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.
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.
I decided to write this guide, which will be my very first guide ever. I hope you will enjoy reading this and if you notice mistakes, if you have questions or if you have feedback, don't hesitate to comment!
In a time long forgotten, before the sands birthed and then swallowed Shuri... Wait, a guide is no place for lore... If you want to know more about it you can click on the image on the left.
Anyway, 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.
Those who know, do. Those that understand, teach
If I thought I would be writing rubbish, I wouldn't have written this guide in the first place. Besides, other Liss mains approved of this ( ͡° ͜ʖ ͡°). This guide is probably one of the largest sources of information on Lissandra. It is meant to be both a guideline for new Liss players and a source of inspiration for more experienced Liss players. I tried my best and I can only hope that you can learn something new.
Lots of CC
All abilities are AoE
Weak early game
Easy to pick up
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 as her damage is simply not as high as theirs. 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.
>>Against melees/assassins >>Team lacks CC >>You're a Lissandra onetrick
>>Against long-ranged champions/lane bullies >>Team lacks damage champs >>Team has a lot of AP champs (3+)
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. However, she is not a replacement for a tank.
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 it, making your damage irrelevant.
Tooltip Information and numbers
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 magic damage.
120 – 520 (+ 30% AP)
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.
Tooltip Information and numbers
Throws a spear of ice that travels in a line and shatters when it hits an enemy, dealing magic damage and slowing its movement speed. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).
10 / 8.5 / 7 / 5.5 / 4 seconds
60 / 65 / 70 / 75 / 80 mana
70 / 100 / 130 / 160 / 190 (+ 70% AP)
16 / 19 / 22 / 25 / 28%
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 (it will only slow the first enemy hit though).
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, 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.
>>The indicator only shows the range of the unshattered projectile. Ice shard has slightly more range when it shatters. Check out this video if you want to know the maximum range of the shatter.
Tooltip Information and numbers
Freezes an area around Lissandra, dealing magic damage to nearby enemies and rooting them.
14 / 13 / 12 / 11 / 10 seconds
70 / 105 / 140 / 175 / 210 (+ 50% AP)
1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds
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.
Casts a claw of ice that moves forward in a line, dealing magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw's current location.
24 / 21 / 18 / 15 / 12 seconds
80 / 85 / 90 / 95 / 100 mana
70 / 105 / 140 / 175 / 210 (+ 60% AP)
(decreases with distance)
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. It can also be used to get back to lane faster by throwing it over the nexus after you recall, as well as extending 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).
>>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.
Tooltip Information and numbers
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 magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed.
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 two most painful things to do on this champion (The other one is ulting yourself instead of the enemy (^:).
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.
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.
I already told you that you should always take this... It gives you more freedom to use our ultimate (flash in range, flash in the enemy team), it makes you able to outplay people and it can simply save your life.
This often gives you that bit of damage you need to kill someone at any time in the game and it can give you a slight advantage in fights. The grievous wounds can also be a good pickup against healing champs (e.g. Vladimir/ Swain).
Can be a great help in hard matchups. It gives you the option to base without missing any CS. You can also use it to teleport to fights when you are not nearby or use it to flank.
Can be taken against mid-jungle combo's with large amounts of CC. If you're below plat don't bother taking this. It's highly unlikely, that your enemies know how to layer their CC, making Cleanse unnecessary. Cleanse
The usual damage keystone. It enhances your single target burst and is the most reliable keystone when you expect to get ahead early. It can have some power in lane against short-medium ranged matchups you're likely to trade with (think of Ahri and LeBlanc.
The downside of this keystone is that it can be hard to proc on your target in large fights. Lissandra's AoE is likely to hit multiple people and Electrocute will only proc on the first target hit by three different spells.
Gives a burst of armor/mr when you hit Ring of Frost or Frozen Tomb. This greatly increases your survivability. It is effective in lane against champions that want to jump on you like Irelia and Talon, but can be hard to proc against champions that don't come close.
Aftershock also allows you to use Frozen Tomb more aggressively in teamfights because the resists will make you much harder to kill. However, the resolve tree does not give any offensive options and thus it gives less damage compared to other keystones. This will make you more reliant on your team to follow up on your initiations.
Dark Harvest has good scaling compared to other keystones and it is completely nuts in teamfights. It is actually a pretty good option against high-ranged mages like Azir and Lux. It is better to go with the scaling option since you will be farming for 10 minutes anyway, regardless of what keystone is taken. It is also good in farm lanes and against scaling champions like Morgana and Kassadin.
It can be stacked through roaming and you should be able to get a decent amount of stacks by just simply showing up for fights. The obvious flaw is that it can be underwhelming when you're behind and/or don't have many stacks. I don't recommend taking this when you are completely new to Lissandra.
Ever dreamed of being a blizzard? This is your chance. Glacial Augment is combined with Hextech GLP-800 (and possibly Twin Shadows) for some really obnoxious slows. This is overkill on Lissandra as she already has a large amount of CC, hence why this is merely a 'fun' option. Like with Aftershock, there are no offensive options in the primary tree and it won't give as much survivability as Aftershock either.
>>The main secondary rune tree, offers the most benefits out of all trees outside of the laning phase.
This can save your life in many situations. Take it against AP assassins and burst mages.
This in combination with Corrupting Potion feels very nice, especially in the early laning phase.
Take it when you think you can get ahead in the laning phase.
A solid scaling option when you have Transcendence too. Take it in lanes where you cannot get ahead.
The general choice of this row, take it when you don't need the other options.
If you really struggle playing against whatever champion face, take one of these.
