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Lissandra Build Guide by Katasandra

Middle A Lissandra guide [Patch 10.6] [Old Design]

Middle A Lissandra guide [Patch 10.6] [Old Design]

Updated on April 6, 2020
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5,290 Views 0 Comments League of Legends Build Guide Author Katasandra Lissandra Build Guide By Katasandra Updated on April 6, 2020
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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 op.gg 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.
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!
One of the Lissandramains community montages used to reside here, but it was getting a bit outdated...
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. Lissandra is also more team oriented and has a more supportive playstyle than other midlane picks.
Those who know, do. Those that understand, teach
- Aristotle

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. If you think anything is missing or you think I should add something, please comment.
Pros
Cons
Lots of CC
Short range
All abilities are AoE
Weak early game
Quite mobile
Mana issues
Easy to pick up
Low damage
Good teamfighter
Vulnerable to CC & squishy
Always useful
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.
Good Pick
Bad Pick
>>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 MR, making your damage irrelevant.
Tooltip Information and numbers
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.
Tips/Facts
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Actually has the highest damage of all abilities throughout a large portion of the game.
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Even effective when behind as the base damage is quite high.
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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
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.
Tips/Facts
>> Only slows the first target hit.
>> Has a slight cast time.
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Do not spam ice shard early on, you can easily run out of mana if you do so.
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Can be used to check bushes: it will shatter if someone is in it.
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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
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.
Tips/Facts
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Ring of frost doesn't have a cast time, so it can be cast without interrupting movement.
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Goes through Yasuo's Wind Wall and Braums Unbreakable.
>> Does not interrupt dashes.
>> Always try to cast Ring of Frost before self ulting
Tooltip Information and numbers
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.
Tips/Facts
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You won't be able to recast Glacial Path when you're disabled (stunned, grounded, silenced, etc).
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Glacial Path can be used to cancel the animation of Ice Shard and Frozen Tomb.
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Reactivate Glacial Path after it has traveled a short distance or after it has vanished into the ground to surprise your enemies.
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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.
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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
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 self ult, 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 self ulting 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. Self ulting 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.
Tips/Facts
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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.
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If you cast Frozen Tomb from max range, make sure to walk a little towards the enemy before using Ring of Frost.
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Self- Frozen Tomb doesn't have a cast time, but it does have a cast time when you use it on enemies.
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Space out the timings of Frozen Tomb and
Ring of Frost to CC enemies as long as possible.
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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.
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Not only who you ult is important, the place where you ult is important too.

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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.
S
E
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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.
So, here's an overview of which summoners you can take on Lissandra. You should always run Flash. The three options to go with it are Ignite, Teleport and Cleanse. Ignite is the standard pick, Teleport is a bit more defensive and Cleanse is a (very) situational pickup.
Slot 1
Slot 2
Always
Offensive
Situational
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 and it can give you a slight advantage in fights. The grievous wounds can also be a good pickup against matchups that heal a lot (like Vladimir).
Can be a great help in hard matchups or matchups where you won't be able to get ahead in lane. Aside from using it to get to lane more quickly, it can also be used to teleport to botlane fights or to flank.
Can be taken against mid-jungle combo's with large amounts of CC. If you're plat or below don't bother taking this. It's highly unlikely that your enemies know how to layer their CC, making Cleanse unnecessary.
Where'd Aftershock go?
The usual keystone in melee and easy ranged matchups ( Ahri and LeBlanc). It enhances your single target burst and is the most reliable keystone when you expect to get ahead early. Avoid taking it against long ranged mages/dps mages as you will have a hard time proccing it without taking a lot of damage yourself.

Another 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.

Electrocute
Arcane Comet is the standard choice in ranged matchups, it gives you some extra poke damage in lane but also offers additional damage later on. It is better than Electrocute 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.

Arcane comet
Other Options
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. The reason for this is that whatever keystone you take, you'll be farming for 10 minutes anyway. You might as well go with the scaling option. The keystone is also goon in farm lanes like Morgana and Malzahar.

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.

Dark Harvest

Glacial Augment
Ever dreamed of being a blizzard? This is your chance. Glacial Augment is combined with Everfrost (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. The downside of taking Inspiration primary is that it lacks offensive options so you might be short on damage.

The playstyle with this keystone is different than others, although you can still look to burst opponents this specific build is meant to kite. When enemies try to come at you, you can keep throwing slows and CC at them whilst spamming Ice Shard. It is also possible to catch people by slowing them with the GLP active and using Glacial Path to close the gap.
Sorcery Domination Resolve Inspiration


