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General Information
TitleThe Spider Queen
Release DateOctober 26th, 2012
Cost4800 BE 880 RP

534 (+ 93)

5.5 (+ 0.6)

324 (+ 50)

6 (+ 0.8)

330 / 355

55 (+ 3)

0.625 (+ 1.75%)

550 / 125

27 (+ 3.35)

30 (+ 0.5)

Elise is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Elise is a deadly predator who dwells in a shuttered, lightless palace, deep in the Immortal Bastion of Noxus. Once she was mortal, the mistress of a once-powerful house, but the bite of a vile spider god transformed her into something beautiful, undying, and utterly inhuman. To maintain her eternal youth, Elise preys upon the innocent, and there are few who can resist her seductions.

The Lady Elise was born many centuries ago to House Kythera, an old and powerful family of Noxus, and swiftly learned the power of beauty to influence the weak-minded. When she came of age, she plotted to marry the scion of House Zaavan to augment her house’s power. The match was opposed by many within Zaavan, but Elise beguiled her intended husband and manipulated her detractors to secure a betrothal.

As Elise had planned, her influence upon her new husband proved considerable. House Zaavan grew stronger, which in turn saw House Kythera’s star rise. Elise’s husband was the face of his house, but those in the know understood who truly wielded power. At first, Elise’s husband tolerated this, but as the years went by, his discontent festered as he became alight joke among Noxian families.

Eventually, his resentment grew ever more rancorous until one night over a typically frosty dinner, he revealed he had tainted her wine with a disfiguring poison. He offered his terms; withdraw from society and stay out of his way as he took up the reins of power and he would give her the antidote. Refuse, and he would watch her die slowly and painfully. With every breath the poison did its evil work, dissolving her flesh and bone from the inside out. Believing he would have the antidote somewhere about his person, Elise palmed a sharp knife and played the role of remorseful wife to the hilt. She wept and begged her husband to forgive her, using every wile in her arsenal to approach without alerting him to her deadly intent. All the while, the poison was wracking her body, discoloring her flesh with grotesque lesions and filling her limbs with agony.

When Elise reached her husband, he realized - too late - just how badly he had underestimated her disdain. She leapt upon him and rammed the knife through his heart, twisting the blade slowly as she watched him die. Elise found and drank the antidote, but the damage was done. Her face was monstrously disfigured with grotesque weals and necrotic flesh, like a cadaver given hideous animation.

Elise was now mistress of House Zaavan, and such was the nature of Noxian politics that she was lauded for cutting a weakness from the empire. Yet so entwined were her particular notions of beauty and power that she retreated from public life and took to wearing a face-covering veil. Eschewing daylight, and turning away all allies and petitioners from her door, her once powerful house began a slow descent into obscurity. Elise roamed the empty halls of her palace in isolation and became a denizen of darkness, only ever venturing beyond its high walls at night.

On one of her midnight wanderings, Elise was approached by another veiled woman, who pressed a waxen sigil of a Black Rose into her palm and whispered that the Pale Woman would greatly value her talents. Elise pressed on, but as she walked away, the woman’s voice echoed after her with the promise of being made whole again. However absurd she told herself it was, vanity and the hope of her beauty being renewed drove Elise to investigate further. She prowled the streets for weeks until she saw the Black Rose sigil again, etched onto a shadowed archway leading into the catacombs beneath Noxus.

Following the hidden sigils brought her to the Black Rose, a secret society where those who dabbled in the darker powers of magic shared hidden knowledge and secrets. Elise became a regular visitor, going unveiled among its members and swiftly establishing a close rapport with the Pale Woman, an agelessly beautiful individual of great power. Elise embraced the society’s ways, but always sought the gift she had been promised; her beauty made whole again.

The Pale Woman spoke of a haunted place known as the Shadow Isles and a serpent-bladed athame belonging to one of her acolytes who had been slain in the lair of a voracious spider god. The dagger was imbued with powerful magic, and if it was returned to her, then she would use its magic to restore Elise’s beauty. Elise immediately accepted and led a group of Black Rose devotees to the shunned island, knowing there would be a blood price to pay for such a prize.