Take this in case you find yourself in an easy matchup.
The go-to choice for poke lanes or hard matchups.
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, unless you are not confident in a particular matchup.
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 so try 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.
The must-have item for Lissandra. Gives you a big amount of AP and the passive helps with clearing waves. The downside of this item is that it is quite expensive, so it can take a while to complete it.
Gives some much-needed mana. This should be your first component when you go Ludens. Get Blasting Wand after this.
Simply an amazing item for Lissandra. Always look to get it unless you really need mana, in which case you should build Luden's Echo first. If you get this, build a Luden's Echo second.
Gives a small power spike. It gives as much AP as chapter and occasionally your autoattack will do a bit more damage.
Gives some CDR and the HP increases you survivability a bit, get this after Hextech Revolver.
My choice for 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.
Build these if the enemy team is full ad or when they have multiple auto-attacking champions.
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.
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.
You can build this item when the enemy team has heal-oriented champions, like Soraka, Vladimir, Aatrox and Dr. Mundo. It can also be build when the enemy team has lots of squishy champions (when they aren't building mr).
When building Morellonomicon for the pen part (against the squishy champions), you can get this, build other items first and finish morello later.
Get this when enemies are stacking hp. Both passives are pretty useful as Lissandra has loads of CC and she can really use the extra damage. This HP from this item will also increase your survivability.
This will give you a big boost of AP once you build it. Get it as your fourth or fifth item to make efficient use of the passive.
When the enemy team has +3 AP champions building AP and you are getting blown up left and right, it might be a good idea to get this item. Not only does it increase your survivability, it also (slightly) increases your damage as you tend to get close to your enemies as Lissandra.
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.
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.
Level 3-5 All-In Combo
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.
Level 6 All-In Combo
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.
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 selfult 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.
Quick Selfult Combo
Very similar to the selfult/kill combo. The main difference is that you only use Ring of Frost and Frozen Tomb. This results in a nearly instant selfult as neither ability has a cast time.
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. I strongly recommend you to jump into practice tool and practice this combo.
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.
It is also important to note that if you are running Aftershock you'll be less vulnerable due to the resistances. This is not the case with Electrocute, but when running this keystone it will proc when you use Frozen Tomb. If you are ahead this can easily delete squishy champions.
It is also 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.
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.
Not all abilities are equal, here is an overview of what you (in general) should do with each basic ability.
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 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 this area (preferably not at the sides). This way you can easily hit them with Ice Shard. However, sometimes 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.
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 left 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.
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.
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.
Stealth Ward Spots
- 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 are 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.
Control Ward Spots
- 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.
>>Of all control ward spots I prefer the botside pixelbrush as it allows you to traverse the river without being seen.
- Red Side
>>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.
>>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!
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.
>>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.
A lane is gankable when...
A lane is not gankable when...
>>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 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.
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 know? Well, that depends on the champion you are playing against.
Overall, the main thing you should do is look to simply farm up, avoid roaming and utilize lane wards so you know where your opponent goes.
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.
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.
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.
In the Midgame
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.
In the Lategame
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.
Sometimes it can be though 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 Aftershock/ Zhonya's Hourglass
>>Picking someone off who is overextended >>No threat of dying when ulting offensively >>More favorable Frozen Tomb placement compared to selfult
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.
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)
>>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.
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 on), so if you want to sneak around you should avoid hitting any wards that are revealed.
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.
>>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
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.
The spoilers with matchup info are located below the table.
Always avoid getting hit by her Charm by hiding behind your minions (or juking like a god). Try to avoid getting pushed under your turret as she easily hit you when you are trying to last hit. When you go in (e.g. for a gank/all-in) try to cast Glacial Path to her side and not straight at her, so you can dodge the Charm by reactivating early or late.
Orb of Deception is a linear skillshot that returns, so avoid dodging back/forwards and dodge sideways instead. Even if you get hit by the first part of it, you might be able to dodge the return part. Be a bit careful post-6 when you don't have a lot of minions around you as she might go for an all-in. She can do this by using Spirit Rush to get past the minions and use Charm on you.
If she does this and misses her charm, you can look to all-in her as well. This depends a bit on your health and on the amount of ult charges she has left. If she hits her charm you are in a bit of trouble, either use the escape combo to get away from her or the selfult/kill combo. Also keep in mind that Spirit Rush is her only form of mobility, making her very vulnerable to ganks when it's on cooldown.
She can take two keystones at the moment, Electrocute and Glacial Augment. The former gives her quite some burst, but you're fine as long as you avoid the charm. The latter can be a bit annoying to play against as the slow rays from Hextech GLP-800/ Twin Shadows make it almost impossible to avoid her charm, but she shouldn't be able to kill you if you play properly.
Later in the game, her main goal is kiting around and landing Charms. If you have trouble avoiding them, get a Banshee's Veil ( Mercury's Treads can be bought if the enemy team has more champions with (lots of) hard CC). Sometimes Ahri players overstep themselves by using Spirit Rush forward to look for plays, immediately use Frozen Tomb to lock her down. In general, if you lock down Ahri she's done for.
One of the easiest assassin lanes. Lissandra outranges Akali, even her auto-range is larger than the range of Five Point Strike. Push her in and whittle her down with Ice Shard and autoattacks. When she's low enough you can look for an all-in.
Back off when she drops her Twilight Shroud and avoid standing in it unless Akali is on the other side of it. If she is very close, use Ring of Frost & Ice Shard and stay out of range until the shroud despawns. Once its on cooldown you can play more aggressive as she does not have the tools to all-in you.
