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Lissandra Build Guide by Katasandra

Middle platinum

A Lissandra guide | Feel the power of true ice!

By Katasandra | Updated on October 16, 2020
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Runes: Standard

1 2
Taste of Blood
Eyeball Collection
Ravenous Hunter

Manaflow Band

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Middle Lane
Ranked #50 in
Middle Lane
Win 50%
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Hi there!

My name is Katasandra and I am a Lissandra one-trick. I started playing her in preseason 8. Back then I was actually maining something else and I was searching for a secondary midlaner. After trying a lot of different midlaners I came across Lissandra. I loved playing her so much that I dropped my old main and now she is pretty much the only champion I play. Here's my for those of you that are interested in it.
I have played Lissandra for a while and I really wanted to create something to help other people learn and discover what she can do and how you can play her.

This guide has been around for quite a while now. I decided to celebrate hitting 1 million views by redesigning the guide. I hope you will enjoy reading this and if you notice mistakes, if you have questions, don't hesitate to comment!

And for those of you wondering whether this is a qualified guide...
The upcoming preseason features an item rework - this is HUGE. A few things to expect during preseason:
1) Huge changes to items section (duh)
2) (Possibly) changes to gameplay chapters, runes, combo's, matchups and/or new chapters.
3) A graphical redesign of the guide because why not.

See y'all there! :D
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Lissandra a kind of weird champ. She is some sort of combination of a burst mage, control mage and a battlemage with short range, a lot of CC and a blink thrown into the mix. This makes her very versatile but it also means that she doesn't really excel at one specific thing like many other champions do. Lissandra is also more team oriented and has a more supportive playstyle than other midlane picks.
+ Lots of CC
+ All abilities are AoE
+ Quite mobile
+ Easy to pick up
+ Good teamfighter
+ Always useful
- Short range
- Weak early game
- Mana issues
- Vulnerable to CC & squishy
- Not a 1v9 carry
Lissandra's weakest point in the game is her laning phase. Her cooldowns are high and her range is quite low. This leads to her being poked by other mages and it can make her vulnerable to all-ins. Her gank setup is extremely strong though, Glacial Path combined with Ring of Frost and Frozen Tomb can lock the enemy laner down for ~2.5 seconds leading to an easy kill.

Frozen Tomb gives her lot of pick potential. This really shows in the midgame as she gains the freedom to roam around and set up plays with her kit. This makes the midgame her strongest point in the game. She falls off in the late game compared to other mages because she is quite telegraphed and struggles to kill enemies with defensive items. However, she will remain relevant because of her CC and AoE damage.

As you might have guessed, Lissandra shines the most in teamfights. Not only because of her AoE abilities, but also because of her passive. It is capable of snowballing fights once an enemy dies. She can engage fights by herself or follow up on teammates as well as protecting her own team from divers. Sometimes she can have trouble to stay alive because of her squishy nature and tendency to jump in the middle of the enemy team.
When to pick Lissandra
>> Against melees/assassins
>> Team lacks CC
>> You're a Lissandra onetrick
Lissandra can nullify the snowball potential of assassins and she shuts them down in teamfights. Obviously, because of her CC, she is a great addition to team compositions that lack CC. But she is not a replacement for a tank.
When not to pick Lissandra
>> Against long-ranged champions/lane bullies
>> Team lacks damage champs
>> Team has a lot of AP champs (3+)
Long ranged mages and lane bullies like Xerath, Orianna and Cassiopeia can exploit Lissandra's weak laning phase. Her damage isn't the highest and when your team has multiple AP champions the enemy will stack MR, making your damage irrelevant.
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Passive: Iceborn Subjugation
When an enemy champion dies near Lissandra they become a Frozen Thrall.

Frozen Thralls seek out living enemies, slowing their movement speed when nearby by 25%. After 4 seconds, Frozen Thralls shatter from the intense cold, Dealing 120 - 520 (+50%) magic damage.
Definitely one of the weirder and more impactful passives in the game. Thralls can either help you kill the enemy or do nothing at all. Do not expect them to be smart. They will always target the nearest enemy and will not chase invisible enemies or enemies that enter unwarded bushes.

The place where the passive shines the most is in teamfights. Once you unload your initial combo and someone dies, the thrall will help kill others or force the enemy to flash/dash away. This creates a snowball effect that can win teamfights and skirmishes.
Of course you cannot expect the enemy to ignore the thralls (although, sometimes they will). Look to root them with Ring of Frost or move towards/around the thralls in such a way that they are forced to take the damage or retreat.

Iceborn Subjugation can also be extremely strong in level 1 fights. Most champions won't have their movement abilities yet, making it almost impossible to escape the thrall(s) without flash. Which can, like in teamfights, result in a snowball effect.

Thralls can help with clearing the minion wave after a gank or when the enemy laner dies. This speeds up your recall & return to lane or gives you more time to collect turret platings.
>> Actually has the highest damage of all abilities throughout a large portion of the game.
>> Even effective when behind as the base damage is quite high.
>> When multiple people die at the same time, their thralls will explode at the same time too. This will result in a huge burst of damage.
Throws a spear of ice that travels in a line and shatters when it hits an enemy, dealing 70 - 190 (+80%) magic damage and slowing its movement speed by 16 - 28%. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).

Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Mana cost: 60 / 65 / 70 / 75 / 80 mana
Range: 725 - 825 units
This is Lissandra's main damage ability. What separates Ice Shard from many other linear skillshots is that its range can be extended by hitting enemies and it deals full damage to everything in its path.

The most important part about Ice Shard is the shatter mechanic. It can be tough to master because the ingame indicator only shows the unshattered range and even the particles won't show the absolute max range. Check out this video if you want to know some more about the shatter mechanic.

You can utilize this mechanic really well when pushing waves, you can position yourself in such a way to hit all 6/7 minions in a wave at once. It can also come in handy in teamfights, as it allows you to hit targets that are not in range of the unshattered projectile.
>> Only slows the first target hit.
>> Has a slight cast time.
>> Do not spam ice shard early on, you can easily run out of mana if you do so.
>> Can be used to check bushes: it will shatter if someone is in it.
Freezes an area around Lissandra, dealing 70 / 105 / 140 / 175 / 210 (+70%) magic damage to nearby enemies and rooting them for 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds.

Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Mana cost: 40 mana
Range: 425 units
Perhaps the least exciting ability of Lissandra's kit. It can be used to kite people, to chain cc people with your ultimate and it can ensure that people will get hit by the spread of Frozen Tomb (more on this later!).

The range of Ring of Frost is on the low side, which can make it hard to use without endangering yourself. The trick lies in knowing the max range of the ability. Doing so enables you to root melees without them being able to attack you. This becomes harder when the size of the enemy champion increases. For example, it is almost impossible to root a stacked Cho'Gath without him being able to attack you.