Elise found a desperate, debt-ridden captain willing to bear her and her fellow pilgrims across the ocean. The ship sailed for weeks until a craggy island loomed from seething banks of black mist. Elise came ashore on a beach of ashen sand and led her followers deep into the island’s haunted depths like lambs to the slaughter. Many were stolen away by spiteful wraiths, but half a dozen remained by the time they reached the web-wreathed lair of the Spider God.

A bloated, monstrous creature of chitin and fangs erupted from the darkness and feasted on the screaming men and women. As they died or were swept up in streams of web, Elise saw the dagger the Pale Woman sought - held in the grip of a desiccated corpse. She snatched it up as the Spider God sank its envenomed fangs into her shoulder. Elise fell forward and the blade of the athame pierced her heart, its powerful magic flooding her and mixing with the lethal venom to wreak terrible changes on her body. Elise was transformed as the magically-empowered venom renewed her flesh, transforming it into a form even more beautiful than before. Her scars vanished and her skin became flawless and porcelain smooth, but the god’s venom had ambitions of its own. Elise’s back writhed with undulant motion as a host of arachnoid legs pushed their way from her flesh.

Elise rose, breathless with the agony of her transformation, to find the Spider God looming above her. Shared power flowed between them, and both immediately sensed how they might benefit from this unexpected symbiosis. Elise returned to her ship, untroubled by the island’s spirits, and set sail for Noxus. When her ship arrived at the docks in the dead of night, Elise was the only living thing aboard.

Elise returned the athame to the leader of the Black Rose, though the Pale Woman warned that the magic maintaining her restored beauty would eventually fade. The two sealed a pact; the Black Rose would provide Elise with acolytes to offer up to the Spider God, and she in turn, would return any artifacts of power she discovered upon the isles.

Elise once again took up residence in the neglected halls of House Zaavan, becoming known as a beautiful yet unreachable recluse. None suspected her true nature, yet fanciful rumors cling to her, wild tales of her immortal beauty and a terrifying creature said to lair high in her dilapidated, dust-wreathed palace.

Centuries have passed since her first voyage to the Shadow Isles, and whenever Elise sees streaks of white in her hair or crow’s feet at her eyes, she ventures forth to cull easily swayed souls from the Black Rose and set sail for the isle of black mists. None who accompany her ever return, and with each voyage, it is said she is renewed and invigorated, bearing another ancient artifact for the Pale Woman.

"Beauty is power too, and can strike swifter than any sword."



The weeks spent on the ocean had made Markus feel dizzy and weak, so he was glad to be back on dry land. The path leading from the basalt shore had a slick, oily quality, making it treacherous underfoot. The crooked trees to either side were wretched, blackened husks that wept yellowed sap from where it looked like some panicked animal had clawed them ragged. Soft light shimmered between the trees, dancing like the corpse candles that flickered over marshland and drew unwary souls to their doom. The branches were hung with what looked like canopies of ragged muslin, and it took Markus a moment to realize they were swathes of cobwebs.

Wiry bracken clogged the undergrowth on either side of the path, rustling with the motion of unseen creatures shadowing their passage through the forest. Perhaps the rats infesting the ship had followed them. Markus had never caught sight of one, beyond a fleeting glimpse of a swollen, black-furred body or the skittering sound of claws on wood. He’d never been able to shake the notion that it sounded as if these rats had a few too many legs than any normal rat should have.

The island’s air was heavy with damp, and his finely tailored tunic and boots were sodden with clinging moisture. He held a scented pomander beneath his nose, but it did little to disguise the stench of the island, reminding him of the charnel pits beyond the walls of Noxus when the winds blew in from the ocean. Thinking back to his homeland, he felt a brief twinge of unease. The revels in the catacombs far beneath the city had been a deliciously illicit thrill, a reward for following the secret symbol of the black-petaled bloom. Within the darkened sepulchers, he and his fellows gathered as devotees.

Where she awaited.

He looked ahead, hoping for a glimpse of the beguiling woman whose words had brought so many of them to this place. He caught a flash of crimson silk and swaying hips before the mist oozing between the trees obscured his sight of her. He’d thrilled to the sermons of her ancient god, and had been overjoyed when he and the others had been chosen to join her on this pilgrimage. It seemed like a grand adventure when they boarded the heavily laden barque at midnight, under the still gaze of the mute and hooded steersman, but being so far from Noxus had begun to dull his enthusiasm.

