Elise changes on the PBE - what do people think?

Abyssphere··10 votes·2,821 views

Here are the changes on the PBE:

Skittering Frenzy: Elise is no longer healed by her attacks/attacks of her spiderlings while Skittering Frenzy is active

Rappel: New Effect - "After descending, Elise's personal on-hit magic damage is increased by 40/55/70/85/100% for 5 seconds"

Spider Form (R) New Effect- now heals Elise for half of her bonus magic damage on hit (generally this means her heal is 5/10/15/20 (+ 15% AP) but with Rappel's new effect her heal should be amplified)


What do people think? Good? Bad? What she needs? Will it buff AP Elise more or Tank Elise?

52 Comments

Zirzon7 votes

I'm not sure I like her new Rappel effect. While it is nice that she is getting more damage, I don't like her having to use her e to get it. When I normally go in as Elise, after stunning and damaging the enemy in human form I jump in with Q, then save e for if they flash/ability away to chase, or possibly to use defensively and escape. This change promotes using the ability right away to get the damage boost, which leaves you without the ability's great defensive/chasing uses. She needs a buff, but I think this is in the wrong way to add power.

IcyPepper1 votes

Seems like they're going for an "all or nothing" approach where you either save your escape/gap closer for an opportunity, or use it upfront for more damage.

Fisk1 votes

I kind of like this buff. It gives her assassination potential as you will be doing 60% of your AP (when E is max rank) per strike. Thats a pretty huge buff to her damage. I think it also effects her healing but the tooltip is sorta confusing and I haven't seen it in action yet. But I like this change for all in elise to give her back her late game assassination potential. Elise is pretty much just a stun bot otherwise sadly enough so this change will warrant building damage on elise. Thats just me though. I love the champion, mained her for all of season 3 and the beginning of season 4 until she became unplayable.

Knight SoIaire 1 votes

yeah but there is the thing that buggs me

if you simply rambo in a little to initiate, you can simply hang yourself a little above enemy team while teamifght is in place ... just to drop somewhere unexpected and heal like mad

owerall this doesnt kill old uses of rappel and encourages some that werent used often

owerall this also puts elise more into sustain rather than simple tankyness

Profirix1 votes

I think an all-or-nothing approach requires a drastic swing in either direction. Is this up-to-100% damage bonus anything significant? I don't recall Elise's basic attacks in spider form being all that powerful. It looks to me like they are just making W a crappy ability to level now. It needs to provide a little more utility.

Baron of Bread4 votes

As much as I like the changes for making her less reliant on her spiderlings' survival, I wish they had instead gone for better spiderling survivability. If she could actually keep her spiderlings around in a fight then you could get a similar effect with what I think is better kit cohesion.

As for AP and Tank builds, I think this should help AP builds more because the Rappel boost basically doubles her on-hit ratio and heal, which could be very substantial in comparison to the base damage.

Profirix1 votes

THIS. My god the spiderlings are useless. Still trashed by any AoE damage and never last more than a couple of seconds in team fights. They just don't DO anything. Riot has yet to make a successful champion that revolves around the use of the minions (their near success was Malzahar and I don't consider Heimer a minion-drive champion because they cannot move). Elise needs a complete rework that bases her kit primarily on new and improved spiderlings. What is the point of being "the spider queen" when your minions don't last long enough or contribute enough utility or damage to a fight to be worth protecting?

Borbland3 votes

Her spider form W feels underwhelming now, since it only gives a short AS bonus to Elise now.

She is better in general with those buffs, but maybe shifting the Rappel bonus effect to Skittering Frenzy would be better.

LankPants1 votes

Shifting the 100% damage boost to an ability she can use safely would break the hell out of her. She can get 1000 raw magic damage per attack on the PBE with a Nashor's build atm, it's risky as hell, but she can do it.

Letting her have that power while maintaining her E for safety would make her a stupidly strong DPS champ. 1k raw magic damage with a 400 odd heal 2 times a second is stronger than Yi's autos, no champ should have that unless they have to throw themselves into the flames of hell for it.

