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Imo roa is useless. Better rylais, abysall. Also mr do mitigate %dmage. Better check that. I like your idea maxing W will try it out.
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Could anyone inform me on how % damage works? I'll edit the OP as well, to clear up the confusion. And I mean % damage in conjunction with Spell Pen and % Spell Pen.
Yes. % damage works as follows for Elise human form Q. 8% of the enemy total hp is calculated. Then that amount is done AS MAGIC DAMAGE to the champion. Therefore if that champion has magic resistance some of the damage dealt can be mitigated. This also functions with death fire's grasp and eve's ultimate etc.
A quick math example. I'm fighting a person with 1000 health. I use level 1 Elise Q and do 60 + (8% of 1000) damage to that champion before magic resist is calculated. Total damage would be 60 + 80 = 120 MAGIC DAMAGE. If the champion has 30 magic resist and I have no magic pen the champion would reduce my damage by 23% because that's the amount of reduction 30 magic resist would give. 120 - 23% = 92.4 damage. Now If I have 30 magic pen I would deal the full 120 damage and anything in between would fall between these ranges.
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Oh, she actually does quite well with her AP ratios. They may look low on her abilities, but as many have pointed out in multiple threads, Elise gets much of her damage in spider form from her spiderlings. They happen to deal 10/20/30/40 base damage plus 10% of your ability power. By sticking to AD, you essentially lower a large chunk of your damage. That makes Spider form with two abilities that scale off of AP. Q for lunges plus damage, then add in the W steroid for AS on you and your spiderlings that are scaling off of your AP. In Human form, while her Q doesn't have the longest range, it has a quick cast animation and works like a mini Deathfire Grasp.
Also, with her Spider's W, she really doesn't need to much, if any added AS, as with it maxed out, it gives her 3 seconds of +140% AS every 12 seconds. Compare this to something like Master Yi's ultimate which gives him 12 seconds of +80% when maxed, but has a 75 second cool down. She has plenty of AS.
Elise's Spider form's abilities also do not cost any mana. As well as her R in both Human and Spider form. This along with the relatively low cost of mana to cast her Human form's Q, you can just spam that all day and not have to worry about mana.
This combo, Human Q, R, Spider Q, W, E, R, Human E, Q, W
Very potent. Damage at range as a Human, Spider in, Rappel to runners and swap back for a stun right away and attack for more.
Also, no one seems to have mentioned her cooldowns. Unlike other champions, while her cooldowns look long, her spider and human forms cooldowns are separate. That encourages you to swap often (which is simple with a 4 sec cooldown on your R at lvl 1) as you can burn your spells quickly in human form, swap, burn your spells in spider form, swap back again and your human spells are either coming off cooldown or already ready for use.
Start a game with Q and you have insane damage even at level 1. As you can Q in human, swap to spider and instantly Q again.
Most of my friends actually find her overpowered because of this.
Looking at items, I personally build:
Rod of Ages
Rylai's Crystal Cepter
This gives her a lot of Health, MR, and Armor. Along with the needed AP for her Q, W and spiderlings. Two auras (a MR and AS reducing one), and her Rappel combined with Zhonya's gives her 4 seconds in which the enemy cannot hurt her.
If the enemy team doesn't have much for AD, they swap the Zhonya's Hourglass with a Lich Bane as it synergizes well with her Spider for some nice added burst damage.
(Though of course, I mainly use Elise in both Mid and Top. This build also works for jungle mainly because of her spiderlings and W's sustain).
If you take the time to do a bit of math, let's say you do manage to build all six of the items I listed. This give's you 330 AP from 4 of the items. Since she has a .02 scaling on her Q, that gives her 6.6% added. That with her starting 8 is 14.6% damage off their current health in human form plus the spell's base damage. Or 14.6% extra damage based off of their missing health in spider form with added base damage of the spell.
Looking at those numbers, that's can be quite a chunk of damage, especially with being able to cast the spell so often. Now it only relies on your skill to hit the enemy champions with skill shots.
Continuing where I left off. Let's actually do some numbers. Say you actually manage to farm up the 15970 gold to make all 6 of the items listed above. This would give you 330 AP.