Markus paused and turned to look back along the path. His fellow pilgrims pushed past, like vacant-eyed cattle en route to the slaughterman’s hammer. What was wrong with them? Behind them came the steersman, gliding over the path as though his feet barely touched it. His robes were undulant with motion and suffocating fear flowered in Markus’s breast at the thought of being near this repellent figure.

He turned away, only to find himself face to face with her.

“Elise…” he said, and the breath caught in his throat. He instinctively wanted to push her away and flee this awful place, but the intoxication of her dark beauty overpowered any thought of rejection. His sense of revulsion passed so swiftly he wasn’t even sure he’d truly felt it.

“Markus,” she said, and the sound of his name on her lips was divine, sending a surge of pleasure down his spine. Her beauty transfixed him, and he savored every detail of her perfect form. Her features were angular and sharp, framed by lustrous crimson hair, like that of a highborn girl he once knew. Full lips and eyes of dark radiance drew him deeper into her web with the promise of raptures yet to come. A cloak of sable secured by an eight-pronged brooch, mantled her rounded shoulders. It rippled with motion, though there was no wind to stir it.

“Is something the matter, Markus?” she said. Her smoky tones soothed his fear like a balm. “I need you to be at peace. You are at peace, aren’t you, Markus?”

“Yes, Elise,” he said. “I am at peace.”

“Good. It would make me unhappy to know you were not at peace when we are so close.”

The thought of displeasing her sent a jolt of panic through Markus and he dropped to the ground. He wrapped his arms around her legs, her limbs slender and alabaster white, smooth and cold to the touch.

“Anything for you, mistress,” he said.

She looked down on him and smiled. For an instant Markus thought he saw something long, thin and glossy shift beneath her cloak. The motion was sickening and unnatural, but he didn’t care. She hooked a sharpened, obsidian-black fingernail under his chin and drew him to his feet. A rivulet of blood ran down his neck, but he ignored it as she turned and led him onward.

He willingly followed, all thoughts save pleasing her vanishing like wind-blown smoke. The trees thinned out and the path ended before a rocky cliff carved with time-weathered symbols that made his eyes sting. A shadowed cave gaped like a vile maw at the base of the cliff, and Markus felt his certainty waver as a sudden sense of dread uncoiled in his gut.

Elise beckoned him inside, and he was powerless to resist.

The interior of the cave was unnaturally dark and stiflingly warm, a clammy, fever heat that reeked like offal swept from a butcher’s block. A voice deep inside was screaming at him to run, to get as far from this hideous place as possible, but his traitorous feet carried him still deeper into the cave. A droplet from somewhere high above landed on his cheek and he flinched at the sudden, burning pain of it. He looked up at the cavern roof, seeing pale, grub-like shapes hanging overhead and swaying with frantic, trapped motion. In the translucent surface of the fresh-spun web, a human face screamed in mute horror against the suffocating, silken net.

“What is this place?” he asked, the veils of deceit woven around him falling away.

“This is my temple, Markus,” said Elise, reaching up to unfasten the eight-pronged brooch at her shoulder and letting her cloak fall away. “This is the lair of the Spider God.”

Her shoulders squirmed as two pairs of slender, chitinous limbs unfolded from the flesh of her back; long, dark and tapering to razored talons. They lifted Elise up as a grotesque, bloated mass shifted in the darkness behind her. Colossal legs heaved its corrupt body forward, the faint light from beyond the cave reflecting on the myriad facets of its eyes.

The vast spider’s bulk was enormous, furred and scabbed with wet, mutant growths. The terror of its nightmarish appearance shattered the last of Elise’s hold on Markus, and he fled toward the cave mouth with her cruel laughter ringing in his ears. Ropes of sticky web struck the rock beside him. Glutinous strands struck his flailing limbs and his pace slowed as he became more and more entangled. He heard the clicking of clawed limbs in pursuit and wept at the thought of her touching him. Yet more strands of her web snared him as something sharp stabbed his shoulder with astonishing swiftness. Markus fell to his knees, paralyzing venom spreading through his body and locking him in a prison of his own flesh.