Another incredibly useful part of this ability is that you can use it to catch invisible targets. If you know/predict an invisible champion to be near, use it and if it hits you will see an outline. You can then run away or throw the rest of your abilities at the location of the enemy.
>> Ring of frost doesn't have a cast time, so it can be cast without interrupting movement.
>> Goes through Yasuo's Wind Wall and Braums Unbreakable.
>> Does not interrupt dashes.
>> Always try to cast Ring of Frost before selfulting
>> The range is center to center, it might be lower than it seems.
Casts a claw of ice that moves forward in a line, dealing 70 / 105 / 140 / 175 / 210 (+ 60% AP) magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw's current location.

Cooldown: 24 / 21 / 18 / 15 / 12 seconds
Mana cost: 80 / 85 / 90 / 95 / 100 mana
Range: 1050 units
This is my favorite ability. It kind of makes up for the lack of range on other abilities. Its most known (and major) use is to jump forward and get in range to initiate fights or follow up on your teammates.

Glacial Path gives Lissandra a lot of safety in lane as it can be used to get away from ganks. It can also be used to set up ganks for your jungler. This combined with Ring of Frost and Frozen Tomb means an almost certain death to (flashless) midlaners.

This is not the only use. It can be used to dodge skillshots by throwing it out and reactivating it after a short time. A common trick is to throw it over the nexus to get faster to lane after a recall. You can use the same trick to extend the homeguard buff.

Lastly, my favorite use, it enables you to get over all kinds of walls. This might sound a little dumb, but it gives you immense gank potential (even without the walls) and allows you to escape tricky situations in the jungle. I made a separate section on this and some other mechanics somewhere below.
>> You won't be able to recast Glacial Path when you're disabled (stunned, grounded, silenced, etc).
>> Glacial Path can be used to cancel the animation of Ice Shard and Frozen Tomb.
>> Reactivate Glacial Path after it has traveled a short distance or after it has vanished into the ground to surprise your enemies.
>> The enemy team is (also) able to see the indicator, as long as it is in their vision or when they or a ward are within 600 range of it.
>> Don't panic if you get stunned; the claw needs ~1.5s to travel to the end location and can be reactivated ~0.2s after it vanishes. You might still be able to teleport after the CC ends (Just keep mashing that button!).
>> The speed of the claw is not constant, it will start at a speed of 1020 units and decrease to a speed of 640 units.
Enemy Cast: Freezes target champion solid, dealing magic damage and stunning it for 1.5 seconds.

Self Cast: Lissandra encases herself in dark ice for 2.5 seconds, becoming untargetable and invulnerable but unable to take any actions. Lissandra also gets healed based on her ability power and missing health.

Dark ice then spreads from Lissandra's target dealing 150 / 250 / 350 (+ 75% AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy movement speed by 30 - 75%

Cooldown: 120 / 100 / 80 seconds
Mana cost: 100 mana
Range: 550 units
At last, the ability that makes Lissandra the champion she is. Unlike many people think, it's not just ''press R to win''. Not only deciding who to ult is important, but when to ult is also important. Randomly pressing R and expecting to win the fight is not how it works.

But first the most important thing: use ALT+R to ult yourself or assign another hotkey in Options > Hotkeys > Abilities and summoner spells > Self cast (spell 4). This is vital! Ulting an enemy instead of yourself is one of the most painful things to do on this champion. Be careful when trying to ult enemies that are on top of you though. You might accidentally ult yourself instead, there is no solution to this issue.

To come back on my comment on Ring of Frost: the ice zone takes some time to spread. Especially when you selfult, people at the edge of the ultimate have plenty of time to run away from you and avoid the damage. To prevent this from happening simply use Ring of Frost before selfulting to make sure people cannot run away.

Self - Frozen Tomb can also be used to avoid (lethal) damage. Some examples of this are Zed's Death Mark, Vladimir's Hemoplague and Ignite ticks. Selfulting to simply heal yourself is simply a waste and should not be done.

Another thing you should avoid is ulting people with Quicksilver Sash, Cleanse or spellshields. The CC effect will go to waste and your target can immediately turn on you as you just used your most important survivability tool.
>> Frozen Tomb will damage (and slow) anything on top of the target instantly. At rank 3 the slow is almost as powerful as the stun.
>> If you cast Frozen Tomb from max range, make sure to walk a little towards the enemy before using Ring of Frost.
>> Self- Frozen Tomb doesn't have a cast time, but it does have a cast time when you use it on enemies.
>> Space out the timings of Frozen Tomb and Ring of Frost to CC enemies as long as possible.
>> You cast Frozen Tomb on a target that is not in range and then use Flash and it will cast instantaneously. This makes it almost impossible for your target to react.
>> Not only who you ult is important, the place where you ult is important too.
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R - Q - W - E





































