Lissandra Build Guide by Katasandra
How to bury the world in ice | The Lissandra Guide
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Choose Champion Build:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
 Dodge charm (Hide behind minions, sidestepping, mindgaming with E).  Either kill her in lane or AFK shove waves and roam
 Harass with autoattacks, but don't get hit by her Q.  Don't fight in shroud.  Sidestep E, or run into turret when she hits it. If she takes it, chain CC her under tower.  If getting all-inned, don't try to reactively ult her R2. It's fast.
 Dodge her Q.  Don't stand in her R.  After 6: just farm. All-inning her is only possible when you can 100-0 her, otherwise you kill yourself.
 Don't walk into her when she has 3-4 passive stacks.  Can't 100-0 burst you at level 6, but keep your health up because she can 80-0.  Keep poking her and either look for kills or AFK shove and roam.  If you have trouble buy a null-magic mantle
 Avoid his Q.  The interaction in this lane is minimal, the one who roams more tends to win.  Take TP to match his roams. (Can take ign if you're confident you can kill him).
 Don't stand in his soldiers  Wil poke a lot, stay outside of the wave so if he Qs you, he doesn't get to hit the wave after doing so.
Not in lane, in general  She will place traps beneath selfult/zhonyas and then hit a 1k crit in your face.  She will E away from your E and then hit a 1k crit in your face.  Either make sure she dies when you dive, or don't dive at all.
 Dodge Q.  Only all-in if you can 100-0, otherwise she murders you.  When you use E: run away from her. (her W disables E recast, she can stun you with R).  Vulnerable to jungle ganks, but can easily backfire if she ults jungler and shreds you.
 Dodge Q.  Back off if she hits it. If she goes in: use Q, autoattacks and use W once she tries to walk away from you. (or if she chases, use W to create distance).  Can ult her ult.
 If he uses W (or vanishes for a second and then returns), back off/put distance between you and him so you don't get stunned.  Poke him with Q's/autoattacks. If he E's. W and walk away so he can't proc passive.  Can chain CC him to prevent him from ulting.
 Be aware of his E invulnerability and make sure you don't waste W when he uses it. If he uses it to dodge Q it's worth it for you.  If he R's, E, W him and reactivate E just before it pops.  Can also R his R in emergencies.
 Cannot reallly kill him or vice versa  Take TP.  The one who influences the map more wins.
 Extremely annoying laning phase, dodge his grenade (rush boots) and weather the storm.
 Try to harass her when she's stacking her passive.  Keep track of her passive stacks and don't go near her when she has 3-5 stacks.  Let the wave push and dodge her E at lvl 2. If she hits it she can kill you.  Don't stand right next to low health minions.
 Dodge Q.  Push wave and roam if you can't kill him.  Zhonya's is v effective vs him as you can deny his R with it.
 Ban him.  Harass him pre 6, but don't miss cs for it.  Post 6 he wins trades/can jump into you whenever he wants.  Main 'counterplay' is having your jungler gank him when he jumps into you.
 Don't stand on daggers  If she E - W's: W and walk away from her (T1 boots help a lot with this)  If she Q's: walk sideways away from the dagger. Don't walk in a straight line (over the dagger)!
 Try to poke her, but you cannot kill her unless she eats too much poke or you get jungle assistance.  Focus on roaming.  Post 6 she can walk up to you and smack you, jungler makes the difference.
 Dodge his Q.  If he tries to E, W and walk away.  If he tries to ult, E, walk at him, W and E before you get stunned.  Shove him in and visit the botlane or some other place you'd like to see.
 Dodge her E  Sit in your minions. If she W's: do W, Q + AA. Use more AAs if she doesn't go back.
 Stay at a distance and don't attempt to trade with him.  Farm under your tower.
 Don't stand in wave, but keep minions between you and her.  At least dodge her Q, try to dodge her E as well but it is hard to avoid.  Try to push the wave and roam. If she permashoves, just take the farm.
 Q his voidlings.  Just lots of farming.
 Dodge Q.  Waveclear fest.