At 330 AP, Elise's Q at level 5 has a base damage of 230. With an added base of 8% and the 6.6% given from the 330 AP, give's you a 14.6% added damage (based of enemies current HP in Human Form, or missing HP in Spider Form). Now let's look at the actual damage (enemy MR and your Pen not taken into consideration):
Enemy Current/Missing HP => % damage + Base => Total
.........................................500..=>.. ......7 3......+ 230....=> 303
.......................................1000..=>... ....146 .....+ 230....=> 376
.......................................1500..=>... ....219 .....+ 230....=> 449
.......................................2000..=>... ....292 .....+ 230....=> 522
.......................................2500..=>... ....365 .....+ 230....=> 595
.......................................3000..=>... ....438 .....+ 230....=> 668
Now of course this is just the Q. Most agree that the Human form's W does decent damage, so I won't get into that, but what about that Spider's Damage? I listed above how nice an AS steroid this is. But what about for an AP user? That doesn't affect the speed of the skill without AD, no? Well, of course AD helps, but actually takes away from that oh so good AP. Here is how AP helps this skill:
- In Spider form, when you auto-attack, you do a bonus magic damage on top of it that scales with AP bye .2 (or 20%). With my 330 AP, that's 66 bonus magic damage.
- In Spider form, you summon spiderlings. With your Ultimate maxed at level 4, you have 5 spiderlings with a base damage of 40. Spiderlings do not benefit from your AD at all. Nothing, AD only helps you. Spiderlings scale off of your AP by .1 (or 10%), which would give you 33 bonus damage added to their 40 (granted again you have my 330 AP), giving you 77 physical damage per spiderling. 77x5 is 365 damage. Without that AP, you essentially reduce your spiderlings effectiveness by half (well, almost).
- The heal is small, but really helps. It has a base of 4 HP healed per attack that either her or her spiderlings deal. That's 6 attacks with you and 5 spiderlings. This 4 HP heal base is increased by .04 ( or 4%) of your AP. 330 would give you 13.2 added to 4 for 17.2. That by 6 is 103.2 HP healed with each attack for those next 3 sec, added to the AS increase, that is a lot of HP if you attack for the entire duration.
With all that in mind, your Spider form's W gives you and your spiderlings, that have increased damage by your AP, a 140% attack speed boost for 3 seconds that you can use every 12 (without CD reductions). That sounds like a great big amount of hurt.
It has also been brought to my attention that I missed an important part of Rappel. I forgot to mention that while suspended in the air for those 2 seconds, you gain "complete" vision in the circle radius where you can descend. By "complete", I mean not only is your vision increased to the entirety of the skills radius, but you also can see in brush and stealthed units (such as Eve, Teemo, Rengar, Kha'Zix, etc.) It also grants you vision over walls so that you can see monster camps in the jungle. That is probably the most important part. Rappel has an escape. While you cannot jump to an ally champion or ally minion, you can jump to enemy champions, enemy minions, and neutral monsters. Even over walls. So if your Rappel is ready, you can, if being chased through the jungle, go up and drop over a wall to an neutral monster camp. Or even try to be tricky by going up, wait a moment to see if they run off or wait for you to drop. If they wait, go over the wall to the camp, if they start running to it, just drop back down and juke away.
Of course my build above is not perfect. It more focuses on survivability with a hint of AP and Aura's. If you can decide on what to replace for a Deathcap, you could increase the numbers listed above by a large amount. Also, a Lich Bane could work very well on Elise with all of her Spider form's abilities as you auto attack in rapid succession after using each (of course could also help with Human forms poke). I don't know about using the Deathcap (as in what to replace for it), but I am really interested in trying to figure out what to replace for a Lich Bane.
A friendly analysis from,
Yay for more information. This time on Attack Speed.
As people (well most) know, Cooldown Reduction caps at at hard 40%. Well, not many people know that Attack Speed had a hard cap too.
AS caps at 2.5 attacks per second (or 2500 AS).
Elise has a base of .625 attacks per second. With a maxed W, this increases her AS to 1.5 attacks per second (.625 x 2.4 = 1.5).
To get Elise to the cap, you would need a +300% attack speed total (.625 x 4 = 2.5). 140% of that comes from her W. So the most you would want from items would be 160%.
From a build below:
Nashors (50%), Berserker Greaves (25%), Ionic Spark (50%), and Madred's (40%) gives you a total of 165%. This brings you nicely to that AS cap, but he would like to add a Rageblade as well. Normally this would give 4% AS per attack up to 8 stacks for 32% more AS. However this is now wasted while using W, and only helps when W is on cooldown.
Of course building AS like above completely bypasses everything I said above on AP as you are now building AD (which again of course you're perfectly able to do, I just don't believe it is optimal).