Stay within or behind your minions to avoid getting hit by her Shuriken Flip. It can also be dodged by walking sideways because it's a linear skillshot. If she hits it, either retreat into turret range if you are close to your turret or hug your minions. If she takes it, use Ice Shard, follow up with Ring of Frost and get out of her range.
Post level 6 she should not be able to kill you as long as long as you stay healthy and avoid extended fights. If she tries to all-in you, simply use Ring of Frost and Glacial Path. Do not try to (reactively) selfult her R2 as the dash is extremely fast. In case she tries to dive you (or takes a Shuriken Flip when you are under turret) lock her down with Frozen Tomb and Ring of Frost or use the selfult protection combo in case you are extremely low.
Playing against her in teamfights is easier than laning (if she isn't fed). Lock her down with Frozen Tomb when she jumps in and she's done for. If she uses Twilight Shroud after jumping in, move towards the middle (if possible) or where you think she is and use Ring of Frost. Another neat trick is to use Oracle Lens when she drops her shroud. Her outline will show, making it even more easy to hit Ring of Frost.
Anivia is one of those matchups that usually ends with both of you hitting the minions. Pre level 6 you have the waveclear advantage and you can bully her. However you won't be able to kill her because of her passive unless your jungler is there.
Before level 6 you should focus mostly on dodging her Flash Frost. As long as it doesn't hit, her Frostbite will do next to no damage. When Flash Frost is on cooldown you can look to play a bit more aggressive. Look to push her under her turret so she has to farm underneath it. Be careful though, her Flash Frost + Crystallize are excellent tools to setup a gank, even if Glacial Path is up.
Post level 6 this matchup changes. She'll be able to clear the wave pretty quickly. Try to prevent the wave from crashing into your turret, but if that's not possible, its fine. Avoid using Glacial Path directly at her when she has Flash Frost up. Instead, aim it to her side and try to take it early/late. Then, immediately use Frozen Tomb so she cannot reactivate Flash Frost in case she threw it at you.
All-inning Anivia can be dangerous as she can put her Glacial Storm beneath you after you use Glacial Path, if you Frozen Tomb her it will be disabled. However if you ult yourself she won't be stunned and Glacial Storm will not be disabled. She can easily time a Flash Frost to stun you after the stasis ends and kill you. This makes it far less favorable to ult yourself when up against Anivia compared to other matchups.
She can be tough to play against in teamfights. As I said, it is a bit less favorable to ult yourself so if your AD is in a good spot you should definitely look to peel. However, if you know your engage is going to win the fight or you have Zhonya's Hourglass you can jump in anyway.
This is a skill matchup. Annie is surprisingly similar to Lissandra, she has slightly less range but lower cooldowns. The laning phase can go both ways and the matchup can even revolve into a farm lane.
The most important thing to keep track of is her passive, once she has four stacks you got to be careful and make sure to stay out of her range. When it isn't up, like at one/two stacks, you can walk a little more forward. Since the range on all her abilities is lower than Ice Shard's range you can poke her without her being able to retaliate.
It is not necessary to push the wave towards her. Annie is fine with farming under her turret and taking turret plates/harassing her can be risky because of her CC in combination with ganks. Try to keep the wave in the middle of the lane or a bit closer to your turret and whittle her down. Once she is low you can all-in her, but keep in mind that you'll do less damage to her when she has Molten Shield up.
The matchup doesn't really change post-6. Continue to whittle her down and all-in when she's low enough. However, be careful when you are at low health yourself, she will look for a Flash + Summon: Tibbers to kill you by surprise. If you have trouble dealing with this get Mercury's Treads.
Aurelion Sol has been changed recently, this information might not be up to date.
Shattered Ice Shard slightly outranges Aurelion Sol so you should be able to poke him without him being able to hit you. Avoid (extended) fights with him in the early levels as he will outdamage you with his stars.
Aurelion Sol has more pushing power and will usually shove you under turret at level 1. Be careful of his Starsurge at level 2, he might be looking to cheese you with Ignite in case he has that summoner. Aurelion Sol tends to roam a lot so notify your team when he vanishes from lane. It can be extremely helpful to put a ward in the middle of the lane so you know where he is roaming and when he roams you should immediately start pushing the wave.
After you get Lost Chapter you should be able to match his waveclear, if he roams you can either follow (if you're quick) or take turret plates. In case he stays in lane and misses his Starsurge, poke aggressively with Ice Shard or all-in if he's low enough. Aurelion Sol can easily be taken down when your jungle ganks as he lacks an escape.
Be careful of his ultimate when fighting him at close range. It will push you away when you're within 650 range of him. To counter this you can either ult him so he isn't able to run away or ult yourself so you don't get pushed away. The choice of what to do depends (like always) on the situation.
Speaking about late game fights, Aurelion Sol is a force to reckon with. Fortunately, he is extremely vulnerable to CC. If you ult him his stars will be disabled and your team can jump on him. However, even if you do not ult him but hit him with a general teamfight combo instead he'll be rooted and won't be able to kite away.
If Azir was more popular I'd permaban him. Avoid standing next to his soldiers to avoid unnecessary damage. Also avoid standing within your minions so when he pokes with Conquering Sands + autoattack he cannot use the same soldier for waveclear.
Aside from having quite some poke, Azir also has an escape. This makes him hard to gank as he can simply dash away. Keep in mind that when he uses Conquering Sands for poke, he won't be able to dash as far with Shifting Sands. His abilities also have high cooldowns, so there is a large window where you can do stuff till Azir has his abilities again.
