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Lissandra Build Guide by MikenIkey

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League of Legends Build Guide Author MikenIkey

Cold Seduction | The Guide to Mid, Top, and Jungle Lissandra

MikenIkey Last updated on May 4, 2013
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0


Utility: 9

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All About Lissandra

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Hello there, this is MikenIkey and thank you for looking at "Cold Seduction | The Guide to Mid, Top, and Jungle Lissandra.". This is my second guide on Mobafire, and I am trying to make it as useful and informative for everyone out there to use. Lissandra is a new champion, but her unique role and abilities makes her a force to be reckoned with.

With this guide, there is a lot of information about mana and items and whatnot. My goal, with this guide, is not just figuring out how to play Lissandra, but solving the problem of playing an aggressive Lissandra. For a more passive player, you probably will not need as much mana, mana-regeneration, or health, and so you can use different items that only focus on more damage. However, I am also trying to figure out how to play Lissandra with a lot of aggression. I will try to point out which items work for which playstyle and why.

I would appreciate it if everyone who reads through this could give both positive and negative feedback. Feel free to upvote or downvote this guide, depending on how you see the content. It would help a lot, though, if you could explain why you are upvoting or downvoting this guide so I can make adjustments accordingly.

This Guide is aimed at:

  • Help you learn more about Lissandra
  • Help you learn how to build Lissandra and use her abilities to the fullest potential
  • Give tips and tricks to unlocking Lissandra's fullest potential

I would also like to personally thank you for checking out my guide, and I hope you like what you see/read!

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In order to understand Lissandra more, first, we need to review her base stats and what they do for her.

Health: 365 (+84 per level)
Health Regen.: 6 (+0.55 per level)
Mana: 210 (+50 per level)
Mana Regen. 4.6 (+0.4 per level)
Range: 550
Attack Damage: 48 (+2.7 per level)
Attack Speed: 0.625 (+1.36% per level)
Armor: 10 (+3.7 per level)
Magic Res.: 30 (+0)
Movement Speed: 325

Now, let's go over each stat and recognize how it plays out for Lissandra.
  • Health: With a start of 365 health, we can notice right off the bat that Lissandra doesn't have much health at all. This means that you need to be efficient at dodging harass and stay out of fights as long as possible.
  • Health Regen: Her starting health regeneration is 6. That not too bad at all. It helps out a bit when you are being careful and only taking minimal harass.
  • Mana: Lissandra has a starting mana pool of 210, not very high at all for an AP based player. With the cost of [ice shard]] being 85 mana, you can only use it 2-3 times before running out of mana. Luckily, this is where her passive comes into play, allowing her to use one spell in the early levels for free every 18 seconds or less.
  • Mana Regen: 4.6? Ouch. This is one of the lowest base mana regeneration in the entire game. At level 1, this means it takes 19 seconds to recharge enough mana from one Ice Shard. Luckily, our passive comes into play again, so really this is only a problem if you Play aggressively. To fix this, you can get two Faerie Charms and Meditation bringing it up to 13.6, shortening the time down to 6.25 seconds, which is close to the cool down on Ice Shard.
  • Range, AD, and AS: We aren't really worried about these since we the only thing we use these for is last hitting.
  • Armor: Lissandra has a base armor of 10, the third lowest in the game. This means she is extremely vulnerable against top champions and AD mids. This is one problem that has to be solved right away, generally by getting Greater Seal of Armor.
  • Magic Resist: Magic resist is constant, so the only thing to help with that is getting more magic resist.
  • Movement Speed: With a movement speed of 325, she has one of the lowest base movement speeds. However, this isn't much of a problem. It is still easy enough to dodge skillshots from champions, and you have Glacial Path/ Flash as escapes. Still, try band get boots early on if you can.

Now that we properly understand Lissandra, we can begin to provide the numerous ways on how to help these problems and what these problems mean for us.

