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The Spider Queen
Release Date:October 26th, 2012
Cost:6300 BE
975 RP
Health Regen HealthRegen Mini Icon.png :529.4 (+ 0.6)
Mana Mana Mini Icon.png :324 (+ 50)
Mana Regen ManaRegen Mini Icon.png :6 (+ 0.8)
Movespeed MovementSpeed Mini Icon.png :325 / 350
Attack Damage AttackDamage Mini Icon.png :50.54 (+ 3)
Attack Speed AttackSpeed Mini Icon.png :0.625 (+ 1.75%)
Range Range Mini Icon.png :550 / 125
Armor Armor Mini Icon.png :22.128 (+ 3.35)
Magic Resist MagicResist Mini Icon.png :30 (+ 0)


PassiveSpider Swarm
(Human Form) Elise's Human Form spells will ready a Spiderling upon hitting an enemy.

(Spider Form) Elise's basic attacks deal bonus magic damage and restore health.

Magic Damage: 10 / 15 / 20 / 25 (+30% of Ability Power)
Health per hit: 4 / 6 / 8 / 10 (+10% of Ability Power)

QNeurotoxin / Venomous BiteBanshee's Veil.png

(Human Form Active) Deals magic damage increasing based on target's current Health.
Cooldown: 6 seconds'
Range: 625
Cost: 80 / 85 / 90 / 95 / 100 mana
Base Magic Damage: 40 / 75 / 110 / 145 / 180 [+4% of target's current Health] (+3% per 100 Ability Power)
(Spider Form Active) Deals bonus damage magic damage increasing based on target's missingHealth.
Cooldown: 6 seconds
Range: 475
Base Magic Damage: 60 / 110 / 140 / 180 / 220 [+8% of target's missing Health] (+3% per 100 Ability Power)

WVolatile Spiderling / Skittering FrenzyBanshee's Veil.png

(Human Form 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.
Range: 950
Cooldown: 12 seconds
Cost: 60 / 70 / 80 / 90 / 100 mana
Magic Damage: 60 / 110 / 160 / 210 / 260
(+80% of Ability Power)
(Spider Form Passive) Spiderlings gain bonus attack speed.
(Spider Form Active) Elise and her Spiderlings gain attack speed.
Cooldown: 12 seconds
Attack Speed: 60 / 80 / 100 / 120 / 140%
Passive Spiderling Attack Speed: 5 / 10 / 15 / 20 / 25%

ECocoon / RappelBanshee's Veil.pngCleanseQss.png

(Human Form Active) Stuns and reveals the first enemy it hits for a few seconds.
Cost: 50
Range: 1075
Projectile Speed: 1,600
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Stun: 1.6 / 1.7 / 1.8 / 1.9 / 2 seconds
(Spider Form Active) Elise lifts herself high into the air and descends upon an enemy target. Elise gains increased the bonus damage and healing from Elise's Spider Form attacks for 5 seconds upon landing.
Range: 750
Bonus Damage/Healing: 40 / 55 / 70 / 85 / 100%

RSpider Form
(Active) Elise transforms into a menacing spider, granting access to arachnid abilities and summoning her Spiderlings. Spider Form deals bonus magic damage and restore health per attack and grants bonus movement speed.
Cost: No Cost
Cooldown: 4 seconds
Movement Speed: 25
Spiderling Reduced Damage(From AoE): 25%
Maximum Spiderlings: 2 / 3 / 4 / 5

Patch History


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
  • 20px 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
  • 20px 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


  • 20px 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

 Elise released.