Cassiopeia Build Guide by Ambitieux
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Classic
Threats & Synergies
Get cleanse for this matchup and it shouldn't be that bad. Try not to take trades unless you know they don't have charm OR you land a Q. Then run her down and get ready to dodge charm. Or if you have cleanse just take it and play it through.
Kinda squirrely of a matchup. Realistically keep your range on her and if she all ins you just miasma and kite. Might suggest getting some MR against her.
Bullies you pretty hard early game. Try to play safe and just scale into the late game. Would run exhaust here or TP. Depending on how you're feeling with roams. Get armguard early to be safe with tear. Finish off your liandries and other items later.
Very strong character now but if you land a Q on her. You should be able to out maneuver her stun. Should just scale this lane unless you can land the Q for trades
Although you have the advantage in this matchup. Her dmg is nothing to scoff at, you need to be careful when going against her, use your miasma only on daggers that she is about to. Or ones she has already jumped onto. There is a .50 second pocket window before she can E again. (even higher on lower levels) and so this should shut out a lot of her mobility.
Very annoying laner. He can bully you out of lane pretty easily with his mobility. His windwall never helps with trades and you will lose a good portion. The biggest trick up your sleeve for this one is throwing miasma in the middle of the wave so he can't spam dash his E. And during his E animation on minions he is forced to look at you, so this is a perfect time to ult him. Other than that try to predict his movements with q's and you should be able to keep your distance.
Yone is very weak early game. You should have a very fun time being able to poke him out of lane. Your miasma stops his from being able to go back to his shadow when he E's. So use this in choice situations where you can get the most damage out. Other than this he isn't like his brother Yasuo. His mobility is quite low and you should be able to out kite him. Same scenario though during his dash for his Q you can ult him.
Very very tough matchup. His ability to hop on his pole and ignore a lot of your damage. On top of his high damage bursts with minimal damage taken due to his passive. You need to be very wary in this matchup. I suggest poking pre 3 and afterwards keeping your distance. If he approaches with a Q you can lay down Miasma ontop of yourself and kite with your Q and E. This should win you the trade. But if he approaches with his E you need to predicts his dropdown to miasma. Watch for his shark and you may need to rush Negatron cloak.
This matchup really isn't that hard. If he is within auto attack range. Bully him. If he tries to go in on you, Miasma urself and just kite him out. The only thing ur fighting here is your mana usage. After your first mana item this should be a very easy matchup. Also if he is 2nd part of his E which is the chain. And it lands he is forced to look at you. Meaning you can ult him for free.
Although you win more early game due to his damage being lower. Try to get your trades out while you can. Other than that try not to get poked out by his E.
I say this matchup pre big patch was an extreme matchup. Due to his shield being so big there was no way to be able to punish his early game. But your Miasma really does do a number when countering his R. Nowadays it shouldn't be that hard of a matchup but I'd stay on ur toes and ask for jungle presence. Try to get a good miasma on him early and snowball ur lead.
This is just for the adc version of cass. But anyone who out ranges you entirely just always is a nuisance. Cait takes the (cup)cake when it comes to this. She will poke you out of lane and you won't ever be able to all in this adc. Have a heavy engager as a support and you might be able to close the gap on her and miasma before she can get her E off.
Naut for the APC version of cass but is a VERY intense and good laner. He has all the needed requirements (Damage and GUARENTEED CC) to make your life easier. This is a very easy snowball lane and you are a force to be reckon with.
No real synergy other than graves does good damage. Has a tiny slow that can allow you to catch up and run someone down. If anything him being so hyper aggressive is better due to the fact you can play super forward and not be punished as much because he will always be around.
Same thing as graves. Just high damage and mobility. Allowing you to just bully the enemy laner and look for easy dives or even just playing forward allowing the jungler to initiate a 2v2 and countergank you. The ideal jungler for anyone is CC heavy.
