Lissandra Support - A generous Queen that helps + Warding guide!
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Recommended Items
Runes: Aftershock + Domination

+8 Ability Haste
+10-180 Bonus Health
+15% Tenacity/Slow Resist
Spells:

Exhaust
Flash
Items
Ability Order Skill order

Iceborn Subjugation (PASSIVE)
Lissandra Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Soraka
Can deny your entire engage with her instant AoE silence field (potentially rooting you as well!). Any trades against Soraka are meaningless due to her heals or sustain after hitting Q. Personal permaban

Lissandra
Lissandra is very compatible to herself uwu
Synergies

Lissandra
Lissandra is very compatible to herself uwu
Champion Build Guide
My first exposure to
He dared a beer - I won that beer as I got to diamond with Lissandra support. Ever since then I've been testing several champs as a support. From
This guide is meant to be sort of like a university book but nicer to read and written by an amateur. I want to share my experience and knowledge and always add examples on what I mean. As much as I am not a fan of university math, I have to say that the german book "Teschl & Teschl Mathe für Informatiker Band 2" (Teschl & Teschl Mathematics for IT students volume 2) is a big inspiration for parts of my structure (and some quirky jokes) and if you are ever forced to do university math about integrals and derivaties in german, I can recommend the book.
In turn, this means that my guide will look less fancy, although I am trying to make it look a bit nice, and that I put more emphasis on presenting information and wanting you, the reader, to form your own opinion in what you prefer in each segment. For example, are you more of an
In any case, you can find a Keyword Index at the bottom of the guide. While yes, you could just go to a wiki to look up the words, I thought it'd be more convenient for you, the reader.
Also, one thing I want to preface: Thank you very much Katasandra for donating parts of your guide's code. A few Mobafire veterans will probably notice that parts of the guide look like their guide, and that is because it is from their guide! I seriously cannot emphasize how thankful I am. That is why I will thank them two more times in this guide :p
That being said, I hope you will enjoy reading my guide as much as I enjoy writing it!
PS: Since Katasandra doesn't update her guide anymore, I'm taking it upon myself to, at some point, make a mid Lissandra guide. I've recently been practising mid a bit and builds similar to mine have been working out well so far.
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1.1. Why Lissandra? |
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1.2. Why Tank? |
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2. Summoner Spells + Runes explaination |
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3. Abilities + Skill order |
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4.1. Item explaination |
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4.2. Sub-optimal items |
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4.3. Sample builds |
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5. Support upgrade - Which one do I choose? |
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6.1 Playstyle - Laning Phase |
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6.2 Match-Ups and Synergies |
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6.3 Playstyle - Roaming & Ganking |
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6.4 Playstyle - Mid- and Lategame |
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7.1. Warding - Basics |
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7.2. Interjection - Major Objectives |
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7.3. Warding - Why, when and where |
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7.4. Warding - Tips, tricks and quirks |
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7.5. Warding - Addendum |
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8. Fun facts |
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9. Closing thoughts |
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10. Currently testing |
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11. Personal skin tier list |
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12. Changelog |
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13. Keyword Index |
However, all of these positives come at a price:
But if you are able to get out of laning phase,
A friend of mine once described her as an "AP mage version of
This part will be slightly more informal due to this being a more personal matter that I've been fighting other Lissandra mains over ever since I've brought this up.
| Burst vs Tank - Explaining the gist of burst mages |
Let's start by looking at a few other champions people consider to be burst/poke mages:
All of these champions have one thing in common: They have range with which they can (usually instantly) pepper the enemy from afar and/or disable the enemy in the process, thus in theory not really needing defensive stats. This means that the champions's defensive stat is their range with which they can avoid damage in the first place:
Let us look at another batch of champions that can build burst items/are classified as burst mages that do not necessarily have a lot of range:
While
These champions either have blinks/dashes to get to safety, some sort of healing and/or minor dash to emerge victorious out of a trade or just mobility in general. This is similar in terms of advantages to range where mobility/sustain is meant to offset squishiness.
Suppose the following burst mage items:
All of these items are meant for burst mages and their stats reflect that: They all give AP. Some offer mana, one Ability Haste and two flat Magic Penetration. And they all do their job well - they are meant to aid burst mages do their (burst) job better in exchange for no (proper) defensive stats.
In turn, due to the lack of defensive stats, you are very squishy and have to use the defensive stats/methods you are given quite well. Otherwise you will die over and over again or...
...you fix the issue with defensive/utility items.
This is where items like
| Now, let's look at Lissandra |
Does she fit into the category "Range"?
Not really:
Lissandra's Q
Well, can we put her into the category "Mobility/Dashes"?
Again, not really:
Besides
*I am not saying that Lissandra's
| Burst vs Tank - The contradiction in Lissandra's kit |
First, let's analyse
First we notice that E
That is where her Q
So basically:
Another very similar interpretation of her kit would be a short combo of
In summary:
These are the most common bread and butter combos on
To help convey my point and get a feel for my argument, I will again look at a few champions that are meant to be good in short trades and have means to still emerge victorious:
I again am using
Anyone who has ever played against a (good)
You might have noticed another pattern I want to be noticed:
All of these champions have some sort of spell/tool to ensure that they win the trade by either having a bit of sustain or damage mitigation in form of a shield or damage immunity, despite engaging into melee range. The champions in the category mobility, especially
| Let's take another look at Lissandra: |
What in
...well, that's the thing: There really isn't anything in her kit to aid here as her passive only works once an enemy champion dies and nothing besides her R
So combo 2, in the long run, will cost us trades unless we manage to pick really good trades.
So what about "combo" 1 that is about poking the enemy down for a good all-in? For this, let's compare these 3:
Now a bit of experience from my part: Hitting a Q
Now, I am aware that my explaination is basically "dude trust me" in regards to Lissandra Q, but even when looking at other spells that are meant for poke like
This shows that combo 1 isn't as reliable as it'd need to be to ensure a lot of successful all-ins.
I want to mention that I am NOT saying that it is impossible to poke your enemy down, otherwise high elo Liss mains wouldn't manage to do it. But it is quite hard to do and thus unreliable
| So, to recap: |
Lissandra has no proper tools to survive a trade as she lacks lane sustain in comparison to champions like
Mordekaiser,
Ahri or
Sylas- She also lacks some sort of safety-mobility since her
Glacial Path is a one-way blink in comparison to champions like
LeBlanc or
Katarina
Ice Shard is a spell that feels slow due to it originating from Lissandra, only having respectable range once it hits a target and being quite predictable, therefore being quite unreliable to hit
Ice Shard pales in comparison to other poke tools like
Syndra's entire kit
Ring of Frost in combination with
Glacial Path and
Frozen Tomb imply a short trade/all-in playstyle due to their ranges, synergy and cooldowns
This is the contradiction in her kit: Her W-E-R are short trade/all-in spells that are meant to get prepped by Q, but Q is not reliable enough in most match-ups
In these two segments, smaller icons mean less optimal choices and greyed out runes being unviable in my opinion. The reason for this is to explain the viability of choosing the minor runes in the second tree.
Finally, I will show two viable rune pages I personally use and explain what each rune page excels at.