 Dodge E. She'll try to throw it through minions.  Dodge Q, if it hits initially move out of the AoE zone.  If she tries to ult, E away. If you're rooted/can't get out: self R.
 Don't line up with the minions & him so he doesn't hit everything with Q.  Waveclear fest, beware of his roams (ping your team). Don't follow unless you got TP, just shove the wave and go to the other side of the map/take plates.
 Annoying poke matchup. (if it's a good Ori)  can R her R, or even E if you see it coming in time.
 Beware of her elements. If she has ice, stay at a distance.  Don't stand next to terrain.  Can selfult her R.
 Waveclear fest.  If he E's, make sure to stay away from the minions so it doesn't spread to you.  Very immobile and vulnerable to ganks.
 Waveclear fest.  Dodge her E and Q, they're very telegraphed.  Can self R her R.
 Dodge his E.  His W should never hit unless he hit his E.  If he tries to walk at you with ult, E away. In general he'll probably only use it if you E at him.
 Avoid trading, just poke. He wins trades.  Dodge E at all costs, keep minions between you and him.  Liss R is decent for him. If he tries to use it on you you can selfult/zhonya it during the cast time.  Get healing reduction somewhere after your mythic.
 Try to dodge Q, keep moving.  Takes precedence over : avoid lining up with her balls & her so she can't stun you with E.  Can self R her R when things get spicy.  Difficulty depends on whether she takes Elec or Phase Rush. Noticeably more manageable if she takes PR.
Haven't seen her in forever.  Dodge W, it deals a shitton of damage together with her E.  Should have more waveclear than her, push waves and roam.
 Dodge the return of his W  If you got 2 passive stacks on you (from W), stay away so he can't Q. Especially when he hits lvl 2.  Can't E away when he activates R.  Warn team against roams (incl jungler) and place wards.
 Dodge his Q. It is really telegraphed, should never get hit by it unless you get stunned.  When he uses W (picking a card), walk away from him.  Can look for trades once his W is down.  Ping his level 6, only follow his ult with TP if you have it up.
 Dodge his W.  If he uses his E, just dodge his W and if you're in danger, E out.  Avoid fighting him when low on HP, his ult executes (but can selfult his ult).  Either kill him or run around the map. He can't prevent you from doing the latter.
 Dodge his Q by sidestepping/hiding behind minions.  Stay away from him if you have 2 passive stacks on you, his AAs refresh the timer.  Post 6, you can E
 When he uses his E, stay away from it as he can easily use it to get close enough to W  Stay away from him when he charges his W. Possibly stand behind minions to avoid it.  Can self R his R if in danger  Get oblivion orb after chapter
 Avoid trading autoattacks because he wins with his Q  Try to dodge his E, but if he's good it's undodgeable.  Avoid standing in his W. If you go in he will use it on you and you probably won't be able to walk out before it stuns. Be aware of this.
 Stay away from him when he has his empowered Q up (bar below health turns red/full).  Keep minions between you and him to avoid his E.  If he pools you can time Q such that it hits right after he gets out.  If you get hit by his ult, it'll deal damage after some time + heal Vlad. If necessary you can self R the damage proc.  Ignite is my pref summoner in this matchup.
 Dodge his everything. Get boots asap.  His E stuns for longer when it travels a longer time: if you jump on top on him it won't be as effective.  Don't stand in the minion wave so he can't harass + push the wave at the same time.
 Your W instantly stops his dash  Don't sit in your minion wave: your minions are his mobility.  Back off when his 3rd Q is up and dodge it.  His W blocks your E. Be careful when pushing up as this can deny your escape if his jungle ganks him.
 Back off when he has his 3rd Q and dodge it.  Reserve your W for when he uses E. It's your only way of keeping him off you.  His R is very telegraphed and you can walk out of it.  In emergencies you can self R his E damage or R.