Always skill this first. The only exception is when your team is invading. In that case you can skill Ring of Frost first. Keep in mind that you'll have disadvantage in lane if you do so.
You usually unlock this at level 2. You might not use it yet (unless you're in a melee matchup or vs LeBlanc), but it allows you to defend yourself in case you need to.
If you're pushed up and/or afraid of getting ganked, take this at level 2. Otherwise unlock it at level 3.
This is your main damage tool, always max it first.
Maxing it will increase the damage (and root duration) and slightly decrease the cooldown. I max it second.
If you have a hard time managing the high cooldown, put 2-3 points in Glacial Path before maxing Ring of Frost.
Put points in it whenever you can. It's your ultimate after all.
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Like on almost all other champions, Flash is mandatory. There is more to it than just an escape. It also enables you to instantly CC people with Flash + Ring of Frost. You can engage from a screen away if it is combined with Glacial Path. Last but not least, it allows you to easily CC important targets with Flash + Frozen Tomb. There is so much you can do with this summoner, hence why it is always taken!
Teleport gives you that one free base in the laning phase, which can come in handy since Lissandra's early game is rather weak. It can also be used to join fights at any time or to flank. With this summoner you can also go to a sidelane and teleport towards your team if needed. Ignite is often picked as a summoner in kill lanes. However, Lissandra isn't that good at killing her opponent in lane. If you are confident that you can do that though, feel free to take it. Besides that Ignite can be valuable in early 2v2s and does give a bit of extra damage.
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The standard keystone. Electrocute gives you extra burst damage, especially in the mid to late game. This can get your passive rolling in teamfights.
Electrocute isn't that good in lane, especially against ranged champions. However, laning phase is Lissandra's worst phase of the game and rather than picking a keystone that patches up her weaknesses, I rather pick a keystone that matches her strengths.
If you wish to have a bit more agency in lane, especially in ranged matchups, Arcane Comet might help. It gives you some more damage in lane, at the cost of burst damage later in the game. It is best utilized in matchups where you cannot commit to 'long' trades or where you cannot get close. This applies to applies to most battlemages ( Cassiopeia, Ryze, Vladimir), long ranged mages ( Xerath, Lux) and the rare adc in midlane.
bad options
Minor Runes
Gives small amounts of damage and is most effective in melee matchups where it is quite easy to proc. Gives some sustain which can really help out during the laning phase. Take it against tough matchups.
Simply gives you some AP once you pick up kills and assists. The other runes in this row can be hard to stack. My favourite hunter rune. Gives Lissandra some much-needed sustain. Both early and late.
A standard choice for obvious reasons. Relentless Hunter is a viable choice as well. It's up to your preference. Domination is mostly taken as a primary tree. It can be taken secondary in which case it offers extra damage and sustain.
Take this when you have a hard time in a certain burst mage/ap assassin matchup. Always a good choice, gives some extra mana, so you aren't forced to buy that stat early on.
The more CDR, the more damage, mobility and survivability. I always take this. Take it when you cannot get ahead in the laning phase. Think of champions like Anivia, Brand and Lux.
A laning rune that is a good choice in matchups where you can poke the enemy or can get ahead in lane. Sorcery is often taken as a secondary tree due to Transcendence as well as giving both defensive and offensive options.
A good choice against roaming assassins. It will guarantee you a plate when they roam to another lane. Gives you some extra HP, which increases your survivability. If you don't go Demolish, you should go this.
Can be taken in bursty matchups, the damage reduction can help you survive. Resolve can be taken secondary against assasins or burst mages like Syndra if you have trouble against them.
Gives more sustain in lane. This rune feels great in hard lanes where you can get poked down early. When you take Inspiration secondary you'll lack Transcendence so take this instead.
Inspiration can be taken secondary when you want more sustain in lane.
Fulfills your mana needs, not a full replacement for a mana item due to needing kills. Useless if behind. Gives as much tenacity as Mercury's Treads and is a good choice into teams with a lot of CC.
Taken over Last Stand because you will not reach the increased damage threshold when diving the backline. Precision Is only taken secondary for Presence of Mind (so only when you intend to build Hextech Protobelt-01).
Stat Shards
The standard stat shards on Lissandra. Swap magic resist for armor if against an AD champion.
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This chapter features the items Lissandra can build and when and why you build them. To help you on your way I created some item sets you can import into your league client!
How do I import item sets?

Item set code: Luden's build

Item set code: Proto build

Item set code: Glacial augment build

Item set code: Snowballing/High risk-high reward build
Starting Items
The usual starting item in most lanes. It helps with last hitting and the health will make it easier to stay alive against lane bullies or champions that want to all-in you.
The other starting item of choice. It gives a lot of sustain and a bit of poke damage. Take it in melee matchups.
First Base
The best basing scenario is when you can afford either Hextech Revolver or Lost Chapter on your first base (depending on whether you go Ludens or Proto). However, sometimes you don’t have enough gold for either of them so you have to get one of the items below instead.
Get this when you are having a hard time in lane (e.g. getting poked out, getting all-inned a lot). Early boots will help with dodging skillshots. Roaming will also become a lot easier.
Get this when you already have dark seal and boots. If you don't enough money to get a tome, but enough money for this, get it.
Don't forget to buy potions in case you didn't start with corrupting pot. If you have 75g left, buy one and place it in one of the pixel brushes next to the midlane.
Core Items
The "standard" core item. You cannot go wrong with this, it will always be a good choice no matter if you're behind or ahead. Take this core if you are new to Lissandra. Hextech Protobelt-01 makes it easier to setup plays. You should either build Luden's Echo second or take Presence of Mind. Downside is that both of these are not that good from behind. Only go this if you are confident that you can win the matchup. A niche replacement for Luden's. If you are not the carry threat on your team and you could do with some more utility, this can be a fine choice. Only worth it if you use the active frequently.
First Major Components
This is often build first, even when you go Protobelt as it gives you the mana you need to function.
Not a mandatory rush, but may need blue buffs, Manaflow Band or Presence of Mind if you skip it.
Gives the same amount of AP as Lost Chapter, but gives a damage passive that can make the difference in all-ins. If you are getting ahead/feel like you can all-in your opponent you should go this first.
My choice in 90% of my games, always get these when you don't need one of the others. The magic penetration increases your damage which makes it easier to take enemies down.
Get these when the enemy team has multiple cc threads or a lot of ap champions. It can also be a good idea to buy these if you are playing against an AP (burst) champion that is ahead/fed.
Build these if the enemy team is full ad or when they have multiple auto-attacking champions.
Defensive Items
This item synergizes incredibly well with Lissandra's kit and many see it as a must-have item for Lissandra. If you really love (or need) the item, you can build it second (e.g. against Zed). But I prefer to build it as my third or fourth item.
Armor is very effective against ad assassins. You can rush this and then continue building other items if you want to keep yourself safe.
Is essentially a cheap one-use Zhonya's Hourglass. If you don't use it and get Zhonya's, you can buy it again for a 'double' Zhonya's!
Is a great item if the enemy team has an AP assassin, burst mage or another (fed) ap champion (like Annie or Syndra). The spellshield can also help you with engaging (safely), as you won't get interrupted by CC immediately after you go in.
Other Items
You can build this item second when the enemy team has heal-oriented champions, like Soraka, Vladimir, Aatrox and Dr. Mundo.
In case the enemy team has squishy champions without mr, you can build this second. Do not finish it if you don't need the grievous wounds.
Get this when enemies have lots of hp (>2000). The later in the game, the more effective this item since it provides % extra damage.
Get this when the enemy team is building mr items. Especially when carries are building any items that contain Null-Magic Mantle.
This will give you a big boost of AP once you build it. It can be build anytime in the game. The earlier it is build, the less efficient the passive. My advice is to build it as a fourth or fifth item, however it can be build as a third or even as a second item.
If you get ahead, you have a stacked dark seal and you believe in yourself, you can take this gamble. If you do manage to keep it stacked you'll be able to do a disgusting amount of damage and you even get extra movement speed on top of that.
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Meaning Of Icons
AA Flash Q W Cast 1 E Cast 2 E Self R Enemy R
Animation Canceling
It is possible to cancel the animations of Ice Shard and Frozen Tomb with Glacial Path. This can be useful when kiting or when you need to dodge skillshots.
Unlike many other champions, Lissandra is not able to buffer skillshots. However, this can be very useful when you are in a nasty situation and need to get out. You can cast Ice Shard (or Glacial Path) and use Flash right after, the skillshot will launch from your original position.
This combo can be used to all-in your opponent between levels 3-5 or at later levels when Frozen Tomb is on cooldown. Usage of Glacial Path is optional, its damage can be crucial but it is also your escape (reminder that junglers do exist). This combo also requires a large amount of mana, so make sure that you have enough before you try to execute it.
Some examples
This combo can be used to all-in post-level 6. Weaving autoattacks is extremely important at lower levels, but can be neglected later in the game. Flashing is optional since it is mainly used to get in range of/surprise the opponent (and you can use glacial path for damage). There are also scenario's later in the game where you can lead with your ultimate and then execute the rest of this all-in combo.
Some examples
This combo is only used when you are jumped on by the enemy team or you're all-inning your opponent and dropping low. You self ult yourself roughly next to/on top of the enemy, so that they will be damaged and you will be safe. Although Glacial Path can be used, I wouldn't recommend doing so. It slows down the combo and you might need it to get away once you get out of stasis.
Some examples
Very similar to the self ult/kill combo. The main difference is that you only use Ring of Frost and Frozen Tomb. This results in a nearly instant self ult as neither ability has a cast time.
Aram poke combo
Well, the name says it all. Don't forget that you can cancel Ice Shard's animation with Glacial Path.
with Zhonya's
with Proto
with GLP
This is Lissandra's most important combo and the most important thing in this combo is speed. It should be executed as quickly as possible to minimize the window where you can get CC'ed.

