AssassinMageGeneral kit and base stats · version 16.19.1
P
Spider Queen
Human Form: When Elise's abilities hit an enemy, she gains a dormant Spiderling. Spider Form: Basic attacks deal bonus magic damage and restore health to Elise.
Passive · no active cost or cooldown
Base statistics
Mana
Health
620
Resource
324
Armor
30
Move speed
330
Attack damage
55
Attack speed
0.625
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Game plan · Jungle
Convert or decay: the whole game is a race to spend early leads
Plan overview
Her power curve slopes down while item-scalers rise, so every phase is a conversion problem. Early, route into a stun, then kills, summoners and plates. When safe, land useful Human Form abilities before transforming so their hits become the opening Spiderlings; do not delay urgent Spider Form movement, Bite or Rappel. Mid, arrive 60-90 seconds before objective timers, sweep and manufacture the pick that makes the pit safer; after a won fight seek a concrete conversion, but value a safe reset, vision control and denied resources. Late, become the opener: Cocoon from fog is worth more than a forced duel. Ahead, deny income and close through structures. Behind, farm, concede coin-flip objectives and wait for the mistake a stun can convert.
Plan by phase
The route exists to fund a stun
0:55–8:00 · first clear through the scuttler into the first drake and grub windows
Camps spawn at 0:55 and 1:07 and scuttler at 2:55, so commit to a route before minions meet. If a lane is overextended around 2:30-3:00, your laner can follow, and the enemy jungler profiles as a farmer, take three camps and gank at level 3. Otherwise full clear to level 4, ending on the scuttler side with priority; Spider Form healing keeps the clear healthy. Route through respawning camps after every play and farm toward the drake cycle if the early game sours.
Game situations
Path
First route: pick the destination, then the camps
Decide where minute three should find you. Take the three-camp gank path when a winnable lane is shoved past river midpoint around 2:30-3:00, your laner can follow the stun, and the enemy jungler profiles as a full-clearer with no cross-map answer. Otherwise full clear: start opposite your intended finish, end at the 2:55 scuttler near your priority lane, then choose gank, invade or reset with level 4. Below Gold, demote the gank path to an exception: unreliable priority and follow-up make guaranteed camps better.
With Elise
With Elise on your team, the early game is the game. Play your lane for priority around 2:30-3:30 — a wave pushing when her route ends is the difference between a free scuttler and a coin flip. When she shows, layer your crowd control after her stun rather than spending it first and letting the target walk out of hers.
Follow her picks with your feet. When she sets a Cocoon angle in fog near an objective, being in follow-up range is worth more than the wave you are farming cross-map: her catch is only worth what the team converts in the seconds after it.
Accept the handoff. Elise buys time, not whole games — her early kills should end up as plates, dragons and experience for whoever on your team actually scales. If you are the late-game carry, your contract is to use the safety she creates to reach your items intact, then win the fights she can only open.
In the late game, ask her for fog, not frontline. Group your team's vision control around her flank angles, let her hunt the pick before the fight, and stop expecting her to peel your backline or win the clean 5v5 — that stopped being her job half an hour earlier.
Identity, strengths and limits
Elise taxes the early map and spends the profit before the scalers open shop
Front-loaded pick jungler · two-form assassin
Elise is a two-page script read in order. Human form finds the kill: Neurotoxin punishes full health bars, Volatile Spiderling adds pressure, Cocoon stuns from range. Spider Form collects: Venomous Bite executes low health, Skittering Frenzy speeds the damage up, and every basic attack heals her. The swap itself is her core resource—a free toggle on a seconds-long cooldown, available from the early levels—which means she skips the level-6 wait that defines most junglers; her full pattern simply arrives first. What she wants: ganks, picks and dives that turn into plates, dragons and grubs for her team. What she is not: a scaling carry, a passive farm jungler, or a frontliner. An Elise who is even at twenty minutes has not automatically invalidated the pick, but she should usually stop forcing isolated duels and shift toward creating picks and objective access.
Strengths
One of the map's most credible level-3 gank threats: a ranged stun, damage tuned against full health bars, and an execute for whoever runs on low health.
Atypical ultimate: the form swap is a free toggle on a seconds-long cooldown from the early levels, so her complete pattern is online long before any traditional level-6 unlock.
Self-sustaining clears — Spider Form's attacks heal her, so she exits routes healthy enough to contest the 2:55 scuttler and early rivers.
Elite dive and pick tooling: Cocoon from fog plus Rappel's airborne window turn enemy positioning errors into objectives for her team.
Limits and risks
A downhill curve into item-scalers: leads not spent on towers, dragons or access before the late game quietly lose force.
An entry Rappel is a spent exit and disables summoner spells while Elise is airborne; aggressive commits made without first using required Flash or Smite are blind bets.
Venomous Bite from outside attack range pounces inward, so a ranged finish can also commit Elise toward danger; use it only when the kill, allied cover or Rappel makes that commitment acceptable.
Human-form spells are mana-hungry; chaining rotations without resource discipline leaves ganks half-finished.
Re-ganking warded or forewarned lanes burns camp cycles and hands the tempo to a farming opponent.
One idea for your next game
One idea for your next game: give every route a destination and your lead an expiry date. Before each clear, name which lane or timer your next 90 seconds are buying, and end the route where a stun can be cashed in. When an engagement permits, land useful Human Form hits before transforming so the opening Spiderlings are ready—but do not delay an urgent Spider Form action. Before Rappel, ask whether Flash or Smite is needed before landing; spend it first if so. Before Venomous Bite from outside attack range, decide whether its inward pounce is safe. Then check the clock at 20:00: if your ganks have not yet become towers, dragons or grubs, stop forcing duels and switch to Cocoon from fog, picks before objectives and fights your team starts five against four.
Elise is a deadly predator who dwells in a shuttered, lightless palace, deep within the oldest city of Noxus. Once mortal, she was the mistress of a powerful house, but the bite of a vile demigod transformed her into something beautiful, yet utterly inhuman—a spider-like creature, drawing unsuspecting prey into her web. To maintain her eternal youth, Elise now prefers to feed upon the naive and the faithless, and there are few who can resist her seductions.