Champion Notes: Elise, The Spider Queen!
Today we cover the elegant and deadly Elise. Elise is a hard champion to classify but saying she is a mage assassin is a good start. Elise has been played in professional games in every role but AD and there might even be an argument for that somewhere. Such role flexibility and general effectiveness has made Elise a common competitive pick for a long time. With such unparalleled flexibility, she is a fantastic champion to know.
Stats, Abilities, Ratio's Numbers:
http://lol.gamepedia.com/Elise_-_The_Spider_Queen
Spider Swarm
- Generally an ignored passive but it basically allows Elise to function.
- Individual spiders do not do much but in numbers it adds a significant amount of extra damage.
- Spiders will jump to targets that Elise jumps too. Be it through Venomous Bite or Rappel.
- Spiders die in 1 hit from turrets.
- Spiders can make it infuriating to land skill shots against Elise when she is in spider form.
Neurotoxin
- Elise's primary harass tool in lane and overall damage ability.
- Because it does percentage damage, Elise scales very well with magic penetration.
- Does more damage the healthier the target is.
- When you have Rylai's, you can lead with this to make landing a cocoon easier.
- While it does have an ap ratio, it is very low.
- First skill maxed in most cases.
Venomous Bite
- Elise's spider form Q acts as a gap closer.
- The ability does more damage, the more health the target is missing. It makes a great execute and follow-up from a human form Q>W combo.
- The cooldown on this ability is rather short and scales well with Cooldown reduction.
- Because it does percentage damage, it scales with magic penetration.
- Costs no mana.
Volatile Spiderling
- The spiderling released moves slowly but tracks towards the nearest target.
- When you use the spider form Q, it will also jump to your target.
- It explodes in an AOE and is decent to use for wave clear.
- Gives sight when it enters a bush.
Skittering Frenzy
- Basic attack speed buff with some restoration.
- Increases the attack speed of her spiders as well as herself.
- Basic attacks from spiders will heal Elise for a small amount of health.
- When possible, let the spiders attack in lane for surprising sustain. Especially when you consider it does not cost any mana.
- The highest attack speed buff in the game. As a result, Elise can use on hit effects well.
Cocoon
- Straight line skill shot nuke into a stun.
- Reveals target and can be used to check bushes.
- Leveling E does nothing but reduce cooldowns.
Rappel
- Elsie's escape skill, gap closer and invulnerability tool.
- Elise can use Rappel to avoid many effects. Skill shots are a simple example, but proper timing can pop projectiles like a turret shot, Twisted Fates Card or Caitlyn's ultimate.
- You can jump over long barriers so long as there is an enemy minion, monster or enemy champion to jump too. Because it only works on foes, you need to be creative sometimes to escape champions coming at you.
- The range on Rappel is very high. As a result, you can wait to use it after someone uses their own escape.
- Leveling the skill only reduces the high cooldown.
Spider Form
- Much like Elise's passive, this is what makes Elise work.
- The form switch is available from level 1, just like Jayce.
- Her ultimate is what provides her with the extra magic damage on auto attacks. Often times mages do not gain sustained damage while building AP, but Elise has sustained damage from her abilities, spiders and auto attacks.
- The extra 10 movement speed is not large but when moving across the map and running away, it can save a life.
- Her ultimate levels increase the number of spiderlings she can have and increases their survivability.
General Notes
- Because Elise lacks a traditional big ultimate, she has a plethora of good skills to cover a variety of situations. She has 2 ways to check bushes, has long range poke, has an auto attack steroid and sustain. These abilities make her very strong in lane and fantastic in Skirmishes. In full team fights, Elise loses some power as she is not as capable of making huge plays. Champions like Orianna can turn around a team-fight with a well placed ultimate. Elise has no such power.
- Elise is a very flexible champion in terms of item build. You can go full burst, tank, jungle and support to fit each team. I have even some some auto attack items in builds. Having such build flexibility makes Elise even more flexible than she already was. Ahead, behind, top, mid, jungle and support. They all have their own build and they all work.
- Elise fits into most team comps due to her flexibility. The only exception is when she is the only tank or only form of CC. Elise has a good stun, but if she is the only beef on the team, you might have a problem.
- Lane Elise is a huge bully with few counters. Tanks with high sustain do well against her but many champions will count Elise as a difficult match-up. The combination of poke, all-in and burst make Elise a real B****.