Flash is used to reposition yourself so you get in range and/or hit as many enemies as possible with your combo. Usage of Ice Shard is optional as it will delay the combo. However, if you leave it out you'll miss out on a lot of damage.

In the Hextech Protobelt-01 variation, the active is used to get in range for Ring of Frost. If you are already in range I would not recommend using it as the Ice Shard - Hextech Protobelt-01 combo has an even larger delay than just casting Ice Shard. Use it after the stasis ends instead.

The Hextech GLP-800 variation is quite straightforward, the active is used in such a way to get maximum damage. Keep in mind that sometimes you don't need the extra damage, so you can also wait using it till you actually need it.

I strongly recommend you to jump into practice tool and practice this combo.
Combo with Zhonya's
Combo with Proto
Combo with GLP
This combo is extremely similar to the general teamfight combo. However, there is one important difference: you ult an enemy instead of yourself. This is makes the combo way more situational and dangerous to use, it is used when a carry is out of position and the enemy team cannot (immediately) turn onto you. Nevertheless, having a Zhonya's Hourglass can help a great deal.

When you are running Electrocute the keystone will proc when you use Frozen Tomb. This combined with the ability damage will do a significant amount of damage when ahead.

It is not necessary to execute the entire combo as quickly as possible. Sometimes it is better to delay the cast of Frozen Tomb to get a better result. This might be a good idea when the enemy has Cleanse or a Quicksilver Sash (to bait them out so you can cast your ult after) or when you want to CC an enemy as long as possible.
Some examples
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As I wrote a long time ago, Lissandra is fairly weak in the laning phase. You should be looking to farm up and (at least) go even with the enemy laner. This doesn't mean that you sit back and huddle under your turret though.
If you really want to learn a champion, you should be testing its limits (and end up with your face in the dirt a few times). Always sitting back without knowing how far you can go won't get you somewhere.

This section of the guide is rather large, so here is an overview of all the topics that are covered in this section:
Ability Usage
Not all abilities are equal, here is an overview of what you (in general) should do with each basic ability.
Ice Shard
Ring of Frost
Glacial Path
Is used for pushing/clearing the wave and poking the enemy. You can't just throw it around because of its high cooldown and mana cost. Try to secure most of your farm with auto's and save Ice Shard for harass or when you need to push the wave. Usage depends on the matchup. In ranged matchups it is rarely used (only for ganks or to push/clear wave) as the enemy will almost never be in range. In melee matchups it can be used to kite the enemy as well as for harass. Isn't used that much. It has a high mana cost and cooldown, so its not worth to use it for harass. Its main use is to escape/setup ganks, waveclear before recalling or all-inning the opponent.

Lining Up Q
Lining up with minions to hit the enemy with Ice Shard is one of the key parts of playing Lissandra in the laning phase. Because of the way Ice Shard works, you can picture some sort of area where the shatter can go.

The size of the area depends on the amount of minions as well as on the distance between you and the minions. When you are far away from the minions, the area will be narrow whereas if you're on top of a minion the area will be quite broad.

This image is meant to give the idea, the actual hitbox of the shatter covers more area than shown in the image.
You should position yourself around the minions in such a way that the enemy laner is somewhere in the Q shatter area (preferably not at the sides). This way you can easily hit them. However, there are times where it is simply not possible to position yourself like this. Sometimes you have to stay behind minions to avoid skillshots or you cannot move next to the side of the lane where the enemy jungler is.
Trading Stance
The trading stance is one of the most important concepts of laning in general. Essentially it is trading with someone when they are trying to get a minion.

As Lissandra this means that whenever the enemy wants to secure CS, try to position yourself in such a way behind the minions that you can hit them with your Ice Shard. Autoattacking is optional but can be tricky, usually it is better to just use Ice Shard.
>> The video to the right explains the Trading Stance more in depth and has some examples too. I recommend watching it if you want to know more about the Trading Stance.
>> The most efficient way to utilize your mana is to poke the enemy and secure farm at the SAME time. Wait till some minions are low and hit them and the enemy with Ice Shard.
Trading & Keystones
The way you want to trade differs a bit between keystones. Here's a small overview of what you should look to do with each keystone.
Glacial Augment
Can be hard to proc depending on the matchup. It is most commonly activated with AA - Q - AA (in ranged/melee matchups) or W - Q - AA (in melee matchups). Autoattack - Ice Shard makes it easy to hit Ice Shard and procs Cheap Shot too. Only autoattack if the enemy walks into you, otherwise just poke with Q.
Arcane Comet
Dark Harvest
Play as usual, try to poke when it's off cooldown. Nothing special, do not overreach for stacks though.
Keep in mind that using Ice Shard for harass can lead to your wave pushing towards the enemy. This in itself is not an issue (because Glacial Path), but make sure to place wards so you don't get surprised. In this section I'll show some common warding spots for midlane and give some tips.
- Blue Side
>> The red wards are deep wards and those might be dangerous to place without knowing the location of the enemy jungler.
>> The blue circles around the wards indicate the vision range of the wards.
>> The place where you ward depends on the amount of time you have. If you don't have much time, go for the ward just outside of the river bush or over the wall. If you have more time, place one in the pixel brush or place a deep ward.
- Red Side
>> Wards do not only give vision of where the enemy jungler is, but also where he is not.
>> Stick to the side of the lane you warded so you have more time to react when the jungler comes from the unwarded side.
>> Avoid sitting on two trinket charges.
>> The place where you ward also depends on the location of the enemy jungler. Do not place a ward on botside when he is ganking toplane or vice versa.
- Blue Side
>> The green wards are safe control wards, they are unlikely to be destroyed but won't give as much information as the orange wards.
>> The orange wards give more information but are also more likely to be destroyed.
>> Always try to have a control ward on the map. However if your control wards get destroyed a lot it might be a good idea to put them in safer places.
- Red Side
>> Of all control ward spots I prefer the botside pixelbrush as I prefer roaming botlane.
>> Try to place the wards in such a way that they grant a maximum amount of vision (e.g. place the pixel brush wards at the absolute edge of the bush so they cover the entrance to the river).

