Is There Any Plans For Elise? I have some! (Warning: Long)

Veraska··27 votes·2,631 views

TL:DR -is there anything happening with elise in the future? and me talking about things i'd like to see on a more thematically cohesive elise. (if she got a rework)

With the new blood moon Elise skin coming out (everybody give props to Alex, the homie who made my new favorite splash art in this game) it reminded me how much i liked Elise thematically, but hated her jack of all trades game play. and currently she's also sporting one of the lowest win rates in the game according to lolking -a very depressing 42.7%. Elise Elise Elise Elise Elise Elise

So i was wondering if she's on the radar at all? currently she's in this territory where she was nerfed very hard and is now kinda floating around the game like a useless spider shaped cloud. This process has famously been dubbed "olafing" and its often very frustrating for players who love these champions despite their problematic game play. I know riot has said they're trying to avoid olafing champions moving forward in the future, so i would like to know if there's anything in mind for Elise? Anyone up to the challenge? Does the community have to create a super thread listing ideas, things we like about the spider queen, things we don't like? I would like this post to be that post, but I'm definitely gonna comment on anything regarding Elise, to see her buffs or game play update or whatever happen as soon as possible.

Mostly I'm just looking for somebody to tell me "she's on the radar" at least. so past that i think i might just talk about what i would want out of a game play update. some goals for fixes that i think old Elise players would like while also bringing in new Elise fans and fixing some of her issues.

Goals i have set in mind: -Tone down her overall versatility. -Give her a strong gameplay space that's not inhabited by another champion. -More thematic cohesion within her kit. -Meaningful weaknesses.

versatility issues: To me, Elise's biggest problem is that fact that she was once a jack of all trades, because she had literally everything in her kit: CC, %health damage, Range, Untargetability, mobility, sustain, high clear speed, high damage, and early game durability. She was incredibly versatile and was generally the best Jungler to have on your team along with Lee Sin LeeSin for almost any comp. She was an incredibly safe 1st pick in champ select granting her lack of any weakness and her flexibility. To me this kinda strength is problematic from a balance standpoint, because you create a suffocating vacuum in champion diversity when you have champions like elise who are strong. Why pick any other Jungler who specializes in this specific aspect of jungling, when the spider queen can accomplish the same task at a more generalized level, but provide bounds of extra value to the team? This is the frustrating situation with Elise when she's strong, and its one of the reasons people hate lee sin so much- boundless versatility crowding out all the other jungle picks. On the flip side you create a situation of optimal efficiency with these kind of champions. Elise can still do all the things i listed, they weren't removed from her kit. the issue is that her overall power has been reduced so much from nerfs after nerfs that Kha'Zix Khazix rose up and took her spot. The problem with being a jack of all trades is that you're probably the best character in the game with no weaknesses, or you're a master of nothing who doesn't really help your team more then other champions. so while Elise was nerfed and lee sin received love taps, Elise disappeared from competitive scene and Kha'Zix/Rengar filled her slot as the "other" good Jungler.

So for me, Elise wouldn't NEED all of these things she has to be viable. She could still be a transform champion, but i think the spider theme could be portrayed better. Give her some really powerful new mechanics to work with, stuff that only Elise could do. A real reason to pick her besides her just being strong. Something that even if she was nerfed over and over she could still only do herself. The thing is though, what do we focus on? Like i said she has so much in her kit, what do you remove? What is absolutely necessary on Elise?

New Gameplay Space: Elise is the SPIDER QUEEN. She's seductive, venomous, and eerie, I absolutely love this but I feel her character is not really portrayed through her game play as well as other champions (or at all) Kha'Zix is an otherworldly predator that consumes and adapts, his character is portrayed through his evolve mechanic -consume enough prey (XP) and evolve to adapt to the game. Viktor Viktor is a self improving mechanical mage, and this is reflected through his hexcore upgrades. It doesn't have to be evolve mechanics though, Rengar Rengar is another champion i think portrays his character very well through game play, stalking and striking for the kill. His passive leap from the bushes feels like its the thrill of the hunt!

Elise however, while all of her abilities have spider themes, the themes are just skins over the abilities. Not within the abilities themselves. cocoon is a skill shot stun, neurotoxin is a point and click damage spell, skittering frenzy is a steroid. Nothing TRULY spidery going on there. So what should Elise be? What is something a spider does that only spiders do? What is something that i feel Elise would do in a cinematic? She should lure people into the depths of her web. THAT'S something that feels spidery. So to me Elise should be this: A Zone control oriented assassin with powerful objective control. She spins her webs where her spider-lings dwell, and in these webs is where she is most dangerous and where her enemies are most vulnerable, just as spiders strive to catch flies in their web, Elise should try to lure and trap her enemies within the confines of her lair. ** More thematic cohesion within her kit**: Elise is a transform champion and all of her abilities are strong on their own with little combo oriented game play. The closest i can think of is the interaction with her human W and her spider Q. As i touched on above, all of Elise's current abilities don't have a super spider feel besides from the visuals, the raw game play on their own doesn't feel like a spiders, so here is what i have in mind. I want to create situations where you want to be human (to lure them into your web) and situations where you want to be a spider (to feast on their bones in an advantageous position) so her new abilities will reflect and support this strategy. Not much to say on this, but i'll flesh it out more when i start talking about my in theory new kit for her.

Meaningful weaknesses: This is a pretty common problem with transform champions, as they can swap out to entirely new skill sets to fit the needs that they need most. Giving them a weakness is pretty tough, i think a good champion to look at is Gnar Gnar . Now before you stop reading because you hate not having control that's not what I'm saying, but I'm saying Gnar is a good example of how transform champions should be, sort of. I don't like Gnar personally as i don't like feeling like i can't control whats about to happen, so with Elise i figured i could do something similar. And again it revolves around this spider web trap concept.

Elise can only be in spider form while in her web. This creates a situation where Elise cannot just change at the drop of a hat when she wants to, but she must set herself up in a situation where she has the control over the fight she wants. with this it gives Elise a real strength and real weakness, a stronghold on a spot on the map that makes her incredibly powerful. while away from it she's weaker then most champions (as she's missing a chunk of her kit) i feel these are very reasonable trade off's and provide an approach to transform champions that has not been done yet. ** IN THEORY NEW KIT:**

I'll start with her ultimate as its the most important part of her kit now:

Human R (outside web): Spiders Lair- longer cool down -Elise summons webs to spread around her in a large circle (think a little smaller then trundle's frozen domain) within this web enemy units are revealed (Elise has vision over all in the lair) while Elise is inside the Lair she has access to Transform: spider. to reveal her True Form. elise has access to Spiders Lair at lvl 1.

