Lissandra Build Guide by Raedoz
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.
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.
Lissandra is a high CC burst AP mage who has decent mobility and, good lock down potential. She has great kiting potential which, helps you peel enemies off your carry from very early in the game and on.
Two common situations Lissandra finds herself in, in the support role is proactively locking down targets for your adc and potentially your jungler or, using her utility to ensure your ADC gets to safety.
Stay aggressive with your runes as your mobility and CC can help make up for skimping on defensive runes. Once you hit level 6 and hopefully shortly to follow picking up a core item for Lissandra, Zhonya's Hourglass, the additional lockdown/ avoidance will make the need for defensive runes even less.
With offensive runes you're able to poke the enemy adc and support down faster putting you in prime position to combo in to set your lane up for a kill.
[*] Flat AP Glyphs
[*] Flat AP Quints
[*] Flat Mana Regen Seals
[*] Magic Pen Marks
Stay in the AP offensive mastery tree as you are rushing Frost Queen's Claim as your main source of income. Keeping to the offensive mastery tree makes your early game harass and your late game lock down that much more painful.
A couple masteries that are a bit out of the normal AP mastery page that should be picked up are:
[*] Expose Weakness - to assist your adc in trades
[*] Scout - to help not get caught using your trinket
Placing 9 points in the utility tree helps support Lissandra stay in lane longer and harass more often.
Start off with Spellthief's Edge for early income and harass, trinket of your choice, 2 Health Potion and 1 Mana Potion. I usually start Warding Totem and potentially switch to Sweeping Lens later in the game. Once reaching Sightstone swapping out to a Sweeping Lens is probably ideal.
Due to Lissanra's mobility and CC you should be in no hurry to get boots. You should rush completion of Frost Queen's Claim by your first or second back to gain Additional CC and money generation.
If you're against a poke heavy comp you should get Seeker's Armguard or Sightstone before Frost Queen's Claim but, NOT before Frostfang if you need the extra survivability.
During first or second back pick up a Vision Ward and put it in a bush behind you tower. I usually place it in tri-bush leading to Wight if on purple side. On blue side I pink the bush between Lizard Elder and Dragon or directly across from Lizard Elder .
An early Zhonya's Hourglass is a great idea for Lissandra as it opens up many possibilities that you might have been reluctant to do earlier. Unless you're far ahead get a Seeker's Armguard followed by a Sightstone then finish off your Zhonya's Hourglass.
Next to finish of core items for support Lissandra with Sorcerer's Shoes and Abyssal Scepter in that order.
As a champion that fills the role of a initiator or defending/peeling for your ADC it's a safe to end with a Guardian Angel. As for boot enchantment picking up Sorcerer's Shoes - Captain is helpful due to the amount of CC Lissandra has and Frozen Tomb + Zhonya's Hourglass providing 5 seconds (if used on self) worth of of time invulnerable with a team fight happening around you. It's not much of a speed boost but, it's one of the better times I see the chance for this enchantment to shine.
You can substitute Banshee's Veil in place of Guardian Angel against heavy poke teams. Where Frost Queen's Claim activated slow combos really well with her Glacial Path if your team doesn't need it you can substitute Deathfire Grasp, Void Staff, Liandry's Torment or, Frozen Heart.
Void Staff is an all around good pick as you can't go wrong with Magic Pen.
Deathfire Grasp is a great replacement if you're initiating to where you're trying to eliminate a member of the enemy team and having your team follow up.
Liandry's Torment Provides some extra health and damage over time from her AoE abilities
Frozen Heart is a good defensive choice in no one else on your team has picked one up. You will have potentially 5 seconds of stasis where the attack speed slow will be applied to the enemy team uninterrupted.
Ice Shard Should be picked up at level 1 and maxed out first. This provides you're lane with a high damage poke on a low cooldown. Being that it splits on first impact a lot of enemies find it hard to be close enough to last hit while having a safe place to stand.
Ring of Frost Should be taken at level 3 and maxed second. This provides a snare that increases in duration the more you rank it up.