Contrary to popular belief, Liss is not a Zed counter (in lane). Matchup favors him.  Everything relies on dodging his WEQ combo. If you dodge it, the matchup will be easy. If you eat it, the matchup will be very hard.  If he R's, use E backwards and immediately reactivate when he tries to throw his Qs (to dodge them). Can also reactivate right after he appears.  Can self R his R damage if it is lethal (if the shuriken on you rotates it will kill you).  Buy cloth armor if having trouble. Boots help too.
 Dodge his Q  Don't trade autoattacks because of his passive.  Clear waves and roam around the map if possible.
 Stay away from minions so you cannot get double bombed.  Be aware that his R denies a lot of what you'd like to do (make picks).  Focus on roaming/clearing waves: killing Zilean is rather hard.
 Stand behind minions/sidestep to avoid her E.  Don't stand next to minions to avoid her Q. Dodging her Q is a major part of this matchup.  Don't try to autoattack trade right after she uses abilities because of her passive.  If she misses everything you can go on her. Especially if she used her R in an attempt to hit it (You can E once you see her R, dodge her skillshots with it and attack her).
 Dodging his Q is No.1 priority, especially if you are affected by his passive.  Don't stand in the minion wave. So he can't W you + minions.  It's impossible to stay out of range of his E (esp when minions are ablaze). Accept that you will be poked in this matchup.
Unfortunately my times of being a new player are long past, if there's anything in the guide that confuses you, you have questions or you think I'm going too fast. Please comment! Feedback is key to improving this guide.
This guide will cover anything, from runes and items to combo's and gameplay. Because there are many levels of detail, I decided to split the guide in two pieces.
Whether you are looking to learn Lissandra, whether you are a seasoned Lissandra player or someone who is just trying to find out whether Lissandra is an interesting champion to play, I got your back!
In a nutshell, Lissandra is a weak laner. However, if the enemy gives you freedom or you manage to create some yourself, you can get some pretty good roams. Past the laning phase she starts to show her true self, where she excels in skirmishes and making picks. Once she gets a few items she transforms in a teamfight menace due to her AoE damage and CC.
One thing that stands out to me is her agency. Where other champions, mage or assassin, have to pick their moment very carefully, you can decide it will happen now. Her CC and AoE in combination with Glacial Path can easily lead to victory by your hand or demise...
Despite this, Lissandra is definitely not a flashy champ. Although she is very capable of pulling off highlight plays (most notable massive AoE combo's in teamfights), they are not what defines her. You'll find people accusing you of being a "press R champ" or "your jungler ganks so you win champ". This game isn't some honorable duel, it's dirty and unfair. It is often not possible to out-mechanic other champions as Lissandra and therefore she finds other ways...
Finally, be aware of her conflicting identities. She likes to fight up close, like Vladimir and Swain, but she doesn't have the survivability they do. She has glimpses of zone control, but doesn't have quite the damage or range as traditional control mages. And last but not least, she is very skewed towards burst damage, but fails to reach the same heights as champions like Syndra and Annie. Lissandra has a bit of everything, but excels at none.
Interested? The cold, bitter touch of true ice beckons you to continue reading...
|❅||Lots of CC|
|❅||Easy to pick up|
|❄||Not a 1v9 champ|
She also pays dearly for her teamfighting prowess by having a rather bad early game. Not only because of her cooldowns, also her base damage is low. Most of her damage comes from her % AP scalings, which won't be useful until you have a few items...
If you're looking for more in-depth tips & tricks >>go here<<!
Remember this: better get a lil too close to the enemy than not hitting the enemy at all.
Disguised as 'press R to win', but it is actually much more than that!
Use Hotkeys to Selfult!
|Keystone & minor runes|
Taste of Blood gives some extra sustain throughout the laning phase. Although both other options are viable, this one simply is the most reliable.
Eyeball Collection just gives you some raw AP. Considering you'll pick up plenty of kills/assists you should be able to stack it quite reliably. If you consistently ward then Ghost Poro is also an option.
Just try them all a couple of games. You'll figure out which one(s) you like the most!