Human R (in web): Transform Spider -4 second cool down -Elise reveals her true spider form. While in this form she gains access to her spider form basic abilities, gains increased movement speed, attack speed, and her auto attacks apply a stack of Neurotoxin. Neurotoxin slows and damages the afflicted unit based on their maximum health every .5 second over 1.5 seconds. if an enemy receives 4 stacks of Neurotoxin they are stunned and take additional damage. Neurotoxins damage over time scales with ability power (additional 1% every 50 AP?) while in Spider form Elise's ultimate becomes Transform Human. if Elise leaves her web she automatically transforms back into a human (maybe after a delay, forced transformations can be frustrating. But if its telegraphed it might be easier)

Spider R -Transform Human -4 second cool down -Elise transforms into her Human form gaining access of her 3 human basic abilities

** THOUGHTS:** this is the core of the game play for Elise. she's got incredible power and this poison just melts their insides if they can't escape, and Elise has strong sticking power with the slow, as the game goes on and if elise goes an assassin route to build dmg she becomes a pretty powerful duelist with this passive as well with her other abilities, while in her web at least. but outside of dueling this creates a nightmare scenario with objective control. imagine Baron Nashor, completely covered in this web. with elise just shredding it with her spider AA's, its an incredible amount of zone control for your objectives (but 2hot2stupid how does she get to priority targets? can't they just shoot you from outside the web?) well that leads me to the stuff in her human kit. i'll start with the Q's ** Human Q: Vile Enchanting -** -Elise fires a projectile that entices the 1st enemy hit, making them run towards Elise at reduced speed. if Elise is standing within her web, they run towards Elise at a significantly increased speed. if Elise attacks the enemy unit while enchanted they snap out of the illusion- ending the CC.

THOUGHTS: this skill shot is kinda like Ahri's Ahri charm but it acts more as "strike them with madness so they run towards their doom" as opposed to a DFG kiss of death. as this is Elise's primary fishing spell, and her spider Q is her primary damage spell i want the duration of the enchant to get longer with level. which is why i had the cc break if Elise damages the enchanted enemy. because her AA's apply a slow and a stun, i don't want people to be stun locked while Elise murders them, as much as i love the thematic strength of a unit being powerless while Elise kills them (like a spider and fly) counter play comes 1st. Riot design principles 101. Instead this is Elise's way of picking priority targets to pseudo pull them into her web without just Blitzcrank Blitzcrank hooking them. This also has utiltiy outside of her web as it can be used to catch straddlers trying to flee a losing fight (similar to how cocoon is used now)

**Spider Q: Venomous Bite: ** -Elise lunges at a target dealing magic damage to them and applying a stack of Neurotoxin. this abilities damage is amplified based on *Elise's *missing health.

THOUGHTS: pretty straight forward, essentially the same as her old Venomous bite mechanically except it doesn't deal missing health damage, instead it applies a stack of her passive. Additionally i wanted to talk about the missing health for Elise component of this ability, and its really just to give Elise some good outplay potential. Imagine your her and someones chasing you down, you have no health, you enter your web, you now have the opportunity to deal incredibly high burst damage. Do you take the chance to kill them with your now empowered Q? Or do you just keep running with the increased movement speed. You are most deadly when you're in your web, and your prey should respect that. Even at low health i wanted enemies to be cautious following her into the depths of her lair.

Human W: Venomous intent- -Elise spews out poison at a target area that soaks into the flesh of all units hit dealing damage over time. if a unit afflicted by this poison is killed by Elise, they explode dealing AOE damage around them

THOUGHTS: This is for her ability to clear waves and jungle camps. In lane you fire this into a wave minions and as you last hit them they explode, dealing AOE damage and decimating the wave. This is Elise's only form of ranged wave clear, and is designed for her to have to risk going up with her lower attack range to push the wave as opposed to Ziggs Ziggs or Xerath Xerath who Q spam the wave. Honestly I'm trying to find a more engaging way to put spider lings in her kit and it was gonna be on this ability but somebody reminded me of a Dota 2 character named Broodmother who does something very similar. (or exactly the same actually) this ability also serves to help her farm the jungle quickly (who doesn't like AOE explosions?)

Spider W: Skittering Frenzy- -PASSIVE: Elise gains increased attack speed while attacking units affected by venomous intent

THOUGHTS: Elise was a jack of all trades champion. And i remember a waaay while back before the boards there was a discussion asking Elise players what they liked about Elise. A lot of people said her versatility and clear speed. While these 2 aspects are not very engaging thematically I felt it was important to keep some of old Elise's special traits in this (theoretical) rework. You already know how i feel about versatile champions. so I'm removing a lot of things that made Elise her a jack of all trades. Potential range abuse (remember top lane Elise?) Her sustain. Her early game durability. The things i think really mattered to retain on Elise were her %health damage, and her clear speed. This form of her human and spider W is to give her that clear speed that plenty of spider fans love. ** Human E: spider ling nest** -Elise lays her eggs in an area acting as small wards, if an enemy steps in their radius the spider lings latch to them, revealing them.

THOUGHTS: I didn't want to give Elise a whole lot of damage abilities in her human form, as that is the her trade off (vulnerable) but i wanted to give her some more support-y traits as well as some tools to prevent her from getting destroyed if she thinks ahead. These spider ling nests act as wards (similar to bushwhack but with an actual vision radius) to put at jungle entrances. I wanted to keep the spider lings in her kit but i wanted to do it in a way that didn't add raw dps or durability to her kit. and i think the spider lings serving to protect the queen with their lives is pretty strong thematic effect (maybe more so for a colony ant or bee themed champion?)

**Spider E: Rappel ** -Elise ascends up onto the top of the web moving around freely off screen (her character is replace with a shadow moving across the web) for a duration, she can cast this ability to leap on top of a target within her web, dealing AOE damage. while rappelled, Elise cannot walk out the range of her web, and she cannot cast rappel to leap out of her web.

THOUGHTS: Out of all of her abilities I thought Rappel was the most iconic and was the one i wanted to keep in some form, with some adjustments. Now it acts like a mix of vlads Vladimir pool and fizz's Fizz E. she can scuttle around the surface of her web being UN-targetable for a small amount of time, at the end of the duration she leaps towards her cursor (or if she casts the ability again) to deal damage to the target she lands on. now this obviously wouldn't do as much damage as a Fizz E, but this ability acts as tool to give her strong mobility -limited by its web radius boundaries. I didn't want to keep the point in click aspect of it, as it kinda felt frustrating for some people if it was not responsive enough (this has happened to friends of mine plenty) I also wanted to avoid giving her a point and click I land on anyone i want situation. Plus more damage to spread about on her kit to make her burst not feel extremely oriented on 1 ability. More spread out damage means more time for opponents to react to it.

PASSIVE: WEB SPINNER: -killing units as elise in human form lower the cool down of Spiders Lair. killing units in spider form lowers it more.

THOUGHTS: yeah not a very interesting passive. but i basically wanted to make it meaningful when you put down the web, but i didn't want to punish players who are trying to jungle her. so it has a long natural cool down but if you're farming in it the cool down goes down pretty fast.