- Jungle Elise has a decent clear time and offers truly scary ganks with her damage, multiple gap closers and burst damage.
- Elise has a strong early game. Elise is at full power as early as level 3, while most champions need level 6.
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you all know that her skin is price for gold or higher at the end of session. will i get her as a champ also if i dont have her?
Just like Victorious Jarvan IV and Victorious Janna, if you don't have Elise, you'll get her along with the Victorious Elise skin.
In what situation would an autoattack-centric elise be a great choice? (I'm assuming Nashors/Wits End/BotrK/Rageblade?)
Tank with a little penetration seems too strong.
When you have the highest attack speed buff in the game, it becomes an option.
I agree that the penetration build is better. I did see one Diamond player get a tear and build into Muramana though. He was laning against a Shen and wanted the mana for endless harass. And Muramana makes for a great single auto attack damage item.
She is a huge problem champion in my opinion. She goes top or jungles, but almost all her counters are mages who go mid lane, and even if you do pull off a successful counter pick by taking a mage top she might just switch to jungle in champion select. Probably the only champion in the game who is impossible to counter pick against.
Nice. Learned something new about a champ i used to "main" - didn't know her volatile spiderling would also jump to the target when spider form Q is used fast enough. Interesting mechanic, but kinda difficult to use. Just tried it out a few times works well to send the volatile spiderling into a brush (away from lane minions) then Q then R then Q again. Either way this opens up more possibilities on a champ that for me has become a bit stale. Thanks!
A truly stupid character when she was buffed after her release. She was way too strong in harassing, too much damage, naturally tanky.
With her nerf, she become more balanced, her kit is very good but know she has some weakness (OoM is you use all his set for a kill, thing like that) and her late game is complicated.
She is a wonderful duelist (even after her nerf of her free resistance) and is very strong in small skirmish (3 vs 3 for example) but in strong TF situation, Elise kit become hard to use efficiently.
Elise isn't skilled in lane or in the jungle, she was quite braindead before her nerf (basically a stronger teemo with less harass by AA but strong dual possibility and huge mecanic) but in TF, she need a very good mindset and visualisation.
Cocoon
Straight line skill shot nuke into a stun.
No "nuke".Just a stun
If it did damage elise would be even more broken.
The problem is that the above statement, namely "skill shot nuke", is an actual quote in the article.
It's also worth noting that Skittering Frenzy is an auto-attack reset, which is not obvious from reading the skill at all.
Does anyone else find it ironic that when Victorious Elise comes out her winrate will plummet due to all the people just trying out the skin? (Gold+, but still)
Her winrate is actually already pretty low - through the last month she have never above 50% winrate in either gold, platinum or diamond queues.
Imagine new depths of lossrates, new heights of epic fails.. At least Jarvan IV and Janna are straightforward (with their nuances of course).
I was thinking it'd be Jayce because of the J thing going on, but he got butchered and dropped out of play really fast =/
imho janna isnt straight forward during lane at all
and j4 is kindda compelx in lane(not jungle) due to passive
I'm comparing mechanics at this point.. Not trying to belittle champs in any way.
Janna has Q - charging knockup usually used immediately, W - targeted slow/ ms buff/ unitcollision ignore when up, E - shield/ ad buff, R - circular knockback/ only complicated spell really/ requires good positioning/timing, Passive - global ms buff to teammates.
Jarvan IV has Q - long-range line attack, W - shield that scales with nearby champs/slow, E - aura/nuke, R - buggy terrain-making nuke, Passive - moar damage on first hits. E + Q - dash/knockup/ knockup's hitbox is bigger than damage's.
Elise would take a lot more than 3 (turned into 4 shorter) lines to explain...
I actually also think she has a decently high skill cap. I didn't really play her though, but I played Jayce. However, I also feel that high skill champs are not only hard(er) to play, but also hard(er) to play against.
For instance, I didn't really think much about Jayce's R AA modifiers or the %HP nuke of his knockback or the damage of his energy shield until I started to play him. IMHO roit should implent a 1v1 player vs bot trainings mode where the player can check out all champs, even those not owned and maybe even swap them during the match.
Some pro player said that she is still pretty much broken and, due to her skillset, probably never be in a really balanced spot.
There's always some pro player saying that about former-OP champions.
The same with zac. His kit is broken, not the dmg on his skills. The only way i can think of nerfing zac is by cooldowns or by the range of his slingshot.