If you're completely new and just trying to get the hang of Lissandra: stick with the same rune page for a bunch of games. Switching all the time won't help with learning the basics.
|Standard secondary tree|
If you're a newer player I recommend Manaflow Band since Lissandra is quite a mana-hungry champion. But if you're comfortable with managing mana, then Gathering Storm is a very decent rune, especially in gold and below as games tend to drag on.
|Alternative secondary tree|
Nonetheless, the must-take rune of this tree is definitely Biscuit Delivery. They help with mana (sort of like Manaflow Band), especially when you're about to run out. The cookies also make Inspiration a decent choice versus harder ranged matchups as they'll give you extra (health) sustain as well. If you take Inspiration because of this reason, you could also take Cosmic Insight instead of Time Warp Tonic. This rune gives you added utility by lowering both your items' and Flash cooldown, which has more impact later in the game compared to TWT.
The minor runes to go along with it are Manaflow Band, Transcendence and Gathering Storm. For the secondary tree there are three things you can pick: Resolve for extra defenses which can help a great deal when jumping into things (you can also run Resolve with Electrocute). This is by far the most 'beginner friendly' page as the extra defenses help with not dying while you get used to Lissandra's close-ranged nature. Inspiration or Domination, both of which give lane sustain ( Biscuit Delivery, Taste of Blood), but give different additional benefits (e.g. Hunter runes vs Cosmic Insight).
Lastly, here's a general overview of all the minor runes I consider to (not) be viable on Lissandra:
In the spoiler below there is an explanation on some of the runes. I won't repeat things I said above and if I don't mention a rune at all, it means that it doesn't synergize with Lissandra at all. I do not give a concise summary of take X or take Y. The choice depends on your playstyle, just as Riot intended it to be...
Then there's also Corrupting Potion. The major advantage of Corrupting over Doran's is that it gives more mana sustain + burn on abilities/autoattacks. This makes it ideal if you were to lane aggressively and burn through your mana rather quickly. This is pretty much only possible in melee (assassin) matchups. Think of things like Yone, Fizz, Katarina and Akali. To increase combat power you can combine it with Biscuit Delivery and Time Warp Tonic. The 'burst' healing can save your life in close fights.
All that being said, playing this aggressive is a personal choice. It could help create a lead, but at the same time, playing even against these assassins means that you're winning. That's why I myself prefer to stick with Doran's Ring and play the game a bit slower.
|The dream base|
|Your actual base|
If you're struggling in a matchup, Null-Magic Mantle or Cloth Armor give you some additional defenses which can help you survive.
Whatever you end up buying on a base, make sure to buy (health) sustain as well! This means a Refillable Potion or Health Potion if you don't have enough gold. If you still have gold left, you should buy a Control Ward as well.
Everfrost is the 'beginner friendly' mythic in my eyes. It offers an active that allows you to chain CC enemies, or keep them off you in case you mess up. It is also the only mana mythic that offers health, which makes making mistakes a bit more forgivable. It does not give as much raw combat power as the other two mythics however. Nonetheless, it is a great buy when you want to shut down a specific (mobile) member of the enemy team and one (or more) of your teammates have the potential to carry.
Liandry's Anguish is a good buy if the enemy team has multiple bruisers and tanks. Although you won't be killing them as quickly as squishies in other games, the bonus damage and burn will help a ton. It takes time to get going though, you'll need 3+ items to feel powerful. Also mind that is synergizes well with Morellonomicon since the burn reapplies the passive!
I want to stress that these items are not supposed to be build early, early you still want to go for items that give you AP. Beyond the 3rd item you can opt into one of these, but be aware that they shift your role from a carry to an enabler. When making plays, make sure your team is nearby & ready to follow up, going in alone with this kind of stuff is not a good idea.
|Builds and allies|
If you have a lot of allies that are building tank/defensive items, try going into pure damage yourself. Unless your team is significantly ahead, everyone building defenses might lead to a lack of damage. This also applies to grievous wounds: if your team already has 3-4 people building it, it makes no sense to also get it yourself.