| Summoner Spells |
Personally, I always go
One important thing to mention:

| Major Runes: Keystones |

| Minor Runes: Resolve |
Secondary tree: Overgrowth vs Font of Life
| Minor Runes: Domination |
Alterntively, if you think there will be longer fights,
If you'd rather have a bit more sustain than damage,
The choice for the runes here depend on preference, as all runes are really good.
Generally, you want

| Minor Runes: Inspiration |
While I initially considered

| Minor Runes: Sorcery |

| Minor Runes: Precision |
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Just do yourself a favour and pick any other tree. Not even one of the keystones is favourable on

| Minor Runes: Shards |






Decision tree last row

| Example Rune Pages |
| Aftershock Rune Page |
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This runepage I recommend to people who want to start playing
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| Glacial Augment Rune Page |
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This runepage essentially flipped the |
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official text + 1350 radius visualisedStraightfoward ability: In a direction of your choice,
Original textInstant AoE magic damage root. Simple, but effective and is the entire reason
Original text
Original textArguably the most iconic ability that
It is also worth noting that
Some useless knowledge:
Original textThere are 2 skill orders:
Some Mobafire veterans will notice that the ability headers and structure are very similar to somebody else's guide. This is because I am using Katasandra's headers which they generously gave me the code for. I am eternally thankful for that and if you read this Katasandra, shoutouts to you! Even when their guide is outdated and not updated, it is without a doubt the magnum opus of
| The following items are being ordered by how common they are being built |
The only question that remains is: When should you prioritise Movement Speed is a very flexible stat and can help when you need to either get away or walk towards someone faster. Example situations for this could be playing against a |
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You also enable more damage for your allies with your entire kit which fits with a more aggressive minded playstyle. |
With your presence alone you increase the magic damage dealt to enemies from all sources, including your own. This item you should only build if your team has either a magic damage champion that carries you or if your team has a lot of magic damage. |
However, a team like (Don't ask why the enemy would pick 4 AD champs, you know how soloQ goes...) |
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What if the enemy has a lot of healing champions that are AD based and you desperately need armour but anti-heal is a priority? (consider against In these cases, it is actually worth going for |
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The first two situations are fairly niché with the third being personal preference, making |
Other than that, due to its cost, it has become very situational, but can still be built if just like its active. |
Firstly, you get an increase in maximum HP, though this specifically benefits us very rarely - it can occasionally help against/with percentage based thresholds like Secondly, you benefit from a fairly strong, but slow, healing effect, buying you more time for your team or to cast more spells. This healing only get better with resistance items, giving you more benefits the longer the game goes. Lastly, you gain Tenacity, bonus Movement Speed and additional size. These stats will enable you to cast a spell in places that need it at the right time while blocking an occasional projectile once in a blue moon. Despite these strong upsides, I recommend Reasons in detail |
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However, if built as a first item, Thus, imo, you either build it as a second item, 3rd and onwards if you really want |
These are items that sound good on paper, but have some sort of drawback to them or are outclassed by other items to make them viable on
Lissandra support. Each item has a fitting reasoning
The price tag keeps it from being a valid support item. 3.2k for nothing but stats on a support's budget is only possible if you get a ton of kills - and we aren't trying to get kills. |
However, the passive feels a bit too underwhelming, especially with the bonus Health scaling (of which a support doesnt get a lot). If you wanted similar stats but for less gold and be more supportive to your team, look no further than |
And even when considering an increase to Math |
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Moreover, the acceleration trail only works on area you walked on. And since |
However, if you were more interested in building more AP items like |
Now, the main selling point besides the stats are its passive which procs whenever you ult. Here's the catch: Instead, |
While From experience, I can say that by the point you'd get the 125 Magic Resist, the shield from The only stats |
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For some survivability, You also cannot go wrong with this upgrade. Least supportive upgrade and outclassed by |
| Default builds |
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I suggested this build as the "default" build as it covers you against most things that might happen: - - - - - - |
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Very similar to the default build with the exception of swapping
- ← → Alternatively, if the enemy has a lot of crit based auto attack based champions, getting |
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Personal recommendation against very heavy AP teams
- Rarely will there be a team without any magic damage, making - |
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Personal recommendation against very heavy AD teams
- ← As previously mentioned, . |
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Here, we decided to add
- The build on the ← left is more focused against AD teams and the build on the → right is more balanced |
| Situational builds |
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In this build we decided to insert
- With - The build on the ← is focused on AD teams, while the build on the → right is more balanced |
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The previous build, but the boots have been swapped for a more lane/lower half focused playstyle, with
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These builds will be useful when you need anti-heal and the enemy will generally not auto attack you, making The build on the ← is focused on AD teams, while the build on the → right is more balanced |
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NO.
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For warding specific playstyle tips, check 7.2. Warding - Why, when and where
As per usual with botlane matchups, there is no simple answer as just play safe or just go in. Rather, the question on how to behave in lane depends on several factors; to list the most important:
- What are my strengths and weaknesses?
- What are my ADCs strengths and weaknesses?
- What makes me and my ADC strong?
- When are we at our strongest?
- What are the enemy supports strengths and weaknesses?
- What are the enemy ADCs strengths and weaknesses/weakest?
- When is the enemy at their strongest?
- Who is the enemy jungler and what does that mean for my lane?
- Who is my jungler and what does that mean for my lane?
Questions like these dictate what the League community likes to call win conditions, or win cons short and winning lane specifically for lane. As the name implies, these are conditions that enable your team to win the lane/game.
A well-known example for this would be getting a
Due to the sheer volume of possible bot lanes, explaining every single bot lane matchup in full detail would be extremely time consuming. Therefore I will attempt analyse a few match-ups, answer a few of the questions above in each and attempt to present guidelines to follow at the end of this section.
| Match-Up number 1: |
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Strengths
+ Very good slows due to + Decent poke with + + Strong initiation with + High auto attack range (600 units) + Synergises well with + |
Weaknesses
- No mobility whatsoever- Low upfront damage - - Ganking her is fairly easy - No sustain |
It goes without saying that these two gets their biggest powerspike at level 6 - Getting someone locked up for up to 6.5 seconds is nothing an enemy can take easily.
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Strengths
+ Very strong poke+ Good follow-up thanks to + Easy way of scouting bushes with + Strong pressure when you are low ( |
