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Cassiopeia Build Guide by FiniteParadox

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author FiniteParadox

Cassiopeia - Snake in the Bush

FiniteParadox Last updated on May 4, 2012
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Ability Sequence

1
3
5
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
2
7
8
9
10
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

AriisCrystalbane here, despite the contradicting username, that would be summoner name. Been playing as Cass for a bit now, and as she just recently became ftp I decided to make a guide for her. She is a really underplayed champion that can really do a lot for her team with her high AoE damage and her unique utility.







Pros:
Massive AoE Damage.
Not extremely squishy once you have your items
Petrifying Gaze can make or break a team fight.
Great chasing and escaping ability.
Amazingly fun to play.
Strong Early to Mid Game.



Cons:
Vulnerable to CC.
Rather underestimated.
Difficult to master.
Doesn't scale so well late game.


Guide Top

Runes

Greater Mark of Insight
These are really the only Mark runes worth getting for an AP casters, any others are either not as efficient at what they do compared to their Seal/Glyph forms nor not helpful for her type.

Greater Seal of Clarity
I chose Seals of Clarity because Cass needs some mana regen and these catch up to the mana regen strength of flat early on, nearly matching them at 6 and surpassing at level 7.
Greater Glyph of Force
I chose Glyphs of Force as they are powerful AP glyphs and exceed Glyphs of Potency as early on as level 6.

Greater Quintessence of Potency
I chose Quints of Potency as the early game advantage they bring can be huge.

Other viable options include:
Greater Seal of Replenishment
Greater Seal of Armor
Greater Seal of Vitality
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Health
Greater Quintessence of Movement Speed


Guide Top

Masteries

With the revamp of the masteries, Cassiopeia's masteries have changed drastically going from a 9/0/21 to 21/0/9 or 22/0/8

In offence, grab everything AP, CDR, and Magic Pen related, along with Executioner and Havoc. Putting a point in Wrath if you take one of those spells. And in Utility, grab Expanded Mind as Cass needs a larger mana pool. And the buffed Expanded Mind allows Cass to go a Doran's Ring start for increased damage, survivability, and still retaining her harassing strength.


Guide Top

Items

Starting Items:
+ x3
OR


Core Items:


If you're having trouble surviving:


If you're having trouble sustaining yourself:


If you just need more damage:


If they're stacking Magic Resist:


Typical Endgame Build:


Situational Items:
-Getting heckled by mages or CC? This'll fix it.

-Annoying Suppressions stopping you from doing your job? This'll cure it.

-Lots of AD on the enemy team? This'll keep them off your back. Or dead at your feet, one of the two.

- AS heavy champs after your head? Look them straight in the face and watch them slow down to a halt...courtesy of Petrifying Gaze, of course.

- Getting focused the instant you poke your head around your corner? Freeze time for a moment. That should help.

- Stuck against a bunch of mages that like to have a bit of MR? This'll shut them down AND shut them up. Way to break the laws of physics.




It's a common item I see built on a lot of casters, for some of them I'd even agree it works. However, for Cassiopeia...it just doesn't make sense.
Her attack range: 550
Noxious Blast: 900
Miasma: 900
Twin Fang: 700
Petrifying Gaze: 700

As you can see. For NONE of her skills do you have to get ANYWHERE close to her attack range. If you want to take a few seconds to get in range and dish out some damage from her auto-attacks you DESERVE to die.


Guide Top

Abilities








Passive: Deadly Cadence

(Innate): After casting a spell, any subsequent spellcasts will cost 10% less for 5 seconds. This ability stacks up to 5 times.

This passive is what allows Cassiopeia to spam her skills endlessly with little worry about running out of mana. The 50% reduction at 5 stacks is massive. Without this passive, as a Cassiopeia player you'd find yourself horribly low on mana all the time.






Q: Noxious Blast

Cassiopeia blasts an area with a delayed high damaging poison, dealing magic damage over 3 seconds and granting her movement speed for 2 seconds if she hits a champion.

Cooldown: 3 seconds
Cost: 35 / 45 / 55 / 65 / 75 Mana
Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.9 per Ability Power)
Movement Speed: 15 / 17.5 / 20 / 22.5 / 25 %


This is Cassiopeia's most powerful skill, it allows her to heckle someone extremely safely as its range is a huge 900. It's not super easy to avoid, they'd have be moving to avoid it. If you hit someone with it you get a massive movespeed buff which would allow you to easily kite, chase, or flee depending on what the situation would require. This skill is also an extremely powerful harassing tool, with its massive 900 range and instant cast time, it can be hard to avoid. If they're always on the move lead them into it, if they're just running sporadically wait until they stop and turn. That is when you use it, more times then not they won't be able to avoid it.