Why not, I'll add in the numbers for Human form's W, Volatile Spiderling.
With a decent base damage of 275 at level 5 with nice scaling of .8 (or 80%). This AoE attack can hurt.
Using the 330 AP from my build again, that is a 539 magic damage AoE nuke. Of course you half this damage down to it's base 275 if you go AD, cutting your effectiveness of the spell.
The Volatile Spiderling, while blows up on first contact, or after 3 seconds (giving some players grief of hitting a minion over a champion). Instead of casting the Volatile Spiderling straight at an enemy champion that is behind minions, cast it off to the side. The Volatile Spiderling actually homes onto a target withing a small radius around it when it reaches the end of its path allowing for some fun curve shots around minions to hit that champion.
The Volatile Spiderling also grants a small vision radius around it before it explodes allowing you to check bushes.
Here is the same chart for Q above, but with the base 8% (as if you had 0 AP, since you build AD only, instead of the 14.6% used in the chart above).
Ah well, here is some more theory builds.
Let's take three builds (well okay, the last build will be an extension on the second).
1st (the survivability build from above)...........2nd (only 5 items)..................................3rd (Nashor's Tooth added to 2nd if you can farm enough gold)
Rod of Ages.............................................. .........Rylai's Crystal Scepter............................Rylai's Crystal Scepter
Mercury Treads............................................ ......Malady...................................... ................Malady
Rylai's Crystal Scepter.......................................Merc ury Treads......................................Mercur y Treads
Abyssal Scepter........................................... ......Rabadon's Deathcap.............................Rabadon's Deathcap
Frozen Heart............................................. .........Lich Bane.............................................. ...Lich Bane
Zhonya's Hourglass......................................... .................................................. .................Nashor's Tooth
Now let's look at cost and stats between the three. Listed below are stats that change because of the items. Therefore stats that do not change from Elise's base are not listed. Also, what is listed is the totals, not what they are adding for when you are level 18. They also do not account for Spider Form's bonus 10 MS, 25 Armor/MR, and bonus Magic Damage from auto-attacks in the DPS. So you can add that bit on your own. These numbers also do not account for Aura's and Abilities (on items like Lich Bane).
Set 1: Slow (Rylai's on Human Q, W, and Spider Q), Aura enemy MR reduction (Abyssal), Aura enemy AS reduction (Frozen Heart), Personal Stasis (Zhonya's), Tenacity (Merc)
Set 2: Slow (Rylai's on Human Q, W, and Spider Q), Enemy MR shredding on auto-attacks (Malady), Bonus magic damage after spell (Lich Bane), Tenacity (Merc)
Set 3: Slow (Rylai's on Human Q, W, and Spider Q), Enemy MR shredding on auto-attacks (Malady), Bonus magic damage after spell (Lich Bane), Tenacity (Merc)
I personally don't see the need for a Deathfire Grasp. With the nerf, Elise already has a version of the item in her Q that she can cast more often.
Hextec Revolver, while a nice item, I find that spell vamp is not as great on Elise. Like with Rylai's Crystal Scepter, it only works on her Human's Q, W and Spider's Q. The life steal from when you upgrade it to a Gunblade helps more from the Spider's W's AS steroid and the active slow can be nice, but then you're building another very expensive item.
Set 1 does a nice focus on survivability and utility for your team than anything else. You'll still be able to damage the enemy decently and take a beating while you're at it.
Set 2 has a decently low cost. Trades the survivability and utility for raw damage. The Lich Bane's ability synergizes well with all of Elise's ability's, especially in Spider form for much added burst damage above and beyond what is listed in the numbers above.
Set 3 is an extension of 2 if you're being fed or farmed up insanely well. Nashor's Tooth is expensive, but augments most of what Elise can do. If you manage to build this you should be face rolling people hard.
The main reason for the second and third set not having items that are normally on AP casters like an Abyssal Scepter or durability items like the Frozen Heart is that your other teammates might already have one and then there is no need to have one. Such as if you top or jungle Elise, that means you already have an AP mid, they normally have or will get an Abyssal Scepter. The second and third set is there for those confident in their ability to use Elise as she has many ability and burst to keep herself out of trouble.
Oh why not, let's add the damage from the others and see how all three of my builds do with Elise's Q. (No AP = 8%, Set 1 = 14.6%, Set 2 = 16.85%, Set 3 = 18.14%)
Yay, never have I written so much on one champion. Granted, all these numbers are as Elise is now. If she is Nerfed or Buffed, then of course these are all subject to change (so I'll date that these number's were done on 10/25 on PBE).