GAMEPLAY: Elise is a magic damage based jungle Assassin who excels at strong objective control and creates a powerful zone of threat with her Spiders Lair. As a transform champion you have 1 goal to unlock both forms effectively in game play. Either create a situation where your opponent has to fight you in your web. Or lure them into a trap. Elise in both of her forms have separate but very punishing weaknesses that must be overcome for her to succeed. In her ranged mage human form, You have low damage and low mobility making you incredibly vulnerable to high aggro duelists who want to step on you with their big bruiser boots. Spider elise is a different beast all together with incredibly strong dueling power and stickiness, once she's sunk her fangs in you your chances for escape are low. In this form she also has pretty crazy mobility. What makes this high magic dps face melting spider assassin form fair? Her range of influence reaches only as far as her web. As none of her mobility spells allow her to jump out of her web and she transforms back into human form upon leaving the web. In her spider form she has no utility to aid her allies and no ranged combat abilities. While her human form has very limited combat abilities. Elise players will have to learn to manipulate the battle and place their long cool down web in strategically advantageous positions to utilize her most effectively.

EARLY GAME: Elise is best used as a Jungler where she can utilize her strengths for objective control the most. But if you wanna try taking her into lane I ain't gonna try and stop you. In the early game you're gonna wanna place your web in a position where you can clear multiple camps within its range so that its off cool down when you need it to clear the next part of your jungle route or you can set it up during a premeditated gank. You can only have 1 web on the map at a time so position it wisely to get the most benefit for you and your team.

MID GAME: As Elise gets some items going she becomes a real threat to the enemy team. Her web offers her a lot of power with her spider form and the best way to utilize it at this point is to place it at objectives to make your opponents weary of challenging your team for that dragon or that tower. Make carries fear for their lives (especially if you're fed) if they choose to challenge your team when you're most powerful.

LATE GAME: Elise in spider form when building AP is a monster to 1v1, with her passive dealing really high %max health damage. she can shred through enemies in seconds. provided you can force their hands and make them fight you within your lair.

ADDITIONAL GAME PLAY THOUGHTS: What does SPIDER QUEEN mean to you? This whole giant thing is an idea of what i think Elise should be. I wanted to tackle a large number of design points that I've read about from various dev blogs about champion balance and design, and apply it to a rework for a champion who i think thematically is one of the best character archetypes in the game, but the game play does not reflect it. While attempting to solve some problems with her game play (either being too good at everything, or not good enough at anything all of which are determined by numbers). I wanted to give her something new, a new mechanic that no other champion in the game had. A role in this game that she would be absolute queen of -aggressive objective control, and i wanted to tackle the problem a lot of champions in this game still have: meaningful weaknesses. I like when champions have meaningful weaknesses and incredible strengths. And i think this Elise reflects that aspect very well. Another thing i wanted to do was address the problem a lot of transform champions have. The ability to flip their form to whatever situation that most suited it (looking at you Jayce). While I'm not a big fan of Gnars random transformations (although well telegraphed) i wanted to create a situation where Elise could unlock her 2nd form through game play, and be vulnerable without it.

additional levers and mechanics i wanted some input on but didn't feel were necessary:

-stealth while in the web for outsiders (think akali shroud. but if you walked in you could see her) -the web is destroyed if she leaves it for too long

  • Elise gets some sort of buff when moving towards someone whose stepped on her spiderlings (makes sense for someone who has her babies. damage? movement speed? i dunno)

Elise mains tell me why you HATE it. tell me every reason you hate it. as i get this form of Elise is very different from current Elise. but honestly i feel this model (or at least the core of it, I'm no designer so I'm not saying there's no problems with this kit) is definitely more spider queen then her current kit. So maybe this could've just been a new spider champion all together. But you know how riot is. Occupying game play space and all that.

Also anyone who likes game design tell me whats wrong with this kit?

And any Dev's or Reds who wanna take a look at my nights work please do so it would mean the world to me. As an aspiring MOBA game designer this is something i enjoy doing and i don't get discouraged from criticism (constructive or not) so say whatever thoughts you have on this vision of Elise.

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38 Comments

Teridax688 votes

I completely agree with your goals for an Elise rework, as well as your assessment of what she should feel like (namely, spinning a web and luring enemies into it as a human, before eating them as a spider). Here's my opinion on your kit:

  1. The idea of setting up a literal web makes perfect thematic sense, and telegraphs Elise's intent heavily enough that her opponents can anticipate her just by looking at the area around her (which is a good thing). The way you've implemented this also looks like it would work well for ganks, which is critical to Elise's playstyle. If I had one bit of criticism to make here, it's that the web conveys more threat than seduction: granted, you gave Elise a charm ability, but I get the feeling that she should be somehow inviting the opponent to come into her web on a player's psychological level, whereas a big web of death would drive her would-be victims away. You gave her strong area control, but I feel her own brand of it needs to revolve around her luring enemies into the area she's controlling somehow.
  2. The new passive you've given Elise is simple and easy to appreciate. I'm a bit sad that she loses her Spiderlings, though. Was there a specific reason why you wanted to get rid of them?
  3. Limiting the transformation mechanic to Elise's web would definitely allow her to be have more concentrated power. It's a great way to limit her all-around power without sacrificing her control. I'm not much of a fan of the Neurotoxin's slow, though: the DoT would be good at clearing jungle camps, and Elise could afford to keep her stun, but having a slow-on-attack mechanic falls into issues similar to perma-slow, where an enemy's interaction only really counts for the first autoattack (afterwards, they're slowed until they're stunned). A short-duration slow of some kind, or just a stun somewhere on her kit would be enough. What with Elise being a transformation champion, you can afford to dedicate one slot to each effect you want her to have, without having to bundle up multiple mechanics into one ability unless you have to.
  4. I think you may want to take another look at the W you've given to Elise in both forms. Elise's current Ws already have issues where they don't really contribute much to her kit (the main issue with Volatile Spiderling) or fit her playstyle very well (in particular her Skittering Frenzy, which is a bruiser-type skill on a champion who was originally meant to be an assassin). The abilities you've implemented are functional, but there could be a better way to make her kit flow, in particular with abilities that would not encourage Elise to build like a bruiser (a likely issue with your Skittering Frenzy, even without the heal).
  5. As a charm, Vile Enchanting works well, and the interaction with Elise's web is genius. I don't like the break-on-attack, though: break-on-attack abilities tend to be hugely confusing due to their inconsistency, and the existence of such a mechanic tends to bloat the duration of the crowd control in games that have them (namely WoW, where the implementation of break-on-attack is a nightmare for Warlocks). You've mentioned that the main reason for that effect is so that your victim doesn't end up getting chain-CCed: aside from the problem of having two forms of hard CC on an assassin, the main issue here seems to be with Neurotoxin being such an easy follow-up to Vile Enchanting, so it would be best to remove the break-on-attack mechanic here and instead change Neurotoxin.
  6. Focusing Rappel onto Elise's web is a brilliant idea, and adds a lot of consistency to both her theme and gameplay. I think you could do without the AoE damage or leap, but that's more pure opinion on my part than actual criticism. I'm not so sure about Spiderling Nest, however: it's great that you're not giving human Elise too much damage (I also think Elise should be dealing little to no real damage in human form), but it sort of falls into the same problem as Venomous Intent/Skittering Frenzy, where it just sits there without contributing that much to Elise's gameplay, besides giving her an extra mechanic.