And look at your minimap!
Punishing Mistakes
Sometimes enemies make errors in trading/wave control or whatever, which results in them being either overextended in lane or at low health. In case they are overextended and your jungler comes it's an easy kill, use Glacial Path to gapclose and Ring of Frost/ Frozen Tomb to CC them. When they are at low health you can look to kill them. This is where the lvl 3-5 & lvl 6 all-in combo come into play. The best time to all-in an enemy is when they go for a last hit as many people will greed for farm (especially for cannons) even when they low on health.
>> Some mistakes are quite small, many champions have 'key' abilities, CC/escape abilities that are important for keeping themselves safe. For Zoe it is her Sleepy Trouble Bubble and for Lissandra it is Glacial Path. Once champions use/miss this ability you can look to play more aggressive or even kill them.
>> Many melee champions, especially in low elo, will try to walk up for CS, putting themselves in range of you. This allows you to either land a lot of harass or even kill them.
>> One very important mistake you should recognize on Lissandra is the following: Sometimes enemies will greed for a turret plating when you are next to it. Make sure there is no cannon minion (or it is extremely low on health), Glacial Path forward, clear the remaining minions with Ice Shard & Ring of Frost and use Frozen Tomb. If done correctly the enemy will be locked under your turret and draw aggro, resulting in an almost guaranteed kill.
Some Laning Tips
>> Minions can hurt a lot during lower levels. When the minions aggro you, retreat behind your own minions to avoid excessive damage.
>> Some runes/keystones are more suitable for the laning phase than others, keep this in mind when customizing your runes.
>> Don't give up when you fall behind/lose lane. Playing from behind is something you got to learn, the game isn't over yet.
>> Be conscious of when you (and the enemy) get lvl 2/3/6. Especially level 6 is a moment where you/the enemy can look to all-in.
>> Back off/avoid trading when Ice Shard is on cooldown, the enemy will almost certainly outtrade you.
>> Although it might seem tempting to Glacial Path forward and trade with the enemy, it is also dangerous (enemy jungler might come) and it costs a lot of mana.
Lissandra is an excellent roamer because of the sheer amount of cc in her kit as well as the fact that she can come from almost any angle with Glacial Path. However, many players struggle with the question when to roam, so here is a checklist:
Looks simple, right? Before you roam you ALWAYS have to push the wave. If you don't do this, the loss of experience/gold won't be worth the roam. The only exception to this is when your jungler is fighting in the river/jungle. In this case you should get over there unless you are stuck under your turret with a large minion wave.

The second point is a bit harder to explain. I will give a few pointers but keep in mind that the world isn't just black or white, it's a palette of shades of gray
>> The enemy is pushed up
>> Your allies are healthy and the enemy is not
>> Your allies have good gank setup (champions with a lot of CC like Alistar or Leona)
>> The enemies are pushed in
>> Your allies are low and the enemy is healthy
As I said, not everything is black or white. For example, if the enemy is pushed in but they are low and a large minions wave is about to crash into the turret you can look to dive them. If your allies are low, but your jungler is with you, you can go for it because it will be a 4v2 or 4v3 depending on whether the enemy jungler shows up.

The question whether to roam also depends on your own state, if you are behind you will only put yourself even further behind by roaming. In this case you should stay in lane and focus on farming rather than running around the map.

An even harder decision is whether to follow your opponent when he/she roams. Lissandra is far from the best champion in the 1v1 and your enemy might fake a roam and wait in a bush. Avoid following enemies (especially assassins) when you don't have vision of the path you will take to roam. Shove the wave instead and look for turret plates.
>> Aside from walking down/up the river there are also some interesting paths you can take. Here are a few examples. (red side, red lines; blue side, blue lines; yellow lines where you would cast glacial path).
Some Roaming Tips
>> Some of the gank paths illustrated above might be dangerous to walk if you don't know where the enemy jungler is.
>> You can also place vision in the enemy jungle whilst/instead of roaming, but avoid (fighting with) the jungler unless your own jungler is there too.
>> Even when you don't plan to roam, duck out of vision after clearing the wave so that the enemy doesn't know where you are.
>> If you return to your lane after a roam and the enemy laner is not visible, be cautious when walking back as he/she might be waiting for you in a bush.
>> Roaming botlane is more effective than roaming toplane as your passive can help secure the second kill.
>> It is usually better to roam to the side of the map your jungler is on or to coordinate a gank with him.
Playing From Behind
We've all been in that spot where you do something dumb, the enemy does something you didn't expect or the enemy jungler puts up a tent in your lane. Either way, your opponent ends up having a gold/xp lead over you.
What do you do now? Well, that depends on the champion you are playing against.

Overall, the main thing you should do is farm up, avoid roaming and utilize lane wards so you know where your opponent goes.
Medium ranged mages
( Twisted Fate, Ryze, Malzahar)
( Zed, LeBlanc, Fizz)
This is in my opinion the easiest class to play against from behind, if they try to threaten you, you can simply walk back and if you are unable to push the wave you can easily farm under your turret. Utilize lane wards as some of these champions roam a lot. It's pretty safe to farm close/under your turret against these champions as they cannot dive you due to your CC & ult. However, if you don't have Frozen Tomb up, be EXTREMELY careful. It's also likely they are going to roam around the map, warn your team but avoid following.
Poke mages
( Brand, Xerath, Lux)
Lane bullies
( Syndra, Cassiopeia, Orianna)
It is downright awful to play against these champions, your best hope is a jungle gank. At later levels, they'll push you towards your turret (just stay out of range till they start doing so), try to clear the wave as quickly as possible so they won't be able to poke you. If one of these gets ahead... Unless your jungle ganks you, you're completely screwed. It's the same as playing against poke mages, but these champions have a higher all-in threat so you have to be even more careful when you are at low health.
Wave Management
We have arrived at perhaps the most complex part of the laning phase: Wave management. It is not only hard to master all the different things you can do with minion waves, it can also be pretty though to determine when you should use them! So for those of you that do not know what I mean by wave management: Wave management is manipulating minion waves to your advantage.