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Pros / Cons

  • Great synergy with Zhonya's Hourglass
  • Reliable gap closer/escape
  • High amount of CC
  • Massive AoE
  • Incredibly strong ganks
  • Short cool down Q
  • Badass alternate skin

  • Squishy early game
  • Very long cooldowns
  • Immobile if ult is self-cast
  • Mana hungry during early game
  • Predictable escape
  • Slow clear times for jungle

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On Lissandra, there are three different mastery combinations I choose from, depending on what lane that I am playing her in.

Mid Lane Masteries

On Lissandra, I go 21/0/9, when in the mid lane, taking offensive points in everything having to do with AP and 9 points in utility for the mana regen, extra mana and extra buff duration.

Offensive Tree
  • Sorcery It's cooldown reduction. This helps out early since she has such long cooldowns.
  • Blast Bonus Ability Power. We always want more Ability Power.
  • Arcane Knowledge Simple magic penetration. This allows Lissandra to do some poke damage that sticks.
  • Havoc Gives us more overall damage, furthering our usefulness.
  • Mental Force Grants us early AP.
  • Spellsword Gives our autoattacks a little more deadliness
  • Archmage Takes all of our AP and adds 5% to it. This is a must for more damage late-game.
  • Executioner This will grant ourselves some extra damage to finish off low-level targets.

Utility Tree
With Lissandra, she has a base movement speed of 325, which is just about the most terrible movement speed in the game. However, she also has mana problems if you plan on playing her aggressively. In the Utility tree, you can take either Wanderer or Meditation . With Meditation , this allows you to have a more aggressive playstyle without running out of mana as fast. You are also just fast enough to dodge skillshots if you are very aware of them. If you want more movement speed, however, you can put 3 points into Wanderer . However, this means that your early game playstyle cannot be as aggressive, since you don't have as much early mana regen.

Top Lane Masteries

When going top lane with Lissandra, I take 21/9/0 masteries with points in armor and health to give her a little bit more sustain against the tanky top champions.

I take the exact same masteries in the offensive tree.

Defensive Tree
When going against AP top champions, such as Rumble or Singed, I put 3 points into Resistance instead of Hardiness .

Jungle Masteries

When jungling Lissandra, it is important to go 9/21/0 masteries instead of the usual 21/9/0 or 21/0/9. This setup gives Lissandra enough damage and survivability to last in the jungle.

Offensive Tree
  • Sorcery It's cooldown reduction. This helps out early since she has such long cooldowns.
  • Blast Bonus Ability Power. We always want more Ability Power.
  • Arcane Knowledge Simple magic penetration. This allows Lissandra to do some poke damage that sticks.

Defensive Tree

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Mid Lane Runes


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration- This is pretty easy to explain. Lissandra is an AP based champion, and so I take Greater Mark of Magic Penetration in order to deal more damage to minions and champions. Another alternative could be Greater Mark of Ability Power if you like the early AP instead of magic penetration.

Greater Seal of Armor- For mid lane, I take flat armor seals in order to bolster Lissandra's horrid armor. With the new change in meta, and AD Mids a much more common thing, this will help greatly. It is also possible to take Greater Seal of Mana Regeneration as this will allow a much more aggressive playstyle and makes it easier to farm.

Greater Glyph of Scaling Ability Power- I take scaling ability power glyphs to help out with my damage in the late game. While it offers a tiny bit of ability power early, it grants a lot of ability power in the late game, where it is most important. Three alternate rune choices could be Greater Glyph of Ability Power for more early game damage, Greater Glyph of Cooldown Reduction for some early CDR, or Greater Glyph of Scaling Magic Resist for more survivability against AP Mids.

Greater Quintessence of Ability Power- I take flat AP Quints in order to deal some damage during the early game and gain a slight advantage as well as clear minion waves faster and get some damage to stick.