Overall, I think you're completely on the right track to improving Elise, and the theme/gameplay you're setting for her is what she should have had in the first place. My main criticism here is that you could make Elise's kit even tighter than it is now: while you've nailed down Elise's Spider Form kit pretty well on the most part, most of the Human Form abilities you've given her (namely, her W and E) look like they're just there for the sake of being there, instead of opening up gameplay through her Spider Form or the web mechanic you've given her. I think you could emphasize the difference between human Elise and Spider Elise even more: human Elise should be the control mage setting up her web and getting her victims inside it, while dealing practically no damage, whereas spider Elise is the assassin who completely destroys enemies you've prepared well in human form, with little to no crowd control but a ton of burst.

Veraska5 votes

holy yoooooo this is all really good input man, thanks for your thoughts. ill try my best to touch on all of these.

  1. yeah the web definitely feels more like a "danger zone: DO NOT ENTER!" then i would like it to be, especially for a seductress character like Elise. the niche i wanted to give her was strong zone/objective control and its hard to do that without making your means of doing it seem imposing. and im hoping the way to lure champions to their death is to get them to follow you into your lair while your in human form (as her Spider Q rewards this kind of baiting with it's health mechanics). but i agree it could definitely use work on how or what the web itself does, someone brought up the fact that it grants vision it absurd, so i wanna change that. but im glad you like the concept of the web.

  2. primarily i wanted to move the spider lings somewhere else on the kit because they offered a lot of power that was hard to appreciate, they increased your dps by a considerable amount and they made her relatively tanky in the jungle which are all good and nice but hard to really make interactive. im not a very big fan of minion mancing at that level and i wanted to do 1 of 2 things: make her play style focus more on the spider lings and build a kit to support that, or move the spider lings into a more utility focused position on her kit. i chose the easy path and moved them into a warding mechanic. how do you feel about the spider lings because i agree i think they're a pretty important part of old Elise's character and i think they should be retained the best way possible

  3. i agree with your assessment on the perma slow situation and i was very mindful of this. i took a look at GP's Gangplank slow passive and thought about how i could take a similar concept (poison on hit) and not bust it. so i went with a shorter duration on stacks, the poison only lasts 1.5 seconds, so in theory if you flash away she won't be able to close the gap to you just being so slow from poison. but i don't have much confidence in the slow aspect of this passive. and people have asked me to move the slow to the web, but i wouldn't want just a giant AOE slowing field on the map that doesn't go away until you decide to put another one down.

  4. honestly yeah i see what you mean. and this was basically because i was having issues designing this kit at this point. i had a really solid core mechanic and her ult/Q figured out. and this was mostly just slapped on to give her high clear speed, something Elise mains really appreciated. but i agree it doesn't really do anything to enhance the rest of her new game play. if you have any ideas im all ears to discuss them though.

  5. honestly if i removed the slow on her spider form AA's i bet i could get away with removing the break on attack situation. but the worry of being chain CC'd to death by an assassin would still be there. or really maybe at this point the stun on neurotoxin is a bit much. im not sure. you brought up a great point about the bloating of crowd control in wow (loved your example) and yeah this CC definitely had that problem it was either really long, or just as long as they get to you, and while i thought it had some cool game play implementations (im in human form, but my team can murder the enemy champion so ill charm them and walk away so their cc'd longer) but i don't think those kind of interactions are as good as they should be. but would you remove both the slow and stun effect on neurotoxin in favor of a stronger raw cc skillshot? what changes would you implement around this stuff?

  6. the spider eggs was kinda my way to retain Elise's spider lings without just adding raw combat power, i shifted them to a utility spell. but i think this spell could use some web interaction honestly, it would make more sense thematically. but this really brings up what (to me) is my biggest fault on the kit. spider elise is pretty cool pretty fleshed out, her side of Elise's total gameplay (flesh eating monster) is very well defined, but i kinda dropped the ball on her human forms themes, seduction, enticing, baiting, the web. i think her human W and E definitely need to be looked at, while they add to her kit, they don't really accomplish the goal of kit wide cohesion that i talked about, and while i like her human Q thematically a lot, 1 spell does not make a kit. what are your thoughts on some cool ways to make her play style in human form more seductive feeling?

you gave me a long well thought out answer man, thank you very much, this is the best kind of feedback i can get. ^^

Teridax681 votes

A pleasure! You put in a huge amount of thought and effort into setting the perfect theme for Elise, and it's rare to see someone so open to criticism and willing to engage in constructive dialogue.

A while ago, back when Morello launched a thread asking for the community to give ideas on what Elise should be, I sort of had a few ideas (mainly focus her human form into a true mage and her spider form into a true assassin), but I didn't really come to any concrete ideas, partially because there were so many slots in her kit I couldn't really find a way to fill adequately, but also because I had no idea how to express Elise's web-spinner facet in her skillset. Your idea of Elise physically laying down a web and luring her opponents into it is, I think, the key to tying her human form to her spider form.

This is going to go into very long-winded reasoning, and I should probably make a separate post for this, but here's my take on Elise: overall, there's little difference between what I want Elise to achieve relative to your concept, but I want to try to reincorporate her Spiderlings in a way that allows her to use them to deal damage while avoiding their current issues of egregious skillshot blocking and pervasive low-visibility power. I also want to shift her strengths around in a much more black-and-white manner: her human form should have really good control, but extremely limited access to damage (her human form should have near-zero kill potential), whereas her spider form should have a ton of burst, provided her target's prepped up by her human form (this, I think, is crucial to Elise's playstyle: she needs to set up kills in human form and take them in spider form, and should be a lot more opportunistic than she currently is).

With the above condition (Elise can't kill enemies easily if they're not prepped up), I want to try an Elise that can keep her free transformation, though I want to incorporate your web mechanic and make it critical to both her human and spider forms. In combat, I want to make her alternate rapidly between forms: she should be mostly in human form while looking for an opportunity, and should swoop in as a spider for bursts of damage before retreating to a safer range, going back to human form and repeating the process. She should be vulnerable in both forms, and I want that to be part of her lure: as a squishy human with very little damage, Elise should look like an easy meal, even if you're a veteran who's played against her several times, and you should always have the incentive to dive her and kill her with burst (which she should be vulnerable to). However, I want her human skillset to use that fact to trick her opponents into thinking that she got caught, when in fact it's them who just got caught in her own trap.