Tourian1 votes

{quoted}

Shifting the 100% damage boost to an ability she can use safely would break the hell out of her. She can get 1000 raw magic damage per attack on the PBE with a Nashor's build atm, it's risky as hell, but she can do it.

Letting her have that power while maintaining her E for safety would make her a stupidly strong DPS champ. 1k raw magic damage with a 400 odd heal 2 times a second is stronger than Yi's autos, no champ should have that unless they have to throw themselves into the flames of hell for it.

What was the full build for that? I have a hard time believing this since the AP scaling for the magic damage is .30.

LankPants1 votes

It's 0.6 after using E, combined with Nashor's that's 0.75 and with the mastery 0.8. Your base damage with Nashor's is 55, increased to 95 via rappel.

That means you need 905 damage from your scaling which requires over 1000 AP, so not so realistic. I think I was seeing 1K VS super minions, which have -30 MR, meaning I only had to deal around 800 raw magic damage a hit, which is still insane.

As for the build I went item 3115 > item 3020 > item 3157 > item 3060 > item 3089 > item 3135 . On live I'd sub Abyssal in for Banner, it just doesn't work on the PBE right now.

Tourian1 votes

{quoted}

It's 0.6 after using E, combined with Nashor's that's 0.75 and with the mastery 0.8. Your base damage with Nashor's is 55, increased to 95 via rappel.

That means you need 905 damage from your scaling which requires over 1000 AP, so not so realistic. I think I was seeing 1K VS super minions, which have -30 MR, meaning I only had to deal around 800 raw magic damage a hit, which is still insane.

As for the build I went item 3115 > item 3020 > item 3157 > item 3060 > item 3089 > item 3135 . On live I'd sub Abyssal in for Banner, it just doesn't work on the PBE right now.

Rappel ONLY increases her R's onhit, not Nashors or say WIt's End.

LankPants1 votes

Rappel ONLY increases her R's onhit, not Nashors or say WIt's End.

I know that.

Base 40x2+15=95 Scaling 0.3x2+0.15+0.05=0.8

Tourian1 votes

{quoted}

Shifting the 100% damage boost to an ability she can use safely would break the hell out of her. She can get 1000 raw magic damage per attack on the PBE with a Nashor's build atm, it's risky as hell, but she can do it.

Letting her have that power while maintaining her E for safety would make her a stupidly strong DPS champ. 1k raw magic damage with a 400 odd heal 2 times a second is stronger than Yi's autos, no champ should have that unless they have to throw themselves into the flames of hell for it.

Upon testing this I can confirm. I topped out at like 950 getting 300+ heal per hit. Keep in mind I was incredibly squish. I solo'd baron without smite. item 3277 item 3146 item 3285 item 3089 item 3157 item 3115

It was fun to say the least, albeit completely impractical.

Dreadlocks2 votes

I never had an issue with sustain on Elise.. infact ive always kept my HP full and never needed to buy pots again after the first clear. it sounds like her damage is going to be a bit better but of course thats only after she uses her E repel.

CatSith1 votes

In the jungle by herself yes but this change makes her sustain reliable in late game where her spider lings wont survive long enough for her to benefit from it.

Abyssphere1 votes

{quoted}

In the jungle by herself yes but this change makes her sustain reliable in late game where her spider lings wont survive long enough for her to benefit from it.

Exactly. Elise's sustain is amazing for jungling, it's part of why her clear is so good, but where her sustain sucks is in duels and team fights. Hopefully these changes will fix that.

Also a nice touch is that the Rappel buff and change to how her healing work makes her less reliant on her spiderlings because her heal has nothing to do with them anymore, and Rappel buffs HER damage but not her spiders's damage.