Yay, hit 7 stars (one for each edit).
This is something I posted on why I believe Rylai's Crystal Scepter is better than the Phage or Frozen Mallet for Elise.
Phage vs Rylai's
Cost - 1315 gold
Gives - 225 hp, 18 ad, 25% chance of a 20% slow for 2 sec on auto attacks (yes, the slow has been reduced from it's 30% slow for 2.5 sec).
Rylai's Crystal Scepter
Cost - 3105 gold
Gives - 500 hp, 80 ap, 100% chance of a 35% slow for 1.5 sec on both Human and Spider's Q, and a 15% slow for 1.5 sec on Human's W.
Now let's add Frozen Mallet because you might build into that after a Phage (as it's a main upgrade other than the expensive Trinity Force).
Cost - 3250 gold
Gives - 700 hp, 20 ad, 100% chance on auto attacks for Spider form for a 40% slow for 2.5 sec and Human form for a 30% slow for 2.5 sec.
With the nerf to Phage, I don't see how reliable that is. It doesn't proc the slow every time and it slows for less when it does (granted it's .5 sec longer). The Frozen Mallet at least has a reliable slow, but it costs more than the Rylai's Crystal Scepter. That and the 20 ad doesn't help as much as 80 ap, that augments all of her abilities (well, all but E) and her spiderlings.
While it's nice to see my work being used, this is a complete paste of my maths without being quoted that you took my work....
Posted back in the PBE
And posted in these forums as well http://na.leagueoflegends.com/board/showthread.php?p=30716800#post30716800
It's fine to use other people's work, just quote them for it please.
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I posted this in another thread, but this is what I do now.
Movement Quints/ Magic Pen Marks/ Flat Armor Seals/ MR per level Glyphs (MPen and Flat AP work nicely too for Quints, I just like the Movement for chasing and running).
- Boots/ 3 Pots
- Haunting Guise (must first, the MPen and HP is amazing harass and keeps you from dying)
- Sorcerer's Shoes (Elise loves MPen)
- Glacial Shroud (armor, mana for harass, and CD)
- Chain Vest or Negaton Cloak depending on if enemy is AP or AD. (this would be your second chain vest as the first is into the Glacial Shroud above)
- Sunfire Cape or Abyssal Scepter (upgraded from the above)
- Frozen Heart (complete the Glacial Shroud at this point)
- Sunfire Cape or Abyssal Scepter (which ever you didn't make before)
That is Five items. I normally never make it to a sixth, but I would get a Void Staff if possible at the end for even more MPen. Personally don't care for Guardian Angels as much as I find they just kill you as soon as you revive. Zhonya's Hourglass is nice to get for more armor, AP, and a nice active, but I feel the Void Staff helps more.
Other great items on Elise, I used to rush a Malady. Very nice and cost effective item to get right after your boots/pots start. Makes for easier last hitting and good harass and very cost effective, but since starting with Haunting Guise, I've found that to work much better.
My build may change after the PBE changes make it to PVP as she is getting a couple of AP boosts to skills. If you've not seen them, this is how she was changed on the PBE.
- Cocoon now reveals the target in addition to stunning them.
- Neurotoxin's AP Ratio increased to .03 AP from .02 AP.
- Spider Form's bonus damage ratio increased to .3 AP from .2 AP
P.S. Oh, I normally play her top, but the same build actually works nicely for mid as well.
I personally like maxing Q first.
I get Q, as at the start, the enemy doesn't have almost any MR, so it hurts. Also, at level one with Q, you have two attacks unlike other champions as you can Q, then R and insta Q again (keeping in mind you kept yourself in range, if not back off). Remember that Human and Spider cooldowns are on seperate timers, so if you blow all of your spells in one form and switch to the other, those are all ready for use.
After Q, I normally get E second so I have my Stun/Rappel and then W by level 3. After which, ALWAYS max R first when possible, then it's more up to your play style. I normally max Q first then W (unless jungling, that is the only time I'd recomend W over Q). E I max last as it only decreases your cooldown of the skill (since it doesn't increase the stun or damage, well, there never was any damage on it in the first place, but I don't really mind that... now I'm rambling).
[Yes, my new build is essentially the Fur Elise guide on SoloMid.net now, but it does work nicely. http://www.solomid.net/guides.php?g=38239-xpecial-elise-build-guide ]