Weaknesses
- Low mobility- Mediocre in longer lasting fights ( - No sustain (Unless Jhin uses |
- Due to the sheer amount of CC these two have, setting up ganks is very easy. Whoever you jungler is, a gank is bound to at least burn the enemy summoner spells.
- Any mispositioning mistake by the enemy can be abused to a fatal degree - abusing mispositioning is one of their strengths as either can make it easier for the other to keep an enemy in place
- Sort of related to the second point: Once
Ashe is able to activate
Ranger's Focus, unless she gets hit by some sort of CC, she will melt (ha) any enemy foolish enough to be in her range;
Lissandra will make sure of that. And if
Lissandra picked up
Font of Life,
Ashe can even take riskier fights thanks to due sustain - Even the decision making is aided by
Hawkshot: Often enough, fights are lost due to the jungler convenientely showing up when going in. This makes it easier to prepare whatever you are planning: Poking down the enemy, reading an enemy's bluff... And in the best case,
Hawkshot makes the enemy jungler drop the idea of ganking you as you already know that they are botside anyways
If the enemy is
If longer trades don't work out , e.g. due to jungle or mid attention, waiting it out for level 6 and taking as little poke as possible is the safest bet as you unlock your strongest phase with
| Match-Up number 2: |
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Strengths
+ Strong pressure when you are low (+ Good follow-up thanks to + Easy way of scouting bushes with + + He yells four |
Weaknesses
- Low mobility (Movementspeed from - Mediocre in longer lasting fights due to low DPS ( - No sustain (Unless Jhin uses - Ganking him is fairly easy if - Bad synergy with - Annoying if you don't like the number four |
Starting level 2, there isn't really a time where they aren't strong. While they don't have as much synergy as
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Strengths
+ Very strong poke+ Very high range (Minimum of 700 units range on + High kill pressure once rooted ( + Quite good in longer fights ( |
Weaknesses
- Low mobility (- No sustain (Unless - Without |
Jhin's ability to follow up to any play with
Deadly Flourish is the core reason they work so well since it keeps enemies in place for a bit longer, potentially enabling up to 5.4 seconds of crowd control (
Ring of Frost 1.65s +
Frozen Tomb 1.5s +
Deadly Flourish 2.25s)- Especially with
Aftershock,
Jhin and
Lissandra can take short trades and emerge victorious due to his high damage potential with
Whisper's 4th shot, only getting better if the
Jhin player planned accordingly with additional
Dancing Grenade bounces and
Captive Audience traps - As previously mentioned,
Lissandra can help a
Jhin hit the right targets when
Curtain Call is cast - While
Lissandra's ability to deny a gank is good, with a few additional
Captive Audience traps by
Jhin can make it even easier and even provide vision at key point
If there is one thing both of these junglers want to do, it is ganking a lot early in order to get ahead. Both deliver a good amount of CC (
In
This is one of those match-ups where you will definitely have to consider asking your jungler to help. The low mobility of the enemy team and your ability to follow up an engage are very good reasons for your jungler to help you out.
This playstyle doesn't really change past level 6 with the exception of getting aid by
| Match-Up number 3: |
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Strengths
+ Very high damage (+ VERY high snowballing potential ( + Good follow-up ( + Very good in medium length fights + Good synergy with + DRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAVEN |
Weaknesses
- Alright mobility (- Very predictable fighting pattern ( - No sustain (Unless - Besides - Bad from behind |
Even at level 1 are the two fairly strong, although
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Strengths
+ Big cheese potential (+ Camouflage can enable escapes ( + Good shielding ( + Good disengage ( + Exceptionally good in longer, clumped up fights ( + Flexibility in build ( |
Weaknesses
- Low mobility- No sustain (Unless - Fairly predictable if anticipated (Infamous - - Mediocre neutral game - - I WAS HIDING! HAHAHAHA GR |
- With
Draven's lack of crowd control,
Lissandra compliments that well due to her abundance of crowd control - Similar to
Jhin, Draven can follow up your engages well by running faster towards the enemy with
Blood Rush and keeping them slow a bit longer with
Stand Aside - If
Draven wants one enemy dead,
Lissandra can tell that enemy to not move - Once
Draven is ahead, he will be focused down. Yet again, due to
Lissandra's crowd control and potential item choices, she can keep him alive
Similar to the last match-up, both of these junglers aim for early advantages in order to snowball. In this case, the difference is that
In
Warding against
One word: Aggression.
In order to do that, a level 2 push is mandatory as every single advantage in lane needs to be grasped.
Despite this clear game plan, they should not fall for any cheese tactics by
Most importantly, the enemy cannot be allowed to reach the mid to late game as
| Match-Up number 4: |
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Strengths
+ Very good DPS with + + Good defensive tools ( + Very good in long fights + Above average sustain ( + Snek |
Weaknesses
- Modest mobility (- Extremely mana hungry/useless without mana - Cannot buy boots and its upgrades( - Sustain requires AP ( - No synergy with |
Level 2 enables
It is thereby advised to either turn in a win with this risk or wait for
*Technically any poision will do, so either
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Strengths
+ High DPS (+ Very high backloaded damage ( + Lots of lockdown ( + Save potential + low shielding ( + Very good in longer, clumped up fights ( + Untargetability on + |
Weaknesses
- Low mobility (- No sustain (Unless - Missed - |
- As per usual with DPS powerhouses, they need peel and/or lockdown to enable dishing our their damage.
Lissandra can provide these necessary attributes - Due to AP items being more versatile than crit items,
Cassiopeia can afford to build defensive items like
Banshee's Veil,
Zhonya's Hourglass or
Seraph's Embrace, giving
Lissandra a bit more time to react to all kinds of plays by the enemy - The combination of
Miasma onto any target hit by crowd control by
Lissandra can secure kills due to
Miasma's grounded effect
In both cases, the usual warding spots should help out.
The core idea is surviving the laning phase and getting into the mid to late game.
Mentioned situation will sadly rarely happen - with
As formerly adressed, the amount of match-ups are endless*. The aim of this segment was to give a rough idea of analysing a match-up and deciding what the game plan for laning phase is - knowing your lane partner's strenghts, weaknesses, strong phases, power spikes and assumed behaviour. The same deal goes for the enemy and their behaviour. This knowledge should aid in knowing what the goal of laning phase is and lead to a winning lane.
As shown by the stark contract between the
In any case, laning phase tends to end after turrets have fallen and people roaming across the map, eagerly awaiting either 5v5 teamfights, rigorous splitpushing in a 1-3-1 fashion or getting objectives like
With this chapter, I'm hoping that you, the reader, have seen the basics of how to identify strengths and weaknesses of each laner (and potentially every champion!), how to behave in a lane and identifying what the win con of each respective lane is.
This concludes the "Laning Phase" section of the Playstyle chapter. In the following chapter, we will go over the topic roaming as
*amount of match-ups
| Match-Ups |
| TL;DR: |
Disclaimer: As explained in the previous chapter Playstyle - Laning Phase, match-ups aren't as clear-cut as I am explaining them in the following segment. For example, fighting
Descriptions (1st and 2nd columns) Descriptions (3rd and 4th columns) |
Descriptions (1st Column) Descriptions (2nd column) Descriptions (3rd column) Descriptions (4th column) |
Descriptions (1st Column) Descriptions (2nd column) Descriptions (3rd column) Descriptions (4th column) |
Now, looking at the amount of hard match-ups in comparison to easy and mid match-ups, a valid question would be:
up for it once

| Synergies |
Descriptions Superb Synergies |
Descriptions Good Synergies |
Descriptions Default Synergies |

| Why Roam? |
| Roaming is the act of leaving your lane to be elsewhere on the map with a specific map-oriented objective in mind. |
Looking at the definition, we notice two key terms: map-oriented objective and leaving your lane. The former includes major objectives like
For further details about the major objectives, feel free to skip to chapter 7.2 Interjection - Major Objectives.

