for damage, it's a great scouting ability as the spiderling gives you vision. So instead of face checking send your little explosive spider to check for you! In spider form it's going to give you extra sustain from your spiderlings attacks as well as your own with a 60% attack speed increase to boot! Max this skill second for the extra damage and clear.


Your human W is going to put a spiderling out that will explode after a few seconds but will also grant vision as your spider walks into bushes. Remember that your W from human form also lunges with you when you use Q in spider form, for some surprise burst damage. In spider form, your W gives you and your spiderlings an attack speed boost, it also gives you some free sustain while your W is active as your spiderlings attack.




E: Cocoon/Rappel

Explanation: Elise's E is one of her most dangerous spells, either form has a very scary effect, so let's start with human. Elise will toss out a web in a skill shot, stunning and revealing the first target it connects with. This is a 1.5 second ranged stun, that's devastating for catching enemies off and forcing an initiation. It's also an amazing follow-up to someone who has a bigger initiation as you can hold down a target for a very long time. Her spider form E is very scary as it lifts Elise and her spiderlings into the air for 2 seconds leaving her untargetable and allows her to avoid damage such as or ultimates. Not only this, but it reveals everything in a large range around Elise, and she lands in the same position she went up at, unless there's an enemy champion, minion, or neutral minion for her to jump to. In which case this skill can be used to close a gap or escape very sticky situations. Learning when to jump and what's around you could secure you many kills or even save your life.


Elise's E ability in human form is a skill shot that hits the first target it connects with, stunning them and revealing them. This leads your E in human form to be a great initiation. Your spider E has Elise and her spiderlings go up in the air and they become untargetable during this time. This is a skill that gives Elise a lot of openings. It makes her scary to tower dive, it allows her close a distance and get closer to her enemy, and it allows her to break turret aggro during a dive. Elise's E in spider form is a very scary spell when used correctly, so play with it and learn to use it to the best of your ability.




R: Spider Form/Human Form

Explanation: If Elise's passive wasn't enough to help her passive, here's an even bigger threat that makes her jungle a breeze. First off, we turn into a spider that gets extra damage for every attack, this is going to help you destroy camps faster. Next we have a movement speed increase, this is going to help you get around the map and farm your jungle quicker. We also find ourselves with more resistances in this form, as well as armor! The best statistic for mitigating the damage from the jungle, and an extra 10 sure can make a difference in the early levels of the jungle. Leveling this ability grants us more resistances and spiderlings, so it's a very solid passive to level up, even if the skill is available to us at level 1. The extra statistics add up quite fast, so keep it leveled as well. Also remember while in spider form, your skills cost 0 mana!





Skill Order

R > Q > W > E

: This is pretty self explanatory. If you're able to level up your ultimate, do it. It's a rule of thumb for every champion and is no different for Elise. The extra stats really make this upgrade worth it as it makes getting into melee range less scary of a situation.

: Elise's Q is without a doubt what makes her such a scary jungle. The % damages that she gains because of this ability is what allows her to build penetration and then just find herself buying towards utility or tankiness. Maxing it first allows us to get as much damage as possible in ganks and punishes enemy laners for getting caught or attempting to fight you.

: Elise's W gives her sustain and a lot of extra damage when compared to her E. While her E decreases in cooldown and W doesn't, the extra attack speed and AoE damage is nothing to ignore.

: Elise's E is an incredible pair of abilities, but it holds the issue of no scaling. The only incentive to leveling this skill up is the cooldown, and even then the skills have such a large cooldown that it isn't worth losing the damage to level them early. Use them correctly and don't fail your abilities and you'll be able to do just as much with some more damage to go with it.

Item Builds

hunters-machete + health-potion5

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.


spirit-stone

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.


sight-ward

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.


haunting-guise

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.


locket-of-the-iron-solari

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.


seekers-armguard

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.


aegis-of-the-legion

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.


sorcerers-shoesninja-tabimercurys-treads

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.


liandrys-torment

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.


rylais-crystal-scepter

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.


zhonyas-hourglass

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.


spirit-of-the-ancient-golem

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.



abyssal-scepter

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.


randuins-omen

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

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.

Other Items



You don't really need the mana regen, AP and the CDR can be built in other places, as a jungler you shouldn't have to worry about harassing with your Q so your mana shouldn't be as worn down as a lane Elise.