Once you gain a few levels this matchup becomes slightly easier as it'll become much easier to clear the waves (and thus making it harder for Azir to poke you). It is also easier to look for all-ins when he missteps. However be careful because his ultimate, can push you away (or in his turret).
His Emperor's Divide can be countered similarly to Aurelion Sol's Voice of Light. You can ult yourself to dodge it or ult him to prevent him from escaping. However, since it is a wall your team will not be able to pass it (unless they have dashes) making it harder for them to follow up on you in a fight. Teamfighting against Azir can also be really tough because of his high range (and high dps).
Avoid standing in the minion wave so Brand cannot hit both you and the minions with Pillar of Flame. Also avoid standing close to minions that are ablaze so that Brand cannot use Conflagration on them to poke you.
If you do get hit by his poke, make sure he cannot hit you with Sear as long as you are affected by Blaze. You'll take large amounts of damage if you get stunned, not only because you got hit by all of his abilities, but also because of the passive explosion.
Brand tends to push the wave (if he doesn't, look to push him instead so he has to farm under turret). He is very immobile, making him an easy target for jungle ganks. However, be careful as he can do large amounts of damage with his passive explosion (e.g. avoid the stun). This is especially true post-6 as he can do massive amounts of damage when you are on top of your jungle.
This matchup will become easier as your waveclear increases, at some point you can just clear the wave and run off. However, be careful of his ultimate. Immediately run/use Glacial Path away from minions & allies once he uses it to prevent it from bouncing multiple times.
Brand tends to get a lot of health through his itemization. Combining this with his massive AoE damage he can be very dangerous in teamfights. Avoid standing on top of your teammates so he cannot get a dream scenario.
The No.1 thing to do in the laning phase is to dodge Noxious Blast. There is no such thing as staying out of range here, Noxious Blast has nearly as much range as the shattered Ice Shard projectile. When you get hit by it back off immediately as Twin Fangs damage will be enhanced when you are poisoned (fun fact: this also includes Teemo and Twitch poison).
Because dodging Noxious Blast is so important always get Boots of Speed on your first base. Those will also help getting away from her in case she hits it. Also watch out for her Miasma, it grounds so you cannot reactivate Glacial Path when you're on it. This can ruin your escape but can also ruin (allied) ganks. Make sure to walk away from Cassiopeia when you plan to engage on her to prevent her from grounding you.
When laning against Cassiopeia your best bet is to simply call your jungler. There is not much Lissandra can do against her by herself. In the rare case that she messes up you can look to kill her, dodge her Petrifying Gaze by either turning around or ulting yourself.
Playing against Cassiopeia later in the game can be tricky too. The main issue is that she can put her Miasma beneath you after you leave your selfult, making you unable to escape (very similar to what Anivia can do). Considering that she's a late game hypercarry, she will be your main target to lock down.
This matchup plays very similar to Azir. Early on he can poke you a bit, avoid standing on top of your minions so he cannot hit Phosphorus Bomb on you and them. Also back off when he turns on his Gatling Gun, you can trade with auto + Ice Shard (+ auto) but do not stay in his range after that.
Focus mainly on farming pre 6. Post 6 he can hurt quite a bit with his bombs, keep minions between you and him (do not stand next to the minions, as the rockets do AoE damage) to avoid getting poked. If he focuses mostly on clearing the wave you should mirror that and if he doesn't it becomes the question who lands the most poke.
If you manage to get him low you can look to all-in him. Usually it is not possible to kill him because of Valkyrie and his tendency to take Cleanse. However, if he wastes it offensively he becomes an easy target. Be careful when he gets The Package, many Corkis will look to use it on a roam. Alert your team when he vanishes and immediately shove the wave.
Corki is some sort of midlane ADC, he is extremely dangerous once he gets a few items under his belt. Try to bait out his Valkyrie before engaging onto him so that he cannot get away without blowing Flash once you engage. If he
Diana really depends on her ultimate and is pretty weak before level 6. If she's smart she'll use Pale Cascade to shield the damage from Ice Shard and hit the minions. This can make it difficult to whittle her down. Make sure that she doesn't come too close to use Moonfall, she can still do a surprising amount of damage when she's in close range.
After level 6 this matchup becomes a lot harder. As long as you dodge Crescent Strike you're good, but if you get hit by it you have to back off till the mark times out. If you don't she can simply jump in your face and do loads of damage. Also avoid standing close to minions affected by the mark when you're low. Keep poking her and avoid extended fights.
Be extremely watchful of her roams. Notify your team when she goes missing (again, placing a ward in the middle of midlane helps). Going for roams yourself can be tricky as Diana's passive shreds through turret allowing her to take a lot of turret plates. It is still okay to go for the occassional roam, but you have to be careful that you don't lose mid turret because of it.
Later in the game pretty much the only thing she can do is jump in the middle of your team (and not jump out). You can completely screw her over by ulting her right when she goes in. She will either get taken down immediately or it will give your team some time to retreat.
You can harass Ekko a lot when he tries to last hit minions. However, he can dodge a lot of poke by spamming Timewinder on the wave, pushing the wave in the process. Simply pick up the farm when he does so.
Do not be afraid to play aggressively into Ekko, unless he has two passive stacks on you (back off until they time out!) you're fine. If he tries to jump on you with Phase Dive you can use Ring of Frost - run out of his range - Ice Shard and then chase him whilst beating him with autoattacks. He should not be able to proc his passive for disengage if you're fast enough.
His Parallel Convergence can be dangerous when you get caught in the stun, always be vigilant when he vanishes (briefly) into the fog of war. He might have hidden the casting animation to surprise you. Move away from the place where he vanished so he cannot jump onto you with Phase Dive should you be within the sphere.