CatSith1 votes

Since they seem to be pushing her power towards spider form, they should let Elise benefit from the Skittering frenzy bonus attack speed passive 5/10/15/20/25%. Might be too much but i would love it haha. :P

Bern2 votes

The changes are pointless, tbh. The use cases for e are coming in to gank (so you switch to human and don't get the buff), diving (so you hold out as long as possible on rappel to drop tower aggro and don't get the buff), escaping (so you don't get the buff), and dodging skillshots in 1v1s or dodging large AoEs in teamfights (the only case actually affected). Taking Elise's sustain away from her spiders is a nerf late and barely much of a buff early (and she sure as hell didn't need a buff to her clear and sustain, both of which are perfectly fine if you set up your runes and masteries properly -- even now, she can actually do a two buff clear and gank after).

They're not buffs to how Elise actually plays and there's no reason to adjust your playstyle because of the buffs; all the uses of e will have the same priority as before, because the gapcloser/being invulnerable part is more important than any damage you might attach to it later. W change is a nerf later on and seems fairly irrelevant early outside of a few very edge cases (and it actually makes Elise's pets less intergrated into her kit, which is a bit of a headscratcher).

Don't like them.

C4KE2 votes

I don't think its going to be all of the changes, but it's a start.

DemiluniS2 votes

it still doesn't fix her identity, just bumping up free sustain and a bit of damage as a band aid

Her W seems to be completely useless and disconnected from her kit now, in both forms

Keevalroy2 votes

She needs looked at more. These changes are a good start, but...I don't know - it still feels like something is missing from her.

Tourian1 votes

{quoted}

She needs looked at more. These changes are a good start, but...I don't know - it still feels like something is missing from her.

Fucking this ^^

Emperor Time1 votes

it's quite a big buff to her sustain and early game damage through her spiderlings and combined with the new Runeglaive she might be decent now. Only time will tell.

Hard4Hamsters1 votes

I think her sustain will overall be better than it was before, even though that was one of her strongest points. It makes it even better in the mid-lategame when her spiderlings don't survive the first few seconds of a fight. The interesting thing is the Rappel change. It is going to make it very rewarding to aggressively use your E instead of holding onto it as an escape/pseudo zhonya's. There is almost no reason to level W over E anymore with these changes.

As far as the transition on a more AP focused Elise, keep in mind that she has horrible scaling and has two %health damage dealers. Penetration will still be prioritized, but if the Runeglaive gets buffed a little more, we might see a different jungle item on Elise, but the build will still look very tanky after that. As it sits though, I think Cinderhulk, Haunting Guise/Abyssal and Sorcs + tank items are going to still be the better option.

If we see Runeglaive getting buffed a little bit more on the PBE, (think 60AP) I think it will give her a more reliable early game in terms of damage, which will help her transition into the later parts of the game much easier.

This is my impression on the changes. I'd like to hear what others think. Peace.

Abyssphere1 votes

[{quoted}](name=MyNamesAmsToki ,realm=NA,application-id=3ErqAdtq,discussion-id=i9n1X9fv,comment-id=0004,timestamp=2015-06-13T00:11:53.966+0000)

I think her sustain will overall be better than it was before, even though that was one of her strongest points. It makes it even better in the mid-lategame when her spiderlings don't survive the first few seconds of a fight. The interesting thing is the Rappel change. It is going to make it very rewarding to aggressively use your E instead of holding onto it as an escape/pseudo zhonya's. There is almost no reason to level W over E anymore with these changes.

As far as the transition on a more AP focused Elise, keep in mind that she has horrible scaling and has two %health damage dealers. Penetration will still be prioritized, but if the Runeglaive gets buffed a little more, we might see a different jungle item on Elise, but the build will still look very tanky after that. As it sits though, I think Cinderhulk, Haunting Guise/Abyssal and Sorcs + tank items are going to still be the better option.

If we see Runeglaive getting buffed a little bit more on the PBE, (think 60AP) I think it will give her a more reliable early game in terms of damage, which will help her transition into the later parts of the game much easier.

This is my impression on the changes. I'd like to hear what others think. Peace.