Frozen Heart is a solid item on Elise if you already have some health. It gives you a lot of armor and some CDR as well as a great team aura. It's just a really situational item.



Guardian Angel is one of those really snowbally buys, and even when you do buy it you tend to do it just because you're the center of attention. I wouldn't say ignore it, but it's not your goal to build.



Spell vamp really isn't what Elise needs, it's a pretty big waste because her clear is fine with her spiders taking it and the regeneration she gets from her W.



While we do a bit of auto attacking as Elise, we do not build for it. Elise is going for a tanky AP assassin build, and Nashor's Tooth is just in a different direction from what she wants.



Flat AP or high AP items isn't the best choice either, sure they help Elise do more damage, but we're trying to survive to do the damage as well. Also as a jungler these are just too big of an investment when you look at the big picture.



Warmog's Armor has been nerfed a lot. Not only that, but Elise prefers every other giant's belt item better. So ultimately, we just stay away from this item.



While some flat penetration is good and all, you're really pushing it when you head towards this item. It's almost like the flat AP purchase, you don't want it. You aren't the main damage source and you need to build some survivability.



Even if Elise could use Kage's and it's upgrades, it really slows down the earlier items you really wanna pick up. If you snowball you could, but if I were to snowball on Elise I would rather just head towards the .



This item takes too long to build, takes too long to stack up, junglers need their stats ASAP. You wouldn't use all the stats (the mana really goes to waste when you can just buy an MP potion). Overall, just stay away from it.

Jungling Basics

Basics about Jungling

At 1:40 in the game 3 camps will spawn on each team, each containing Golems, Wolves or Wraiths. At 1:55 2 more camps will spawn wielding the Ancient Golem and Elder Lizard buff, these will give you differing benefits based on if you hold the buff from slaying the big buff monster.

At 2:30 Dragon spawns, and when slain, he gives the entire team 190 gold.

At 15:00 Baron Nashor appears, slaying this beast will grant everyone on your team 300 gold and a buff giving you many additional stats and incredible health regeneration.

After 5 minutes of slaying the ENTIRE camp (all minions in the camp die) of the Elder Lizard or Ancient Golem, it will respawn in the same location.

After 6 minutes of slaying the Dragon he will respawn in his lair at the bottom side of the map.

After 7 minutes of slaying Baron Nashor he will respawn in his lair at the top side of the map.

As a jungler it is not only your job to secure these buffs, but to also keep tabs on when they spawn and when they will appear for your team's benefits. It's also beneficial to know the enemies timers as it will give you a hint to where they are, or if you see them on the map, open your way to make counter play by stealing their buffs.

Go to your options in game and turn on time stamps to see the exact time Dragon and Baron are slain! This will make recording A LOT easier!



Some generic routes are as follows:


Standard (Farm) Paths

Wolves -> Blue (smite) -> Wraiths -> Wolves -> Red (smite) -> Golem / Base / Gank

Wraiths -> Red (smite) -> Golems -> Wraiths -> Wolves -> Blue (smite) -> Base / Gank


Fast Gank Paths

Wolves -> Blue (smite) -> Gank

Wraiths -> Red (smite) -> Gank


Smitless Paths (Level 3 Gank)

Wolves -> Blue -> Red (smite) -> Gank

Wraiths -> Red -> Blue (smite) -> Gank

Jungling

Jungling as Elise is quite a simple task and we'll try to tackle the basics of this. First you'll start the start of and 5 health potions and run off to either defend your jungle or prepare for an invasion. We'll assume you're just going to play it safe and defend your jungle. Try to keep in a spot where you won't be immediately seen and caught out, but still get a fair amount of vision to see if any enemies would be invading.

Assuming everything went normal and both teams stayed in their own jungle, make sure to start at your wolves or wraiths (depending where you started) and ping them a few seconds early (1:35~) as wolves / wraiths spawn at 1:40 and ask for help on weakening the weaker creep. After you take the camp go to the closest big camp for your red or blue buff spawning at 1:55. If you're able to get a smiteless leash (ask) then save your smite and rush to your other buff immediately to take it, or if you see the enemy jungler gank at level 2, you may safely be able to take their second buff.