Lee sin's capabilities with anyone are pretty high. This is no different for cass, you can setup pretty fun stuff together with his R and your miasma. Allowing free kills. Plus the early game damage he has allows you two combined to be a menace to the enemy team. Also he doesn't take chickens as often so those are up more. Same with blue.
Very strong jungler in general. His ability to either hard farm or gank. Allowing him to be universal. His ability for early CC is very good with ur combos together. And his damage is quite high. Together you can shut down any mid laner. Or even be the biggest power couple later on allowing you guys to be super carries.
No real synergy I can think of for this character. Just the fact he can walk through walls for ease ganks. Doesn't have a guaranteed slow. But none the less is still a good jungler.
Being able to set ur lane state to set up for his ganks is difficult. But used correctly he can place his W farther then it needs to be and you can compensate for him with ur hyper aggressive tendencies with this character. Ur limits are only the sky when it comes to ur outplay potential allowing you to let loose at times like this allowing the enemy to back up or take a fight. Either way its good for you.
Nunu & Willump
Very strong synergy together. He is a beef ball of a front liner. And he has heavy CC and easy gank potential. For the most part he can control objectives which cass can melt very fast. And he will give you blue buff due to him not needing as much mana as you. Overall very good pick with cass.
His only synergy is the fact he does damage. That's it. he doesn't bring much to the table other than him prying attention away from you, allowing you to carry.
I'd say this synergy is actually better than most. Her ability to control the game with her fast movement speed. and dictate the pace of the game. Followed by her intense CC on her ultimate. Allows for some nasty setups. Its kinda how if you go against someone with zhonyas. You just miasma them. Its the same here, if you just miasma the ulted target. They shouldn't live.
This is a personal bias on this compatibility but the fact kindred can delay you from using ur R for so long I think is always a great thing. You have the choice from using it to turn fights. Or middle or even at the end of fights where you SHOULD be dead, but now kindred forces this weird interaction where everyone is in a panicked state. Allowing for the perfect time to strike.
Pretty good synergy. He has some pretty nasty slows, and can almost towerdive anybody. My man will setup the kills for you and will be the meatshield you need later on.
Champion Build Guide
Sup friends, My names Ambitieux, or Chantz. I'm a High Diamond / Low Masters Ahri player. And before you ask why you're making a cass guide. I've been known to play a pretty mean cass and even have hit 70% winrate playing in mid-high Diamond with it. I've been playing since season 2, and usually obtain Diamond every season. I've peaked out at around 50 LP Masters in NA. I'm also a Twitch streamer and do that on the daily, showing my adventures in ranked while having a good time. If you guys want to catch me or ask any questions, don't be afraid to do so in any form below.
|The reason I pick Phase Rush over Conqueror is due to the fact that Conqueror got nerfed and is harder to proc. Phase Rush also is just better for kiting and survivability. I only ever really suggest the other for tank busters. But even then I don't personally think its that great. Overall Phase Rush allows you to survive early ganks, before your movement speed is scaled. And overall fits in Cassiopeia style of gameplay. The ability to maneuver around your opponent and single in on them.|
|The reason for picking this rune is simply due to you needing survivability. It allows you to have crazy heal back from your spells. Which weaves perfectly into your kit from the healing off of Twin Fang when they are Poisoned.|
|Swap out Circle for Shield in the matchups that are needed. Aka if ur like top lane or adc. Or against heavy ad matchups like Zed.|
|This rune is really strong against tanks. It is harder to proc then other survivable runes but. It is known as a tank buster. I would only suggest this when going top lane against champions like Malphite and such. But even then Phase Rush Might be better. In the end its all due down to preference. The healing does help a lot though.|
|Due to the lack of mana issues you have when running these runes. And the new nerf of Presence of Mind. These runes will help sustain you in lane. And Transcendence never hurts when it comes to the CD for Noxious Blast|
|Swap out Circle for Shield in the matchups that are needed. Aka if ur like top lane or adc. Or against heavy ad matchups like Talon.|
-Any champion on the team that is either A. A good front liner. Or B. Can peel very well or have abilities to scale Cassiopeia into late game. For example Lulu or even Nami for her extra damage and slow with her Tidecaller's Blessing. Any of these type of champions allow Cassiopeia to scale to her best potential.