Top Runes


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration- This is pretty easy to explain. Lissandra is an AP based champion, and so I take Greater Mark of Magic Penetration in order to deal more damage to minions and champions. Another alternative could be Greater Mark of Ability Power if you like the early AP instead of magic penetration.

Greater Seal of Armor- I take flat armor seals in order to bolster my early game. These help greatly in taking the early minion damage while jungling, giving her some needed sustain for the early levels. These will also help out late-game during teamfights.

Greater Glyph of Scaling Magic Resist- I take scaling ability power glyphs to help out with my damage in the late game. While it offers a tiny bit of ability power early, it grants a lot of ability power in the late game, where it is most important. Three alternate rune choices could be Greater Glyph of Ability Power for more early game damage and early help in the jungle, Greater Glyph of Cooldown Reduction for some early CDR, or Greater Glyph of Scaling Magic Resist for more survivability against AP Mids.

Greater Quintessence of Ability Power- I take flat AP Quints in order to deal some damage during the early game and gain a slight advantage as well as clear minion waves faster and get some damage to stick. It also helps with clear times.

Jungle Runes


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

Greater Glyph of Ability Power- The only difference between the Jungle and Top runes is replacing the Greater Glyph of Scaling Magic Resist with Greater Glyph of Ability Power. We need the early AP in order to boost our clear times.

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Summoner Spells

Viable Summoner Spells

Flash is great for any champion, and Lissandra is no exception. With the combination of her Glacial Path, this can be a great escape or initiator when comboed with Frozen Tomb. It also doesn't have a cast time, which is the only downfall of Glacial Path.

Ignite is a great summoner spell for Lissandra. This is her finishing spell, allowing her to kill of low health enemies or stop certain enemies from healing. When in the top and mid lane, this spell is a must for putting on pressure/gaining kills.

Smite is must have for any jungler, and Lissandra is no exception. Lissandra must have Smite while jungling or she cannot jungle properly. Smite is also a needed summoner spell for securing Dragon and Baron. Combing this with her Glacial Path can allow her to steal these objectives, though it leaves her vulnerable to attack.

Other Viable Summoner Spells

Exhaust is an ok summoner spell to use on Lissandra. It doesn't have much use in the early game, since most people you won't be going against will rely on autoattacks. It is a good escape tool early game. Late game, though, is where this shines. It can be used in order to catch up to enemies and hit them a few times with Ice Shard or freeze them with Ring of Frost.
Summoner spell to replace: Ignite when laning, Smite when jungling.

Ghost is ok on Lissandra for the same reasons as Exhaust. It lets her catch up to enemies and hit them with Ice Shard, Frozen Tomb, or Ring of Frost, or can be used as an escape tool. This one has more usefulness early game and less late game.
Summoner spell to replace: Flash

Teleport is an alright spell for Lissandra when she is in the top lane. This will let her get down to secure Dragon, gank an unsuspecting bot lane, or travel back to lane for a slight advantage. This doesn't have much usefulness if Lissandra is in the mid lane, since she'll be kind of equi-distant from everything, but it can be powerful in top lane.
Summoner spell to replace: Ignite

Clarity restores mana to yourself and surrounding allies. This can be very useful to Lissandra during the early game, but it will fall off during the late-game, so only take it if you plan to get ahead early. Using Clarity can allow yourself to stay in lane for longer or land the spell and claim a kill.
Summoner spell to replace: Ignite

Non-Recommended Summoner Spells

Barrier is not a summoner spell I would recommend on Lissandra just because she's got her Ring of Frost and Glacial Path that will allow her to escape if need be, and her ultimate to protect her if she really needs it. This doesn't do much use for Lissandra.

Heal doesn't work very well with Lissandra simply because it is taking the spot of other summoner spells that are much better. The healing is kind of minimal and is easily countered by Ignite. There are much better choice than Heal.

