Items
Core items
This is the standard opening on most AP mids. Often times I see people start with Doran's Ring, and this basically immedately means you win the lane. You start boots becasue most AP carries have at least 1 spell that is skill shot reliant, and it is a large portion of their damage. Boots give you an easier time dodging that skill shot and the health potions give you sustain. The person that started Doran's Ring has a more difficult time landing your skillshot and has less sustain (this applies for any AP carry, not just Cassiopeia).
It's a good idea to buy some Doran's Rings, just not as a starting item. They provide you with more health and some damage and even some mana regen. This lets you stay in lane for even longer. The health potion is to let you stay survive in lane since you don't have Hextech Revolver yet. The ward should be place near your wraith camp to prevent some counter jungling and so you can see incoming ganks.
Your next purchases are to increase your damage and sustainability. At this point, if you land a
Noxious Blast and 2
Twin Fangs, you should be doing ridiculous damage.
This is an important item to get as it increases your survivavility in teamfights.
This item is amazing. It gives you a total of 80 AP 20% spell vamp and provides your teammates with 30 AP and 20% spell vamp. When you have a Rumble or other AP champion top lane and you both have this item, your teamfights become significantly stronger. You can also sustain in lane better and deal more damage because of the AP.
This item synergizes very well with your Q. When you hit a champion, it slows them, and your
Noxious Blast speeds you up. This allows you to land your
Noxious Blast again and hit them with
Twin Fang several times.
30% more AP yes please.
Items to consider
For the last 2 slots, there are many options. I usually build
Void Staff for one of them and a defensive item as the other.
This item is amazing. If the enemy team has even one or two peopel with over 100 magic resist, get this. You can get it before finishing Rabadons or Rylai's if they're really tanky and you don't do damage.
This is usually my choice after Void Staff. IUt provides you a little bit of survivability agains ttheir AD carry and it allows you to take some damage, cast
Noxious Blast and
Miasma and then use it's active effect to regen yourself to full health. It can also be used when they're focusing you, so they have to immediatley switch targets or they lose 2 crucial seconds of a fight.
This item is a bit unorthodox, but after watching Ocelot play and seeing him build this and Will of the Ancients, I realize how awesome it is. In lane, it increases your sustain (increased healing + magic resist). In team fights, it increases survivability and damage output (health+cdr).
These boots are a good choice sometimes. Instead of building
Sorcerer's Shoes agaisnt a lane like Veigar or a team with lots of crowd control becasue of the tenacity.
I'll usually rush this item after
Hextech Revolver against a lane and jungler with lots of crowd control (Malzahar or Veigar + Rammus is a definite must).
This item isn't usually the best choice, but if you feel like their AP carry is doing too much damage to you but they aren't using crowd control on you, this is decent. It's also pretty good when you're running double WotA.
Another unorthodox item, if I opt to go for this I'll build it out of the
Giant's Belt that I would usually build my
Rylai's Crystal Scepter out of. It works wonders when their AP carry is killing you immediately in fights (the best way to counter burst damage is with health).
This item is okay when you don't need defense. I still recommend a defensive item anyway.
Items some people get that I don't reccommend
Itemizing Cassiopeia is where I see many players go wrong. Sometimes I see people build things that they think work well on her, and sometimes the items do, but there are so many better options. These items all work on her, but other items offer much better utility.
I see a lot of people build
Tear of the Goddess as their first item thinking it is a good choice. I don't think it's that great, mainly because there are so many better options available. It also takes a long time for it to be worth it, and the price is high for what it does.
This item isn't the worst thing possible, but I don't really like it. It sets back your
Hextech Revolver too much. For the 3035 gold it costs, you can get your 2
Doran's Rings,
Hextech Revolver, and
Sorcerer's Shoes.
Even though this item gives the most AP in the game for a very low price when it has full stacks, I find there are items that give more stats and are better fit for an item slot.
Skill Sequence
This is your passive skill. Most people underestimate it and think it's useless, but it's actually amazing. Instead of
Twin Fang casting 90 mana, it costs 45 mana. It lets you spam and keeps your mana at a decent value thrught early game.
This spell is the skill you're going to max first. It deals a bunch fo damage with the 0.8 AP ratio. It has a very low cooldown and can be used to clear waves very quickly.
This skill has a reall small AP ratio, but it is still quite useful. It covers a small area that increases in size over a period of 7 seconds and applies a slow on anyone standing in it and for 2 seconds after they leave it. You will only get 1 point in this spell until level 14. You can rank it up at either level 2, 3, or 4, depending on the enemy jungler and if you think you'll get a kill if you rank it. Usually if the enemy jungler is a Rammus, I will get it at level 2 in case he ganks becasuse the slow can stop him from reaching you if placed properly.
This skill is your primary source of damage after inflicting a person with poison. It regularly has a 5 second cooldown, but if you hit a person that is poisoined with it the cooldown decreases to 0.5 seconds. This makes you a master at trading in lane and makes your damage output in teamfights extremely high.
I recommend always smart casting everything on evert champion, but if there was 1 spell I wish everyone smartcasted, it would be this spell. It reduces the delay between casts and increases your damage by a large amount.
A double edged sword (to some extent; at least for the stun/slow part), and perhaps the most powerful and useful ult in the game. It is extremely difficult to land the stun on all five opponents, but if you succeed, your team should win the fight. At max rank, it is a 2 second stun or 60% slow plus 450 + 60% of your AP in damage. Usually you will only be able to hit 3 people with it, but it is still very powerful. You can turn a game around if you land it properly, even if you're 15k gold behind.