Sometimes when he dashes with Phase Dive he ends up in Ring of Frost range: use it immediately so he cannot autoattack - walk back and Ice Shard. Post level 6 this matchup doesn't change a lot, he cannot kill you as long as you don't misplay, get stunned by his Parallel Convergence and keep track of his ultimate clone. When you get ganked it is possible to perma CC him so he cannot use Chronobreak, if it takes too long to kill him, try to use Ignite before he ults so the healing is reduced.
Later in the game he is a slightly larger threat as he can do a lot of damage and can buy a lot of time with his ultimate + Zhonya's Hourglass + Parallel Convergence. Wait with using Frozen Tomb till he drops to ~50% health, he'll probably die before he is able to use his own ult. If he is threatening your team you can also ult him right when he goes in. This usually forces him to ult as well, making him less of a threat for the remainder of the fight.
Fizz can be tricky to play against. When playing against him, play the safe game. Poke him with Ice Shard but avoid autoattacking as doing so will put you into Urchin Strike range and allows him to jump on you. Unless you run Aftershock he'll outtrade you.
In teamfights it becomes much easier to play against him, if he ults you either use your own ult or Zhonya's Hourglass (the latter is extremely effective against Fizz because of this). If he ults one of your teammates, try to prevent him from jumping in with your CC or if he's already in the middle of your team, simply ult him and take him down.
Galio cannot kill you, you cannot kill Galio unless one of you messes up. Focus on farming. When he jumps forward with Justice Punch, use Ring of Frost once he retreats and chase him a bit with autoattacks. In case he misses it, use Ring of Frost to prevent him from coming closer to you and walk out of his taunt range.
After Lost Chapter you can easily push the wave into him and look for roams. Galio is also a great roamer with Hero's Entrance, either follow the roam with Teleport (if you're in time) or push the wave and take plates. Also be conscious of the fact that Galio can use his ultimate to follow your roams.
Later in the game playing against Galio is like playing against any other tank/bruiser. Either dive the backline (be careful of his CC!) or peel for your team depending on the situation.
Heimerdinger is one of those champions that are straight up painful to deal with. Killing his turrets early on with Ice Shard is suboptimal as the ability will not even deal half of the turrets health and costs far more mana. Focus on using Ice Shard on the wave/ Heimerdinger instead and kill turrets with auto's.
The early laning phase is the toughest part as he will push you in and force you to farm under turret. Simply do so and avoid as much harass as you can. Stand behind minions to dodge the Hextech Micro-Rockets and be careful of his CH-2 Electron Storm Grenade (moving in random directions helps a lot with dodging this one).
Jungle ganks when playing against Heimerdinger can unfold in outright disaster. Although Lissandra has great gank setup, ganking an heimer with all his turrets up can be deadly. Heimerdinger is at his weakest right after he returns to lane since his turrets aren't there.
Later in the game Heimerdinger is not that much of an issue, he can be dangerous to fight within his turret area and his empowered CH-2 Electron Storm Grenade can turn around teamfights. Other than that he doesn't have that much value.
Another skill matchup. Do not stand next to low health minions so she cannot Bladesurge + auto you. Keep an eye on her passive stacks and do not come in range when its stacked.
As long as you dodge Flawless Duet (early Boots of Speed help a lot) and do not get poked, Irelia should not be able to kill you. Like almost all other melee matchups you can whittle her down and play more aggressive when her key ability is on cooldown (but keep the passive in mind).
After level 6 this matchup gets a bit more tricky. If she hits you with Flawless Duet and tries to all-in with Vanguard's Edge immediately use Glacial Path + Ring of Frost to get out. If she is playing aggressively she is a prime target for jungle ganks, try to bait her into jumping onto a minion and CC chain her.
In teamfights she can be annoying to deal with as she is quite tanky and also is very mobile if she hits people with her stun and ult. However, you can easily stop her from dashing around with Ring of Frost and Frozen Tomb.
This is a very uncommon matchup, Jayce is mostly played top, if played at all. The key to this lane is avoiding/dodging his (empowered) shockblast. The best way to do is to stay behind your minions. Other than that look to farm up till Lost Chapter.
After getting this you can play more aggressive and start pushing the wave. Use Ring of Frost and walk back in case he jumps on you. Also be extremely careful of his knockback when using Glacial Path. It has the spaghetti trait that if he casts it when you reactivate Glacial Path, you'll be thrown back to where you were before you reactivated it.
Jayce becomes weaker as the game goes on, by the time the game is at teamfighting stage he'll be completely useless compared to you. The only thing you got to do is avoid his empowered shockblasts and its all good.
Who doesn't like dodgeball? The key thing in this matchup is to dodge Lay Waste, if you do that the lane will feel like a breeze. Try to stay next to your minions so if you do not succeed in dodging it the damage won't be doubled.
He is also extremely vulnerable to jungle ganks because he lacks mobility. However, be careful of Death Defied when he dies. Immediately get away from him once he dies so he cannot retaliate. Post level 6 Requiem allows him to influence lanes without leaving mid. Always try to keep him in vision range and stun him with Frozen Tomb in case he channels it in a spot where you can reach him.
Later in the game his ultimate can be incredibly threatening, but the ability gets countered completely by Zhonya's Hourglass. If he dies at the start of a teamfight, distance yourself from his ghost as fighting in its range can be extremely dangerous. Aim for getting him extremely low on health. The only thing he can do is use his ultimate, if he tries to fight he'll die with his ghost in an awful spot.