When you're at least level 3 you can start looking for a gank. Here's your ideal way to gank as Elise. Walk into the lane in human form, toss your E for the stun, and use your Q and W immediately when the stun connects, then turn into spider form and use E to close the distance to your stunned foe and activated E again to jump on them and hit W and Q to apply your red buff and get the extra damage from your spider Q because at this point you should assume that your laner has helped you with CC or damage in this gank it should do a decent bit of damage to the enemy.

If you're ganking a top or bot lane with a team mate that has a type of hard CC as well, you may be able to even turret dive the enemy, and when your health gets low, use your E to escape the turret's aggro so that you won't die and allowing your laner to finish off the kill on their lane enemy. Just BE CAREFUL that you don't get so low that ignite will kill you, you DO NOT want to let your enemy top lane to get the kill for you, level up and ruin the gank for your laner, and then to add insult to injury, give your enemy top laner double buff so that they have a gold, experience, and completely lane advantage against your lane.


For smiting objectives like Dragon and Baron Nashor, remember to save your spider Q for the last hit with Smite's damage. Try to keep a mental note of what each ability does at what level and see your smite potential for securing the buff. It's also good practice to take note of your smite damage at certain levels when taking red or blue buff and smiting the moment they're low enough just incase the enemy jungle placed a ward on you.


Last, but not least, is counterganking. Elise is a very dangerous jungler because when the enemies are going all-in for your laner, you will be able to join the fight and help burst down 1 target by applying your full skill set on them, this may even turn the gank around in your favor, or just simply result in giving you a double kill. Remember your strengths as Elise! 7 abilities is nothing to laugh at.

Early Game

Early jungling is really simple, just make sure that your spiders tank damage for you and start with at level 1. After your buff be sure to grab and continue clearing the rest of your jungle. When level 3 and you have all your abilities look for openings in lanes to gank. If none exist try to look for laners that may be ganked by the enemy jungler, and try to farm camps around that lane. Even if they do get ganked, you'll be close by to make sure that the 1v2 turns into a 2v2 pretty quick and it may even up in your favor.

Early game your best bet is running into lanes and trying to lane your to initiate. If the cocoon fails to lane, in most cases it will be a failed gank and you'll return to farming. However, if you're ganking a lane which has it's own CC you can try to get them to do the initial CC, making your skill shot a lot easier to land. This can turn into a long hold and even kill for your team as the enemy cannot move. Other than that, the mid game is pretty standard, turn your into a and continue to farm and apply pressure to lanes.

Mid Game

Mid game jungling isn't going to be that much different from early game jungling, but dragon is going to be a lot easier to contest. If your support doesn't purchase one, consider picking up a so that you may grab the dragon without the enemies noticing and grouping up for a contest which may fall out of your favor. Remember, even if you're stronger, after a dragon drains the HP or a member or two, you may not be in as good of a position to team fight the enemy team.

If a fight does erupt at dragon, you need to be prepared for what you job is in a fight. First off you need to determine if you'll be diving the backline to deal damage to the enemy's AP or ADC or if your stun will be needed to protect your own backline. Making sure your carries can unleash all of their damage is vital in a lot of situations, but depending on your composition will make the difference in this confrontation. Just make sure to not blow all your skills while on the dragon if a fight is to soon break out, as you won't have any cooldowns to fight with, and Elise isn't really your prime auto attack champion (though she's quite an effective attacker in spider form).

Between your spirit stone you should be alright on mana throughout the game. If you find yourself needing some more mana, there's nothing wrong with buying some mana potions. Remember, good, bad. Not being able to shoot your stun or not being able to shoot your Q could be very hurtful in a fight as that's a lot of damage or initiation that you're losing. Mana potions are your friends.

Late Game

This is where grouping up is very important and that alone can determine how well a game goes. That 12 minion wave pushing top doesn't mean much if 4 members of your team just died and they took dragon or Baron Nashor. Remember to keep wards, green or pink, and be ready for a fight to break out at any moment. It's also not a bad idea for you to pick up an oracles on Elise as ward control at this point in the game can win a fight for you alone.

A very important aspect to the late game is team fighting, which I'll break into its own little section under this. So other that, play safe, group up and try to be wary with your . If you or your enemy team starts Baron Nashor and you don't have smite it could ultimately be the reason you lose the objective. Just remember, losing a smite isn't always your fault, sometimes there will be an enemy like or that can not only out-smite you by a ridiculous amount, but knock you up in the air and leave you unable to smite at all. So always consider who the enemy jungler is when contesting an objective as important as Baron Nashor.