Glacial Path Should be taken at level 2 and maxed last. This makes your level two much safer and potentially deadlier. There isn't any big benefit outside of it's cooldown being lessened when ranking it up. It's a slow moving skill shot and is mostly used for movement not damage.
Frozen Tomb Put a point into this every chance you have. This ability is great for locking down a single target on the enemy team while dealing good damage to those around them or, buying time for your team to lay down damage as a second Zhonya's Hourglass that does AoE damages and slow.
For Summoner Spells Typically take:
Flash and Ignite Against what most ADCs will say some early kill gold is good for supports. It allows you to complete your Frost Queen's Claim and Sightstone faster. On that note, if you are in a situation where the ADC can pick up the kill without the risk of them dying doing it...let them have the kill.
I sometimes run Exhaust on support Lissandra but, not often. Being as bursty as she is adding the extra Ignite damage and Grievous Wounds effect usually ensures more kills for the lane than Exhaust.
Lissandra also provides an array of CC already so the attack speed slow becomes more or less the only benefit of Exhaust making it sub-par compared.
Pros / Cons
As support Lissandra use healthy enemy minions to poke at the enemy team. Your initial goal is to zone the enemies away from xp and gold and get them to burn any health pots they may have. Level 1 should be played decently careful as Ice Shard only slows one target. Upon hitting level 2 you can be more risky in your harass as Glacial Path is a pretty good retreat tactic.
From levels 3-5 some advanced tactics for when your jungler comes down. Often you can pinch enemies into your jungler by casting Glacial Path past them and to the side of them closer to the bottom of the map than to river. The goal here is they'll either stop as to not get hit by Glacial Path + Ring of Frost combo, burn summoner spells, redirect towards jungler, or just accept that you'll be there. Also, Ring of Frost before Ice Shard to ensure they won't dash or flash out away from you. Depending on timing Ring of Frost will catch them in action allowing you and your allies to catch up to them.
From levels 3-5 some advanced tactics for when their jungler comes down. If your ADC and you are pushed up together walk with your ADC and apply snares and slows to prevent your ADC from being reached, use Glacial Path to then catch up to your ADC. If you are up further zoning and harassing while your ADC is farming, Glacial Path towards your ADC but, in a way where you are between your ADC and their jungler. Ice Shard the enemy jungler to force them to use their mobility tool, whether it be a dash, Flash, Ghost anything. Force them to play against your slow not your snare at first or back off. Once they use their mobility option Ring of Frost and then reapply Ice Shard to whichever enemy is closest. The reason for this is, Ring of Frost is on a much higher CD than Ice Shard is.
This applies to the most common of ganks to roam on down to bot lane. If a situation calls for say a Ring of Frost on their support and ADC and then deal with jungler whether by escape or killing him do so. Not every play applies best to every situation get used to your limits and apply.
Mid Game: (post 6)
This doesn't really change how you played compared to 3-5 you just now have another tool to do this better. Aggressively you can > > > >
At this point you are looking to pick people off from the enemy team and isolate them offensively, defensively you're looking to defend your carries and objectives with your CC and burst damage.
While taking objectives such as Dragon I ward outside the pit to see the enemy coming (place ward based on direction of enemies last location/ base. If the enemy team does go for the steal you can lock down the jungler so they are unable to smite steal it. When going for towers Glacial Path in first, take the initial aggro from enemy champions and tower. Frozen Tomb or Zhonya's Hourglass yourself to drop aggro and resume from there. This takes so stress off of your other teammates and if done right by all on your team will get an easy kill one someone who thought their tower would keep them safe.
Going into late game you follow the same as before but, at this point your items should be more on par to be able to take care of one of the enemy carries solo. The other option is to throw a couple spells into a fight and just wait for someone to make it past your frontline to your ADC or APC and just melt them.
Whether playing defensively, offensively or, mixing it up through out the game based on situations support Lissandra is a great asset to have. Her flat damage and scaling are both pretty good and her engage/ counter engage will surprise you.
Thanks for taking the time to read my guide hope it helps and see you on The Fields of Justice! glhf summoners.