Last but not least, if you aren't doing too hot (you're feeding), but your team is doing well. Focus on 'utility' options, like Morellonomicon, Zhonya's Hourglass or even a Abyssal Mask. It is not really your job to do damage, but to stick with your teammates so that they can.
|Early laning phase|
Especially in the early laning phase, you cannot spam Ice Shard. You'll run out of mana in no time. Use autoattacks to pick up CS, most of the trading will be done with autoattacks as well.
Versus ranged matchups the gameplan isn't so straightforward. A lot of mages struggle with farming under their tower ( Vladimir, Lux, Veigar, etc) so trying to push them in can be a good idea. Also, pushing an enemy to their tower forces them to use spells to farm, so they can't use them to poke you. On the other hand, pushing does make you vulnerable to ganks. Although Glacial Path exists, you can still take a sizeable amount of damage if a jungler decides to gank.
The main objective is to farm, you can try to push the wave before scuttle spawns so you can accompany/help your jungler. When you are level 5 you can push the wave into the enemy, base and get fresh items so you can look for a kill/roam once you hit 6.
Lissandra your trades are either quick pokes (autoattacks, Ice Shard) or small rotations where you proc Electrocute. (AA - Ice Shard - AA; AA - auto - Ice Shard). If melees jump into you ( Ring of Frost - AA - Ice Shard - AA) is common as well.
Either trade when the enemy goes for CS or when one/multiple of their abilities are down. Also be careful around minions, avoid autoattacking the enemy when you're close to the ranged creeps/the enemy minion wave is very big.
|The importance of autoattacks|
In the example above, as soon as the Sylas tries to go onto me all my minions start hitting him. This can also do loads of damage and help you win trades (or lose them, if the enemy cannon/ranged creeps start hitting you). Be aware of this, stay near your minions or be careful when you do not have a lot of them around you.
|Late laning phase|
If your own jungler ganks your lane, Glacial Path forward and either use Ring of Frost or Frozen Tomb. Then use the other CC ability right before the CC effect of the former expires. The enemy laner either dies or has to burn all their summoners. If your jungler has any kind of CC you can also try to play around that.
In some matchups you'll find that you get completely outmatched or fall behind. In that case, just try to farm and avoid fighting with your opponent. If you can walk up to the wave & hit it, do so. But if that isn't possible, wait for the wave to come to you.
You can also look to push the wave and roam. If there isn't anywhere to roam to, just sit out of vision or place a ward. If your opponent roams, only follow if you have vision and you're very close behind them. If you are very far behind them you won't be able to help much, just stay mid, push the wave & try to get a plate.
Whether you want to fight or not depends on your ultimate and objectives: you do not want to fight when Frozen Tomb is on cooldown and you do not want to use it right before objectives spawn (because then fighting over that objective becomes pretty hard).
You should always be on the lookout for picks: enemies that run around alone and end up within your range. If you can oneshot the enemy, you can look to do this on your own. But if you cannot you should look to stay near some of your allies so they can follow up.
Once the botlane tower falls the game moves into the phase called the midgame. Your ADC might move to midlane and farm over there. You should vacate the empty lane to avoid sharing farm. If there is a lot of fighting happening for no reason, it is often better to stick with your team. Although having less farm sucks, if you aren't present the game can easily swing out of control if your team loses these fights.
In skirmishes you should look to pick off important targets/burst enemies. For example if there is a fight over the drake I will be trying to single out the enemy jungler. Of course if the enemy ADC or midlane are out of position I can turn onto them as well.
I play a fair bit of ARAM and also run into a fair amount of Lissandra's there. The main issues I see is that they either going in too eagerly (like a tank/engage) or being too slow when jumping in (enemies can run away/get CCed and die). It is extremely easy for you to jump into the enemy team, but a lot of the time this will lead to your doom. Although Lissandra is not a mechanical champion, you need to execute combo's at high speed. If you are too slow either the enemies get away or you get CCed and die.
|Comboing in teamfights|
This combo is the 'standard' whenever you dive in the middle of the enemy team. And it is very important to execute it quickly. You need to limit the time window where you are vulnerable. It is necessary to understand where the damage of this combo comes from: about 1/3th is from Ice Shard, 1/3th is from Frozen Tomb and the last 1/3th is from Ring of Frost + Electrocute. In some fights throwing Ice Shard can be dangerous due to CC (as it's cast time increases the window of vulnerability), however not using it means you'll miss out on a lot of damage. I personally always throw Ice Shard as not throwing it means that there is no point in diving in the first place.