Now, a simple soul might ask: why use wave management? Well, wave management can lead to advantages whether it be gold leads or xp leads or "time" leads. It can also help you through a tough matchup.

This section is merely meant to give you an insight in wave management and how to utilize it. I am a simple plat player and if I had truly mastered wave management I'd be Challenjour (Kappa). This also means that some things I say here might not be entirely correct.
Let's start with the most basic concept of wave management: the Even Minion Rule. Essentially, if two minion waves with an equal amount of minions meet somewhere in the lane they will push towards the side they are not on. If they meet in the center the minion line will initially stay in the center, but will start pushing to one side eventually.

IMPORTANT NOTE: The minion wave will be in a "neutral" spot at the start of the game. When this occurs later in the game it is commonly referred to as a "reset".
Now you might ask: What does this have to do with wave management? Well, the state of the wave determines what you can do with it. Are you behind and is the wave pushing towards you? Let it come, no need to overextend. Is the wave pushing towards the enemy? No way you can setup a freeze without the enemy pushing the wave.
Fast pushing is the simplest of techniques, you just dump your abilities on the wave to make it push as quickly as possible. Avoid dumping abilities onto the wave without knowing why though. You mainly should look to fast push when: There are several ability combo's that can be used to clear the wave. The quickest combo is also the most dangerous one whereas the slowest combo allows you to escape any unforeseen situations.
>>You want to recall
>>You want to roam
>>Your opponent has gone base
>>Your opponent roams
>>Your opponent is freezing
Risky: Q - W - E

Neutral: Q - W - Q

Safe: autoattacks - Q - autoattacks - Q - autoattacks
These are just some examples of when you can look to fast push. It doesn't mean that fast pushing is always the right thing to do in these cases. The speed with which you can clear the wave depends a lot on your items and level. At lower levels and before Lost Chapter it will be pretty slow and you'll also have to use lots of autoattacks.
A slowpush happens when you have a pushing minion wave and you match the amount of damage the enemy laner does to the wave and only last hit the minions. The result is that you will get a large wave of minions which will start pushing slowly towards the enemy tower.

You can accomplish the same things with a slow push as with a fast push, however the enemy will not be able to clear the wave as quickly though. Slowpushing also has other advantages:
>>It becomes hard for your enemy to all-in you since you have a large minion wave to back you up.
>>You can look for harass on the enemy once the wave crashes into the turret unless:
1. There is a roaming opportunity
2. It is a ranged matchup or Zed
3. You are low on health (~55%)
>>Slowpushes are usually better than fastpushes unless you need to get out of lane quickly.
It is not too difficult to create a slowpush against a melee assassin, but it can be almost impossible to do against a mage. The difference between the two is that Lissandra has more waveclear and range than most assassins whereas mages have the same (or more) range and waveclear. This allows them to "thin" the wave, killing minions to prevent the wave from getting too large. After a certain point they'll be able to clear the entire wave in no time.

When the minion wave is slowpushing towards you, play with a bit more caution. The last thing you want to do is dying to a gank or all-in and losing 3+ minion waves. If this happens you will instantly lose your lane and you will have to play from behind.

Lastly, avoid going 1 for 1 with your enemy laner (so both of you killing each other). Not only is this usually not worth ( Lissandra isn't exactly a snowbally champion) but your passive will damage the minion wave, which can create a slowpush towards the enemy. This will put you behind as the enemy will have a large minion wave to collect and you will get absolutely nothing.
Let's go back to some concepts: Crashing the wave & Bouncing the wave. Once an entire minion wave gets in range of the enemy turret (so not only the melees, but also the casters and the cannon), the minion wave has "crashed".

When you push the wave fast enough for the tower to clear all the minions before the upcoming wave arrives, it is called a "reset". The next wave will then meet in the middle of the lane, like at the start of the game!

When you push too slowly or when a slowpush crashes into the turret, the turret will not be able to kill all the minions before the upcoming minion wave arrives. This will delay the new minion wave so the minion waves will not meet in the middle of the lane. Because of the even minion rule, the wave, if left unattended it will start slowpushing to the other side of the lane!
One might ask: Why is this useful? Well, imagine that you crash a slowpush, go on a roam and your opponent decides to follow you. Then something happens (a fight, you abandon the roam, w/e) and both of you return to lane. Now you can collect more minions compared to your opponent since the wave was slowpushing towards you, putting you ahead in xp/gold. This is essentially another reason why slowpushing is better than fastpushing.
So here is the last and my favourite technique: Freezing. So first of all, what is a freeze? You have a freeze when you keep the minions in a certain spot for an extended amount of time.

Freezing will force the enemy laner to overextend for farm and will keep you safe since you will be close to the turret. The downside is that you won't be applying any pressure, leaving your opponent free to roam.
Freezing is commonly done against assassins/melee matchups so you can freely poke them whilst making it almost impossible for them to trade with you. Make sure to place lane wards to see where they roam though.

Freezing for a long period of time against non-assassins is much harder as they have an easier time breaking your freeze since they have more waveclear. You can still freeze for a short time to make them an easy gank target or force them to dump spells on the wave.
So, how do you freeze? Well, since you want the minion wave to stay somewhere on your half of the map there'll have to be more enemy minions than allied minions in the wave. If you are close to the turret you'll need around ~4 caster minions more and if you are around the middle of the lane 1-2 minions are good enough.

The next step is "holding" the wave: Once the enemy wave killed all your minions you tank the enemy minions to prevent them from advancing from the spot where you want them to be. This is also what makes freezing in midlane pretty hard: If you hold too many minions you will take a lot of damage and if the enemy is ranged they can walk up and hit you with abilities or force you to retreat.
Overall, freezing against ranged matchups is not optimal unless your jungle will gank you. Lissandra has a really low range so unless you are already ahead of your opponent, you will not be able to zone them from the wave. One of the other main reasons to freeze is to keep yourself safe from ganks. Lissandra's kit already does that well enough, so that reason is obsolete as well.

This concludes my wave management section & gameplay: laning chapter. If you are looking for more information on laning or fundamentals, check the spoiler below!
Other Sources on Midlane fundamentals
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In case you didn't get shoved into the dust in the laning phase: Now is your time!

You should be looking to farm in sidelanes unless your ADC is not able to waveclear/hold mid lane (in case the outer turret still stands). In that case you should hold mid lane. Avoid moving past the river unless you have vision/know where the enemy team is. It is also important that you farm on the side of the map with an objective (either drake or baron) so that you can join your team when a fight breaks out.