Summoner Spells to be Avoided

Clairvoyance is not a good summoner spell to take on Lissandra. Compared to Flash, it does not offer enough in order to replace Flash with this. Clairvoyance, if taken by anyone, should be reserved to your support.

Cleanse wouldn't be worth taking as a summoner spell on Lissandra. She has enough escapes/gap closers in order to counteract CC, plus she has her ultimate to use on herself in a tricky situation.

This wouldn't be worth your while, since it doesn't do much except in the very late-game when the enemy is pushing down our Nexus. Revive shouldn't be taken on Lissandra. This doesn't help her much, and will take the place of a more important summoner spell.

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Iceborn- (Passive) Every 18 seconds, Lissandra's next ability costs no mana. Cooldown reduction does not affect Iceborn, but the cooldown is reduced by 1 second whenever Lissandra impairs an enemy's movement with an ability (does not apply to movement-impairing effects from items).
Cooldown: 18 seconds

Iceborn is an interesting passive. Though it helps out with some mana cost issues since Lissandra has very high mana costs, the cooldown is incredibly high that it doesn't help out that much. That said, it is extremely great for a more passive player. The only good way to reduce the cooldown is to use Ring of Frost, but even that doesn't reduce it that much. If you can get into a good rhythm of using it right when it comes up during laning, it can prove to be kind of effective by not draining your mana as much. However, this passive is not as effective when playing an aggressive mana, since you drain mana incredibly fast. Otherwise, this is a great passive for laning and farming.

* Slight gain of mana sustain in lane
* Free Glacial Path out of spawn every time
* Can be timed right to be effective
* Reduced cooldown on movement impairment
* Such a long cooldown

Ice Shard- Throws a spear of ice that travels in a line and shatters when it hits an enemy, dealing 75/110/145/180/215 (+65% AP) magic damage and slowing its Movement Speed for 1.5 seconds. Shards then pass through the target, dealing the same damage to other enemies hit (but not slowing them).
Cooldown: 6/5.5/5/4.5/4
Range: 725
Cost: 85 mana
Slow: 16%/19%/22%/25%/28%

Ice Shard is Lissandra's main damage spell. It is used to farm, harass, and damage large clusters of enemies. The slow debuff it provides can be useful when chasing an enemy champion or trying to get away. The downside of this cost is its high mana cost, which prevents it from being spammed quite a bit at early levels. When farming with this skill, you want to line it up so that as many creeps are hit as possible per cast, and, if you can manage, the enemy champion.

* Applies large slow
* Does a great deal of damage
* Farms large amounts of creeps
* Short cooldown
* High mana cost
* Has a small hit-box (kind of hard to aim at first)

Ring of Frost- Freezes an area around Lissandra, dealing 75/110/145/180/215 (+65% AP) magic damage to nearby enemies and rooting them.
Cooldown: 18/16/14/12/10
Cost: 70 mana
Root: 1.1/1.2/1.3/1.4/1.5 seconds

Ring of Frost acts almost like a smaller Curse of the Sad Mummy. It freeze enemy champions in place. Granted, these champions can still use skills and attack, but they cannot move for the duration. Ring of Frost is a great skill for engaging in teamfights because it roots everyone in place, allowing yourself to catch up to fleeing enemies or advance on enemy carries. This has great synergy with Glacial Path since you can use that to get in the middle of everyone, and then Frozen Tomb since it practically guarantees that everyone will be in its range. This is also the main skill that should be used when trying to lower the cooldown on your passive.