| When to Roam? |



When a wave gets pushed into the enemy turret, you keep the enemy busy for a while, as they will focus on getting the wave; the bigger the wave, the more time it buys. Assuming a Tower Dive is not viable, this gives you ample time to roam a bit to set up vision, help out in the river or even gank mid lane.
Sort of connected to the previous point: Given a situation in which a swift roaming response is needed, telling your laner to stay safe for a while is viable. As a consequence, the enemy laners will either follow up on the roam or pressure your laner, thus making them lose resources they need. Thus, the return to your lane should be just as swift.
However, given a less aggressive enemy lane or even a favoured wave state, the amount of time is lengthened, enabling more lengthy roam plays.
Now, one additional concept that should have emerged from these points is that a roam's success is also dependent on its duration. The longer a roam takes, the higher the chances that your laner will be in a bad situation, it can make the difference between saving your
And yes,





If your laner is not allowed to farm for a while by getting zoned, at best they will still gain solo-XP and at worst they will be denied gold as well. In any case, your laner will be behind and need extra time farming up in the mid-game to match the enemy's strength.
With an enemy pushing towards your tower, they have control over the lane. This, in turn, they can use to exert pressure in numerous ways: matching your roams, zoning off your laner from XP + gold, warding your jungle or committing to a tower dive upon the wave crashing into your turret.
Not being able to cast spells or survive ample amounts of damage while roaming automatically dooms a roam. Not being able to cast
These consequences only get amplified with the enemy jungler nearby. Tower dives become easier, 3v1 ganks usually result in a dead bot laner, etc. And in the worst case, you get caught off guard, giving the enemy a free kill.
Following the theme of the previous chapter, I want to go over a few situations to determine whether it is a good idea to roam or not:
| Example 1: |

However, let us assume that both are healthy and a tower dive is not a possibility. In that case we can see that a fight is brewing in the river -
Assuming
Alternatively, if the fight is looking bleak (
In this case enough mana for at the very least
| Example 2: |

This example requires explaining the situation on the map. First off, our
Now, while helping
Instead, roaming to either mid lane to arrive just in time to prevent the gank by

| Interjection: Ganks |
Now that we have covered the basics of when to roam, I want to go over the goal of getting other lanes ahead by using Ganks. This interjection will be kept short for overview purposes. I recommend looking up a dedicated Jungle guide for more in-depth information (ideally on Mobafire!).
| Ganking is the act of entering a lane, ideally by flanking, to create a fight with a numbers advantage. |
The goal is a gank is to create an unfair fight for the enemy and make them lose resources, ideally resulting in some resources for your team. This means either lowering the enemy champion's HP, forcing the enemy to use summoner spells, or ideally score a kill.
A gank has been successful if the enemy lost more resources than you had to use. Examples can be as simple as getting more kills than you have had deaths or the enemy using all of their summoner spells compared to only one flash from you.
But they can also be a bit more nuanced: Assume a 2v2 fight in mid lane in which you, the support, have died and the enemy jungler is very low, forcing them to recall. Meanwhile your jungler has been fighting
It would've been more advantageous if you had survived of course...
Generally speaking, a gank requires the enemy to not be close to their turret, as a turret is a significant threat in the early game. As a result, the further the distance to their turret, the higher the chance a gank will work out.
An exception of course is if you have the capabilities to tower dive safely.
The success of a gank relies on a few factors, ordered by significance for each side.
|
| In order to keep the enemy away from their turret for as long as possible, CC can buy you precious seconds, with stuns and roots being preferable. Obviously a gank will need your laner to be healthy enough to mitigate losses, and the more damage they deal, the more dangerous a gank can be. Mobility and Range can help when following up , but aren't as important as the other points. |
|
A very mobile enemy can very easily retreat to safety, with |
One thing that needs to be mentioned is that in order to gank a few champions, one has to wait for key abilities to be used. In the case of
Let us again go over a few examples in which we assume that
The reason for all of these assumptions is that I want to teach the approach to analyse a ganking approach. I talk about this in a tiny bit more detail at the end of this interjection.
| Example 1: |

| Ally Syndra: |
The plan is as follows: Either

| Ally Orianna: |

| Example 2: |

| Ally Teemo: |
However, ganking
This is a lane that isn't worth ganking and shouldn't be approached, especially when looking at the wave state combined with the aforementioned points. If
| Ally Dr. Mundo: |

| Example 3: |

| Ally Ahri: |
However,
As previously mentioned,
In any case, the usual procedure is trying to cut off as many escape paths as possible. In the first instance, using

The second described usage of

Afterwards, the combination of the CC chain and damage from
| Ally Zed: |
Possible

So as we have seen with these examples, the idea is usually the same: Observe the wave state/position of both laners, analyse the match-up, and wager if a gank will work out. If so, deduct the point of entry and do the usual
These examples have always assumed that everyone has their ultimate ability and that the waves are of equal size. Of course, some ganks become way easier without them: For example,
The execution of the other goals gets covered in other chapters:
In chapter 6.1, the basics of how to analyse your course of action in a fight have been covered.
The basics of Warding as well as the significance of the major objectives will be covered in chapters 7.1 - 7.4.

| Tips and Tricks |
In this segment, I want to go over a few
In the following tables, the filled circles resemble places where
| Mid Lane: |
|
Spots on the map
|
Reasons
| |
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❄ You suspect the enemy has warded the river bushes ❄ Your teammate has been shoved up to their turret ❄ You have a bit of space to hide | |
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❄ Your laner has been shoved up to their turret ❄ The enemy warded more than just river bushes ❄ You absolutely want to hide the claw indicator | |
|
Small sidenote about these two spots: The reactivation timing as well as placement of
| ||
| Top Lane: |
|
Spots on the map
|
Reasons
| |
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❄ The river pixel brush is warded ❄ Your laner is pushed up to their turret ❄ You want to cut off the enemy's escape path to their tower ❄ You came directly from base | |
|
Obviously you can also position
| ||
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❄ Your laner is pushed up to their turret ❄ You want to cut off the enemy's escape path to their tower ❄ You know tri brush is warded and come from base/an invade | |
| Bot Lane: |
|
Spots on the map
|
Reasons
|
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❄ The river pixel brush is warded ❄ Your laner is pushed up to their turret ❄ You want to cut off the enemy's escape path to their tower ❄ You came directly from base |
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❄ You want to hide the claw while standing in the alcove ❄ You want a less predictable way to cut off the enemy close to their turret ❄ You want to cut off the enemy's direct path to their turret |
|
These two spots are less about ganking, but can come in handy once in a while
| |
| Miscellaneous |
|
Spots on the map
| |
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These are just a few handy wall jumps using Some of these wall jumps are fairly difficult to pull off and require a bit of an understanding of |
|
Feel free to share any additional wall jumps spots I've missed! Also thank you Katasandra yet again!
| |

| The Forbidden Tech: Permaroam |
But what if you just cannot rely on your laner? What if, despite your best efforts, you cannot exert any pressure in lane and are essentially a sitting duck? Or what if your jungler is really ahead and you are certain he can carry the game?