In case you took Teleport (and it's off cooldown), you can go to the opposite side of the map. Keep an eye on the minimap for teleport wards so that you can immediately teleport when you need to.

Sometimes this simply doesn't work and both teams start grouping in midlane and start to fight for no reason. This can be really frustrating to deal with, your best bet is to simply join your team and try to force an engage.
Also keep an eye on the blue buff, ask your jungler for it when it's up. Don't steal it away when he/she makes it clear that he/she wants it himself. Playing without a blue buff is far easier than playing without a jungler.
Using Your Ultimate
In this stage of the game Frozen Tomb is extremely important as a tool to create picks. When someone is too far forward you can easily Glacial Path forward and follow up with ult. If the enemy is in range of Ring of Frost, use that first as there is even less chance of the enemy getting away.

The general teamfight combo can also be used to engage small teamfights/skirmishes, but will not do much damage yet. Its main use in this stage of the game is to root people so that your team can follow up and kill them.
There is much more damage flying around in this stage of the game. Frozen Tomb is mainly used on yourself (as part of the general teamfight combo) so that you won't die when you go in. It is still possible to use Frozen Tomb on enemies, but only when you are able to CC a high priority member of the enemy team (usually midlane or ADC) or when you need to disengage a fight.
Self Ult VS Enemy Ult
Sometimes it can be tough to choose when to ult enemies or when to ult yourself in a fight, here is an overview of when you should do what. Again, it's not always super obvious when you have to ult yourself and when you should ult an enemy. For example, you should only look to ult enemies for a 'more favorable' ult placement when you know that you won't die for it or that your death will win the fight.
>> You are (extremely) low on health
>> Resetting turret aggro during a dive
>> Buying time for your team (when engaging/out of position)
>> Jumping in the middle of 4-5 people without Zhonya's Hourglass
>> Picking someone off who is overextended
>> No threat of dying when ulting offensively
>> More favorable Frozen Tomb placement compared to self ult
The downside of ulting yourself is that you cannot reposition yourself and the enemy can turn on you and kill you when you leave stasis. Here's an example of a midgame fight where the this happens: The (obvious) downside of ulting an enemy is that you leave yourself open to attacks. When playing Lissandra, you'll often find yourself walking the thin line between life and death.
One last note before I continue: Before you dive in the enemy team/engage a fight, check whether your team is able to follow up. Unless you are ultra fed you won't kill the enemy by yourself, so if your team can't follow up do not jump in as you will probably die cold and lonely in the middle of the enemy team.
Ultimate Placement
I mentioned this in the section above (and you probably didn't know what I meant ( ͡° ͜ʖ ͡°) ). Ultimate placement is actually just what it says: the placement of the ice zone of Frozen Tomb. A badly placed ultimate will do nothing at all whilst a well placed ultimate can win teamfights. So when is an ult placement good? When one of the following two options is true:
>>(Almost) all enemies are on ultimate zone
>>Enemy team is divided by the ultimate zone
>> The first option is the easiest, you simply ult yourself when you're on top of (almost) the entire enemy team. This way the enemy team will be slowed & damaged by your ultimate, allowing your team to jump on them.
>> This is especially applicable in chokepoints. Chokepoints are tight corridors in the jungle. You can see one in the image on the right and the spot where I ulted in the GIF above is one as well.
People are more likely to be clumped together in these spots, so your abilities will hit everyone. They will take massive amounts of damage and you'll be extremely likely to win the fight.
>> The second point is a bit harder to comprehend. You place Frozen Tomb in such a way that a part of the enemy team is on one side of you and another part of the enemy team is on the other side. Your team can finish off the people on their side whilst the enemies on the other side cannot help because of the slow (& damage threat) of your ultimate.
>>If you'd like to see some more clips of (successful) fights, there are some in the spoiler below.

Some fights (Pre & post passive)
Peeling VS Diving
>> Although Lissandra is capable of diving into the enemy team with her kit, she can also protect her team from enemy divers/assassins. In this case she plays more like a secondary support rather than a midlaner. Determining whether to peel or to dive can be tough sometimes.
The answer to the question whether to peel or dive depends on your own strength and your teams strength. When you are really far behind you are next to no threat in terms of damage. The only thing you have is your CC, which is better used to peel than to dive.

In midgame fights, people cannot deal with you as they won't have defensive items yet meaning that you can look to shut down their backline. This is also true when you are ahead as you can erase carries from Summoners Rift before they can react.

In the lategame however, enemy carries should have the defensive tools to deal with you and it can be hard to threaten them. At the same time, your carries should be strong too (and if they're stronger than the enemy) you should be looking to protect them.
Fighting Around Objectives
Neutral objectives like Dragon and Baron Nashor are an important part of the game. It is very common for fights to break out around these. When the enemy team tries to take it they will usually group up, making it very easy for you to get good combo's off.

It becomes a bit more difficult when your team is trying to take the objective. Unless you have a blue buff, the enemy is dead or the objective needs to be taken quickly you should avoid spamming Ice Shard on it. You can easily drain your mana and you'll be completely useless once a fight breaks out.

It is a better idea to zone the enemy team or look for flanks. 'Zoning' is positioning yourself in such a way that the enemy is afraid of entering your 'zone'. In this case it would be that the enemy doesn't want to come close to you/walk through chokepoints because you might engage.
Flanking is a much harder concept: you hide at the side/at the rear of the enemy and surprise them by coming from a different direction than the rest of your team.

Having an Oracle Lens is essential here: it allows you to sneak past wards without being seen so you can surprise the enemy. However, keep in mind that when you hit a ward it will reveal you (even with Oracle Lens active).
It is also possible to flank with Teleport. Simply look for wards that are located behind the enemy and teleport. This is especially effective when teleporting from base post 20 minutes as you will have the movement speed buff for a small amount of time.
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Wall Jumping
>> One thing I have always enjoyed doing in League of Legends is jumping over walls. Lissandra is able to jump over any wall with Glacial Path. As long as the claw is halfway past the wall, you will end up on the other side.
>> When it comes to jumping over walls I'm always looking for a challenge. I looked for spots where you can jump over two walls at once. After smacking my face into countless walls I made the map on the left. It can be mirrored for topside.

Make sure that Glacial Path travels its maximum distance before reactivating!
The jump from baron pit to red buff is extremely hard. You have to stand in the right spot and make the indicator completely horizontal.
The jumps from drake pit to red buff and the jump out of baron pit are hard.
The jumps to the tier 1 and tier 2 turrets and the jump into baron pit are medium.
All other jumps are easy
>> There are two interactions with Glacial Path and Hextech GLP-800. If you cast GLP and reactivate Glacial Path AFTER the bolts start firing, they will continue firing from your new position (in the same direction).