Largely I agree with what you're saying but I don't agree with your comment on her scaling - I think it is surprisingly strong and personally I favour AP over magic penetration on her after these buffs, at least if you intend to use her empowered auto attacks. I can only really get behind magic pen Elise if you're intending to build almost full tank/be a Cocoon & Neurotoxin bot come the mid and lategame and I think the whole point of these buffs is to make it so she's not locked into probably the single worst late game build in the game.

Your autos with maxed Rappel and ult will do 80 (+ 60% AP) on-hit in spider form and you still have an 80% AP ratio on Volatile Spiderling. Unless you only intend to use your Qs (which do not scale spectacularly with AP but are far from bad), building magic pen over AP on her seems like an incredible waste of potential.

Hard4Hamsters1 votes

What does your Elise build look like right now? How do you think that will change after this and the new jungle item is implemented.

When I say that she scales poorly with AP, it's mostly due to her only having her Spider form autos, her Qs and her human W to do damage and your highest ratio on that is .8 on a 12 second CD... on the ability you will level last. And those things do have their limitations; for instance, you only get .6 ratio on your autos if you use your Rappel, also on a high CD. In addition, you NEED to be at least a little tanky in the lategame, because you will be in melee form for most of your damage to connect.

I agree that a little AP, particularly in the early game is important for Elise's success (I usually buy an offensive item before finishing my jungle item). But you fall off regardless whether or not you stack AP and that's the problem. So you are more useful to your team if you can act as a pseudo tank/fighter to soak damage and catch and peel for your team. Of course you CAN snowball really hard and just take out targets quickly with High AP values, but that is dependent on snowballing and the enemy team being uncoordinated, and you will have nothing to fall back on.

Think of Elise as a fighter. She has to be in Melee form to make the most out of her damage. This means she has to be able to trade blows and come out on top. If she can do that by completely curb stomping her opponent because she's fed, that works and she can get by with building a Deathcap for all I care. But if she is otherwise evenly matched, the best thing she can do is build health and resistances so she can survive the sustained fight.

If the new item gave a little more AP as compensation for the Penetration I would lose from building another offensive item, I would definitely consider picking it up. Because I would be losing out on AP AND penetration buy buying the new item over what I would have in my other build. If I gained more AP that would scale better with the changes to come, it would be worth the buy. But I don't see myself buying an item that gives me 40 AP if I could have one that gives more AP and penetration which will help with the base damages as well. The spellblade effect isn't usefull enough in my eyes for someone like Elise who can clear the jungle quickly while keeping her mana and hp fairly high. Give it 20 more AP and I would buy it, but then I'm still going to build primarily defensive. Picking up maybe one more offensive item.

That's just the way I see it. I don't think the new item is strong enough (yet) to warrant buying it over Cinderhulk, and I don't see my build radically changing over these changes. I would think about incorporating a little more AP in the build as the heal you get from your AA's are a little better. But the new item doesn't help that cause as it doesn't give as much AP as my other options for offense. IF it gave more AP, it would be worth getting the item at the expense of some Penetration or some health as the HEALS would be better, but with its current values, the heal is NOT better and doesn't help with Elise's effective health, which needs to be above that of an enemy carry.

Abyssphere1 votes

[{quoted}](name=MyNamesAmsToki ,realm=NA,application-id=3ErqAdtq,discussion-id=i9n1X9fv,comment-id=000400000000,timestamp=2015-06-13T01:25:55.245+0000)

What does your Elise build look like right now? How do you think that will change after this and the new jungle item is implemented.

When I say that she scales poorly with AP, it's mostly due to her only having her Spider form autos, her Qs and her human W to do damage and your highest ratio on that is .8 on a 12 second CD... on the ability you will level last. And those things do have their limitations; for instance, you only get .6 ratio on your autos if you use your Rappel, also on a high CD. In addition, you NEED to be at least a little tanky in the lategame, because you will be in melee form for most of your damage to connect.