Always use hotkeys to selfult. It's faster and it's more consistent. You can either use ALT + R or set another keybind in the settings.
|When you can't dive|
There is not really a set way of using your abilities in these types of fights. Most of the time you spam Ice Shard, use Ring of Frost to CC divers/frontline. Hold Frozen Tomb for defining moments, to either make sure an enemy dies, to prevent the enemy team from running into your team or to protect yourself.
Passive Explosion Damage
Last but not least, if you're certain that a passive explosion will kill an enemy you can walk away (+ mastery emote) to flex on your enemies (if you're into that sort of thing). Warning: this can backfire
Cool Liss players don't look at explosions
|Setting up Thralls|
Of course, only run into directions that won't get you killed. If you're really close to dying and you're being chased by a full HP enemy it might be a better idea to choose the shortest path to safety.
You can also use Frozen Tomb and Zhonya's Hourglass to buy time for the passive to explode. Often when you enter stasis, people will sit around and wait for you to come out (despite your passive sitting right there). This can swing fights in your favor!
Passive + Stasis
|A deceptive range|
Vague attempt on showing Q range
This mechanic can also be used to your advantage. Ice Shard - Flash can be used to create more distance when kiting away. However it can also be used for some really fast all-in combo's.
|Hitting every single minion|
Try hitting a Cho'Gath XD
This can be used at all points in the game, whether roaming to botlane or in teamfights, as the main teamfight combo makes use of this.
|Catching invisible enemies|
The travel speed of the claw almost halves over the duration. Unless you want to surprise enemies it is rarely useful to wait for it to get to it's maximum range (especially since enemies will run away from it).
Coolest dodge I ever did
|The nexus trick|
|Playing around CC|
Some silly trick
|Using it in all-ins|
The jumps I end up using most of the time are the ones around the tribush areas and the ones to/from the drake/baron pits (but not the ones to the red buff). The jumps to the T1 turret are also handy sometimes.
Some clips of difficult jumps
|Avoid lethal damage|
E - R on dashing enemy
|Major damage source|
This is also a major reason why you shouldn't fight without Frozen Tomb unless full build/ridiculously fed.
Once you use your first CC ability, you should time your next on such that it applies the CC just before the bar vanishes (let the CC overlap a little bit, otherwise there might be a small gap where the enemy can use Flash). This is very easy to do with Ring of Frost since it has an instant cast time, but requires some practice with Frozen Tomb and Everfrost due to their cast/travel times.
- Frozen Tomb: Guaranteed mid-range lockdown, stuns
- Everfrost: Long range, no commitment
- Ring of Frost: Instantaneous lockdown
|Key combo: W - R|
Together with an Ice Shard this can do up to 2.6k(!) damage (Maximum at full build, lvl 18, vs a target with 70MR). This is often enough to delete any ADC/mid laner as long as they do not have extra health/shielding.
Instead of Ice Shard you can also use Ring of Frost (but since that ability is instant, it's not an animation cancel). You can also combine those two abilities:
|Pre 6 all-in combo's|
|Post 6 all-in combo's|
As seen in the clip, it is custom to retreat a bit after casting Ring of Frost. The main reason for this is to reduce the chances of retaliation of the enemy team. This is possible since Frozen Tomb's range is slightly larger. The combo is extremely effective in chokepoints as the enemy team has to run over Frozen Tomb to get to you.
The engage range of this combo is quite high, so should you use it you have to make sure your team is able to follow up. Even if you land a very good combo, if your team is not nearby it might be wasted anyway.