Sorcery
>>The main secondary rune tree, offers the most benefits out of all trees outside of the laning phase.
Take this when you have a hard time in a certain burst mage/ap assassin matchup. Take this if you're struggling with mana or when you intend to build Hextech Rocketbelt.
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 focused rune that is a good choice in matchups where you can poke the enemy or can get ahead in lane. Examples of these are all melee matchups and some ranged matchups like Ahri and LeBlanc.
Domination
>> Mostly taken as a primary tree, but can be taken secondary with Glacial Augment or Arcane Comet.
Gives small amounts of damage and is most effective in melee matchups where it can be easy to proc the damage. Gives some sustain which can really help out during the laning phase. Take it against tough matchups.
Will spawn a poro after one of your wards dies. Good for that little bit of extra vision. Gives the same amount of AP as Ghost Poro. Deciding between this and the Ghost Poro is a matter of preference.
The standard choice of the hunter runes. Actually all the hunter runes are viable. If you prefer another, take it. My favourite hunter rune. Gives Lissandra some much-needed sustain, both early and late.
Resolve
>> Resolve can be taken secondary against assassins or burst mages like Syndra if you have trouble with them.
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!
Can be taken in bursty matchups, the damage reduction can help you survive. You can take this in pokey matchups, the regen can help you survive.
Inspiration
>>Inspiration can be taken secondary when you are up against a hard poke matchup or when you want a stronger laning phase.
These things REALLY help with pushing waves. They are a good choice in case you don't need the biscuits. 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. Is a good pickup in lanes where the enemy can all-in you early. It is especially strong in combination with Corrupting Potion.
Row 1
The standard choice of this row. A solid scaling option. Take it in lanes where you cannot get ahead nor set behind.
Row 2
The standard choice of this row, always take it.
Row 3
Take armor against ad matchups and take mr against ap matchups.
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
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 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.
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 (or Hextech Rocketbelt and struggle with mana.
Simply an amazing item for Lissandra. Always look to get it unless you really need mana, in which case you should build Luden's Tempest or Lost Chapter first. If you get this, build a Luden's Tempest second.
Gives a small power spike. It gives as much AP as chapter and occasionally your autoattack will do a bit more damage.
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.
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.
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. Watch for Null-Magic Mantles, Void Staff is more gold-efficient than anything else when the enemy has +50 MR.
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.
AA Flash Q W Cast 1 E Cast 2 E Self R Enemy R
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.
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.
Some examples
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.
Some examples
Self ult/Kill 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 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
Quick Self ult Combo
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.
Escape Combo
Aram poke combo
Well, the name says it all. Don't forget that you can cancel Ice Shard's animation with Glacial Path.
General Teamfight Combo
with Zhonya's
with Proto
Combo with Zhonya's
Combo with Proto
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 Rocketbelt 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 Rocketbelt 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.
Pick 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.

When you are running Electrocute the keystone will proc when you use Frozen Tomb. This combined 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
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.
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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.
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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.
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.
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.
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.
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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.
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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.
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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.
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Minions can hurt a lot during lower levels. When the minions aggro you, retreat behind your own minions to avoid excessive damage.
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Some runes/keystones are more suitable for the laning phase than others, keep this in mind when customizing your runes.
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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.
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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.
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Back off/avoid trading when Ice Shard is on cooldown, the enemy will almost certainly outtrade you.
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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.
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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).
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Some of the gank paths illustrated above might be dangerous to walk if you don't know where the enemy jungler is.
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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.
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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.
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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.
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Roaming botlane is more effective than roaming toplane as your passive can help secure the second kill.
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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 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)
Assassins
( 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.
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.
The Even Minion Rule
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
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.
Slow Pushing
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.
Crashing & Bouncing
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.
Freezing
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
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 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.
Self Ult
Enemy Ult
>>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.
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
>>There's an interesting interaction between
Hextech Flashtraption and glacial path. When you charge hexflash, reactivating Glacial Path (so not the 1st cast!) will not interrupt the channel. This means that you can cast Glacial Path, channel Hextech Flashtraption, reactivate Glacial Path and Flash!
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.
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 Talon
Galio Veigar
Heimerdinger Vel'Koz
Irelia Viktor
Jayce Vladimir
Karthus Xerath
Kassadin Yasuo
Katarina Zed
Kayle Ziggs
Kennen Zilean
LeBlanc Zoe

Matchups A

Matchups B-G

Matchups H-KA

Matchups KE-M

Matchups N-T

Matchups V-X

Matchups Y-Z

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 Lissandramains subreddit or Discord (click the images below).

And last but not least: Huge thanks to YOU for reading this guide!
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).
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!
  • dd/mm/yy
  • 03/04/20 Incorporated feedback from review
  • 04/03/20 Changed Q ratio to 0.8 from 0.7
  • 20/02/20 Slightly changed items
  • 22/01/20 Fixed minor mistakes throughout the guide and updated Diana matchup
  • 19/11/19 Added wave management chapter
  • 05/11/19 Sizeable changes to runes ( Aftershock removal) and update to matchup section
  • 09/10/19 Adjusted skill sequence due to buffs and made minor changes throughout the guide.
  • 28/09/19 Adjusted some runes/items, added importable item sets.
  • 28/08/19 Added two combo's and added Mordekaiser and Qiyana to matchups. Aurelion Sol and Kayle matchups will be adjusted once I encounter them.
  • 16/08/19 Aesthetical update of guide, mainly focused on the gameplay sections
  • 06/08/19 Some cleaning in the notes, slight changes in the runes and fixed some mistakes throughout the guide
  • 04/08/19 Small changes in items section (first item)
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