Patch 16.9jungle

Elise Jungle Build & Guide — Patch 16.9

Elise

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Burst Mage / Diver
Patch
16.9

Core Abilities

Spider Queen
Two forms. Human: ability hits store dormant Spiderlings. Spider: basic attacks deal bonus magic damage and heal Elise.
Neurotoxin / Venomous Bite
Neurotoxin / Venomous Bite
Human: targeted poke that deals magic damage scaling on the enemy's current HP (anti-tank). Spider: lunge dealing damage scaling on missing HP (executes low-HP targets).
Volatile Spiderling / Skittering Frenzy
Volatile Spiderling / Skittering Frenzy
Human: throws a Volatile Spiderling that walks forward and explodes when it nears an enemy (slow + AOE damage). Spider: Elise and her pets gain attack speed for sustained DPS.
Cocoon / Rappel
Cocoon / Rappel
Human: linear skillshot that stuns the first enemy hit. Spider: Rappel — Elise lifts into the air untargetable, then drops onto a target with bonus damage and healing.
Spider Form
Spider Form
Toggle ultimate switching between Human (ranged caster, longer range) and Spider (melee skirmisher, more move speed plus a Spiderling swarm). Off-cooldown free swap.

Skill Order

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

Primary Combo

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Core Items

Scorchclaw Pup
Liandry's Torment
Sorcerer's Shoes
Rylai's Crystal Scepter
Zhonya's Hourglass
Rabadon's Deathcap

Situational Items

Banshee's Veil
Banshee's Veil
vs single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun) — the spell shield eats one ult and saves your Rappel
Void Staff
Void Staff
swap when 2+ enemies build a Magic Resist item; replace Rylai's or Banshee's late game
Mercury's Treads
Mercury's Treads
vs heavy hard CC (stuns, knock-ups) — boots swap that adds tenacity (CC duration reduction)
Cryptbloom
Cryptbloom
vs healing-stack compositions (Soraka, Vladimir, Dr. Mundo); doubles as your Magic Penetration item

Runes

Primary · Domination
Electrocute
KeystoneElectrocute
Sudden Impact
Sudden Impact
Treasure Hunter
Treasure Hunter
Ultimate Hunter
Ultimate Hunter
Secondary · Sorcery
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination primary: Electrocute procs every gank — W slow + E stun + Q burst trigger the keystone (three ability hits). Sudden Impact rewards the Rappel dash, Treasure Hunter pads jungle gold on takedowns, Ultimate Hunter shaves R cooldown for form-swap pressure.

Why secondary

Sorcery secondary: Manaflow Band fixes early mana issues since cocoon costs are heavy, Transcendence pushes Ability Haste (cooldown reduction) past the 40% soft cap and refunds cooldowns on takedowns.

When to switch secondary

Versus heavy poke or counter-jungle pressure (Lee Sin, Graves, Nidalee), swap Sorcery to Resolve with Bone Plating (8473, damage reduction after taking three hits) and Revitalize (8453, heal-and-shield amplifier) for early sustain.

Win Condition

Snowball early ganks with E cocoon stuns at levels 3-6, then pivot to objective dives via Rappel once Liandry's Torment and Rylai's are online. Pick squishy backliners during mid game.

Weakness

Falls off in late game once front lines stack Magic Resist and HP. No reliable disengage in Spider form: a missed cocoon during a dive usually turns into a dead Elise.

Overview

Quick acronym key (read once): ADC = Attack Damage Carry, the bot-laner who deals physical damage (Caitlyn, Jinx). AP = Ability Power, the stat that scales magic abilities. MR = Magic Resist, defense against magic. CS = Creep Score, number of minions you killed. CC = Crowd Control, any effect that stops a champion (stun, slow, knock-up). Gank = the jungler ambushing a lane. Dive = going under turret to kill. Trade = brief exchange of damage in lane. All-in = full commit fight. Snowball = a lead that keeps growing (more kills → more gold → more items → more kills).

