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Elise The Spider Queen

  • Top/Mid/Jungler
  • 6300
  • 975
  • Spider Swarm
  • Neurotoxin / Venomous Bite
  • Volatile Spiderling / Skittering Frenzy
  • Cocoon / Rappel
  • Spider Form
Health Points 395
Mana 240
Damage 47.5
Attack Range 550
Armor 12.65
IP Cost 6300
Health Regen 4.7
Mana Regen 6.8
Attack Speed 0.625
Movement Speed 335
Magic Resistance 30

1 lvl

Elise Mid

misticeye Last update: May 31, 2013

Item builds

Start items "

  • Health Potion

  • Amplifying Tome

Other Early Option "

  • Health Potion

    x3
  • Boots of Speed

Core items "

  • Sorcerer's Shoes

  • Rylai's Crystal Scepter

  • Haunting Guise

Problems against AP damage? "

  • Haunting Guise

  • Abyssal Scepter

  • Sorcerer's Shoes

Problems against AD damage? "

  • Haunting Guise

  • Zhonya's Hourglass

  • Sorcerer's Shoes

Endgame items "

  • Zhonya's Hourglass

  • Abyssal Scepter

  • Rabadon's Deathcap

Final Example Build "

  • Void Staff

  • Zhonya's Hourglass

  • Abyssal Scepter

  • Rylai's Crystal Scepter

  • Liandry's Torment

  • Enchantment: Alacrity

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Skillorder

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

Q

Neurotoxin / Venomous Bite

W

Volatile Spiderling / Skittering Frenzy

E

Cocoon / Rappel

R

Spider Form
show author comments

W first.

I know Neurotoxin is a good "poke skill", but it consumes a lot of mana. Might as well use Volatile Spiderling to harrass and clear minion waves.

Summoner spells

Spells

  • Ignite

  • Flash

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Flash and Ignite

Since you can fight at Level 3, you might take Ignite to become aggressive as you land your combo on your enemy.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +12.06 magic resist
  • +8.55 magic penetration
  • +12.69 armor
  • +14.85 ability power
show author comments

Early AP instead of full AP penetration.

Some people tend to use Magic Penetration Quintessence, but I really don´t like it. I feel like a bit of Early AP is necessary if you take Mid. Defensive Yellows and Blues are standard, but very good. AP Penetration marks are a must for almost any AP Carry.

Masteries

  • 0/1
  • 0/4
  • 4/4
  • 0/2
  • 0/4
  • 4/4
  • 0/1
  • 3/3
  • 0/1
  • 1/1
  • 0/2
  • 0/2
  • 3/3
  • 1/1
  • 0/1
  • 0/3
  • 4/4
  • 1/1

OFFENSE:

21

  • 0/1
  • 0/3
  • 4/4
  • 0/2
  • 1/3
  • 3/3
  • 0/2
  • 0/2
  • 0/2
  • 1/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

9

  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/2
  • 0/4
  • 0/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

0

show author comments

21/9/0

Just a standard masteries order for Ap Carrys. But, give points to Magic Resist. Because, most of the time, you´ll face an AP carry like you. So take that Magic Resist.

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