A shadow fell across him and he saw the mute steersman with his arms outstretched. Markus screamed as the steersman’s hooded robe collapsed, revealing that this was not a man at all, but a writhing nest of innumerable spiders given the semblance of a man. They fell upon him in their thousands, and his screams were choked to muffled grunts as they crawled into his mouth, clogged his ears and burrowed behind his eyes.

Elise swung into view above him, borne aloft by the jointed limbs at her back. She was no longer beautiful, no longer even human. Her features were alight with a ferocious hunger that could never be sated. The looming form of her monstrous spider god lifted Markus from the ground with its razored mandibles.

“You have to die now, Markus,” said Elise.

“Why…?” he managed with his last breath.

Elise smiled, her mouth now filled with needle-like fangs.

“So that I can live.”


Spider Queen.png Spider Queen Human [Passive]

Innate: When Elise's abilities hit an enemy, she gains a dormant Spiderling.
Max Spiderlings: 2 / 3 / 4 / 5

Neurotoxin.png Neurotoxin Human [Q]
Cost: 80 / 85 / 90 / 95 / 100 Mana Cooldown: 6 s Range: 625

Active: Deals magic damage based upon how high the target's Health is. Magic Damage: 40 / 75 / 110 / 145 / 180
[+4% (+3%) target's current]
Volatile Spiderling.png Volatile Spiderling Human [W]
Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 12 s Range: 950

Active: Summons a venom-gorged Spiderling that moves to target location and explodes, dealing magic damage when it nears an enemy or after 3 seconds. Magic Damage: 60 / 105 / 150 / 195 / 240 (+80%)

Cocoon.png Cocoon Human [E]
Cost: 50 Mana Cooldown: 12 / 11.5 / 11 / 10.5 / 10 s Range: 1075

Active: Stuns and reveals the first enemy it hits and reveals them if they are not stealthed. Stun: 1.6 / 1.7 / 1.8 / 1.9 / 2 seconds
Spider Form.png Spider Form Human [R]
Cost: No Cost Cooldown: 4 s

Active: Elise transforms into a menacing spider, sacrificing 425 attack range in exchange for 25 Movement Speed and access to arachnid abilities. All dormant Spiderlings are awakened and will attack nearby foes.

Spiderlings: Spiderlings deal magic damage and take 20% reduced damage from multi-target abilities.

Eye - Show All.pngHuman FormSpider FormEye - Show All.pngHuman FormSpider Form

Patch History[edit]


W and E cooldown decreased in Spider Form.

Elise used to dominate the early game and facilitate aggressive plays across the map. We want to bring that back, so we’re decreasing the cooldown on some of her playmaking tools so she can more frequently seek out risky opportunities to dominate her opponents.

Skittering Frenzy.png W - Skittering Frenzy

COOLDOWN : [12] 10 seconds

Rappel.png E - Rappel

COOLDOWN : [26/24/22/20/18]
22/21/20/19/18 seconds

Health growth increased.

Base Stats


Human and Spider form movement speed increased. Human W damage increased.

We've been watching Elise for a while, but wanted to see how she'd do with the Runic Echoes rework in 8.10 and subsequent buffs in 8.11. She's pretty far below the average Echoes jungler, so the runway's clear for direct buffs.

Base Stats


Volatile Spiderling.png W - Volatile Spiderling

BASE DAMAGE : [55/95/135/175/215]

Spider Q base damage increased. Human E cooldown decreased at early ranks.

Elise is a historic jungle staple, but we haven't spied her on the Rift in a while. Some more venom in her bite and a few more cocoons—her bread and butter abilities—should get her back on two feet again. Or eight.

Venomous Bite.png Q - Venomous Bite

BASE DAMAGE : [60/100/140/180/220]

Cocoon.png E - Cocoon

COOLDOWN : [14/13/12/11/10]
12/11.5/11/10.5/10 seconds


BASE HEALTH : [529.4] 534
BASE ARMOR : [22.13] 27

W base damage decreased but scaling increased. E cooldown increased at later ranks.