Elise is a burst-mage diver — a champion who pokes from range and then commits fully into the enemy back line for a kill. Her kit revolves around landing Cocoon (E) in Human form to stun a target, then swapping into Spider Form (R) for Rappel (E) dives and execute damage. She has the strongest pre-level-6 jungle in the game: at level 3 she already has all four damaging abilities and beats almost every other jungler in a one-on-one fight. The trade-off is steep mechanical complexity (form-swap timing, skillshot accuracy) and a poor late game once tanks build Magic Resist.

Her game plan: invade the enemy jungle camps at level 3 if your matchup allows, then snowball (build a lead that keeps growing) by ganking the lanes with the most kill pressure (squishy ADC, low-HP mid laner). Once Liandry's Torment is online around minute 11-13, pivot from gank-heavy pathing to objective control — dive towers using Rappel as a "blink" (instant short-range teleport), pick off priority targets, and force Drake or Rift Herald.

Recommended Build

Starting items: Hailblade Hailblade (ranged jungle starter) + Refillable Potion Refillable Potion.

Core items (in order):

  1. Scorchclaw Pup Scorchclaw Pup — quest upgrade from Hailblade (auto-evolves around minute 3-4 once it has eaten enough XP). The companion for AP burst champions: it adds a magic-damage proc (a triggered effect) to your next basic attack after you cast a spell, which lines up perfectly with Spider Q in skirmishes.
  2. Liandry's Torment Liandry's Torment — first full item. Adds an HP burn (damage spread over a few seconds) on every spell, stacking with Rylai's later for unbeatable single-target sustained damage.
  3. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration so your Q and E hit harder against squishy targets (champions with low defenses, like ADCs and mages).
  4. Rylai's Crystal Scepter Rylai's Crystal Scepter — every ability slows the target. Massive synergy with W (already a slow) and Spider Q lunges.
  5. Zhonya's Hourglass Zhonya's Hourglass — survival item. The active makes you untargetable for 2.5 seconds after a Rappel dive, letting your team follow up before you can be killed.
  6. Rabadon's Deathcap Rabadon's Deathcap — late-game scaling multiplier. Buy this last to hit 1000+ AP.

Situational items:

  • Banshee's Veil Banshee's Veil — into single-target magic crowd control (Ahri charm, Lissandra R, Twisted Fate stun).
  • Void Staff Void Staff — when two or more enemies build a Magic Resist item.
  • Mercury's Treads Mercury's Treads — boots swap when the enemy team has heavy hard CC (stuns, knock-ups).
  • Cryptbloom Cryptbloom — into healing-stack compositions (Soraka, Vladimir, Dr. Mundo); doubles as Magic Penetration.

Boots: Sorcerer's Shoes is the default. Switch to Mercury's Treads if the enemy team has three or more sources of hard CC.

Skill order: Max Q first (damage and execute), E second (cocoon cooldown — lower cooldown = more stuns), W last. Take a point in R at levels 6, 11, 16.

Runes: Primary Domination with Electrocute, Sudden Impact, Treasure Hunter, Ultimate Hunter. Secondary Sorcery with Manaflow Band and Transcendence.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Pick into

  • Squishy laners without dash or stealth

    E cocoon at levels 3-4 lands on flat targets without escape. Rappel (Spider E) confirms the dive even when they use Flash, since you are untargetable mid-cast.

    LuxVeigarKarthusTwisted Fate
  • Junglers with a weak pre-level 6 form

    Master Yi cannot duel before level 6, Kayn is form-locked until his quest finishes, Shyvana lacks reliable crowd control. Elise gets free Scuttle Crab and counter-jungles them into a gold deficit.

    Master YiKaynShyvana
  • Aggressive ADCs that overextend for kills

    Their forward positioning hands you cocoon angles. A level 3 gank on a pushed lane (a wave shoved past river) usually nets a kill once W slow plus E stun chain into your support's crowd control.