Kassadin is a mage counter and Lissandra is no exception. Pre 6 you can bully him and push him in (or freeze in front of your turret so he has to overextend) and get a (CS) lead. Avoid using Ice Shard when he uses Null Sphere as the shield will absorb all the damage.
He gets a lot harder to play against post 6. He can jump on you at will and he will outtrade you because of his passive and Null Sphere. Avoid harassing with autoattacks as it will place you into his range and Null Sphere will start to hurt. Your best bet is to keep the wave near tower and focus on farming.
At this point he's also a very slippery gank target because Riftwalk has a very low cd. If you want to setup a gank and he's in the middle of the lane, bait him into using Riftwalk towards you and then chain CC him. If he is pushed up you can simply use Glacial Path (or Flash) and reactivate when you're in ult rang.
Kassadin is a scaling monster, once he reaches level 16 he becomes almost unstoppable. However, if he jumps in at the wrong moment or he fails to kill your ADC (instantly) you can ult him and hope your team can kill him. Always group up as a team and do not try to fight him 1v2 or 1v3 (unless you have a lot of CC).
Another skillmatchup. This one is slightly in Katarina's favor as she has lower cooldowns. The key to this matchup is avoiding the daggers. Not only in lane, but at any point in the game.
If she uses Bouncing Blades on a minion, do not stand behind that minion but run towards the side. If she jumps on you with Shunpo use Ring of Frost and walk away. If she follows up with Bouncing Blades, move sideways. As long as you do not move on top/next to a dagger its good.
Try to poke her when Bouncing Blades is down or when she walks up to auto a minion. A good kat will not let her poke you and can be incredibly hard to take down. She will simply avoid the lane by roaming around the map. Focus on farming in this case and make sure to place wards so you can warn your team.
Later in the game you can shut her down by using Frozen Tomb when she jumps in. It is also possible to screw her over by using Zhonya's Hourglass or selfulting when Bouncing Blades is mid flight, the projectile will vanish robbing her of a dagger.
Kayle has been changed recently, this information might not be up to date.
This is a free laning phase, unfortunately its hard to abuse her extremely weak pre 6 since Lissandra's pre 6 aint the best either. Try to bully her where you can but focus mostly on picking up farm.
Once you get 6 and the jungle is willing to gank your lane you can completely shut down Kayle with repeat ganks. If your jungler doesn't gank your lane either look to shut her down yourself if she takes a lot of poke or start pushing the wave and roam.
Kayle is extremely dangerous to deal with in later stages of the game because of her hyperscaling nature. Keep track of her ultimate, jump on her when she casts it on a teammate. She will be locked into the casting animation for 1,5s, if you intend to ult her, wait with using frozen tomb till it runs out (unless you can oneshot in which case you use everything immediately).
Also keep track of his empowered auto attack (the shuriken in his hand will be white/lightning like). Do not trade autoattacks when he has it up. Try to bully him out of lane/kill him, if you cannot, simply push waves and roam.
Farm it out till you get Lost Chapter, once you get it (and presumably, level 6) either poke him & look for all-ins. Or if that doesn't work, simply push the wave and look for roams.
Definitely my favorite matchup. Avoid standing on top of your minions at level 1 to deny a cheesy Distortion + auto + auto trade. After that, if she ever tries to Distortion on top of you, immediately use Ring of Frost + Ice Shard + auto (+ auto). If you don't have these abilities up, stay out of Distortion range.
The only way LeBlanc can get ahead in this matchup is to repeatedly hit you with Ethereal Chains. Stand within your minions to prevent her from hitting it. If she does hit it, either use Glacial Path early and reactivate just before it roots or cast it slightly after it roots. If you panic and cast it immediately after it roots you'll leave yourself without an escape.
If you are marked you can still let her Distortion onto you (as long as your abilities are up). Both of you will proc Electrocute (or you'll proc Aftershock) and do roughly the same damage. However, your minions will whack her for some extra damage, winning you the trade.
Post level 6 this matchup becomes even more interesting, again, as long as LeBlanc does not hit her chains you are good. If she has the audacity to dash into your face when she's at ~50% health you can easily kill her/force her away by literally pressing all the buttons on your keyboard ( Ring of Frost + Ice Shard + Glacial Path + Frozen Tomb + Ignite).
In teamfights it's essentially the same. If she dashes into your range, immediately use Ring of Frost. Be careful with using Frozen Tomb as the casting time might result in her getting stunned after she reactivates Distortion (completely wasting your ultimate...). Glue yourself on top of your ADC and she'll never be able to kill them.
I'm glad that this pick is out of meta. Lucian can bully you off the wave and outtrade you in the early levels. Look to farm up and play defensive, Ninja Tabi help a lot since he is auto attack based. Avoid lining up with minions (much like how you would line up with Ice Shard) so he cannot poke you with Piercing Light.
Once you get to a higher level and acquire Lost Chapter you can (like in many other matchups) wait for him to clear the wave and then clear it yourself. If bullies you under your turret he won't be able to kill you as long as you have some kind of defensive item. He also becomes a really easy gank target, should your jungler come.
Lucian is more of a bully pick and does not offer any utility to his team. As long as he does not get ahead he won't be able to take over a game and you should be fine. Teamfighting against him is like playing against the regular ADC, if you get on top of him he's dead.
Welcome to another game of dodgeball. Stand behind minions (at least two) to avoid her Light Binding, also avoid standing within your minion wave so she cannot hit both you and the minions with Lucent Singularity. Avoid getting autoattacked by her when you are affected by her passive mark.