Elise is the premiere magic damage jungler at the moment, especially in pro play. She’s perfect for snowballing the early game, but teams that fail to do so aren’t paying a cost later on. Reducing Elise’s access to Rappel in the late game reduces the baseline contributions she makes to her team (baiting enemy cooldowns) and leaves her vulnerable for longer stretches of time. As a result, she’ll have to capitalize more heavily on her early advantages to impact (and survive) teamfights. On the same note, taking some of the bite away from Volatile Spiderling’s base damage forces Elise to reach higher AP thresholds to deal the same damage late game, which is only feasible in matches where she’s built up a gold advantage.

Volatile Spiderling.png W - Volatile Spiderling

BASE DAMAGE : [60/110/160/210/260]
RATIO : [0.8] 0.95 ability power

Rappel.png E - Rappel

COOLDOWN : [26/23/20/17/14]
26/24/22/20/18 seconds

Base attack damage decreased.

For how much mobility and lane pressure she has, Elise just clears too quickly. As well, it turns out that ranged basic attacks are pretty strong on junglers, giving them an easy way to apply red buff. We’re killing two birds with one stone by making Elise’s attacks a bit weaker.

Base stats



With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level

Base movement speed down on both forms, lower base damage on W.

With Runic Echoes, Elise has just the tool she needs to climb the waterspout of power rankings, and there ain't no rain to wash her out. Nihilistic nursery rhymes aside, Elise is doing well and has a decent strategic identity (early power jungler with high utility and map presence), so we're just slowing her spider roll.



Volatile Spiderling.png W - Volatile Spiderling

BASE DAMAGE : [75/125/175/225/275 magic damage] 60/110/160/210/260 magic damage

Rappel won't randomly drop you on enemies you didn't want to land on.

Rappel.png E - Rappel

why do we even have that lever : Fixed a bug where Elise would quickly drop onto a nearby enemy when self-casting Rappel

Spiderling damage down.

Now that we’ve had a few patches to observe the effects of the spiderling changes we made back in 5.14, it’s safe to say they’re scaling too well for a champion whose core strength lies in significant impact in the early-game. We’ve opted to hit the base over scaling to preserve the tradeoffs present in her itemization; building damage should still get you damage, but tankier Elise builds shouldn’t be able to get most of that while still being able to survive.

Spider Form.png R - Spider Form

SPIDERLING BASE DAMAGE : [10/20/30/40] 10/15/20/25

Q's current health damage lowered.

Well, we did it. Elise is back, and she’s making her presence known through the muffled screams of monsters and junglers alike caught in her web (for about 1.6 seconds, usually). We’re happy with what she’s bringing to teams as a dominant early champion focused on catching out mispositioned prey, only now she’s killing them too quickly; especially the ones that are actually building defensively to try and stop her. We’re specifically targeting Elise’s more target-agnostic damage meaning she’ll need to rely more on her early strengths to transition into closing out games effectively.

Neurotoxin.png Q - Neurotoxin

DAMAGE : [40/75/110/145/180 + 8% of target's current health] 40/75/110/145/180 +4% of target's current health

Stun duration up at all ranks. Spiderlings deal magic damage, scale better, move faster, and actually work.

"We'll be up front here: Elise has proven a challenge for us to balance for quite some time - both during her meteoric rise to the top of the jungle food-chain and dominance for two seasons, as well as her absence so far in 2015. At first, we poked around at making a number of feel improvements and quality of life fixes for some of Elise's more awkward cases, but after patches of very little movement it's become pretty clear that the spider queen just isn't succeeding at doing her job.
So let's talk more about that. What is Elise's "job"? Amidst the toolbox of tricks and mechanics within her kit overall, she's an early-pressure jungler that punishes mistakes and poor positioning. When working, she instills fear into her opponents at the thought of setting up ganks or taking objectives without the proper vision and awareness and can turn the tide of a game off of a single cocoon. This patch we're 'ripping the band-aid off', so to speak. Letting her access more of her signature pick-potential as well as more follow-up from her spiderlings in combat, Elise can finally start to secure kills and map control in the dominating fashion many of her subjects have come to expect. "
  • Cocoon.png E - Cocoon
    • STUN DURATION : 1/1.25/1.5/1.75/2 seconds 1.6/1.7/1.8/1.9/2 seconds
  • Spider Form.png R - Spider Form
    • SPIDERLING DAMAGE ON-HIT : 10/20/30/40 physical damage 10/20/30/40 magic damage
    • SPIDERLING RATIO ON-HIT : 0.1 ability power 0.15 ability power
    • ITSY BITSY : Fixed a bug where Spiderlings wouldn't move or attack for 4 seconds after the initial cast of Rappel

Spider Form's W loses healing, but regains it on R. Rappel now grants a damage and healing bonus from R's attacks after landing.