Here's my take on her kit:

Passive - Spider Swarm: In Human Form, Elise's spells implant eggs into her target, up to a maximum of three (eggs last for a few seconds before they expire, say ~5 seconds). If her target is infested with at least one egg, Elise's next spell or basic attack in Spider Form will deal bonus magic damage (scaling with level and AP) and hatch the eggs, releasing a Spiderling for each egg hatched. The Spiderlings will then follow their victim and attack them, losing 33% of their maximum health each second (they die in 3 seconds). Spiderlings die prematurely if Elise dies or switches forms.

Spiderlings' basic attacks deal magic damage, and they do not benefit from AoE mitigation.

Reasoning: This is mainly how I want Human Elise to "prep up" her victims while incorporating her Spiderlings: the more spells she lands on her target, the more damage she can deal in Spider Form (I don't want the bonus magic damage to scale with Spiderlings, though, since I don't want the variation in her kill potential be even more extreme than it already is with this kit). I wanted the Spiderlings to die quickly and follow their target instead of Elise so that they don't provide her with any tankiness, and to avoid the minion-mancing problem she has now. It also means Elise's victim has a clear window where they can hold her off or just run away to mitigate a lot of her damage, on top of having a much easier time killing her Spiderlings.

R - Spider Form/Human Form: No big changes, other than perhaps number changes. I think with her abilities Human Elise could afford to have 340 movespeed (+5 from what she has now), and Spider Elise wouldn't need the +10 bonus momement speed anymore (I don't think either form should passively boost her roaming power). Perhaps, on top of this, Human Elise could have less range (500 instead of 550, for example), and both Spider Elise and her Spiderlings could deal more damage (upgrading R should still increase both Elise's Spider Form on-hit damage and her Spiderlings' damage, and both by the same amount). Also, her Spiderlings could have less initial movement speed, but would scale with Elise's own movement speed.

Reasoning: This has probably more to do with a desire for simplification than anything else, but my main qualm with Elise's current transformation mechanic is that Spider Form tends to be her default form just because it has 10 more movement speed. I want Human Elise to be riskier (hence the shorter attack range, which would make her even less oppressive in top lane), but I also want her to have a bit more maneuverability, as several parts of her kit require her to move towards her victim and stay with them. Conversely, I'm giving Spider Elise a bit more ability-based mobility which, coupled with the additional CC she can output in human form, means she doesn't need to be that fast all around. I do, however, want her to deal more on-hit damage, partially because I'm removing her DPS steroids and locking away a lot of her burst, but also because I want her to put herself at risk to reap better rewards: by reducing the overload in her kit, Elise could afford to scale a lot better than she currently does (her terrible scaling is both the only way to balance her overloaded kit in the late game and the main reason she has to build like a bruiser). The change to her Spiderlings' movespeed is there so that her opponent can outrun them more easily early on, but also so that they get more sticking power late, as with Maokai 's sapling, particularly since they work more like mini-saplings here.

Human Q - Neurotoxin: Elise channels for up to 2 seconds, pumping a debilitating venom into the target enemy that gradually decreases their vision and deals damage every half-second based on their current health. If the target does not escape or break the channel, they are rooted for 1 second and implanted with an egg. Elise will always remain visible to the target, and can move while channeling. The target's vision rapidly recovers 1 second after the end of the channel.

Reasoning: I agree with you that Elise needs some kind of a poison to inject her enemy with, and this is my take on it: it sort of takes from her current human Q in that it deals current heal-based damage and is point-and-click, but introduces proper gameplay by working as a leash, which means it's no longer free poke and requires commitment to put to full use. I want Elise to be visible no matter what during this effect because her victim should always be able to break the channel through CC. I want to keep the current-health damage here so that it can still work well against jungle monsters and tanky top laners, but cannot kill a target on its own. This is also Human Elise's only damaging ability.

Spider Q - Venomous Bite: Pretty much the same as Spider Elise's current Q, only that the damage dealt is a flat amount plus an AP scaling, with the total damage increasing based on the enemy's missing health (1% for every 1% of the enemy's missing health, maybe?).

Reasoning: I think Elise should keep her execute, since it makes sense for her to deal more damage to an enemy she's wounded harder, but I wanted to change a bit of the math behind the damage so that she starts with a bit more free damage (she'll have to use this multiple times in a fight, and her overall damage is less free) and scales better overall. This will likely harm her execution capabilities against tanky targets and large jungle monsters, but unlike Lee Sin she's not meant to be particularly spectacular at monster stealing. This should, however, give her better initial damage against anyone, so her clear shouldn't be harmed by that much and would in fact be more consistent overall.

(I'm getting over the character limit, so I'll follow up with another post) ->

Teridax681 votes

--> (Continuing from previous post)

Human W - Web Spinner: Elise channels for 1 second and lays down a large web (with a radius a bit between that of Amumu 's tears and Curse of the Sad Mummy) that becomes invisible after 1.5 seconds. Webs last for up to 3 minutes, count as traps, and overlapping webs count as a single web. Elise can hold up to 4 charges that regenerate over time (scaling with rank and cooldown reduction), and can have up to 4 webs up at a time. Champions and large monsters who step on her web will reveal it, causing it to implant them with an egg, as well as slow and reveal them as long as they are standing on it (does not reveal stealthed units, and the slow scales with rank). Webs destroy themselves 2 seconds after they are revealed.

Reasoning: This is the "trap" part of Elise's Human kit, where she lays down her web and catches enemies in it, and is almost directly taken from your kit. I want to make the web invisible so that it doesn't convey the immediate threat a clearly visible web does, though I don't want this to deal any damage on its own as it's something you can lay down globally (there's no way to really react to damage from a global invisible ability, one of the reasons why Teemo and Shaco are so annoying to play against). I also want the webs to destroy themselves after being detonated or revealed with a red trinket/pink ward because I don't want Elise getting pervasive global vision out of this. The intent is that Elise webs up critical areas, in particular the area around her, and feigns vulnerability, so that greedy enemies move in to try and kill her and get caught (she's the bait to her own trap). When ganking, she should be able to lay webs in critical parts of the lane to catch her opponents when they try to escape, and when clearing she should be able to expend webs on a regular enough basis to proc eggs on the jungle camps.

Spider W - Rappel: No core changes from Elise's current Rappel (which is on her E), except Elise could gain the ability to Rappel to webs she's laid down, revealing them in the process. She could also perhaps have Rappel's cooldown reset upon getting a kill or assist.

Reasoning: The main purpose of these buffs to Rappel are so that Elise can better alternate between Spider and Human form mid-fight, as well as clean up better in teamfights (her clean-up potential is already a strength of hers). I want Elise to be higher-risk and squishier overall, so being able to selectively dodge attacks and jump better to her targets would allow her to get into the thick of a fight without necessarily having to build like a bruiser. Elise is currently built without any escapes, which is one of the many reasons why she has to build tanky, but with a playstyle that puts her at constant risk all the time she could afford to have a limited amount of escape potential through her webs (the web also gets consumed in the process, so she has to pre-emptively expend a significant resource in order to disengage from a fight). My main concern with moving Rappel to Elise's W is how it would mess with muscle memory, but I feel Rappel and Web Spinner need to be on the same ability slot, due to how they work together.