W: Miasma

Cassiopeia releases a growing cloud of poison that lasts for 7 seconds. Any enemy that passes through it is poisoned for 2 seconds, dealing magic damage each second and slowing them. Continual exposure renews this poison.

Cooldown: 9 seconds
Cost: 70 / 80 / 90 / 100 / 110 Mana
Magic Damage: 25 / 35 / 45 / 55 / 65 (+0.15 per Ability Power)
Slow: 15 / 20 / 25 / 30 / 35 %


This is slightly slower that Noxious Blast, yet just as easy to hit since it's a wider spell. Problem is that it has a higher mana cost and a much lower AP ratio thus making it a terrible choice to use it for damage. But the utility this spell can bring is massive. Throw it ahead of fleeing enemies and they'll be slowed down and less likely to get away. Throw it on top of yourself while you're fleeing and those chasing will end up being slowed.







E: Twin Fang

Cassiopeia deals magic damage to her target. If the target is poisoned then Twin Fang's cooldown is reduced to .5 seconds.

Cooldown: 5 seconds
Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.45 per Ability Power)


This is where a lot of Cassiopeia's damage comes into play. Target poisoned? Hit them several times with this and just watch their health rapidly deteriorate. It's range is only 700, compared to and which both have 900 range, so I wouldn't use it to harass.






R: Petrifying Gaze

Cassiopeia deals magic damage to all enemies in front of her. Enemies facing her are stunned for 2 seconds while enemies facing away are slowed.

Cooldown: 120 seconds
Cost: 120 / 160 / 200 Mana
Magic Damage: 150 / 275 / 400 (+0.6 per Ability Power)
Slow: 40 / 50 / 60 %
Stun: 2 Seconds


This is one of your most useful and most difficult to use spells. Sometimes it can be really hard to get the stun off. This is a large reason of why I take Flash. It's an extremely powerful positioning tool and if you + really quickly they more than likely won't be able to react in time giving you the stun.




With Petrifying Gaze:
++++++

With this they'll be unable to move so always taking your hits and by the time the stun ends you'll have your miasma on them so they'll have a huge slow on them so they won't be able to escape without either help, or a well placed Flash if yours is currently on cooldown.

Without Petrifying Gaze:
+++++

Starting things off with a slow so they can't easily escape is a better way to ensure the kill, your damage may come later but they won't be able to escape you this time.




Miasma is a great tool for bush checking, just toss it in a bush and you'll get vision of the bush for a short time. Won't see stealth champs, however.


Guide Top

Summoner Spells


Flash
There really isn't arguing about this choice, in my opinion, it's a great spell for its numerous uses. You can use it for positioning to get a whole team with a blast of Petrifying Gaze, making it an easy ace for your team. You can use it to flash over walls for chasing and escaping. You can flash just across the lane for the same purposes, too.

Ignite
A great option, makes any and all healing and regeneration abilities and items half as strong while dealing damage based on your level as true damage to the target. It can be useful for ensuring a kill, but I use this more so that they won't be able to get healed efficiently as I'm taking them down.

Note: If you replace this remove the point in Summoner's Wrath and place it in Runic Affinity or Resolve if the second summoner spell is Heal.


Exhaust
Exhaust makes taking down those pesky AD champs much easier as most of their damage is gone. Make sure to drop the point in deadliness and get cripple if you choose to take this.


Teleport
Great for getting around the map more easily and able to get back in lane extremely quickly.

Ghost
A good spell for chasing and escaping, a bit overkill on Cass, especially in tandem with Flash, if you ask me.


Cleanse
I'd only grab this if you're in a ranked match and you know you'll have problems with lots of hard CC.

Heal
A rather overrated spell in my opinion, can be useful though.


Clarity
A helpful spell for those who are just learning to play Cass and need a little wiggle room in terms of mana usage.


Guide Top

Gameplay

Cassiopeia has like no late game. Focus on getting extremely far ahead early game and building tanky (i.e., Rod of Ages, Abyssal Scepter, etc.) enough to survive. She is an amazing harasser and with the advantage she can bring to your team you can get quick and decisive matches as it seems, to them, like they're totally outmatched and have no chance of coming back.


Guide Top

Team Work

Team fights: Wait for it to start and then flash in for a quick ult causing, hopefully, a five man stun.

Ganking: Like with team fights, you'll be using Flash and Petrifying Gaze for a quick stun, practically ensuring the kill.

Bush Fights: Sit in the front of the bush and when they blindly face check toss Petrifying Gaze if needed.* Quick and easy kill.

*This is something that is based on number of people, which champs are there for both teams, and escape mechanisms including summoner spells they may have.


Guide Top

Summary

Please try it out before voting. Any criticism or ways to improve this guide are extremely welcome. Thanks, and please comment.