Well lets look at it this way. her Human form Q does % health damage based on targets current health, volatile spiderling is a homing bomb that detonates upon reaching an enemy target. hidden passive on the skill that only forum readers and elise players know though is that the spiderling will actually prioritize and track an enemy struck by Neurotoxin instead of just blowing up on the nearest enemy. Then she has her caccoon, which is a skill shot and a hard stun.
In Spider form her Q is a targeted dash for % health damage based on enemy Missing health, frenzy for increased attack speed and life steal on hit, and rappel. Elise gains increased movement speed in spider form and no mana cost on skills.
on enemy engage her rotation looks like this.
Human form start: Neurotoxin/ caccoon ( first and second cast priority interchangeable) - volatile spiderling - R form change
Spider form : Skitter (W) - Possibly E (Rappel) if you dont mind blowing your escape - Q for execution damage at last possible second at best.
Rappel is situational and it's generally just W -> Q and Rappel left for safety. god forbid the enemy has any form of dash/movement steroid/flash/ knockback/root/ slow/ or any other form of escape due to Elise having her only gap closer being her execute unless she doesn't mind going all in with rappel, which then blows her ability to extract from overextending or tower dives.
In short, what you see here isn't synergy if you exclude the hidden passive with neurotoxin and volatile spiderling.
It's a chain. you enter a fight exact same way 90% of the time with nearly no variation because that's the best way to do it. Human Q demands first use. Volatile used AFTER Q or it may target and blow up a minion instead, wasting damage and mana. Caccoon allows you to close without needing pider Q or E. Then spider W to start for steroid and Q to Execute.
that is NOT synergy. it's brain dead sequence execution. like playing
. his passive makes it so that people have mapped out the most efficient way to move through his skill rotation for maximum number of casts in minimal time. no variation or you lose efficiency.
Elise plays the exact same way every time. go in, blow chain. no kill? Rappel out. Kill Rappel/walk out. Unlike tanks, bruisers, assassins, and even mages that walk into lanes for ganks have better aims than that. They can go in there specifically to harass without the intent to kill simply by using their skills as the situation needs and get the kill when they can.
When
goes in to kill. Uses the entire chain.
When she goes in to harass. Uses the entire chain, but doesnt chase as hard. no play style change. just no major dives. It's mind numbingly boring and her high utility kit with fake synergy and muddle aims is what is keeping her weak. because Riot recognizes these problems and cant figure out what to tune. Too many levers and not really any of them good ones.
I think her skills just need a minor rework like
before she can finally find a better place.