+ Very good Scaling pick.
+ High kill options
+ Can clear jungle camps easily.
+ Good flex pick
+ Very snowbally
+ Has good amount of self peel
+ Free 6th Item Slot
|Cassiopeia has some very unique and well known positives. She can be a very hard scaling hyper carry late game. A monster that can eat objectives as fast as junglers. While still being able to hold her own in vert tight situations. The ability to out maneuver the enemy while being able to kite even faster than most ADCs. While getting an earlier spike and scaling almost as well as them is a very dangerous combination. Plus her unique ability to Ground enemy units with her Miasma is a very good utility skill that when used correctly can be a tide turner in a fight.|
- Not too many GREAT matchups.
- Weak very early.
- low mana pool.
- is bad from behind
- short ranged
- Can't get boots early. (Has to scale for MS)
- bad defensive stats.
|Although Cassiopeia is very well known and balanced for being the late game montage maker that she is. To get there is almost everyone's journey of pain, she can scale very well but her slow mobility early game due to her inability to buy boots is a genuine concern before your first item. Although you put out crazy amounts of damage early game, it all means nothing if you are burning through your mana pool and forcing yourself out of lane. And combine this all with if you are playing from behind she does not feel good at all. Unlike other mages who can Crowd Control from a far. Cassiopeia is a short ranged mage that need to be up in the faces of these front liners who can lock her down at any moment. This is still a problem even if she is fed, it's all about the positioning and decision making of the player during these situations that separates the good Cassiopeia from the great ones.|
|Serpentine Grace (Passive)||INNATE: Cassiopeia cannot purchase boots and instead gains 4 − 72 (based on level) bonus movement speed for a total of 332 − 400 (based on level) Movement speed|
Noxious Blast (Q)
EFFECT RADIUS: 75
COST: 50 / 60 / 70 / 80 / 90 MANA
ACTIVE: After a 0.4-second delay, Cassiopeia blasts the target area with Poison, dealing magic damage every second for 3 seconds to all enemies it hits.
CAST TIME: 0.25s
EFFECT RADIUS: 160
COST: 70 / 80 / 90 / 100 / 110 MANA
COOLDOWN: 24 / 22 / 20 / 18 / 16
ACTIVE: Cassiopeia spits forth eight bolts of venom in an arc at the target area, leaving toxic clouds of Poison where they hit the ground for 5 seconds.
Twin Fang (E)
CAST TIME: 0.125s
COST: 50 MANA
ACTIVE: Cassiopeia launches her fangs at the target enemy, dealing 52 − 120 (based on level) (+ 10% AP) magic damage. If Twin Fang kills its target, or the target is killed mid-flight, its
cost is refunded.
If the target is Poisoned, Twin Fang deals bonus magic damage and Heals Cassiopeia The heal is only 25% as effective against Minions and small monsters.
Petrifying Gaze (R)
EFFECT RADIUS: 825
CAST TIME: 0.50
COST: 100 mana
COOLDOWN: 120 / 100 / 80
ACTIVE: Cassiopeia blasts enemies in a cone in the target direction, dealing magic damage to all enemies hit.
and one more important tip that you can use for the most success is just like any other buffering ability. You can always use Petrifying Gaze with Flash and catch an enemy off guard as you stun them. This is best used when they are walking up for a minion. Or if they want to take a fight on you badly.