The setup is as follows:
- Combo: 2x Ice Shard, 1x Ring of Frost, 1x Frozen Tomb.
- Level: 14
- Runes: Electrocute, Eyeball Collection, Manaflow Band, 1 adaptive
- Damage enhancement passive of Horizon Focus is active.
To make it a fair comparison, we can do two things: either divide the damage by the total gold cost of the build (the higher this number, the more 'gold efficient') this build. Or ''add'' Needlessly Large Rod, Blasting Wand or Amplifying Tome to the builds to sort of even out their costs.
Blasting Wand is added to Void Staff and Amplifying Tome is added to Horizon Focus.
1) Void Staff is insanely good.
2) Horizon Focus is more gold-efficient than Rabadon's Deathcap at 2nd item, but worse after. However, it is less reliable (the damage enhance is not always active) and scales worse. So to phrase it differently: if you think the game will end after the 2nd item, then Horizon Focus > Rabadon's Deathcap and in all other cases Rabadon's Deathcap > Horizon Focus.
I could leave it like this and just claim that Void Staff is OP. However let's look what happens if we buy Ionian Boots of Lucidity instead of Sorcerer's Shoes:
At 38 MR (standard value for a lot of ADCs and mage mids at lvl 16) the difference in damage is about 250-350 for a full combo (Void and Dcap respectively). And at 100 MR the difference is about 300-150 (Void and Dcap respectively). This reinforces my statement that Ionian Boots of Lucidity are there for a supportive playstyle & utility. They are definitely not your boots-to-go for oneshots. It's also a major reason as to why I do not buy defensive boots on Lissandra.
One last graph: Lucidities vs Sorcerer's Shoes
The champions marked in red are my go-to bans in champ select.
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Autoattacks and targeted abilities will draw minion aggro (they start attacking you). Casters and especially cannon minions can do a ton of damage in the early levels.|
For example: I took some bad trades vs this Twisted Fate and am out of potions on top of missing Ice Shard like a clown. Therefore Twisted Fate (who still has pot stacks) starts playing very aggressively, but he disregards my minions. After he throws the initial auto, he doesn't walk out of aggro range so I walk up and trade with him while he's still getting hit by my minions.
You yourself do not really have to worry as much about minions as others, none of your abilities except Frozen Tomb are targeted. However your autoattacks are, so avoid using those when you're near a large amount of enemy ranged minions. If you do harass near ranged minions, make sure to back off to drop their attention.
❄ Harass enemies when they go for a last hit
As Lissandra this mainly comes down to either throwing an Ice Shard at the enemy, or an autoattack + Ice Shard (possibly followed by another autoattack to proc Electrocute) whenever they go for CS.|
This can also be combined with getting last hits yourself. Ice Shard is an excellent tool to pick up CS & damage the enemy at the same time.
|Resources, Sustain and Cooldowns|
❄ If you're almost out of resources, shove the wave and recall.
Note the almost. If you're already out of resources (and your opponent is not) then you shouldn't be able to shove the wave (it will get you killed). Overstaying is a huge issue inside lower elos (silver, gold).
The easiest is mana. Just look at how much you have. As Lissandra your mana is running 'low' when it is about 200. Once you get to 150 mana it becomes critical. Try to push the next waves into the turret and base. Glacial Path has a mana cost of 80. If you do not push the waves and recall you'll leave yourself without an escape, which will render you extremely vulnerable. This treshold increases post level 6. Not having enough mana to cast Frozen Tomb (100) can be lethal, especially in assassin matchups.
The 'harder' resource is health. This also gets dictated by potions and innate sustain. As a rule of thumb, versus assassins. Do not drop below 80% HP. Use your potions, in time. The laning phase mainly consists of finding favorable trades to gain a health advantage. If you've done a lot of favorable trades, the enemy is forced to either give up CS, recall or die.