I agree that a little AP, particularly in the early game is important for Elise's success (I usually buy an offensive item before finishing my jungle item). But you fall off regardless whether or not you stack AP and that's the problem. So you are more useful to your team if you can act as a pseudo tank/fighter to soak damage and catch and peel for your team. Of course you CAN snowball really hard and just take out targets quickly with High AP values, but that is dependent on snowballing and the enemy team being uncoordinated, and you will have nothing to fall back on.

Think of Elise as a fighter. She has to be in Melee form to make the most out of her damage. This means she has to be able to trade blows and come out on top. If she can do that by completely curb stomping her opponent because she's fed, that works and she can get by with building a Deathcap for all I care. But if she is otherwise evenly matched, the best thing she can do is build health and resistances so she can survive the sustained fight.

If the new item gave a little more AP as compensation for the Penetration I would lose from building another offensive item, I would definitely consider picking it up. Because I would be losing out on AP AND penetration buy buying the new item over what I would have in my other build. If I gained more AP that would scale better with the changes to come, it would be worth the buy. But I don't see myself buying an item that gives me 40 AP if I could have one that gives more AP and penetration which will help with the base damages as well. The spellblade effect isn't usefull enough in my eyes for someone like Elise who can clear the jungle quickly while keeping her mana and hp fairly high. Give it 20 more AP and I would buy it, but then I'm still going to build primarily defensive. Picking up maybe one more offensive item.

That's just the way I see it. I don't think the new item is strong enough (yet) to warrant buying it over Cinderhulk, and I don't see my build radically changing over these changes. I would think about incorporating a little more AP in the build as the heal you get from your AA's are a little better. But the new item doesn't help that cause as it doesn't give as much AP as my other options for offense. IF it gave more AP, it would be worth getting the item at the expense of some Penetration or some health as the HEALS would be better, but with its current values, the heal is NOT better and doesn't help with Elise's effective health, which needs to be above that of an enemy carry.

"What does your Elise build look like right now? How do you think that will change after this and the new jungle item is implemented." - To be frank I don't have an Elise build right now. I'd go for standard tanky magic pen if I were to play a game with her today but ... I hate that build, I don't think it works anymore. One of the reasons I started this thread was curiosity in what other people think should be built on her after these changes, so I'm very much unsure myself. I did a game on the PBE with her where I basically went like Runeglaive/Sorc Shoes/Deathcap/Zhonya's/Nashor's/Visage but that build mainly exists under the pretense that my goal for the game is splitpushing (not joking, I can't think of many tower pushers faster than AP Elise), dueling those who come to stop me and general objective control. Visage is the defensive item because it amplifies her sustain, but based on the game that's obviously a flexible choice and I feel like a more behind Elise would probably build Wit's End (or Abyssal, idk) rather than Nashor's, but again that's game-dependent.

The problem for me (with the changes) is that regarding teamfights, her biggest strength in spider form is Rappel. With Rappel and Zhonya's she can become a pseudo-Lissandra who can dive in, do her job and then spend the remainder of the fight untargetable, surviving through that alone. But with the new effect on Rappel, you cannot use that spell defensively without also cutting your damage (and healing) by a huge amount. So essentially if you want to team fight you need to build defensively enough so that you don't need Rappel to survive the fight's initial burst, but also you need enough AP so that you can sustain through the DPS you'll take in the fight and actually be a damage threat. So I would say AP with two defensive items is the thing to do there, probably with a preference towards MR because you do get 50 armor from Zhonya's already. Otherwise you're building to be a Cocoon/Neurotoxin bot late, in which case you may as well go for tanky magic pen.

Regarding this paragraph:

"Think of Elise as a fighter. She has to be in Melee form to make the most out of her damage. This means she has to be able to trade blows and come out on top. If she can do that by completely curb stomping her opponent because she's fed, that works and she can get by with building a Deathcap for all I care. But if she is otherwise evenly matched, the best thing she can do is build health and resistances so she can survive the sustained fight."

