Riot/Meddler, Elise players are grieving. Can we talk about her?
TL;DR - There is no way to TL;DR this. I'm going to be covering what Riot did to significantly change her, provide some context on those changes and how it negatively affected her, and comparing it to today's landscape. At the end, I have provided a summary as well as some proposed changes.
Riot Balance Team, I hope you guys would be willing to work with us Elise fans to bring her back up to par again. As a former Elise main, particularly in Season 2 and pre-nerf Season 3, I enjoyed her primarily in the top lane, but I also played her in the jungle a few times. Let's recap some significant changes to her...
-Rappel range reduction + Rappel mechanic change (explanation to come) -Cocoon stun duration change -Spiderling health reduction -Neurotoxin and Venomous Bite damage change And most recently... -Healing removed from Skittering Frenzy and added to passive spider form attacks
Just to be clear, these changes were good during the time when Elise and Lee Sin were strongest in the jungle. In the current landscape of League, Elise has almost nothing to work with in terms of viability or not being outclassed.
Let's cover some of the above points...
Reducing the health of spiderlings made them about useless during skirmishes and combat. Even though they take reduced damage from AoE abilities, it is precisely AoE abilities that kill off spiderlings so easily. People don't even bother targeting them because they die too easily to the damage type that they are "buffed" to resist. The underlying problem that Riot was trying to solve with reducing spiderling health was to nerf spiderling tanking the jungle. What they should have done instead was keep spiderling health the same, but make them take increased damage from jungle monsters
Rappel's mechanic was changed because players had a fundamental misunderstanding of how it worked. Players thought that Elise could not land outside of her Rappel circle because they viewed the circle has her landing range, as opposed to her targeting range. So she could land on a target who is visually outside the circle because she targeted them while they were in the circle and the delay made it to where she landed on them outside the circle. Because of this misunderstanding, Riot nerfed how far Elise can travel with Rappel. And then they nerfed the cast range of it. The problem with those nerfs is that Rappel only works on enemy targets, making escapes difficult but possible with a skilled Elise player, and gap closing was easier. The top tier junglers right now (Rek'sai, Gragas, Sejuani) have gap closers and dashes that are independent of targeting anything. So why does Rappel have to remain nerfed?
Neurotoxin's %current HP damage was nerfed because Elise was able to "chunk" her victims during a gank. This hurt her solo laning in the top lane an incredible amount, as mostly bruisers and tanks were up there. But Riot decided to compensate her by increasing her Venomous Bite's damage. Too bad you can't make much use of that "buff" to Venomous Bite because Neurotoxin is dealing less damage to begin with, so her target does not have as much missing HP for Venomous Bite to benefit from. Riot also made it to where the execute damage cap on monsters will increase with rank. Top tier junglers have %MAX HP dmg that is reliable to land during ganks. That %max HP damage of those junglers has a cap that is static through the spell ranks against jungle monsters, but Elise doesn't benefit from a static cap. The damage shift to Venomous Bite really doesn't amount to much because of the damage nerf to Neurotoxin, and top tier junglers shove out Elise because of her scaling %missing hp cap against monsters, while they benefit from a static cap
Cocoon's stun duration was changed because Riot wanted her to have to rank up the stun duration. Which is alright, some champions have hard CC duration increase with rank too. But compared to top tier junglers like Gragas and Sejuani, whose hard CC durations do not change with rank, Elise falls behind in that category. And many top lane bruisers/tanks have hard CC that does not increase duration with rank either, so Elise is outclassed here. Top tier junglers and top laners have hard CC duration that does not increase with rank, but Elise has to rank up for it. In addition, these junglers and top laners have damage tied to their hard CC, while Elise doesn't. So double whammy for having to rank up a zero damage hard CC to get more duration out of it
Potential counterargument about the Cocoon point is that it is a ranged hard CC, with a decent missile speed. I'd make a rebuttal addressing how Gragas and Sejuani, top tier junglers, get to gap close AND stun/knockup with a single spell, while Elise has to use 3 spell casts in order to do the same thing.