Human E - Coccoon: Only change I want to have here is to reduce the initial stun time to 0.5 seconds, and the rank 5 stun time to 1.5 seconds (it's a 0.5-second decrease across the board). Perhaps the cooldown could be reduced in compensation, but I don't find it immediately necessary. In accordance with Elise's new passive, Coccoon implants an egg into the target it hits.

Reasoning: Though we may differ on this, I feel like Elise wrapping up her target in a coccoon makes thematic sense, and the skill itself is healthy (it's a linear collision skillshot). I want to reduce the duration of the crowd control because Elise has a ton more CC in her Human Form, and I want to make sure there isn't too much binariness to her human kit, where landing every ability in Human Form would be trivial after landing just one skill, or where missing one ability would lead to missing everything else. That said, I think landing a skill in Human Form should facilitate landing her other skills to a certain degree.

Spider E - Volatile Spiderlings: (Passive) Elise's Spiderlings explode upon death, dealing magic damage in a small radius. Champions take 50% damage from subsequent explosions beyond the first. Spiderlings that die prematurely do not detonate.

Reasoning: Figured Volatile Spiderling could still have a place in Elise's kit, provided it worked with her actual Spiderlings. The gameplay here is different (this is a burst of damage you deal by staying in Spider Form long enough for your Spiderlings to explode, and not a scout you send out for vision and damage), and should hopefully have more interaction (you can prevent the detonation by killing Elise or the Spiderlings, or forcing her back into Human Form, and you can avoid the explosion by outrunning the Spiderlings). This limits Spider Elise to two actives, only one of which deals damage, which is why I want her to deal more damage with her autoattacks and her Spiderlings. Overall, your main goal as Spider Elise would to jump in, burst the Spiderlings out of your victim, and stay on them until the Spiderlings burst before finishing them off with another Q, whereupon you retreat with Rappel, go back to human form and repeat the process. I wanted a three-Spiderling explosion to have diminishing returns, mainly to keep a consistent amount of damage versus champions (so you don't end up with one Spiderling dealing piddly damage on its own or three Spiderlings dealing way too much damage) but also to ensure Elise can deal a lot of damage to jungle camps despite being single-target and bursty.

What do you think of this kit? Overall, I want to follow the same themes and gameplay cornerstones you set for Elise (seductive and venomous trapster who turns into a leaping, hungry assassin) while emphasizing the differences in her kits (control mage versus dive-heavy assassin) and implementing an inter-form combo with her passive. Do these abilities fit her theme and gameplay? Does this kit have issues of its own?

Veraska1 votes

im really enjoying your version of elise too, i like the idea of her laying eggs inside a target, it definitely uses the spiderlings way more then my current kit and it does it in a way thats way healthier then how they currently act, however, 33% every second for 3 seconds? is that a typo because that does seem a bit much, unless her only tool to do it is her human Q. then i could see that being pretty fair, especially if she only gets the egg if it's a full channel.

Teridax681 votes

33% maximum health per second is the health the Spiderlings lose, not the victim, so the Spiderlings die in exactly 3 seconds (unless you kill them sooner). I think the Spiderlings themselves should still damage the target for the same magic damage as Elise's on-hit damage in Spider Form.

Veraska1 votes

ohhh ok yeah no yeah i read that all wrong, that seems totally reasonable, and i like that her spiderlings share their on hit effects, kinda make them feel like an extension of her (like zyra plants)

would they proc over on hit effects tho? like red buffs? or would you like it to strictly be her spider form on hit dmg?

Teridax681 votes

I think it would be better if they didn't proc on-hit or spell effects, which would be no change from their current state. As a general rule, on-hit effects should only proc once per attack or ability, as they'd otherwise risk being abused, and while spell effects might be appropriate on kits with more reliable minion generation, as is the case for Zyra or Azir , I don't feel they'd be appropriate here (Elise doesn't need to proc item 3116 or item 3151 through her Spiderling basic attacks).

EDIT: I'm not so sure about having Spiderlings lose health on their own anymore. The original idea behind it was that they'd be easier to kill the closer they'd be to death, but I think it would just be better to make them squishier overall (or just have them die with upon taking any kind of damage). I still want them to die (and blow up) in 3 seconds, only they should probably do so with the current visual indicator for Volatile Spiderling and not with decreasing health.

Paletongue5 votes

I'm absolutely mesmerized with the idea of a web to be the only location where she can go into spider form. I think there could be so many amazing spin-offs of it that would work amazingly as well.

Picture this though: Elise lays down her webbing all along the walls and floors of her jungle, creating her own spider lair. Her enemies can see that Elise has claimed this part, yet don't know of the dangers that lurk inside. A few possible mechanics to form this could be to have her lay a web where she walks (either by a constant passive or a temporary active), and maybe the more she walks over a spot, the more the web builds up and thicken into her nest. Or maybe she has a ground target skillshot that leaves some webbing on the ground/walls it hits, and then spreads by elise killing jungle monsters nearby or her walking over it. There are so many beautifully dark turns that could be taken with your idea, so much more interesting than just a temporary ground field like trundles.

You mentioned elise needed something to make her unique, well this is it!

Two things that I don't like much about your version: 1.Spiderlings aren't present enough When I imagine a queen, I picture her using her minions to their full potential, not just as sad little wards. One of my favorite parts of old elise is shredding my enemies with my spiderling and skittering frenzy. An extent off this, I don't feel that the attack speed spell is worth keeping on your kit anymore, because it synergized specifically with her spiderling's damage. I like elise's spiders now, specifically for their combat use, not even so much for their jungle tanking.

2.Her new charm/pull Q It may work thematically, but I don't like the way it sounds with her in-game character. Breaking on damage seems lousy, what if you autoattack them on accident? wasted. I agree she needs something to bring her enemies into her web, but I don't feel like this is the way to do it. I wish I had a better alternative to suggest, but currently I don't.

Veraska2 votes

the MIA spiderlings and the CC break on damage are definitely the 2 things that people don't like about this the most. so those are definitely changing in the update im writing out. as for your take on change to how her webbing works i wanna clarify something 1st. the spiders lair isn't necessarily temporary like trundles. it lasts from the moment you put it down to the moment you make a new one. and the thing i don't particularly like about it being made passively as she moves (which thematically makes sense she's literally weaving a web all game and i think thats awesome) is that as the game goes on her zone of threat becomes way more powerful without break, 20 minutes in, you can't fight on their side of the map anymore without Elise having access to some crazy power, at least in the eyes of my version of her spider form. which is balanced around the lair being a limited space with little replacement time.

but im definitely curious about the weaving webs passive. if you have more ideas for a kit built around that mechanic and that identity (gradually taking control of the map) i would love to hear it.

Paletongue1 votes

In general, this web weaving passive was just an idea basis, I wasn't going for details or specifics too much. There are are bunch levers to pull to limit her web weaving passive I think.