I actually do consider Elise to be a fighter, particularly when built AP. She plays like a melee ADC pretty much - a weird hybrid between assassin and bruiser. As with any fighter you need tools to survive but it shouldn't be ignored that Elise's offense AND defense both scale with her AP. I don't think AP Elise is best just for bursting people to death before they can even respond to you, I think it's best in sustained fights also. What you have to remember is that the new effect on her ult essentially amounts to "you get 50% lifesteal" and when you have defense that scales as strongly on your offense as that, you may as well itemise for it. Teamfight-wise you absolutely do need defensive items to survive the fight's initial burst, though. So unless you're spending the entire game splitpushing, you definitely need to put some serious gold into that. Thankfully Zhonya's gets you started on that, at least.

I do agree that the new AP jungle item is kinda sucky on her though. Her mana in the jungle is quite frankly among the best I've seen so the mana sustain is pointless and the Sheen effect isn't the most synergistic thing I've ever seen on her. Combined with the literal halving of the AP on Magus and the reduced CDR (imo not the most important thing ever on Elise but it's still nice) and Runeglaive kinda sucks. But I feel like I'd get more use out of it than Cinderhulk all the same. IMO Cinderhulk just doesn't provide enough defense unless you're investing very heavily into it.

CatSith1 votes

I'm glad they are pushing her towards AP. Lane Elise could definitely benefit from these changes. If they do add in any more changes ( I certainly hope they do) it should benefit both play styles for Elise. Runeglaive would definitely bring her back in the jungle. I do agree possibly bumping the ap to 60.

Raxistaicho1 votes

This will do absolutely nothing to fix what's keeping her at 40% win rate while buffing something she didn't need help with.

You know, the exact same thing Riot did the last two times they buffed her.

CatSith1 votes

These are just changes that she can benefit from atm. They are gonna look further into what she needs without it being overwhelming.

Sire Hippington1 votes

not entierly sure, bur overall porbably more sustain, but less 'burst' heal for duels. However, the passive-boost on Rappel feels incredible ankward. That spell simply nerver was meant to be used offensive other than closing the gap for a last Q as fiinisher. Right now, your ideal combo would be E+Q+W in human into E+W+Q as spider, just that the cast time off Rappel voids your entire stun...

If they on't bring in some more changes, i don't see that doing much. Pushing her more towards spiderform is fine, but she really lacks the tools to utilize AAdps in spiderform, and again, and offensive steroid on spider-E just doesn't fit...

A Miss Fortune1 votes

I don't think Elise really has bad Jungle clearing times and this seems like a direct buff to that. She has sustain which most champions don't have, her Spiderlings are there for a bit extra damage, she's both ranged and melee with a stun. There's not really much of a reason to even touch her jungling capability.

The thing is that if she misses her stun in a gank or elsewhere, she's totally useless and with her long cooldowns it's not like she has another shot. I think they should give her more ways to gank and be more than just a watered down jungle-spider-assassin after early game.

Captain Lito1 votes

From what I can tell they're trying to make her dueling better. From my games with Elise I've always seen her problem being teamfighting, so what I assume Riot is doing is buffing Elise's early game dueling to make her more of a threat in 1v1 and 2v2 scenarios, perfect for anti-tank and solo laning. And, to make sure she doesn't become too op again, they've added Runeclave to let Diana/Ekko/Akali get back into competitive play and dominate post-lvl 6.

But most importantly, her sustain is now on her Q AND W, so now she won't have to just spam-attack creeps while her w is engaged anymore to get back health. Thank god >.< But yeah, I think they're trying to increase her overall dueling, which, given the meta, may just bring Elise back into the meta.

"These tanks...they need...guidance..."

Terchio1 votes

I love this because it works on Utility Elise. However, these changes are going to cause problems, I just know it.

The problem is that it puts focus on attacking after Rappel. However, it takes extreme dexterity and aim to Cocoon-Spider Form-Rappel, and then get melee damage, and her kit already has enough problems keeping up with an enemy. If Elise is forced to Rappel to assassinate, any form of mobility will get the enemy right back out of her grasp. At least before she could Cocoon, Spider Q to catch up, and save Rappel to catch up with the enemy when they Flash/hop/crawl away with Elise's otherwise lack of mobility.