* Applies AoE root
* Does a great deal of damage
* Farms large amounts of creeps
* Reduces Iceborn's cooldown drastically
* Great chasing tool/initiating tool
* Can be reduced to six second cooldown

Glacial Path- Casts a claw of ice that moves forward in a line, dealing 70/115/160/105/250 (+60% AP) magic damage to all enemies hit. Reactivating this ability transports Lissandra to the claw's current location.
Cooldown: 24/21/18/15/12
Range: 1050
Cost: 80/85/90/95/100 mana

Glacial Path is your gap closer, initiate, and escape. This is what you will use to travel around places and initiate fights. Glacial Path combos well with Ring of Frost and Frozen Tomb as well as Zhonya's Hourglass. With Glacial Path, you can clear minion waves in lines very fast. This skill does significant damage, so you can use it to harass. Great ways to use Glacial Path is to send it in one direction while escaping, then let them chase after it and continue running. It is possible to steal objectives such as Dragon and Baron with this by going over the wall and Smite stealing Dragon or Baron. The only problem is that this leaves you vulnerable to the enemy team, so you better hope they are close to you.

* Great gap closer
* Does a great deal of damage
* Farms large amounts of creeps
* Allows tricky escapes
* Sets up powerful ganking paths
* Good initiator

Frozen Tomb- ENEMY CAST: Freezes target champion solid, dealing 150/300/450 (+70% AP) magic damage and stunning it for 1.5 seconds.
SELF CAST: Lissandra encases herself in dark ice for 1.5 seconds, becoming untargetable and invulnerable but unable to take any actions.
Dark ice then spreads from Lissandra's target dealing 150/300/450 (+70% AP) magic damage to enemies. The ice lasts for 3 seconds and slows enemy Movement Speed by 20%.
Cooldown: 130/105/80
Cost: 100 mana

Frozen Tomb is essentially what makes Lissandra so unique. With Frozen Tomb, you have two options: Cast it on yourself and make yourself invulnerable, or cast it on an enemy and watch them most likely die. Lissandra's ultimate combined with Ring of Frost is almost essentially Curse of the Sad Mummy. With a 1.5 stun on one character and AoE damage, it is usually more beneficial to use it on an enemy AP or AD Carry to disable them from the fight. It is recommended to rush Zhonya's Hourglass so that you can ult an enemy and then cast Zhonya's, essentially casting your ult on an enemy AND yourself. This combo is deadly to the enemy and gives your team a great advantage to fight off of.

* Large AoE slow
* Does a great deal of damage
* 1.5 second stun
* Can be self-cast for invulnerability
* Incredible synergy with Zhonya's Hourglass
* Good initiator

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

First, start off with Ice Shard because it provides good harass and farming ability. This is our main damage dealer/harass tool and so this is what we want to max first.

Upon reaching level 2, take one point in Ring of Frost. This will help boost the cooldown reduction for your passive and also helps in farming. A well-placed Flash and Ring of Frost and a good level 2 gank can net an early kill for you.

Upon level 3, I put another point into Ice Shard for the extra damage, cooldown reduction, and little more slow. This helps my damage stick, and you shouldn't really need your escape yet.

Finally, at level 4, I put a point into Glacial Path since this is our initiator/escape tool. If you reach 4 first, you can quickly send one of these towards the enemy, transport, and stun the enemy champion, possibly resulting in a kill for you. This combo grows to be very deadly and will help you out a lot.

We max Ice Shard first since it is our damage dealer and harass tool. Secondly, we max Ring of Frost for the large amount of cooldown reduction the, amount of damage it does, and the fact that it will hit more often than Glacial Path/used more for harass. Lastly, we max Glacial Path since it is only used to gap close and escape, is hard to use for damage since it's easy to dodge, and doesn't offer anything else to us when maxed besides CDR and damage, which will again rarely hit.

Obviously, we put a point into Frozen Tomb whenever possible since it's our ultimate.

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Starting Items

Lissandra has the second lowest base mana regeneration out of any champion, and this especially affects us since she requires mana. Starting with Faerie Charms helps with that. Also, want to build into an early Chalice of Harmony, you generally want to start out with 2 Faerie Charms and 3 Health Potion.

Boots of Speed + 3 Health Potions is another common mid and top start. I don't recommend this as much since Lissandra doesn't really need the early movement speed and will suffer mana problems because of this.