It could be that she needs a certain amount of webs on top of webs before she receives any benefits. for instance, maybe the first 5/10/whatever walk-overs are just pre-webbing strands, and then after x many layers of webbing, the ground becomes the actual web. 
An even easier toning lever is to drastically lower the movement speed, attack speed, and damage/stun duration of neurotoxin, and increase it based on how many layers of web are where Elise is currently.  I think this may be a bit difficult to visually represent. but it can totally be done.

A couple implications that would come along with the spreading of the web lair is basically another champion that gets better throughout the duration of the game, like Nasus/veigar. This could be really cool like,"oky we need to win before Elise spreads her web too far". At the same time, this feels a bit reverse from where Elise is now, because she definitely relies on her early/mid game ganks to be super useful, and then turns into a lategame tank. This would be a pretty drastic playstyle change, but i dunno. Another thought it that in this scenario, it kinda gives Elise an actual ultimate, because her Spider form wouldn't actually kick in and be useful until she already has webbing down, maybe getting a full mini-lair around the six minute mark.

Just some thoughts, but I love me some spider bxtch

MrSlowDie4 votes

personally, I prefer elise that more focused on spiderling,

Veraska2 votes

it was definitely something i considered doing, she's a queen why wouldn't she use her subjects? but i was having a hard time doing it in a way that wasn't done before. if you have any ideas i'd love to hear them! any talk about elise is good talk

Grand Eleven2 votes

Just dropping in that I _love the concept of this, especially how you attempted to incorporate Riot's latest "limits on transform" rule. I've not crunched the numbers at all ... but thematically it seems to work well. If anything the ultimate wen would be a powerful zoning tool even if she never transformed ... nifty idea.

Veraska2 votes

hey man thanks for taking the time to read this thing. yeah that was the goal for it i wanted that web to be really scary for when taking baron and dragon and stuff. cause i think the only really strong objective focused jungler is like, nunu? and yeah the numbers aren't there but this is all stuff i feel like could be fair with the right numbers.

im glad you like the themes tho ^^

Séraphiel 2 votes

this is really cool and fits her character pretty well

Veraska3 votes

thanks man, what are some things you like in particular if you don't mind me asking? im talking too some people now about some certain implications with the web is a little ridiculous (particularly the reveal on her web). any thoughts on anything?

Séraphiel 1 votes

the thing i like the most is the utility aspect u enhanced in her,especially in her human form cause if u want to preserve key parts in elise's kit (her stun,her rappe)she needs to have more of the tanky/utility traits going for her otherwise we end up with a "toxic" kind of champ (imagine a straight out assasin with rappel and her stun,we'll end up with another problematic "akali")

Eskalia2 votes

Really enjoyed your ideas on Elise. Elise to me feels like an old champion in that she feels like one of those champions from back in the day who have moves just to have them rather than moves that go along with their theme. She has a stun cocoon skill shot... which is neat and kind of spidery... but how much cooler would a suppression channel move be where she actually is wrapping them in a cocoon. Obviously, that'd have to be her ult, but it'd be awesome! I think the OP really nails it with the words he uses to describe what Elise should be... eerie and seductive in particular. She should be luring people into her web, only to snuff out their existence. She should not be throwing exploding spiders at people. Fail.

Veraska3 votes

thank you eskalia! i like the idea of her passive. like her auto's apply webbing. and when it gets to its 4th stack it cocoons them.

Kowe The Ewok2 votes

I don't really see what role she would fill. A poor ganker due to net limitation. Some kind of brawler who's onyl useful within a certain area (it's already not working on Trundle).

I think you named many issues Elise has, thus +1, but I don't think your kit will grant her a solid spot in the league either.

Veraska3 votes

i see your concerns but i think trundle isn't really the best comparison, as building him glass cannon isn't the smartest idea. this vision of elise is intended to be build like an assassin. admitedly AA heavy but the DPS should be crazy high. and trundles frozen domain is significantly less powerful then the spiders lair. trundles domain really only amplifies his already existing power, where spiders domain offers elise a crazy amount of mobility, burst, sustained DPS for health stacking targets, and a reasonable amt of crowd control with the stun.

and yeah there are limits on her power due to the webs cooldown and a chunk of her power relying on this zone of threat. this is intended tho but i can definitely see what you mean. if she was a brawler she would be pretty bad. but this vision of elise should be played more like an assassin, and she has the tools to do so i think.)

im glad you at least saw that i was solving problems tho. and of course i wanna ask if you have any ideas for what elise should do and what role she should fill?

Champion Skin1 votes

I don't really see what role she would fill. A poor ganker due to net limitation. Some kind of brawler who's onyl useful within a certain area (it's already not working on Trundle).

I think you named many issues Elise has, thus +1, but I don't think your kit will grant her a solid spot in the league either.

You know Trundle is actually really good, but he is very specialized... He is amazing against tanks with his ult stealing a % their hp and armor/mr

Neidox2 votes

I'm pretty sure I would enjoy this for Elise, she is such a cool champion that is wasting away. Just one question about her R, when you use it does it set up a somewhat permanent web, like Rek'Sais tunnels? If it doesn't then the idea of luring people wouldn't work if there isn't anything to lure them to and you are basically a mobile web that can create it at anytime. I love the idea of webs hidden away in Summoner's Rift.

Veraska4 votes

her R is mean't to be movable over the long term, meaning you can use it at the start of the fight, but its long cooldown (not counting her passive) means that if they're a mobile enough team they will be move away from the web during the fight. the best use in my mind is to put in a spot where the enemy team has to fight you. like in rivers by dragon/baron. and over towers while sieging. the web lasts as long as elise has it up, but placing a new web removes the old one. so in theory you could just put it in one spot and have it there for the rest of the game (which sounds like a really bad idea honestly) but it could be done.

NuSix32 votes

All the points you make about Elise are true and relevant and i agree... but then you go on to make suggestions.

I love coming up with ideas, but they are a dime a dozen. You don't know what kind of changes to other characters are on the back burner, you don't know what kind of new items are being discussed, you don't know what they are planning to do with the new jungle, you don't know what characters they are planning on releasing in the future...etc. Without knowing all of that and then some, you just aren't qualified to balance out a character. It's not your fault, it's not that your ideas are bad, it's just that they are backed up by nothing and will never even be considered because someone else gets paid to do what you're trying to do.

...point is unless you're on the Riot creative team there is no point vocalizing and making lengthy threads with your massive revision ideas. Tweaks are fine. Tweaks usually aren't game breaking and are grounded in logic.

All that said, I also would really like Elise to be looked at. I don't think she was as good as you're making her out to be, but she is pretty much completely useless in this new jungle now that she can't secure her buffs and gank early anymore.

Teridax681 votes

I don't think that's quite accurate. Granted, no champion or ability is designed or changed in a vacuum, but updates to champions and items are designed to be sustainable in the long run, which implies that they shouldn't require too many changes even in the face of an overhaul to items or an environment that concerns them (Preseason 5, for example, which, despite changing every champion's stats and requiring some extra rebalancing, did not warrant kit changes to most champions, including those with fairly old ability sets). The issues you're bringing up (future champion releases, environment changes, etc.) also tend to impact on number tweaks and balancing, and not core gameplay, which is what 2Hot2Trotsky is presenting here.