Some Luxes will permapush the wave once they (and you) get lost chapter. There is not really something you can do against this, simply take the farm. Others may look to poke you out. In this case push them in and base when you need to. Lux cannot kill you when you have Frozen Tomb up as you can use it to dodge her ultimate. Be careful when your ultimate is on cooldown though, make sure you don't get caught in a Light Binding.
Another *exciting* farmlane. Stay away from minions affected by Malefic Visions so the DoT doesn't spread to you. Also wait with using Ice Shard till Malzahar uses Void Swarm. Try to hit the voidlings and the minion wave at the same time.
Doing so makes it tougher for him to push you in and subsequently makes it easier for you to farm. When he uses Call of the Void dodge it by moving towards or away from him. Be careful of this ability when using Glacial Path to escape/initiate, the silence will prevent you from reactivating. When you are about to get ganked (by your jungler) make sure to remove his passive shield by hitting him Ice Shard or an auto before using your CC.
Post level 6 / after Lost Chapter this matchup really becomes a farm lane. Both of you have great gank setup with Nether Grasp and Frozen Tomb. However, Lissandra has a slight edge as she can cancel (although its quite hard) Malzahars ultimate with her own. This is done by casting your ultimate when you think he's about to cast his, if he does he will immediately get stunned and his ultimate channel will stop.
Be really careful of Nether Grasp later in the game, especially when you are planning to initiate a fight. If he uses it before you are able to selfult you'll certainly die. Either use the quick selfult combo when going in or peel for your team.
Another easy lane. The only way he can get close to you is by using Death's Grasp. However, this ability is pretty telegraphed and not difficult to avoid. If it hits, use Ice Shard and Ring of Frost to create some distance (or Glacial Path if you're really in trouble).
As long as Death's Grasp doesn't hit you can sit at a distance, poke him and farm. Try to stay close to your minions as his Obliterate will deal more damage when it hits a single enemy. Do not stand close to low health minions as he will probably use Obliterate to pick up the CS.
The most dangerous part of his kit is his Realm of Death. If he uses it you can kite him around and wait for it to end (or kill him if you can). However, be aware that his team might come whilst you are fighting in death realm. Try to cast Glacial Path towards a safe location just before it ends and reactivate it when you need to (when you come out the claw will be invisible, but you can still reactivate it).
Realm of Death continues to be a threat throughout the game. Lissandra is not at her best in 1v1 and it can be confusing to come out of his ult and find an ongoing teamfight/the entire enemy team on top of you. If he doesn't use his ult he can easily be kited because of his lack of mobility and the high amount of CC in Lissandra's kit.
I hope you are good at dodging skillshots. In the early levels the lane is kind of even, hit the wave with Ice Shard when Morgana uses Tormented Shadow on your minions. Make sure to stay behind your minions to avoid getting hit by Dark Binding.
At some point she can just permapush the wave with Tormented Shadow. This is where the lane gets really annoying as you have to waveclear under your turret, making it easier for her to hit bindings. It is also quite hard to jump on her when she goes too far forward because of Black Shield. You can break it with Ice Shard before using your CC, but you'll lack the damage needed to kill her on your own.
Just take the farmlane and scale. Both Lissandra and Morgana offer good utility later in the game, although Morg has an edge over Liss because of Black Shield. However, Lissandra has a lot more to offer in teamfights because of her AoE damage and slow, Black Shield can only save one person...
Don't be surprised if you see someone other than Neeko when you get to lane, she probably disguised herself using Inherent Glamour. Avoid standing in your minion wave so she cannot hit you & the minions with Blooming Burst. If you do get hit, immediately leave the impact area to avoid getting hit by the subsequent ticks.
Do not line up with her & the minions so she cannot hit an empowered Tangle-Barbs. In case this is not possible (since using Ice Shard requires you to line up with minions) try to dodge it by moving sideways. It has a very obvious casting animation but keep in mind that the missile will speed up if its
Later in the game all she can do is catch people with Tangle-Barbs or get big AoE damage with Pop Blossom. Again, avoid lining up with her and your teammates so you won't be rooted for ages and avoid getting hit by her ultimate.
This one of the worst champions to lane against as Lissandra. Her Command: Attack range is as large as shattered Ice Shard range, but it has no cast time. It is almost impossible to dodge unless you fake your movement.
Orianna also has an advantage in trades because of the shield and resists from Command: Protect and her low cooldowns. There is not much you can do besides (trying) to dodge her ball and farm. Post Lost Chapter you get some more agency and you'll be able to clear the wave faster.
If you do manage to hit Orianna with a few Ice Shards and you're looking for an all-in, try to stay on top of her when you do so. When she casts Command: Shockwave you can ult yourself to avoid the damage & knockback whilst damaging and slowing her. Her ult can also be dodged with Flash or even with Glacial Path if you throw it out in time.
Later on you have to be careful of where the ball is. Avoid walking past it (if you really have to, cast Glacial Path to be safe). If you and your team get caught in a Command: Shockwave it can easily cost you an objective or the game.
Qiyana is one of those champions that seems to have a gazillion dashes and you have no idea how they work. Frankly the best way to find out is to try her yourself (hop into a bot game/practice tool when she is on free rotation).
Keep minions between you and her to avoid long-ranged poke from her Edge of Ixtal. Also be aware of what element she is holding, if she is holding water she might be looking to setup a gank or go for an all-in (or make you think she is going to) and if she is holding mountain be aware it'll do more damage when you are below 50% health.
Her mobility is actually quite gated. She is extremely vulnerable just after she picks up an element as Terrashape will be on cooldown. This makes her unable to dash away from you. She is even more vulnerable when she uses Edge of Ixtal directly after using Terrashape. Be aware that the cooldown of Edge of Ixtal resets when she uses Terrashape so be extra vigilant when she is holding an element for a while.