This is the common jungler's start for Season 3 since the passives on Hunter's Machete helps clear the jungle faster. Start with this on Lissandra for the benefit of these passives.

Doran's Ring is the last common AP start. This will help somewhat with Lissandra's mana problems since it offers mana regeneration, and will also give her more damage output. The only thing about starting with Doran's Ring is that this will leave you without any Health Potions, so you'll need to make sure you dodge harass.

First Trip Back

The Spirit Stone is the first item I buy when I back when jungling. This gives Lissandra added health regeneration along with a boost in her jungling. This is key if you plan on getting Spirit of the Spectral Wraith. Even if you don't plan on getting either of these, it is still helpful.

On your first return to base, you should always have enough to buy the rest of your Chalice of Harmony. This item is essential to solving your mana problems. You don't have to upgrade it into Athene's Unholy Grail right away, but the Chalice of Harmony is a must early on to solve mana problems, especially if you are wanting to be aggressive.

We have two items that build from Fiendish Codex, Athene's Unholy Grail and Morellonomicon, both of which we will usually get. Therefore, picking up an early Fiendish Codex is not a bad idea. It provides a good deal of early cooldown reduction.

At this point, if you still have extra gold, go ahead and get the other part of your Rod of Ages since we want to get that as fast as possible to max out its passives.

Core Items

This is a great item for Lissandra. It provides her with a good source of magic penetration and magic resistance. Lissandra will almost always be in range of enemy champions when using her skills, so the passive on Abyssal Mask is quite useful, since the magic penetration will help us deal more damage to our enemies.

Seeker's Armguard is an essential item when jungling Lissandra, and essential when NOT jungling Lissandra. It builds into Zhonya's Hourglass, which we want almost every game. For the jungle, it gives us some much needed armor to help us survive against those pesky champs. For jungling, you'll want to buy this immediately after your Chalice of Harmony.

More often than not, I grab Sorcerer's Shoes on Lissandra for the extra magic penetration they offer. These are the general boots for AP carry-types. Occasionally against a high CC team I might get Mercury's Treads, but then again, you also have your Glacial Path and Frozen Tomb to work against it.

This item is almost always taken for Lissandra because it covers her need for mana regeneration. I usually take this Athene's Unholy Grail after Rod of Ages because it offers magic resist, 20% CDR, and a large boost in mana regen. This allows you to harass, poke, and do whatever else you want to do with Lissandra.

Offensive Options

Rabadon's Deathcap is generally compared to being the Infinity Edge of AP-based champions. Giving 120 AP, plus 30% increase on all AP, this boosts your damage output significantly. If you're going for more offensive-based play, this would be a core item.

Rod of Ages is an interesting item, with many debates about it. It provides 650 mana and health and 80 AP when fully charged. Now, with Rod of Ages, you should take this if you like extra sustainability on Lissandra. It gives her quite a bit more health. This is a good item to get if you like a tankier AP carry.

Deathfire Grasp is a good offensive AP item on Lissandra. It gives out quite a bit of AP, enough for more damage on Ice Shard, and also gives a large bit of CDR. The active can also do a good deal of damage to enemy tanks.

Zhonya's Hourglass is my favorite AP item for Lissandra. It gives 50 armor, a rather good amount for an AP item, and also gives an incredible amount of AP at 120. In addition, it's active is great to use right in the middle of their team. I generally always get this item on Lissandra because it's great both offensively and defensively. The normal combo with this is to use Frozen Tomb on an enemy carry and the use Zhonya's Hourglass, protecting yourself and immobilizing a carry.

Spirit of the Spectral Wraith is the AP jungling offensive item. I, however, really dislike this item for a few reasons. First, the stats it offers aren't very good compared to other items. Second, it offers no defensive stats. Third, the mana regen doesn't help us at all, and four, in the late-game, the Smite shouldn't even matter because you should only be smiting dragon or baron. This is a preference, but I don't like this item.