Some other good ways to sneakily get this ability out with having to flash is turn around a lot. You will be kiting a lot as Cassiopeia so every time you turn back to ur enemy to cast another Noxious Blast you can surprise them with Petrifying Gaze instead. This doesn't work all the time but it doesn't have a terrible success rate.
||The reasoning for taking Liandry's Anguish over other mythics like Luden's Tempest or even Riftmaker is due to 1. The mana difference. If you choose other mythic's like Riftmaker you won't be able to get the 600 mana, allowing your Seraph's Embrace to scale as well. And ontop of the item being wove into your kit VERY well. Allowing your Noxious Blast to tic 3 times over 3 seconds. Allowing Liandry's Anguish to burn for (15 + 1.5% AP) + 1% of there maximum HP AND they lose 5% of there Circle Magic resist per second. capping at 15% MR reduction.|
||The reason we go Seraph's Embrace as a 2nd item. Is due to its extreme power spike that synergies so well with Cassiopeia It has everything she would want. Plus it's one of the best scaling items in the game, giving sometimes over 120 AP in the late game. The only controversy of running this item as a common place. For this reason and for the nature of Cassiopeia I think it's always safer to run Seraph's Embrace because if you do get into the late game. You will scale much better.|
||Cosmic Drive is a very underrated item when it comes to the mage builds. Although it has been tried to get utilized for heavy Ability Haste builds. After the uncapping of CDR, but through trial and error its usually better to just run damage items regardless. For Cassiopeia I think this is a different story. This item has unique properties that give Movement Speed per ability hit. This in combination with her Noxious Blast allows for a deadly combination of kiting once this item is picked up. Plus the CD never hurts for any mage. Ontop of the fact if you run Phase Rush with this build. You don't feel as much of a slug after you already popped your Phase Rush. Overall I think this is a much safer pick and if you were to choose between another item, it would be either Demonic Embrace or Rylai's Crystal Scepter due to the extra defensive properties they provide. ALONG with good amounts of damage. Rylai's Crystal Scepter applies the same concept as Cosmic Drive but I feel as Cosmic is just a better pick overall.|
Your only gameplay for Cassiopeia is usually the same as most scaling mages. You scale, but this doesn't mean that you shouldn't take trades you don't think you could not win. Cassiopeia is very special amongst mages, she is known as being able to produce as much DPS as any other ADC like Vayne or Kai'Sa. Just the fact she is able to get her damage out so fast and constant due to her Twin Fang makes her a very big threat as a close range mage. Her only downside is the fact her mana pool is quite weak. Which is why you usually want to start with Tear of the Goddess or able to back and get it earlier than most. Your hardest spike is with your Lost Chapter allowing you to bully the enemy laner with ease. Some very easy techniques to incorporate into Cassiopeia is just playing until around level 5 where you can back with around 900-1300 gold, to start buying your first real items that you need. Use your Teleport with care, although it gives you 1 free back. It can also be a very powerful tool to look around them map to help a counter gank, or even pick up a few kills. But for the must part you are just playing for power farm early game, her low mobility due to her Movement Speed not being scaled is a downside that will be abused early. Once you have your Liandry's Anguish this is when you get most of your kill power. At this point in the game you might be able to even have 1v2 outplay potential if you land a good Petrifying Gaze. Also one last tip, Don't be afraid to take your jungler's camps if they are roaming on the opposite side of the map and you have down time. For example if you are mid lane cass and you see Kayn on enemy's top side, its safe to say you can take chickens. Or if you have ur Olaf ganking there bot side. I wouldn't be upset If I saw you taking his gromp and or top scuttle, or wolves.
Keeping up Teleport allows you to act like a top laner, giving you free farming privileges while still being able to pressure the fight with said Teleport is a strong strategy that will net you a good amount of time to push ahead in the game. After you have your core items in the build you want to try to group up and force a win as soon as you can. Although you do better later in the game, due to your inability to play from far away because you are a close ranged mage. As the game goes into late late game it only becomes harder for you because you are a priority target to kill. I suggest grouping up for objectives like Baron Nashor and drakes to force fights are strong game changers. Comboing alongside your ADC you should be able to melt down these objectives to try to finish the game safely in the 3 item mark which should be your goal.
As much as it sucks not being the guy that single handedly one the fight in one moment, you will be the slithering snake that took down the enemy in a long fight as they try to dive onto you while you are being unpredictable. This being said grouping for Baron Nashor or Elder Drake is the most common play to win the game.