"Former Queen-of-the-Jungle, Elise is a champion whose baseline mechanics mean she's never too far from viability. Form swapping, crowd-control and a deadly mix of mobility, damage and sustain (among other things) mean she's definitely got a lot going on underneath the surface. What this means for us is that we have a very large set of levers or ‘raw number of things to tune on the kit' (be they ranges, numbers, or mechanics) such that we can make surgical changes to achieve a very direct result.
So what result are we looking for on Elise this time around? Juggling around her sustain mechanic and making it always-on keeps her topped off in the jungle and adds decisions about spider-tanking (something we think is a neat differentiation point between novice and veteran Elise players). On the flipside, her late-game has always left players feeling like she's a ‘cocoon-bot', thanks to her kit's natural lack of damage after her other abilities are maxed out. Rappel's changes in tandem with Spider Form's healing should create for an Elise that has an easier time in the very beginning and very end of a game where it feels like she needs to most help."
  • Skittering Frenzy.png W - Skittering Frenzy
    • [REMOVED] HEALING FRENZY : No longer adds an on-hit heal to Elise/Spiderling basic attacks
  • Rappel.png E - Rappel
    • [NEW] GET IT OFF : Increases the bonus damage and healing from Elise's Spider Form attacks by 40/55/70/85/100% for 5 seconds upon landing
  • Spider Form.png R - Spider Form
    • [NEW] REFINED TASTES : Each of Elise's basic attacks in Spider Form heal her for 4/8/12/16 (+0.1 ability power)

Human form's slower, Spider form's faster. Rappel is easier to use. Cocoon's faster.

"A champion that toes the line of viability, it's been a long time since we've seen Elise terrorizing the top tables. While the usability fix to Rappel shouldn't be understated (that move is really difficult to use), our changes are to increase power in ways that you can feel. A slight nerf to Elise's speed allows us to make her transformation even more deadly, and her cocoon follow-up a little easier to land. "
  • General
  • Rappel.png E - Rappel
    • USABILITY : Elise can now right click while in the air to descend on a target in addition to pressing E again
  • Cocoon.png E - Cocoon
    • MISSILE SPEED : 1450 1600


"With 5.1, we've decided to continue passing along love to some junglers that haven't had the greatest time thus far. With this in mind, we begin with our resident ex-top-tier-spider, Elise.
This one's pretty cut-and-dry; previously we had kept Elise's bonus damage low to curb some of her clearing power, but now that the jungle's got a much larger health pool, well, we felt we could accommodate her accordingly. While obviously not a "this changes everything!" patch note, we'll continue to keep an eye on Elise in the new season to see if she needs a little more love."
  • Neurotoxin.png Q - Neurotoxin / Venomous Bite
    • MAXIMUM BONUS DAMAGE VS. MONSTERS : 50/75/100/125/150 magic damage 75/100/125/150/175 magic damage


Elise's cocoon got skinnier and her rappel range got shortened

"Thanks to her strong dueling power, great objective control (both in damage and spiderling tanking), and high utility ganks, Elise's got all the right things to make her a priority pick in competitive play. You'll hear the same for Lee Sin, but when a champion has so many strengths, it's tough to choose the right direction to take them. For now, our focus is less on introducing new meaningful weaknesses for Elise, and more about reducing her consistency and reliability in getting to targets."
  • Cocoon.png E - Cocoon
    • WIDTH 70 ⇒ 55
    • SPIDER-VISION Fixed a bug where Cocoon was providing vision longer than the stun duration (now correctly matches it)
  • Rappel.png E - Rappel
    • SOME PREAMBLE Rappel now calculates its range from the center of Elise to the center of the target ⇒ edge of Elise to the edge of the target (this means Rappel gains about +75 range)
    • RANGE 925 ⇒ 750 (~825 range if using the old targeting calculations)

Reiterating what was mentioned in the foreword of the patch notes, we like champions that have different strengths and weaknesses at various points in the game, but jungle Elise was an extreme outlier with her super strong spider-of-all-trades early game. This is definitely a nerf, but we'll keep an eye on Elise as she adjusts.