Void Staff is a good item for a large source of magic penetration. It offers the same amount of AP as Abyssal Mask, so when deciding between the two, look at the enemy composition. If they have a high amount of magic resist but not many AP champions, choose Void Staff. If they have a few damage-dealing AP champions, choose Abyssal Mask.

Morellonomicon is a great item for Lissandra. It offers mana regeneration, a good amount of AP, and cooldown reduction. The passive from it is very useful in finishing off tanks like Nasus or Volibear, who are so dependent on health regeneration. This item gives Lissandra almost all the stats that she needs, and so it is practically a core item

Defensive Options

Banshee's Veil is a good defensive item on Lissandra if you are in need of some more health and a large amount of magic resist. The shield is also very helpful if you can dodge pokes and keep it up until a large teamfight occurs.

Frozen Heart is the general defensive item that I build on AP carries. It gives an incredibly large amount of armor, 95. It also gives Lissandra 400 more mana to use at her disposal and will max out her cooldown reduction when combined with Athene's Unholy Grail. This is definitely a great item, especially if they have a high AD team.

Guardian Angel is generally the default carry item, since it grants you a second chance at life. It gives a good amount of armor and magic resist, but its true power lies in its passive of reviving you once every 5 minutes. I generally do not get this item on Lissandra since her Frozen Tomb (if used on yourself) and Zhonya's Hourglass should keep her alive, but it is viable to get this on her.

Liandry's Torment

I felt that explaining why this item is NOT a good choice need an entire section, since I feel like it will bring up the most controversy/discussions. So let's take a look at Liandry's Torment. It costs 2900 gold, gives 50 Ability Power and 300 health. Now let's look at the passive, which deals 6% magic damage of current health to enemies, and doubles the effect when enemy movement is impaired. Now, let's compare to this to the item you will generally replace, Rod of Ages. Rod of Ages costs 2800 gold, provides 650 health and mana when fully charged, and 80 Ability Power. As you can see, Rod of Ages is a better source of AP and health, and has the added benefit of a lot of mana.

"But Liandry's passive combined with Lissandra's CC is so powerful right?" Well, here is where we delve into it. With Ice Shard, in order to proc the passive with double damage, you have to actually hit the enemy head on. Most of the time, you will be hitting the minions in front of an enemy and then the damage from the extra range will affect them. This means the double-damage won't happen. Glacial Path is the same, providing absolutely no CC. So this pretty much means the only time the passive will go off is when we use Ring of Frost and Frozen Tomb, and we will almost only use those for teamfights, not harassing. Plus, the range on Ring of Frost makes it difficult to harass with it anyways. So, Liandry's Torment has almost almost no use during laning or poking. The only use it has is for the Ring of Frost and Frozen Tomb combo that is used during teamfights, making this item much less efficient than anything else listed.

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Jungle Route

At the beginning of the game, you're going to want to buy Hunter's Machete and 5 Health Potion. Secondly, you're going to want to take a point in Ice Shard first, since it has the shortest cooldown. You cannot effectively start wolves first unless someone else tanks the majority of the damage, since you are incredibly squishy early on.

After you have bought Hunter's Machete and your Health Potions, you'll want to have your mid player stand in the banana bush on the other side of blue, and have your bot lane duo stand in the bush next to blue. At the 1:50 mark, ask your teammates to travel towards the Ancient Golem. At 1:55, the Ancient Golem will spawn and get the aid of your teammates to clear it. You might have to use a Health Potion while clearing it depending on the leash. Once you are finished with the golem, put a point in Ring of Frost and move over to the wolves. Use 1 Health Potion here and clear them.