Skittering Frenzy's healing was removed, and instead placed onto her passive spider form attacks. There are several problems with this. You aren't able to appreciate the healing because it's so minuscule and spread out over time, instead of in an appreciable burst. It also forces you to stay in spider form for awhile to get some good healing, whereas before, you could max out spiderlings, use W and get a good burst of healing right away; so, you have to invest more time to get a decent amount of healing done. This also means that you can no longer let your spiderlings heal you when you are running away from a target; you are required to attack that target yourself in order to benefit from the healing, which feels bad compared to before. Elise's new healing mechanic is not appreciable, consumes more time to reap considerable benefit, and has removed healing from spiderling attacks only
Rappel's damage boost to Spider Form attacks is near useless. When Elise's playstyle was optimized, you only used Rappel to stall out a duel/fight, chase down a fleeing target, or to jump to a jungle camp/enemy target for a tricky escape. And even then, the most optimal use-case for Rappel during duels/fights is to wait for your Venomous Bite or Human form cooldowns to time out a bit so you can fight again. If you're using it to chase down a fleeing target, at most, you can get off a Venomous Bite and that's it; you go back into human form for more spell combos. The only real benefit to Rappel's damage/healing boost is for when she is Rappeling onto a jungle camp in Spider Form, which is already not optimal because she starts out camps by casting Volatile Spiderling and using Neurotoxin on the large monster. Riot is discouraging her best combo order for jungle camps by encouraging starting camps with Rappel
So to summarize, the reasons why Elise is really weak in the jungle and top lane is because: -She has to invest much more into her zero damage hard CC than other top tier junglers/bruisers/tanks have to -Her target-dependent escape/gap close was nerfed because of player misunderstanding, and is outclassed by target-independent gap closing junglers/bruisers/tanks -She has to invest more into monster execution damage cap compared to other junglers -Her most recent change to her healing is not appreciable, requires greater time investment, and removes some previous trick cases of skill -Rappel's damage boost is mostly useless, and even then, it's best case use is actually worse for her when it comes to jungling
Easy for me to complain about these things. What would I propose to change about her to bring her up to par? -Standardize her Cocoon's stun duration again -Restore Rappel's cast-range again, but keep the drop-range limiting factor -Standardize her monster execution damage cap across all ranks of her Q, and up to par compared to other junglers with the same execution damage -Put her healing back onto Skittering Frenzy, reduce her base HP regen/growth stat -Put Rappel's damage boost onto Skittering Frenzy, not buffing her spiderlings damage output though -Increase spiderling health again, but make them take increased damage from jungle monsters
What goals would the above changes work to achieve? -Bring Elise's gank potential/hard CC capabilities up to par compared to other junglers -Bring Elise's jungle monster execution/objective security up to par compared to other junglers -Re-establish some of Elise's former gap closing to then compete with other junglers who can gap close independently of another target unit -Make Elise's healing more appreciable and visible, without making her always topped off in HP wherever she goes -Apply her damage buff to a more logical/thematically sensible part of her kit -Make spiderlings relevant in fights again, without increasing their jungle tanking capabilities.
Thanks for reading
at full build. Total cost 13140 plus boots we'll just assume 1100 average. 14240 gold total for full build. You end up with 800 bonus health, 80 bonus MR, and 70 bonus armor as far as tank stats. Elise has very poor health already so you will end up with around 2600 HP or 2800 with HP/lvl seals, 150 armor, and 110 magic resist with no CDR. I would hardly call that bulky for a full build (my current tankier Elise build is 4000 health 250 armor and 110 magic resist with 30%+ CDR for the same price and that is barely enough to keep you alive in the lategame). In addition, what would be your build order with this build. Are you going to rush your Wits End and Liandry's to make the most out of your DPS when you complete Sated devourer, or do you work on your defensive item(s) to make sure you can survive a fight? With the Cinderhulk build, you build tankiness and damage almost simultaneously between Cinderhulk, Haunting Guise and/or Abyssal during the early parts of the game to make sure you are the strongest you can be during the time that you are strongest as Elise.
could use some buffs to her mana costs.
is an assassin, who has a lower than Elise win rate.