We lowered Neurotoxin/Venomous Bite's damage versus monsters while making Cocoon's stun shorter at early levels and higher at later levels. We also shortened the cooldown of Rappel and lowered spiderling health at early levels but raised it at higher levels.

  • Neurotoxin.png Q - Neurotoxin
    • BASE DAMAGE: 40/80/120/160/200 ⇒ 40/75/110/145/180
    • MAXIMUM % HEALTH DAMAGE VS. MONSTERS: 60/120/180/240/300 ⇒ 50/75/100/125/150
  • Venomous Bite.png Q - Venomous Bite
    • BASE DAMAGE: 60/110/160/210/260 ⇒ 60/100/140/180/220
    • MAXIMUM % HEALTH DAMAGE VS. MONSTERS: 60/120/180/240/300 ⇒ 50/75/100/125/150
  • Cocoon.png E - Cocoon
    • STUN DURATION: 1.5 seconds ⇒ 1/1.25/1.5/1.75/2 seconds
  • Rappel.png E - Rappel
    • COOLDOWN: 26/24/22/20/18 seconds ⇒ 26/23/20/17/14 seconds
  • Spider Form.png R - Spider Form
    • SPIDERLING HEALTH (ROUGH VALUES): 90~260 ⇒ 85~390
    • SPIDERLING HEALTH (REAL VALUES): 90/100/110/120/130/140/150/160/170/180/190/200/210/220/230/240/250/260

⇒ 85/95/105/115/125/135/145/160/175/190/210/230/250/275/300/325/355/390


  • Spider Form.png R - Spider Form
    • COLLISION SIZE :: Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.

Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.

Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.

  • Spiderlings
    • Health reduced to 90-260 from 125-550
    • Armor increased to 30/50/70/90 from 30 (based on Spider Form rank)
    • Magic Resist increased to 50/70/90/110 from 50 (based on Spider Form rank)
    • Multi-target damage reduction adjusted to 25% from 10/20/30/40%
    • Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
    • Spiderlings now group closer together while moving
  • Volatile Spiderling
    • Movement Speed has been reduced
  • Rappel
    • Elise can no longer descend outside of the indicated area
    • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
    • Spiderlings will now descend from Rappel slightly after Elise instead of descending at the same time

Reducing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.

  • Skittering Frenzy
    • Ability Power ratio increased to 0.04 from 0.02
  • Spider Form
    • No longer grants bonus Armor and Magic Resist

Elise has been rewarded too well for playing safely, so we shifted some of her power to her spider form to increase the reward for taking risks.

  • Neurotoxin
    • Cast range reduced to 625 from 650
    • Damage reduced to 40 / 80 / 120 / 160 / 200 from 50 / 95 / 140 / 185 / 230
  • Venomous Bite
    • Damage increased to 60 / 110 / 160 / 210 / 260 from 50 / 95 / 140 / 185 / 230


  • Neurotoxin
    • Mana cost increased to 80 / 85 / 90 / 95 / 100 from 60
  • Cocoon
    • Mana cost reduced to 50 from 65


  • Volatile Spiderling
    • Fixed a bug where Volatile Spiderlings were only lasting for 2.5 seconds, rather than the intended 3 seconds
  • Skittering Frenzy
    • Now immediately starts Elise attacking at her faster attack speed, rather than waiting until her next attack starts


  • Base Movement Speed increased by 25.


  • Neurotoxin ability power ratio increased to 3% per 100 ability power from 2%
  • Venomous Bite ability power ratio increased to 3% per 100 ability power from 2%
  • Cocoon
    • Missile speed increased to 1,450 from 1300
    • Now reveals the target if it hits
  • Spider Form bonus magic damage per ability power ratio increased to 0.3 from 0.2




  • 2014

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