Head across mid lane over to the wraith camp and proceed to clear wraiths with a Health Potion. After that, travel over to the lizard elder . Your clear times are pretty slow, so Smite should be up by the time you do red. Use your fourth (or fifth if you got a horrible leash at blue) Health Potion and then kill the lizard elder . Then put a point into Glacial Path. Afterwards, clear wraiths again. It is possible to clear them, but if you don't think you can, then back. After this you should have 1 point in each skill and be able to gank. If all the lanes are pushed, return to the jungle. If you can, go gank one of the lanes.

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Jungle Timers and Buff Control

One of the key things while jungling is controlling your jungle and the buffs. It is key to know the spawn timers of each minion camp so that you can make sure your camps are protected. It also allows you to steal other camps with more ease.

- Initial Spawn - 2:30
- Respawn after - 6:00
- Initial Spawn - 15:00
- Respawn after - 7:00
Buffs (Ancient Golem and Elder Lizard)
- Initial Spawn - 1:55
- Respawn after - 5:00
Lesser Creeps
- Initial Spawn - 1:40
- Respawn after - 1:00 (:50 for Wraiths)

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First off, when positioning for a teamfight, you should be standing behind your tanks, but close enough to be able to use Glacial Path to get inside their team. You should always wait for your tanks to initiate before you potentially go in.

Once you have waited for them to initiate, Glacial Path towards one of the enemy carries. Then throw down Ring of Frost to snare the enemies. After that, cast Frozen Tomb on one of the enemy carries and use Zhonya's Hourglass if you are in danger. If not, walk back to a saferange and hit enemies with Ice Shard. The other option is to use Frozen Tomb on yourself and then use Zhonya's Hourglass after that, again, if you are in danger. Since she does incredible damage and offers a slow, this will usually disrupt the enemy team, allowing you to win the teamfight.

While in the poke stage of teamfights, you should be sending out Ice Shards, trying to hit enemy tanks and minions to get the added range. This will help damage the people behind the tanks, and your Ice Shard does an incredible amount of damage.

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Seems like Riot has been coming out with champions that really excel at new ganking paths. Lissandra and Zac both fall into this category with their long-range gap closers. With Glacial Path, Lissandra can pass through the large rocks at both top and bottom lane. Lissandra has incredibly strong ganks, considering she can root someone in place for 3 seconds, which will almost always result in a kill.

Lissandra is also good at towerdiving since she can become untargetable with her ult and tank tower damage while slowing and damaging the enemy. Then, you can either use Glacial Path to get out if it's up, or you can Flash out. Frozen Tomb plus Zhonya's Hourglass = Great Tower Dives

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Lissandra is a great champion to play with. She is incredibly useful during teamfights, does great AoE damage, and all-in-all is really fun to use. Since you will almost always play Lissandra as a carry, you should aim to get kills from ganks. That way you'll be fed good and proper.

Sections to be added
* Matchup Section
* Warding Section
* More pictures/videos
Hall of Fame

I would like to add a Hall of Fame to this guide, so feel free to send me a picture of you being successful with Lissandra while using this guide. If it's not visible, include your username so I can giver credit to where it's due.

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Changed Greater Seal of Mana Regeneration to Greater Seal of Armor in Mid build and Mid Runes section
Changed Boots of Speed + 3x Health Potions in Top build to 2x Faerie Charm + 3x Health Potion
Changed Greater Glyph of Scaling Ability Power in Jungle build to Greater Glyph of Ability Power
Added a Wanderer vs. Meditation section to Mid Masteries
Added explanation as to why NOT to build Liandry's Torment

Added information to several sections explaining choices for offensive playstyle
Added note in Introduction to explain that this guide is based more on offensive playstyle
Edited teamfight section after more testing
Edited some areas to avoid extra redundancy
Added Stats chapter and explanation for stats
Changed skills to max Ring of Frost second and Glacial Path third and explanations as to why.
Changed Deathfire Grasp to Void Staff in High Damage Build

Added many different item builds for Mid, Top, and Jungle
Added Morellonomicon to the items section
Moved Rod of Ages from Core Items to Items sections
Moved Abyssal Mask to Core Items