So, point is, she had trouble keeping up before. Now she needs to use that lackluster ability to keep up to deal her damage. Elise playstyles will match it, but without actual CC to get it done, they will fall and only the people who are already successful with Elise will actually get any benefit, because they realize she needs utility to go with her tankiness.

So yeah. I don't like it. I mean, I love it, but I still don't like it.

3TWarrior1 votes

it's still bad...the problem isn't her numbers but her kit. the only way she gets kills is if the target is already weakened and the only damage she does herself is her W, which can take a nice chunk of hp every 10 seconds or so

sure, she can warp to a target, ok, but what does that mean when she doesn't do enough magic damage (even 60% on hit would be fairly weak until late game and then up to 80% with masteries and items) this could work, but it would make her a champ that requires a lot of planning ahead and a lot of gold to fund

for instance, I believe she can increase her attack speed by 60%, well, with nashor's tooth, she might be able to bring her attack speed up to 1.5 max. at 80% of her ap, if you have 500 ap, that's 400 extra damage or 650 with spiderlings

meanwhile, during trades Elise has taken significantly more and doesn't have the range required to chunk their hp. If her spiderlings survive, she can hit for 130% of her ap per attack, but that is not a realistic figure for a mage. if she manages to go full AP, she could do some significant damage, especially to a stunned target if they are in range, but considering you have to use a slot for nashor's tooth, it loses a bit of viability

on paper, this change is effective, in practice, her kit won't allow her anywhere near someone to make it effective, especially in team fights

if she finds an isolated target, she stuns them for 2 seconds max, in that 2 seconds, if you could INSTANTLY get into range and not get killed by teammates returning fire, the potential damage is almost as high as a carry, making her decent at assassinations, but, unlike a normal mage, elise is a mage that benefits from a team being out of position. Her W can hit for 40% of someone's hp but is easily outrun, her Q is auto attack range and even less for spider form. Her cocoon is one of the smallest hitbox skillshots and of course, her spiderlings are not indestructible, cutting out 50% ap damage per attack if they are all destroyed

overall, I think it is a positive change, but the number of elise's in game will remain to be seen

Anonagon1 votes

I don't play Elise but generally I don't think sustain is really her problem so I'm not sure why this is the change she's getting. It seems to buff early sustain and clearing the most so it kinda emphasizes the early game-centric power curve she's traditionally had. Not sure if thats a good or bad thing - while it does solidify her role, most Elise players I see are often complaining about her lategame. Other earlygame champions like Panth and Lee have at least something to do lategame - Panth puts out solid DPS and has a targeted stun, while Lee can make #LCSBIGPLAYS with his ult. Elise has her cocoon but thats a skillshot so its not as impactful.

LankPants1 votes

So we have AP DPS Elise now? I guess it's better than straight tank Elise at least thematically but to me it seems like this build may end up being very binary. Either you burst her down of she burns your team, kind of like an AP Yi (Rip, no-one misses you) with an execute.

I think it's better than the 'my spider form's a tank and my human form's a glorified support' Elise of 2014 but I'm still not quite convinced by these changes.

I think that E max second will 100% be the way to go now though, I don't see the point in putting more points into Q while Human form's only useful spell is Cocoon.

MrBuffington1 votes

According to Nightblue3 (consistently challenger jungler, former elise main), she's going to be top tier after this. Of course, he's been known to exaggerate a bit, and he only has played one PBE game of her so far, but he's high elo for a reason and his intuition is usually pretty good. He says her damage is really good (esp with the new jungle item), and her sustain is really really high now, which helps her in clears but also dueling. One thing he mentioned is that she has itemization problems, where he wasn't sure if he wanted to go AP or tank after runeglaive + sorc boots (he was leaning towards tank. Of course, the new Abyssal might be good if it's no longer iceboxed)

imo, she's still going to have a low win rate at low elo and on players who aren't elise/jungle mains, but going off NB3's initial impressions, she's going to be played again in challenger/master/pro play, assuming these changes go through as is. I'm not sure if it's "what she needs", since it still sounds like she has some issues (NB3 pointed to itemization) and basically these just feel like fancy number buffs (she does more damage and heals more). Does Elise need larger kit changes? Perhaps; part of the worry is that she might bounce back and forth in terms of numbers where she's too strong or too weak.

