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Guide Details | Champion | Pregame | Gameplay | |||||||
Introduction | Pros and Cons | Summoner Spells | Combo's | |||||||
Conclusion | Ability Info | Runes | Laning | |||||||
Special Thanks | Skill Sequence | Items | Post Lane | |||||||
Changelog | E Tips & Tricks | Matchups |

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! |
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One of the Lissandramains community montages used to reside here, but it was getting a bit outdated... | ||
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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, ![]() |
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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 ![]() |
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Pros
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Cons
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Lots of CC
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Short range
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All abilities are AoE
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Weak early game
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Quite mobile
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Mana issues
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Easy to pick up
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Low damage
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Good teamfighter
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Vulnerable to CC & squishy
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Always useful
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Not a 1v9 carry
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![]() ![]() ![]() ![]() ![]() As you might have guessed, ![]() | ||
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Good Pick
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Bad Pick
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>>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+) | |
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Long ranged mages and lane bullies like ![]() ![]() ![]() ![]() | |

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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 ![]() ![]() 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. | ||||||||||
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This is ![]() ![]() The most important part about ![]() 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. | ||||||||||
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Perhaps the least exciting ability of ![]() ![]() The range of ![]() ![]() 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. | ||||||||||
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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.![]() ![]() ![]() ![]() 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. | ||||||||||
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At last, the ability that makes ![]() 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 ![]() ![]() Self - ![]() ![]() ![]() ![]() ![]() ![]() Another thing you should avoid is ulting people with ![]() ![]() | ||||||||||
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E V E L 1 - 3 |
Always skill this first. The only exception is when your team is invading. In that case you can skill ![]() | |||
You usually unlock this at level 2. You might not use it yet (unless you're in a melee matchup or vs ![]() | ||||
If you're pushed up and/or afraid of getting ganked, take this at level 2. Otherwise unlock it at level 3. | ||||
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E Q U E N C E | 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 ![]() ![]() | ||||
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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Slot 1
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Slot 2
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Always
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Offensive
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Situational
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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. |
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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 ![]() | ||||
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 ![]() | ||||


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The usual keystone in melee and easy ranged matchups (![]() ![]() Another downside of this keystone is that it can be hard to proc on your target in large fights. ![]() ![]() | ||
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Other Options
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![]() ![]() ![]() ![]() ![]() 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 ![]() | ||
Ever dreamed of being a blizzard? This is your chance. ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() | ||
Sorcery
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>>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 ![]() | ||||||||
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 ![]() ![]() ![]() | ||||||||
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 ![]() ![]() | |||||||||
Domination
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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 ![]() ![]() | ||||||||
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 ![]() | ||||||||
Resolve
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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
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>>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 ![]() ![]() |
Is a good pickup in lanes where the enemy can all-in you early. It is especially strong in combination with ![]() | ||||||||

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 ![]() | ||||||||||
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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. | ||||||||||
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The best basing scenario is when you can afford either ![]() ![]() | ||||||||||
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. | |||||||||
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The must-have item for ![]() | ||||||||||
Gives some much-needed mana. This should be your first component when you go Ludens (or
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Simply an amazing item for ![]() ![]() ![]() ![]() | ||||||||||
Gives a small power spike. It gives as much AP as chapter and occasionally your autoattack will do a bit more damage.
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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. | ||||||||||
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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 ![]() | ||||||||||
Armor is very effective against ad assassins. You can rush this and then continue building other items if you want to keep yourself safe.
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Is essentially a cheap one-use
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Is a great item if the enemy team has an AP assassin, burst mage or another (fed) ap champion (like ![]() ![]() | ||||||||||
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You can build this item second when the enemy team has heal-oriented champions, like ![]() ![]() ![]() ![]() | ||||||||||
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.
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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 ![]() ![]() | ||||||||||
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 ![]() | ||||||||||
If you get ahead, you have a stacked dark seal and you believe in yourself, you can take this gamble. If you do manage to keep it stacked you'll be able to do a disgusting amount of damage and you even get extra movement speed on top of that. | ||||||||||

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It is possible to cancel the animations of ![]() ![]() ![]() | |
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Unlike many other champions, ![]() ![]() ![]() ![]() | |
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Level 3-5 All-In Combo
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This combo can be used to all-in your opponent between levels 3-5 or at later levels when ![]() ![]() | |
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Level 6 All-In Combo
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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. | |
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Self ult/Kill Combo
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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 ![]() | |
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Quick Self ult Combo
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Very similar to the self ult/kill combo. The main difference is that you only use ![]() ![]() | |
Escape Combo
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Well, the name says it all. Don't forget that you can cancel ![]() ![]() | |
General Teamfight Combo
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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.![]() ![]() In the ![]() ![]() ![]() ![]() ![]() I strongly recommend you to jump into practice tool and practice this combo. | |
Pick Combo
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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 ![]() When you are running ![]() ![]() It is not necessary to execute the entire combo as quickly as possible. Sometimes it is better to delay the cast of ![]() ![]() ![]() | |
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As I wrote a long time ago, ![]() 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. |
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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 ![]() | 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. |
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Lining up with minions to hit the enemy with ![]() ![]() 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. |
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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 ![]() | ||
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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 ![]() ![]() ![]() | |||||
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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 - ![]() ![]() ![]() | |
Play as usual, try to poke when it's off cooldown. | Nothing special, do not overreach for stacks though. | |
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Keep in mind that using ![]() ![]() | ||
Stealth Ward Spots
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- Blue Side
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>>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
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>>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
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- Blue Side
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>>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
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>>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! ![]() | |
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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 ![]() ![]() ![]() | |||||
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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...
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A lane is not gankable when...
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>>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 ![]() ![]() |
>>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. ![]() |
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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. | ||
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 ![]() | |
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. |
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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
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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". |
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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
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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 |
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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 ![]() | ||
Slow Pushing
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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 ![]() 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 ![]() 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 ( ![]() | ||
Crashing & Bouncing
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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
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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. ![]() ![]() This concludes my wave management section & gameplay: laning chapter. If you are looking for more information on laning or fundamentals, check the spoiler below! |
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In case you didn't get shoved into the dust in the laning phase: Now is your time! You should be looking to farm in sidelanes unless your ADC is not able to waveclear/hold mid lane (in case the outer turret still stands). In that case you should hold mid lane. Avoid moving past the river unless you have vision/know where the enemy team is. It is also important that you farm on the side of the map with an objective (either drake or baron) so that you can join your team when a fight breaks out. In case you took ![]() 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. |
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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. |
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In The Midgame
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In this stage of the game ![]() ![]() ![]() 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. |
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In The Lategame
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There is much more damage flying around in this stage of the game. ![]() ![]() | ||
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Self Ult
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Enemy Ult
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>>Picking someone off who is overextended >>No threat of dying when ulting offensively >>More favorable ![]() | ||||||
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Welcome to the matchup section. Below is a table depicting the difficulties of the matchups. Please keep in mind that these difficulties are my opinion. Matchup difficulty also depends on your skill and the skill of the opponent. 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 | |||||||||||||||||||||||||||








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