Now, let me preface something about this strategy:
If done wrong, this strategy will cause more harm than it does good. It will not only put your laner behind by getting continuously zoned and likely killed, you will also lack XP and gold. In the worst case, it might even make your laner ragequit. You have been warned.
| Permaroaming is the act of a support abandoning their lane, acting as a second jungler by permanently roaming across the map. |
Two prerequisites for the success of this strategy are to have proper map awareness and game sense*. I will cover these topics very briefly due to a) the sheer size these topics have and b) how much they rely on experience.
*We've already gone over the basics of Game Sense in the previous chapter by analyzing each duo's strengths and weaknesses!
Map Awareness 
Map Awareness is all about knowing what is happening on the map, mainly knowing the enemy champions's as well as your teammates's location and their anticipated course of direction.
For example, if you know that the enemy jungler is currently fighting
Game Sense 
Game Sense describes the general understanding of the game and being able to apply that knowledge. It includes knowing the powerspikes and strengths + weaknesses of each champion within the game and acting accordingly. Even simple things like checking items is part of Game Sense.
As an example, ganking your
The goal of this strategy is to get your other lanes/teammates more ahead than your bot lane will be behind. This is accomplished by constantly ganking mid or top lane, setting up vision around objectives or to scout the enemy jungler, or sticking to your jungler and helping him with objectives/gank/fights. Essentially, you become a second jungler but without the income and a timer.
Now, permaroaming doesn't mean that you never return to botlane. Sometimes there is no objective on the map, lanes are ungankable or you just set up vision. In that case it is viable to return to bot side and soak up a bit of XP before you decide to venture off onto the map again.
Past level 6, I want you to think about a job that we all tend to forget, never want to do but we secretly all respect:
The trusty janitor. A janitor's job is to keep a building clean and intact, repair things if needed, keep bugs out and keep things in check. This tends to include some dirty and unfun work including talking with potentially rude people, but they are basically keeping the building afloat. And the worst of all? Not a lot of people tend to even acknowledge the janitor!
As Lissandra support, you are the janitor of your team.
Your job is to keep the team together, to check on your enemies and holding them at bay for your team. You will do all the warding that maybe your teammates won't even see and take for granted; and if you are lucky, maybe a teammate will notice your work and praise you for it.
You might need to
- She excels at locking enemies down
- She can play aggressively aswell as defensively due to
Glacial Path's flexibility
- She is one of the best anti-carries and being behind on
Lissandra doesn't mean much as 3 seconds of hard CC will always be relevant, no matter the circumstances.
- Tank items are very flexible and due to their sheer amount, as long as you roughly know what you need, you can never really go wrong with them
- And if you need a bit more damage, Lissandra's superb AP scalings enable her to get the most out of the AP you get
No Patrick, we will not consider
Experimental Hexplate a viable option just because of its ultimate haste
To use this flexibility, we again need to ask ourselves a few questions:
- What is my team's composition?
- What is the enemy team's composition?
- What are my team's strengths and weaknesses?
- What are the enemy team's strengths and weaknesses?
- How does my team want to fight?
- How does the enemy team want to fight?
- What is the relation of damage types in the enemy team?
- Who is the most fed in either team?
- Which items will I have to build?
- What is the priority of the items I will need?
- How will I have to play then?
In order to show off this flexibility in playstyle, we'll go over a game's teamcomp on both sides, similar to the laning phase segment, try to answer a few of the questions.
| Teamcomp example: |
|
Strengths
+ Very high amounts of crowd control+ Good engages and peel + High physical and magical DPS + Good follow-up to any play + Good amount of damage + |
Weaknesses
- Ashe is the only physical damage dealer- Alright poke - Very low sustain - Only 1 shielding instance on a high cooldown - Without |
Your team is as traditional as it can get: Lots of crowd control, two damage dealers with good DPS of each type, a solid frontline and follow-up. 5v5 front-to-back teamfights and picks are your forté as whoever wants to reach your damage dealers will get denied from doing so. Reaching the backline will be difficult, but that isn't a priority as with all the DPS and frontline your team has, getting rid of
|
Strengths
+ Strong poke+ Long range engage + Frequent team wide shielding and in-fight healing + Unattended + Good front- and backloaded damage + Long range capabilities |
Weaknesses
- Bad DPS- Mediocre peel - No out-of-combat healing without backing - Not that good at reaching your backline without sacrificing frontline |
Their plan is simple: Poke your team down, get picks and get ahead before your team can muster up their strength; essentially a snowballing composition. Alternatively, they could attempt to give
| - High physical and true damage |
| - Medium magical damage |
| - High magical damage |
| - High physical damage |
| - High magical damage |
As we can see, the enemy team has lots of both types of damage, meaning we will have to consider both types of defensive stats. Their physical damage is mostly backloaded (
Most of the enemy's magic damage is frontloaded, with some continuous magic damage with
Let me preface this by saying that
This question requires you to examine the current game state. Let's go through 2 different scenarios. The bigger a champion icon, the more fed they are:
| Scenario 1: |
As we can see, our
In the last section, we concluded that valid magic resist item choices would be
The choice of magic resist item then boils down to a few factors: Are you interested in aiding
All three items are solid choices and depend on how your team will play the rest of the game and personal preference. In my case, I'd rather choose
Kaenic Rookern costs 2900 gold, meaning that as a support after your first item (
Locket of the Iron Solari), you are committing to magic restist for a while. By the time you can afford it, the enemy's AD sources might've caught on.
Abyssal Mask enhances your fed
Brand's damage
With the choice of a second item, we still need an item against the enemy's AD choices:
Unlike the previous item, the choice here boils down to whether you need anti-heal or you trust
| Scenario 2: |
Laning phase was quite rough for you, as
In terms of magic resist,
This is where
Assume Scenario 1:
- The obvious plan is to lock
Lux and other sudden threats down for the rest of your team to eliminate, assuming they are in range. In this case, your role is to be an engager besides
Shen and
Galio. - Another plan is to let the engagers do their job and engage in peel duty for your
Brand.
Darius and
Zac still have high base damage and have the option of either flanking or ignoring your frontline to beeline towards
Brand. Keeping them away with your abilities until the rest of your team handles the other 3 is a viable option to play the game out. - If your vision game is on-point, you could even plan some excellent Gorgonzola cheese by picking out singular members of the enemy team that are out of position, ensuring a numbers advantage for the time being.
Generally, playing for
Assume Scenario 2:
- Engaging onto
Jhin and/or
Zyra when on their own can turn the tide. With follow-up by at least 1-2 of your comrades, getting picks until your team is on even footing with the enemy should be a priority - At the same time, keeping those very targets away from your damage dealers can mean just as much as picking off targets.
Brand and
Ashe's immobility have to be offset by your stuns and roots - Both plans are made easier with proper warding
In any case, you have to aim to abuse the enemy's weaknesses and keep their strength low: Engaging is a good idea due to their mediocre peel; if
As you can see, making the correct choice isn't that easy. In each scenario, the playstyle boiled down to what the team needs and how they play. It obviously should not make any sense to force engages onto
While this chapter might be shorter as the previous and arguably more important, it isn't any different. The same principles apply:
- Identifying each team's strengths and weaknesses
- Basing a default fight plan based on that
- Identifying each character's role in- and outside of a fight
- Your role based on these factors
- Builds and the priority of each item
It's the same idea but scaled up to 5v5s instead of 2v2s with a jungler sprinkled in.
I want to emphasise that this is by no means easy to do. In my case, it took me over 4-5 years to gather the necessary experience and apply it. So do not feel bad if you make mistakes. To quote
"The supreme art of war is to subdue the enemy without fighting." - Sun Tsu
Let's face it: We all know that wards are not just some fancy +30 gold for the enemy and we all know that we should use them more often. Vision wins games and can prevent an unfortunate engagement or enable picks since if you know where the enemy is, you can plan opportunistic strategies to get ahead and eventually win the game!
So, let us start with the very basics then by explaining what wards are, what they are capable of and what their limits are!
Disclaimer: The following segment is about the very basics of warding. If you are already familiar with these basics, feel free to skip to the more nuanced segments.
| Setting up vision, ward limits + coverage |