Veraska7 votes

the suggestions are less of "riot pls do my elise rework" but more a learning process for champion design which is what the champion concept boards are usually for. to learn how to make champions. its also up there to spark conversation about Elise, which is the end game goal of this post. and im glad we agree on one thing: she needs some help right now.

NuSix31 votes

I really don't care if I'm getting down voted. I'm not trying to troll you.

Ideas are a dime a dozen. Get ready to hear that a lot for the rest of your life if you plan on being involved in anything creative. You put a lot of time and thought into something incredibly unlikely to happen. And the length of it turned away readers who would have probably stuck around if you just stuck to your points on Elise's current problems.

Not arguing. Down vote, look at me like some kind of bad guy -- whatever. Just telling you how it is. Take it or leave it.

Veraska2 votes

not gonna argue or down vote. i appreciate your honesty, and honestly this post would've simply been a lot shorter if i didn't talk about my ideas, i stated the problems and everything past that was mostly to try and spark creative juices. i have no vision of you as a bad guy or anything. and yeah i certainly don't think my ideas are better or more thought out then others, they are a dime a dozen, i want people to post all their ideas here tho, even if it doesn't accomplish anything, it can be good for discussion on game principles that i feel need to be applied to a Elise rework.

Saevum1 votes

I liked more the Stun/cc thing on the [E]. Human Form of course.

For the Q should be something more aggressive. Usually, champs have the damages on the Q. Just saying.

Veraska3 votes

there is a damage component on her Q its just in her spider form. i wanted to make her charm have a pretty lenghty CC duration (around 2.5 seconds, so you can make them run into your web from max range) but i didn't want to have her start out with a 2.5 second cc at lvl 1. so i tied her CC with her damage tool so she can get the tools she needs by maxing her Q 1st. as opposed to maxing E for the longer CC duration OR q for the damage.

Wînter Fox1 votes

TL:DR -is there anything happening with elise in the future?

Hopefully deletion.

Veraska10 votes

:/ /:

O Fallen Scholar1 votes

Nr 1 core problem with Elise currently: lack of defensive AP items in jungle or items that "go" into that category in general. Elise would be good then but is squishy atm.

Decaedeus1 votes

This kit is definitely an improvement over the current Elise kit. I'll point out some flaws with the kit, as well as potential solutions.

Failure of localized transformation feeling

I'm actually somewhat worried about mid lane Elise; with the large radius her web has (Trundle size?) she could pretty much just stick the web in the middle of the lane and have 24/7 access to transform; not only crushing the fantasy of "luring them into the web" but also making opponents have to walk into the web and deal with Rappel just to farm. This isn't quite healthy, so I would suggest having the web radius scale with ultimate rank. This means that Elise can still clear individual camps in Spider form early game while not being oppressive in lane, while still having meaningful objective control in the late game.


Punishing Human Q

The fact that Q's "charm" effect is interrupted by damage means that a single misclick from anyone (intentional or not) makes it essentially useless. If it's only Elise dealing damage that interrupts the Q, Elise would be an oppressive bot-lane support who has loads of CC (charm them and let your ADC fire away). Instead, I think you should remove the stun effect on Elise's Neurotoxin passive, and allow the charm effect to remain for the full duration. While this might give Elise too much Human Form power, it's not oppressive and can be tuned appropriately.


Complete loss of spiderlings: a missed opportunity

I'm going to respectfully disagree with Teridax86: the spewing poison actually works pretty well with Elise's kit. However, the spider form W isn't that interesting; just random attack speed. I, however, liked the thematic fit on the spider form W: Elise capitalizing on the vulnerability of her targets. I came up with this alternative W that grants clear speed while being more thematically engaging: Human W: Spider Pheromones Elise marks a target area with spider pheromones, slowing enemy units. Elise deals increased damage to targets marked with Spider Pheromones (amplifies abilities as well). Spider W: Skittering Frenzy Elise summons spiderlings to fight by her side. These spiderlings prioritize targets marked with Spider Pheromones, and also deal bonus damage to enemies marked with Spider Pheromones. Spiderlings last for the duration of Skittering Frenzy. Note that these spiderlings apply stacks of Neurotoxin. (remember Neurotoxin doesn't stun anymore)


While extremely similar to your W, I think this variation on Elise's W is a more thematically cohesive W that retains the clear speed while bringing back a bit of what made Elise alluring to so many players. While I agree that Elise shouldn't be a minion-based champion, part of Elise is focused on spiderlings and I think they should serve as more than just wards.


Low-interaction human E

I actually think that these eggs sort of ruin Elise's kit. The fact that the spiderlings latch onto targets and thus actually reveal them make them less likely to engage on Elise. In addition, players should be REWARDED for counterjungling Elise without walking into her web; Elise should not have absolute control of her own jungle (web blue side, eggs all over red).


I have no ideas for the E sorry .____.

Anyways, that's my two cents on the kit. The rest of it is pure genius. The rappel is brilliantly executed, and I totally agree with your idea on the kit.

Veraska1 votes

you're definitely taking things into consideration that i definitely didn't i did not think about the implications of her Web in lane, originally i thought the cost of lane elise would be her lack of objective control but that only applies in top lane, a elise who poops out her web all over mid lane and has access to the amount of power her spider form could definitely be absurdly powerful, this is definitely a big concern and i'll have to think of a solution to it.

for your human Q suggestions i agree completely, this was brought to my attention recently and if i reupload an edited version of this kit. that exact change will happen.

your W suggestion i like the idea of her spiderlings having more value in the kit but there were too things i wanted to remove from her kit that the spiderlings provided; i didn't like them tanking jungle mobs and i didn't like them taking tower shots/skill shots. so maybe if they weren't directly minions (since their duration is less) maybe they acted similar to maokai's saplings but instead of exploding just did DPS as an extension of elise.

if she lost all of her extra attack speed, you could tune it so the spider lings made up for the loss in DPS. i would like that. what do you think?

on your low interactive E complaints: yeah, i didn't want Elise to be COMPLETELY helpless in human form, but this is a little strong, and its really only there because i was having a hard time finding an extra ability while maintaining the spiders in her kit. so i figured i'd kill to birds in one stone and make them associated with some sort of non DPS utility. this is definitely an ability i don't have much faith in though, and i definitely want to encourage people to try and invade elise (as long as that jungle path isn't coated in spider webs)

thank you for your input! i really don't have a fix in mind for her spider web in mid lane, but its a core mechanic that this rework is built around so i don't want to scrap it all together if you can think of any fixes i would love to here.

Paletongue1 votes

Is bumping still a thing on the new forms?

I think it's really important to talk about Elise because she is all over the place, and we don't want Riot taking the wrong direction with our Spider Bxtch

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