Tourian1 votes

{quoted}

According to Nightblue3 (consistently challenger jungler, former elise main), she's going to be top tier after this. Of course, he's been known to exaggerate a bit, and he only has played one PBE game of her so far, but he's high elo for a reason and his intuition is usually pretty good. He says her damage is really good (esp with the new jungle item), and her sustain is really really high now, which helps her in clears but also dueling. One thing he mentioned is that she has itemization problems, where he wasn't sure if he wanted to go AP or tank after runeglaive + sorc boots (he was leaning towards tank. Of course, the new Abyssal might be good if it's no longer iceboxed)

imo, she's still going to have a low win rate at low elo and on players who aren't elise/jungle mains, but going off NB3's initial impressions, she's going to be played again in challenger/master/pro play, assuming these changes go through as is. I'm not sure if it's "what she needs", since it still sounds like she has some issues (NB3 pointed to itemization) and basically these just feel like fancy number buffs (she does more damage and heals more). Does Elise need larger kit changes? Perhaps; part of the worry is that she might bounce back and forth in terms of numbers where she's too strong or too weak.

Yeah I saw that too but he was under the impression that the bonus damage after rappel applies to Abilites, which it in fact does not.

MrBuffington1 votes

Oh I see, I haven't tried her out myself, but I don't know Elise well enough to make an informed opinion on the matter (I know her kit, just not her numbers). Still, he said she felt strong

Tourian1 votes

{quoted}

Oh I see, I haven't tried her out myself, but I don't know Elise well enough to make an informed opinion on the matter (I know her kit, just not her numbers). Still, he said she felt strong

That's what he said at the very start of the season too when juggernaut existed.

Hard4Hamsters1 votes

To be fair, Juggernaut was the strongest item on her so far in season 5 and that was before the jungle became easier for more junglers, so her great clear and sustain was really big when the season started. She was still hurting from her season 4 nerfs though, so we didn't see her thrive.

ArbiterOfTruth1 votes

Elise now only heals off of her basic attacks not her spiders so the only way to amplify it is using her w. I'm not really sure of these changes and I'll need to do some testing on PBE.

Meep Man1 votes

How about we let the PBE testers decide how balanced it is or not. If we judged everything based on paper, Swain would be the most OP thing ever.

Abyssphere1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=i9n1X9fv,comment-id=0015,timestamp=2015-06-13T16:24:07.156+0000)

How about we let the PBE testers decide how balanced it is or not. If we judged everything based on paper, Swain would be the most OP thing ever.

I'm not asking people to tell me for certain how powerful she's going to be or anything. I was just curious to get the opinions of other Elise fans because we've been waiting for changes for her for a very long time. What's wrong with some early discussion? Not like we're asking for nerfs.

Stacona1 votes

I played Elise with the new mage jungle item - it feels really good and she is a lot stronger - the Rappel buff where it buffs her ultimate for 5 seconds when she lands from Rappel is really strong - doubling now not only the damage but also her on-hit sustain when at max rank, and her heal always be available is super nice in combination of the new sheen item expect Elise to get played (Diana jungle may get played too), and of course Nidalee but that is not surprising at all

Gorgannan1 votes

I'm understanding these changes correctly, that the 100% damage boost is only for auto attacks, correct?

Abyssphere1 votes

{quoted}

I'm understanding these changes correctly, that the 100% damage boost is only for auto attacks, correct?

Yeah, only her own on-hit damage from spider form. Doesn't apply to her spiderlings or other buffs like Nashor's.

Tourian1 votes

Is the aura from abyssal still not working? I used it on her yesterday and it felt for sure like it was.

Edit: Can confirm it IS working as of now.

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