| Stealth Wards - League's CCTV |
|
The good old trusty A ward can reveal a circular area around itself with its radius being fairly big. They remain on their spot for 1,5 - 2 minutes, have 3 AAs worth of HP and after a delay of 3 seconds, they will remain camouflaged/invisible until they expire. You can, by default, place a ward by pressing 4 on your keyboard and clicking wherever you want to place it. By default you will get 1 ward in your trinket slot with a limit of 2 wards available to place. You can place up to 3 On the right you can see the game showing how many of your wards are currently active. |
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|

| How to get wards - if(400g): Free wards |
Congratulations, with the second tier, you can now place wards wherever your heart desires! Be wary that

| Replacing wards - lim(wards)=3 |
So what happens ingame is this:
Notice how the first ward I placed got a red 1 once I wanted to place my 4th ward and how that very ward got deleted and replaced by the 4th ward. This process repeats until you have no more wards left.
I have also made a short animation that might help with the numbers:

| Bushes - Watching grass grow |
As you probably have guessed and noticed, wards can be put inside of bushes! The relevancy of this statement? Wards can only reveal what's in a bush if it is in the bush itself.
In the following video, you will see that I have put an enemy inside of the three bushes near Lissandra to illustrate what I mean:
Video from previous season. Still just as good, but not freshAs you can see, the first ward I placed did not reveal the enemies inside the bushes, while the 3 other wards I placed inside of the bushes did reveal them. Have another edited screenshot that shows what the wards reveal. The red area is the left ward's vision coverage while the green area is the right ward's vision coverage.

Old screenshot. Again, just as good, just not new
| Faelights - Roided up wards |
Faelights are specific spots on the map, marked via a ring of glowing mushrooms, that can provide several vision related benefits when a Ward is placed on top of it: The most obvious one is the reveal of a specific area around the spot for 45 seconds, indicated with yellow fog-ish fae VFX. Below you can see a map with all of the faelight areas marked on the map. The cyan dots indicate the Faelight location, with areas marked in red/green being the revealed area. Red areas are Faelight areas available from the start of the game, with green areas being available once the elemental rift spawns (i.e. after 2 killed dragons). Areas marked in purple are bushes that are revealed by a Faelight, with areas marked in purple and pink being areas both Faelights (red and green) can reveal.

As just mentioned, Faelights also reveal specific bushes, making the travelsal of the area generally safer. Finally, a Ward on a Faelight spot will gain a 25% increased area coverage, increasing its capabilities and value. Be wary that placing a ward on an ally buffed ward will replace the already existing ward, but also refresh the Faelight duration.
Visualisation of bush reveals using FaelightsNoteworthy is that Faelights aren't exclusive and can be claimed by both teams at the same time. This means that placing a ward on a Faelight does not remove the enemy's ward on the Faelight.
Now that we have covered what wards are, what they can do, how many we can usually carry and how far they can reveal the map, let's talk about vision denial, a concept as fundamental as vision setup.
| Vision denial and control wards |

| Oracle Lens - Become a walking radar! |
Before I explain
|
The gist of vision denial is destroying the enemy's wards and denying the enemy vision with
|
In the section about
To illustrate, I decided to get a friend as a paid actor to help out:

A small mention on Faelights: If you use

| Control Wards - Purchasable wards? |
Why would I ever buy a ward for 75 gold if I get them for free from either my trinket or my support item? What a scam!! - Timmy "Naive" Johnson
That is because you actually get something in return for buying this beautiful, extremely useful red ward!
I again got my paid actor to help out with this:

This means that Lissandra herself cannot see him. Yet I see him because of the

| Support item quest - Cheaper Control Wards |
| Before Completion | After Completion | ||
Cost | 75 Gold | 40 Gold | |
G/5s | 5 G/5s | 9 G/5s |
This brings several further benefits: By making

| Countering Faelights - Extinguish the light |
Let's get the obvious out of the way: You can get rid of the enemy's Faelights by destroying the ward that started the Faelight. Besides waiting out the 45 seconds, there is no other way of getting rid of them.
But in order to destroy them, you need to know if you are in a faelit area and in which Faelight spot caused its existance. There are two main ways to accomplish that. The first method uses

See the video below for a practical demonstration:
The second way requires the usage of a

In any case, all that is then left to do is reveal the ward using either methods while closeby and to get rid of it. Congratulations, the enemy lost access to the vision in the faelit area!

| Pinging Vision - Powered by intel |


Both wards accomplish the same thing: If used on a visible enemy ward, they will put an indicator at the ward's location for your team to see (an auto attack on the ward will work as well); this indicator also shows and tracks the ward's remaining duration since its reveal. Below is an illustration of the indicator with differing ward durations:
|
The screenshot on the right shows three wards with different remaining timers, shown by the red circle. Noteworthy is that the circle does not directly translate into the remaining duration of a ward in seconds but rather as a relative value; this also means that a ward with a lower absolute duration will have a faster dissapearing circle. For example, the left indicator shows that the ward is in its last third of its life, with the middle ward being in its last quarter. In comparison, the right ward is at its 3/4 mark. |
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A ward doesn't necessarily have to be visible to generate an indicator: If the placement of the ward was visible, a ping on top of the ward within the next 10 seconds will generate an indicator, regardless of the current vision status.
Besides gaining intel, pinging a ward will give the person pinging 5 gold of the ward's 20 gold bounty to reward a player's map awareness. Also,
A ward's indicator will dissapear if either the ward expires naturally, gets removed by a player or gets replaced.
A video highlighting the ward indicator system can be seen below:
This covers the very basics of vision setup and vision denial. The following segment will be a short interjection and will act as a setup for the next Warding chapter.

| Void Grubs |


| Elemental Drakes |
Elemental








As previously mentioned, each killed dragon grants an additively stacking buff. These buffs don't have to be by the same dragon, as the first, second and third