If you have trouble against her, an early Seeker's Armguard or Ninja Tabi can help. Recall you are low (especially because she gets extra damage on mountain Edge of Ixtal) and use potions in time to keep your health up. Post-6 it gets a bit tricky with Supreme Display of Talent. If need to you can simply dodge it with your ultimate, but avoid running towards your turret or walls when you are low.
In teamfights you play against Qiyana as you would play against any other assassin ( Ring of Frost can reveal her when she is in stealth!). She is more dangerous than other assassins due to her ultimate, make sure that you get Zhonya's Hourglass and try to CC her when she jumps in.
This matchup feels incredibly unfair to play. First of all, dodge the second part of Abscond / Abduct (either sidestep or walk through minion wave). However even when he misses this he can outtrade you because of his passive damage and heal.
Try to keep the wave near your turret and focus on farming and dodging Chain Lash, his only form of poke. Poke him and avoid extended fights. If he gets low enough for an all-in, keep his enhanced heal and shield in mind. Also take note on his keystone, if he is running Aftershock he can proc it with Abscond / Abduct (so avoiding the second part becomes even more important).
After level 6 he becomes extremely dangerous to fight. Not only will he outdamage you in extended fights, but he can also steal Frozen Tomb and ult you when you're low and then finish you off with his execute.
In teamfights his strength depends on the ultimates on your team. Frozen Tomb is a pretty strong ultimate but in reality many Sylas players do not know how to use it. Look to ult him when he jumps into your team (although if he procs the Aftershock effect it is best to wait for it to time out before using your burst).
Post 6 if you do not get hit by too many QE combo's you're good. In case she tries to all-in you with her Unleashed Power you can ult yourself to avoid most of the damage. If you really struggle in this matchup getting Mercury's Treads can help.
Talon is called the first blood king for a reason. Be very careful when he hits level 2. Much of his kill pressure lies in his passive and melee Noxian Diplomacy.
Avoid getting hit by the return of Rake by moving sideways, the first part is often too fast to dodge but dodging the return should be doable. If you have two passive marks on you, stay away from him. Also never ever come in melee range, even when all-inning. He does massive amounts of damage in close range.
Talon will mainly look to shove the wave and roam, make sure to put a Control Ward at one of the entrances to your jungle and ping your team when he goes missing. Do not follow his roams unless you know where he and his jungler are, if you start running around alone he can ambush and kill you.
Once you get past the mid game it becomes easier. Talon is not really that useful in teamfights, although he still has a lot of AoE damage. Once he jumps in, use Frozen Tomb/ Ring of Frost. If he uses his ultimate you can still use Ring of Frost (if you predict where he is) or turn on Oracle Lens to reveal his outline.
Veigar is pretty weak during the laning phase. You can push him to his turret. His Event Horizon is near useless as long as Glacial Path is up. Just avoid getting caught in the walls.
Stand behind (at least 2) minions to avoid getting hit by his Baleful Strike and keep walking to dodge his Dark Matter. Besides that farm up, poke him where you can and all-in when he's low.
If you are fighting him post level 6 and you're on low health, be careful of his ult. It can be dodged by ulting yourself when it's flying at you. In case that you have trouble dealing with him you should just clear waves and roam around the map.
Later in the game be careful of Event Horizon and also keep an eye on Dark Matter casts. Although Veigar can do massive amounts of damage in this phase of the game he cannot defend himself against your engage.
The difficulty of the lane depends a lot on the accuracy of the Vel'Koz. If he is good at hitting Tectonic Disruption and Plasma Fission you'll have a hard time. But if he doesn't hit them or wastes them the lane is a lot easier (aka playing against a champion with skillshots.
Plasma Fission is his main poke tool, walk to the opposite side of your minion wave when he casts it. Do not stand between your melees and casters since he can easily snipe between the two minion lines to hit you. If your'e not near your minions switch between dodging backward and dodging forward so it becomes harder for him to predict your movement.
It doesn't matter if you get hit by the first part of Void Rift, however make sure to leave its area when it closes. If you do get hit by the second part, stay back till the passive stacks time out. In general, when you have two passive stacks on you stay back till they time out.
Avoid trading autoattacks with Viktor when Siphon Power is up as the shield & empowered autoattack will win him the trade. Focus on pushing the wave and avoid standing in your minion wave so he cannot use Death Ray on you and the minions. Avoid standing in the return explosion once he upgrades the ability.
If he places his Gravity Field immediately (try to) get out of it. This can be tricky if you're engaging onto him with Glacial Path as he can place it on top of you when you reactivate. Because of Lissandra's low base ms it's almost impossible to get out of it without getting stunned.
Keep track of when he gains crimson rush (the bar under his health bar will be become full and turn red). As long as it is red, do not let him use Transfusion on you. I recommend getting Boots of Speed early so it becomes easier to keep distance.
Stand behind minions when he charges his Tides of Blood, if he tries to walk around them, keep the minions between you and him and use your abilities. Be careful of his early cheese. When you're low on health, he is about to get crimson rush and is charging Tides of Blood, retreat.
Playing against Vladimir early on is difficult as he will heal back whatever harass you put on him. He will whittle you down and will force you to base at some point. Make sure to base in time to avoid getting caught by a cheese combo or in case he gets level 6 first. If the latter happens he can dive you when you are low on mana/healt
Vladimir is a scaling monster and can be insanely dangerous in the lategame. If he's on the offensive he can be insanely hard to deal with. Try to target him with Frozen Tomb when he steps in.