Outside of fighting, you should be using your in human form to scout any unwarded areas, or better yet, PLACE A WARD AFTER CHECKING! You shouldn't be blindly checking at this point in the game. Other than that prepare for the fight to decide the game!

Team Fights

Team Fighting, where Elise can be either very effective, or ultimately ignorable. Learning how to position yourself and what to do in a fight are very important. First off, before a fight starts it's great to use your human and to scout and help initiate any fights that may end up happening. If you're able to land a cocoon, chances are you're going to give your team a big advantage in starting the fight and focusing down an important target.

Using your and in human form with a Rylai's is also a fine use of Elise in the early stages of a team fight. This poke is going to help you slow and kite the targets and deal some free damage before a team fight starts. Chances are they don't want to all jump on you initially because you have your spider and face it, you're the jungler, not the main damage threat that your top, middle or ADC player should be. This means there's a lot of fear placed in if you hit a cocoon that they may not be able to react to it as they would want. However, you must remember that since you aren't a laner, in most situations, you won't have as much gold as the rest of your team, so your survivability may be lacking in comparison. But chances are, they wouldn't want to start the fight on you.

Once the fight breaks out, by you tossing your stun and landing or an ally initiating, or even a counter gank, make sure to get your human skills off and then switch into spider and hop to an important enemy target. Using your item actives and abilities you'll be quite a threat to the enemy back like as they really can't stop you from getting back there, but make sure you aren't alone, and if you are, you're strong enough to be back there alone.

Elise is a very devastating duelist in the later stages of the game, and since you aren't the key target, they probably won't want to shake you off of them, but they'll be forced or will fall to your magic penetration. Elise is a very strong duelist assassin and chances are you'll get to do what you want assuming the team follows you up to concur this fight as a whole. Just remember that your in spider form is going to do more damage based on missing health and to keep on important targets that don't have many defense against your attacks and you should find yourself victorious in the fights if all goes well.

Final Comments

Well that's my guide to Jungle Elise. Please leave a comment and like or dislike this guide based on how you feel. Any kind of feed back is highly appreciated, and I thank you for your time.

If there's anything you would like to discuss to talk about, again, leave a comment or even feel free to add me on the NA servers (Joequel) and if I have the time, I'd love to talk.

Comments

September 25, 2013 - 01:27 PM #1

This build is well written but you can improve by suggesting some champions of your own opinion that work well with elise and some champions that counter elise and champions that elise can counter.

August 22, 2013 - 09:43 PM #2

Between spider mobility, rappel jump and the movement speed you set up into, I would take Sorcerer or Tabi boots any day :). You're already a very mobile champion, Mobility boot can work, but for a guide I'm just putting the most optimal.

August 22, 2013 - 09:34 PM #3

You don't talk once about mobility boots, which, i think, is quite a good choice.

July 13, 2013 - 01:28 AM #4

good

July 9, 2013 - 10:39 AM #5

Feel free :P and thanks for the comment.

July 9, 2013 - 09:40 AM #6

Joequel, This guide is great. i am a seasoned Elise player and love her style! Just wanted to ask if you mind if in my Guides that I use your intro section?

May 25, 2013 - 08:53 AM #7

Hi dude,

first of all I would like to congratulate you for this guide, it's very well written, very complete, quite interesting to read especially for a new Elise player. I loved the introduction part with the slang and the warning about guides. :)

But, on a negative side I'd have to say that you could have written a small section just about her E spell in spider form, I find it very hard to use sometimes and it's a whole new mechanic that diserves a bit of explanation in my opinion.

Thanks though :D

April 25, 2013 - 08:05 AM #8

Wraith is an alright item.. not sure on how I feel recommending it. So I just ignore it all together. I mention it, but I just don't feel it provides stats she really wants.



I could be wrong though, it's just my opinion on the item.



@D Maple I'm glad, I don't try to make big in-depth guides, just an easy to follow starter :)

April 25, 2013 - 07:40 AM #9

Really like this guide. Easy to follow and tells me exactly what I wanted to know! :)

April 24, 2013 - 10:25 AM #10

I think Spirit of the Ancient Wraith is an awesome item on Elise: it gives you a spell vamp bonus that allows you to do an early solo-dragon (level 6) and it provides you some good damage and sustain in the jungle

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