    DravenKalistaSamira

Counterpicks

  • Tanky engagers with hard CC counter-engage

    Their AOE crowd control catches Elise during Rappel descent or after she commits to a dive. Once they hit two items, your magic burst stops melting them and you cannot disengage out of Spider form.

    SejuaniMaokaiRammus
  • Strong early-game duelists with gap-closers

    They beat Elise in a one-on-one fight at level 3 if she runs out of cocoon mana or mistimes Rappel. Avoid invading their river: their dashes eat your only escape.

    Lee SinXin ZhaoVi
  • CC-immune divers (cleanse passives or ult immunity)

    Olaf R and Garen Q break stun chains and ignore your only setup. Once cocoon stops landing, Elise's all-in (full commitment trade) collapses and she gets dueled down without an escape.

    OlafGaren

Key matchups

  • Lee Sin: He out-duels you after level 3 if you greed for camps. Track his pathing — if he is bot side, invade his red or blue camp top side. Never face-check fog (unwarded river bushes) when he is missing.
  • Graves: Loses to Elise pre-6 because his short E (Quickdraw) cannot escape your cocoon, but scales harder. Dive his lane gank twice before minute 10 or he will hit two items and outscale you.
  • Master Yi: Free matchup early. Invade his second camp (the one he clears third), kill him, repeat. Once he hits Wit's End plus Botrk he wins one-on-ones, so the win condition is ending the game by minute 25.
  • Sejuani / Maokai: Hard counter-engage. Save Rappel for after they use their AOE CC, never dive first. In team fights, flank the back line instead of engaging through their tank wall.
  • Olaf: His R (Ragnarok) cleanses your cocoon stun mid-flight. Wait until he uses it on a dive, then re-engage in the next 6 seconds while it is on cooldown.

Power spikes & win conditions

  • Level 3: First Spider form unlock and full ability kit. You have stronger one-on-one damage than any other jungler in the game during this window — invade or gank an over-extended lane immediately.
  • Level 6: Free R swap on demand. Gank pressure doubles since you can disengage through walls in Spider form (it gives a small movement speed boost).
  • Liandry's Torment Liandry's Torment completion (~ minute 11-13): First major scaling spike. Single-target dives now kill ADCs and mages in two-spell rotations. Force Drake or Rift Herald the moment it finishes.
  • Two completed items + Boots (~ minute 16-18): Peak window. After this you start losing relative strength as enemies build Magic Resist; your job is to convert this lead into Baron or Elder Drake calls.

Common mistakes

  • Throwing E cocoon as a poke tool. Cocoon is your only setup — if you miss it, you have no follow-up. Wait until the target is committed (low HP, used Flash, slowed by your W) before casting.
  • Diving in Spider form without Flash or R available. Spider form has no escape (no dash, no shield, no untargetable). If your R is on cooldown, do not commit; back out and wait the 3 seconds until it is up.
  • Maxing W second instead of E. W gives you slightly more clear speed but adds nothing to gank reliability. E rank-ups directly lower cocoon cooldown and increase rappel damage — that is your damage and your CC source.
  • Smiting Scuttle Crab early instead of saving Smite for objectives. Save Smite for Drake and Rift Herald contests. The 70 gold and movement speed buff from Scuttle is not worth losing a Drake to an enemy who has Smite up.
  • Standing in melee range during team fights in Spider form when ahead. Once you have killed the back line, swap back to Human form to throw cocoon and clean up. Spider form has a melee auto-attack range — staying there as a fed (kill-snowballed) Elise just feeds your kills back.

Advanced tip

Use Rappel (Spider E) as a defensive blink as well as offensive. When a duelist commits onto you, cast Rappel on a low-HP minion or a far-back enemy minion in your jungle: Elise becomes untargetable for the lift duration (~2 seconds), enough to dodge an ulti like Lee Sin R or Vi Q. The cooldown is short (10 seconds at rank 5) — losing it for survival usually saves more kills than spending it on offense.

Past patches

No previous versions available.

Related jungle guides