This is also where sustain hops in. Potions 'increase' your effective health (which is also why it's so important that you have them every time you return to lane). If you have more of them than the enemy, look to take even trades (trades where you and the enemy take equal damage). Since you got more sustain, you should ultimately win out. You should also be on the lookout for innate sustain. This can come from abilities ( Sylas' Kingslayer, Vladimir's Transfusion) but also from runes such as Fleet Footwork and Taste of Blood.
Then there are also cooldowns. These are also quite straightforward. Once an enemy used an ability he can't use it in the next few moments. You can take advantage of that by either trading with them (if they walk up) or by pushing the wave. For example if a Xerath just used both his W and Q, dunk your abilities on the wave (he cannot stop you) and roam. Or perhaps Zed used his Living Shadow and you find you're 60% HP (no pots) after. Wait for the shadow to time out, push the wave and recall.
|Starting with a classic! Sometimes people just stay when they're too low on resources. They greed for CS, they try to 'bait' for their jungler and you can just jump on them and kill them. This actually happens in all phases of the game. Make sure you don't fall victim to it yourself.|
|2. Disrespecting minions|
Sometimes enemies just do not respect your second-best friends. Most of the time this happens during trades, but sometimes enemies try to all-in you when there is just too many minions. In cases like these you can hold your ground and fight.|
Zed ulted me after using his full combo so I didn't have to ult myself (he had no cd's left). My mistake was turning around to auto instead of letting the minions finish him.
|3. Wasting important cooldowns|
|A lot of champions have a 'key' ability that allows them to protect themselves. Like Zoe's Sleepy Trouble Bubble, Twisted Fate's Pick A Card or Syndra's Scatter the Weak. For you it would be Glacial Path. Once champions use/miss these abilities they are extremely vulnerable and if they miss/waste it you can look to play more aggressive or even kill the enemy.|
|4. Disrespecting range advantage|
|This only applies to melee matchups. Sometimes assassin players try to CS with autoattacks in front of your face. In the early levels (1-3) you can basically auto them to death if they try this. At higher levels you can also throw in Ice Shard and Ring of Frost for significant amounts of harass. Basically: if they try to ignore you, make them pay for it.|
|5. Disrespecting CC|
This is kind of Lissandra specific. Sometimes enemies will greed for turret damage when you are nearby. Make sure there is no cannon minion and Glacial Path forward. Clear the remaining minions with your abilities and chain CC the enemy. If done correctly, the enemy will be chain-CCed while being hit by the turret. Your turret is your best friend, know its range.|
This also applies to enemies trying to turret dive you or accidentally walking in its range ( Yasuo's sometimes do this...). Your CC chaining is lethal.
1. River bush wards|
2. Pixel Brush Wards
3. Ramp Wards
5. Lane Wards
How to use vision
Your wards dictate where you want to position in the lane. If you warded the topside pixel brush, you stay near the topside of the lane. Vice versa if you warded the botside of the lane. If you do not have any wards up, stay on the side your jungler is on. In case you spot the enemy jungler on a side of the map, lean to the other side. This way, if the enemy jungler ends up ganking you he has to traverse a long path to get to you, giving you more than enough time to Glacial Path away.
|The Even Minion Rule|
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".
This rule dictates what the minion wave will do and therefore 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 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:||
>>You want to recall|
>>You want to roam
>>Your opponent has gone base
>>Your opponent roams
>>Your opponent is freezing
|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.|
Sometimes it is too dangerous to use all your abilities on the wave. You should always be using Ice Shard and autoattacks. If there is no enemy nearby or the enemy is not able to jump on you then you can use Ring of Frost as well. If the enemy jungler is also not in the area, you can use Glacial Path. A few thresholds that are interesting (if you started Doran's Ring):|
Level 4: Can clear casters with 2x Ice Shard + AA
Level 5: Can clear casters with 2x Ice Shard
Level 7: Can clear casters with Ice Shard + Ring of Frost
Level 9: Can clear entire wave with Ice Shard + Ring of Frost + Glacial Path + AAs (rarely used, only if basing immediately after)
A slow push 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. Slow pushing also has other advantages:
|>>It becomes hard for your enemy to all-in you since you have a large m|