If you cast GLP before the bolts start firing (but after the initial cast time) you can "reposition" the bolts without time delay. They will always fly towards your cursor. The timing can be a bit tricky, so try it a few times in practice tool!
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Welcome to the matchup section. Below is a table depicting the difficulties of the matchups. Please keep in mind that these difficulties are my opinion. Matchup difficulty also depends on your skill and the skill of the opponent.
Champion Matchup Difficulty Champion Matchup Difficulty
Ahri Lucian
Akali Lux
Anivia Malzahar
Annie Mordekaiser
Aurelion Sol Morgana
Azir Neeko
Brand Orianna
Cassiopeia Qiyana
Corki Ryze
Diana Sylas
Ekko Syndra
Fizz Taliyah
Galio Talon
Heimerdinger Veigar
Irelia Vel'Koz
Jayce Viktor
Karthus Vladimir
Kassadin Xerath
Katarina Yasuo
Kayle Yone
Kennen Zed
LeBlanc Ziggs
Difficulty: 4/10
Matchup Information
Difficulty: 3/10
Easy/Skill matchup
Matchup Information
Difficulty: 6/10
Normal/Farm matchup
Matchup Information
Difficulty: 5/10
Normal/Skill Matchup
Matchup Information
Difficulty: 5/10
Matchup Information
Difficulty: 9/10
Matchup Information
Difficulty: 7/10
Matchup Information
Difficulty: 10/10
Very Hard
Matchup Information
Difficulty: 7/10
Matchup Information
Difficulty: 6/10
Matchup Information
Difficulty: 4/10
Matchup Information
Difficulty: 3/10
Matchup Information
Difficulty: 5/10
Normal/Farm Matchup
Matchup Information
Difficulty: 7/10
Very Hard
Matchup Information
Difficulty: 6/10
Normal/Skill Matchup
Matchup Information
Difficulty: 6/10
Matchup Information
Difficulty: 5/10
Matchup Information
Difficulty: 7/10
Normal | Hard
Matchup Information
Difficulty: 5/10
Normal/Skill Matchup
Matchup Information
Difficulty: 6/10
Matchup Information
Difficulty: 2/10
Matchup Information
Difficulty: 2/10
Matchup Information
Difficulty: 9/10
Very Hard
Matchup Information
Difficulty: 6/10
Normal/Poke Matchup
Matchup Information
Difficulty: 5/10
Normal/Farm Matchup
Matchup Information
Difficulty: 3/10
Matchup Information
Difficulty: 5/10
Normal/Farm Matchup
Matchup Information
Difficulty: 6/10
Matchup Information
Difficulty: 8/10
Very Hard
Matchup Information
Difficulty: 6/10
Very Hard
Matchup Information
Difficulty: 8/10
Matchup Information
Difficulty: 7/10
Matchup Information
Difficulty: 8/10
Matchup Information
Difficulty: 7/10
Matchup Information
Difficulty: 5/10
Matchup Information
Difficulty: 5/10
Matchup Information
Difficulty: 7/10
Matchup Information
Difficulty: 9/10
Matchup Information
Difficulty: 6/10
Matchup Information
Difficulty: 8/10
Matchup Information
Difficulty: 5/10
Normal/Skill Matchup
Matchup Information
Difficulty: 4/10
Matchup Information
Difficulty: 7/10
Matchup Information
Difficulty: 6/10
Matchup Information
Difficulty: 6/10
Normal/Farm Matchup
Matchup Information
Difficulty: 7/10
Matchup Information
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If you read this, it means that you managed to reach the end of my guide.
I hope you enjoy playing Lissandra as much as I do, as her unique kit and playstyle are really interesting to utilize.
If you have any questions, suggestions or feedback, feel free to leave them in the comments. You can also check out the Lissandra mains subreddit or Lissandra mains Discord (click the text below).

And last but not least: Huge thanks to YOU for reading this guide!
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  • Huge thanks to jhoijhoi's Making a Guide guide! I wouldn't have been able to create this guide without it!
  • Thanks to Foxy's table coding guide for expanding my coding knowledge (and a very very helpful preset). Sadly all the images are broken, if you want to learn about tables check this out instead!
  • Huge thanks to Psiguard for taking a peek at my guide and helping me with the cheatsheet!
  • Lots of thanks to Fruxo for reviewing my guide and giving me feedback!
  • Thanks to everyone that left a comment on my guide! I wouldn't have known whether I my guide went in the right direction or not without you.
  • Thanks to the Mobafire Discord! All of you are the best <3
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  • dd/mm/yy
  • 16/10/2020 Preseason plans added - see introduction, avoid Coven Liss since hair is bugged
  • 30/09/2020 No changes, excited for preseason! :D
  • 16/09/2020 No changes, excited for preseason announcements!
  • 02/09/2020 No changes, I hope rito fixes annoying white squares soonTM
  • 22/08/2020 Messed around with the core build, added precision tree to runes and changed some descriptions in the cheat sheet. Added precision secondary.
  • 13/08/2020 Added Yone to matchups. (14/08/2020: Changed a lil thing abt the banners)
  • 09/08/2020 Hexflash E was a bug (3 years lol) so it ain't coming back - section deleted
  • 05/08/2020 No changes this patch, except that Hextech Flashtraption + Glacial Path has been removed. Will keep respective section to see if this will be fixed or not.
  • 01/08/2020 Added an item, changed some sections. You'll see :)
  • 23/07/2020 Nothing new, will look to do update soonTM
  • 26/06/2020 More time to do changes now, so here you go:
    • Fixed link in intro
    • Removed 'low damage' con
    • Passive bug has vanished so relating note has been removed
    • Added a fact on Ring of Frost
    • Rewrote DH description
    • Adjusted Dcap description
    • Made links in special thanks visible (oops).
    • Fixed minor errors througout the guide
    Matchup section looks to scary so that'll come sometime later!
  • 24/06/2020 No changes
  • 19/06/2020 Fixed some minor errors (skill sequence, wrong reference in conclusion). And no, Ghost Liss aint it :(
  • 10/06/2020 No changes, a bit worried about Ghost buffs & buffs to some annoying matchups. Gonna try zooming around with Ghost on Lissandra :>
  • 15/05/2020 Adjusted passive explanation slightly due to the current bugs. Also added a source to the "other sources on midlane fundamentals" in the laning gameplay chapter.
  • 29/04/2020 Adjusted ability info (Q cooldown buff), nothing has changed besides that.
  • 17/04/2020 No changes, not really anything new this patch aside from a passive bugfix
  • 10/04/2020 Fixed some minor spelling errors
  • 07/04/2020 Launched version 4! Main changes are design, here and there some slight adjustments to text but overall the guide is the same.
Version 3

Version 1&2
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