Dragon buffs (and soul) are more stat focused buffs. While some individual buffs are less useful than others, their souls make up for that. For example, while

| Rift Herald |

|
Upon killing |
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|
Once picked up, it will be placed in the Trinket slot, replacing |
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Similar to the recall,
Optionally, Shelly can also be ridden and steered similar to
In this case, she will knock any hit non-friendly entity up, dealing a bit of damage. When hitting a turret, the rider gets ejected with a shield while a swarm of
Important Note: Shelly can be rammed into a wall, thus denying the charge.
Similar to

| Baron Nashor |
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|
Hunting Baron is best recognised by its horn. Its special ability summons lighting strikes on enemies fighting it. It is the only form of |
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|
All-Seeing |
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|
Territorial |
![]() |
Taking
|
1.
| Your teams gains a solid amount of Attack Damage (12-40) and Ability Power (20-80) | |
|
2.
| Your recalls are empowered, reducing the recall time to 4 seconds down from 8 | |
|
3.
| Most importantly, it empowers each friendly minion around the buff bearer; for details check out this link |
Just like

| Elder Drake |

For completion sake, we will briefly go over

If an enemy has less than 20% of its maximum HP within the 2.25 second period, any damage (including
The stength of this buff makes
This covers the short interjection about the major objectives. The following segment will explain:
|
1.
| Why you should setup and deny vision | |
|
2.
| When you should ward and deny vision | |
|
3.
| Where you should ward and deny vision |
“By failing to prepare, you are preparing to fail.” ― Benjamin Franklin
Now that we have explained what a ward is, what they can do and what dewarding is, let's go over why we even need these cute little buggers, when we should use them and where to put them!
| Why to (de-)ward and its benefits |

| Reasons for warding - Paint the minimap! |
Setting up wards is like setting up cameras: We want to ensure that we feel safer traversing the map by knowing where the enemy is (going), ideally when they were at the ward's location and which enemy is/was at the ward.
With a properly placed network of
The enemy
Just like you wanting to know where the enemy jungler is to avoid stealing objectives, knowing where he is to avoid getting ganked is just as important if not more.
There are many, many more reasons as to why one should ward, but these are, in my opinion, some of the most relevant reasons. Most reasons are derived of the very first reason, as knowing the enemy's moves and location enables planning. And a solid game plan can always push your lead or get you back into the game. The possibilities are endless.

| Reasons for dewarding - An eye for an eye |
After covering the reasons of why to ward, you should be wary that the enemy is very likely planning the same thing as you are - they themselves want to deny your
To avert that, we want to deward using
| When to (de-)ward |

| Ward timing - When warding gets tense |
Try to ward a minute before an objective spawns. In order to know when an objective spawns, hold (by default) Tab and look at the top of your screen. The closer it is to a minute, the more you should start considering to ward key points around the objective. However, if you want to be somewhat technical, you would be alright warding objectives anywhere between 1:45 minutes in later stages of the game and 1:15 minutes in earlier stages of the game before an objective spawns since
Holding Tab should reveal this at the top of your screen:

However, if there is no objective in mentioned time, just keeping up ward uptime is just as important. Basically, you should be warding whenever you can, but prioritize objectives and key targets/win conditions in your team.
Now, warding should be your top priority, nevertheless:
Playing with your team should be more important! Do not tunnelvision too much into warding and instead learn when warding does not compromise your teammates. Some examples would be:
- You know the enemy
Nidalee is currently topside, the enemy
Zed is shoved into his turret and your
Ezreal is aware of you needing to ward, so he plays a bit more defensively. - You have a feeling that the enemy
Nunu & Willump really likes to gank botlane and your
Rek'Sai can't help. Putting down a few wards into bushes nearby while the enemy wave is pushing into you could prevent him from getting you killed. - You just got out of a good teamfight and your team can secure
Drake without your help. Putting down a few wards around
Baron Nashor while they fight
Drake to get control of
Baron Nashor right after would help a lot here

| Deward Timing - Lowering intensity |
Generally though, you can follow the same ideas as in the "when to ward" section, but in reverse. Examples would be:
- 45 seconds before
Drake spawns, your plan is to ward asap. However, you just saw the enemy
Bard go from bottom river to mid. This is a clear indicator that
Bard just warded around
Drake. - Let's use the first example from above again: The enemy
Morgana noticed that you left to ward, so she decided to ward around bot lane to prevent your teammates from helping you out. While on your way back, you should consider dewarding likely warding spots. - You are contesting
Baron but you notice that the enemy is playing a bit too coordinated, you feel like you are being watched. The enemy very likely has a few wards near your team's position.
| Where to (de-)ward |

| Early game ward locations - The early bird... |
Recommended warding spots in laning phase(~15 minutes):

Each yellow dot represents a possible and viable spot to ward (with the blue dot representing a Faelight location) but just like with cooking, timing matters as well. For example, warding the rightmost brush as red side isn't all that worth if you are pushing into the enemy. Instead, in this case, it would be more adventagous to ward these spots:

Now, why would you want to ward those spots? I'll pull up another image:

But what do we do if we are the blue team and we get pushed in? Where should I ward if I can?
The following spots are advantageous:

The following image will cover a few more examples on red side and other game states that can happen early with blue dots being blue side wards and red dots being red side wards:

A few wards that are a bit more risky but are worth it if you pull it off are shown in the image below. They are meant to spot the enemy jungler at his camps which might be the only way of spotting them (Looking at you

This should cover the early game. Of course, putting some wards into bushes on bot lane or the alcove can be a good idea aswell (for baits, etc). But these are the main wards I do in the early game to help me out as much as I can.

| Mid/Late game ward locations - ..catches the Baron |
| Drake Pit, Red Side: |

As you can see, there are a ton of wards around dragon pit, mostly in the enemy jungle that touches
| Drake Pit, Blue Side: |

This follows the same idea as red side, except you ward red jungle instead of blue jungle. The wards close to mid are meant to spot enemies from mid lane/mid jungle, while wards deeper in the enemy jungle/closer to bot side are meant to spot them there. Same deal for bot side wards.
For the following segment I wish to give a refresher: Territorial
| Territorial Baron Pit, Red Side: |

For this specific image, I deicded to add blue arrows to show where the enemy could go and thus get spoted by your well placed wards. There isn't much that needs to be said here, as we are trying to accomplish the very same thing as in
| Territorial Baron Pit, Blue Side: |

The following images will show warding spots for the 2 other types of
| All-seeing Baron Pit, Red Side: |

| All-seeing Baron Pit, Blue Side: |

| Hunting Baron Pit, Red Side: |

| Hunting Baron Pit, Blue Side: |

Now, what if there are no objectives up? In this case, we look at the turrets on the map. To explain the idea of this, I want you to think of the game Risk (or Empire Earth II if you ever played that). You know, the game where you let dice decide whether you own a country? Yeah that one.
In Risk, the area you own covers the area you can move reinforcements to, move freely without worrying about attacks and plan on attacking neighbouring countries. Some areas even have designated paths to send soldiers across as seen below:


At the beginning of the game (until a turret has fallen), the map is sort of split even for red and blue side. If you for example, as a member of the blue team, move in blue territory, there is fairly high chance that no bad thing will happen. This also means that warding in blue territory is fairly safe and should not get you killed.
In return, this also means that moving into red territory has a higher risk of getting caught and getting you killed, but also means that the chances of spotting an enemy are higher.
Now let's assume that red side outer turret has fallen. The map's control now shifts a bit in blue side's favour, see the image below for a rough idea:

As you can see, blue team now has a bit more safety on moving on the map as the enemy's turret has fallen. This does not mean that it is 100% safe to move in the newly "aquired" area, but it does mean that it is safer to ward in mentioned area. This idea of painting the map can work with every turret and every team.
However, what if both mid turrets are down? In this case, we get a sort of "No Man's Land" where it is neither safe nor unsafe to move in. These areas could be declared as minor priority warding spots, especially if it's the jungle that turns into No Man's Land. 2 images to illustrate:

Assume we are in the case of the left image. We want to get closer to destroying the enemy nexus and in order to do that, we need to get turrets. How do we, as a support, ensure getting them? By warding around towers of course! Have another illustration to see a potential course of action:

Whichever of these wards you place down depend on your game state. Is your
Later stages of the game follow the very same idea and are sort of easier as the closer you get to the enemy nexus, the less safe area the enemy has, thus less area in the No Man's Land you need to ward.
[/columns]

| Deward Locations - A Control Ward's best skill |
Before I start to explain where, let me give you one word of advise. If you, the reader, are going to take one thing away from this guide, it should be this:
|
Always have at least one Control Ward in your inventory for objectives like Baron or Drake. If you have none, at least have Oracle Lens ready
|
Similar to "why to deward", "when to deward" is just as short as, yet again, dewarding is just the inverse action of warding. A few examples of where dewarding is a good idea:
Let's get back to that


- You just saw the enemy
- Remember the enemy

You are currently doing
Again, if you are going to take one thing away from this guide, it should be that you should always have a
And now we have covered the most important things about warding! In the next and final section about warding, I will talk about tips, tricks and quirks I have noticed and learned about establishing vision; be it simple warding spots, how I see
Stealth Wards and
Control Wards have a radius, as mentioned. But knowing how far that radius goes can make the difference between disabling a ward and keeping it alive. See the image below as an example:
I got another paid actor to help me out. As you can see, her ward has not been disabled by my
Control Ward as the radius (white circle) of the
Control Ward does not reach the ward.
- Talking about the radius, be wary that walls can stop you from seeing certain angles. An example of such walls obstructing vision can be seen in the video below:
A few more examples of where placing your ward can make a difference; due to the high amount of images, I decided to post the collection on imgur(While the specific ward spots are partially outdated, I still feel that the main lesson of being wary of geometrical vision is being taught):
Collection of wards
- Wards spawn fog generating debris upon expiration, see below:

This debris will change into 4 different states depending on the time since expiration. After ~25 seconds, the debris's orb will shine less intense. 1m15s after the ward's expiration, the orb will not generate any more fog. 2m 25s after its expiration, the orb and debris will shrink. Eventually, after 4 minutes, the debris will have dissapeared. See the video below for a showcase:
You can use this knowledge to figure out where the enemy might like warding to deward later!
- Be cautious when attacking a ward! Attacking a ward will reveal your position to the enemy team for around 1-3 seconds after your auto attack lands!
- Don't necessarily see
Control Wards as a
Stealth Ward, but see it as the instant, paid version of
Oracle Lens. Their main purpose is to deward and deny vision, so you should rather see them as such. While it is viable to put them down in a certain spot (like pixel brush), I personally think that using them to deny vision is ultimately more useful.
- If you are in a bush that has been warded by the enemy, minions will likely decide to walk into the bush and attack you. So if minions go towards your bush instead of attacking other minions, be careful as the enemy knows you are in that spot!
- While
Control Wards do deny
Stealth Wards, be wary that if you place any ward into a
Control Wards radius, the
Stealth Ward will work for about 1-2 seconds before turning off. This can be crucial when you decide to fight at
Baron or
Drake and need to see the objective's HP or the enemy's exact location. So don't be shy to use them for a quick glimpse!
- While this doesn't apply to
Lissandra as building it on her is not a good idea,
Umbral Glaive is the ideal dewarding item as it can instantly kill an enemy ward and reveal wards around you!
Control Wards are the exception, needing up to 2 auto attacks. Truly a beautiful item, I wish it would be viable on
Lissandra...
Deep Ward is ideal if you want to make the most out of your wards and your own warding skill, rewarding deep warding in the enemy jungle.
Sixth Sense is a good introductory rune to learn the fundamentals of dewarding.
Grisly Mementos will make the enemy support hate you, as you will be dewarding the entire time.
- While a ward has a default bounty of 20g, it can actually be raised: If player A reveals a ward and Auto Attacks it and then player B, destroy it, both players get +15g afterwards. This means that instead of just player A having gotten 20g, player B also got 15g in the process.
- If a ward causing a Faelight is nearsighted via
Oracle Lens or a
Control Ward, it loses its buffs but continues revealing the Faelight area. This doesn't apply to enemy
Control Wards as those cannot be nearsighted.
- The most important stat to me: Vision Score! In short, Vision Score shows you how well a player has kept up vision throughout the game; the higher it is, the more a player managed to keep the map warded. But how exactly does it work?
If you kill a ward, you get +1 vision score. Per 60 seconds of a ward's lifespan that you denied, you gain +1 vision score. In turn, this also means that per 60s of ward lifespan that was not denied, you gain +1 vision score.
The whats
Stealth Wards reveal an area around them for up to 2 minutes
- They are camouflaged and are only revealed by
Control Wards or
Oracle Lens
- They have 3 auto attacks worth of HP (RIP
Jhin)
- You, by default, get
Stealth Wards for free in your trinket slot with a maximum of 2 at once
- Otherwise, you get
Stealth Wards by reaching the 400 gold mark on your tier 1 support items
- You will get 1
Stealth Ward upon upgrading
World Atlas to
Runic Compass, but to a limit of 3 when reaching your own fountain
- Tier 3 support items store up to 4 wards
- The limit of placable wards is 3 and your first placed ward will get destroyed if you place a ward in the 3/3 stage
- Wards cannot reveal things behind a wall aswell as what is inside of a bush
- ...unless you place a ward inside of a bush!
- Faelights will buff up your wards by improving their vision range by 25% while also revealing a huge, designated area for 45 seconds!
Oracle Lens is the inverse trinket of
Stealth Wards as they can reveal and disable
Stealth Wards
Oracle Lens also shows the silhouette of enemies aswell as
Control Wards
Oracle Lens also counter traps like
Shaco's
Jack In The Box,
Nidalee's
Bushwhack or
Teemo's
Noxious Trap. It won't stop them from working, but it will reveal them, thus enabling you to destroy them.
- Using
Oracle Lens within an area covered by enemy Faelights will notify you of the covered area and with a ping!
Control Wards are superior wards as they are a mix of
Stealth Wards and
Oracle Lens; however, they are not camouflaged
- Unlike
Stealth Wards,
Control Wards are something you need to buy for 75 gold each, being 40 gold upon finishing the support quest
Control Wards, just like
Oracle Lens, disable enemy
Stealth Wards and
Farsight Alteration
- They also reveal camouflaged enemies like
Twitch in his Q
Ambush or
Evelynn past level 6
- Placing a
Control Ward in an enemy faelit area will also notify you about the covered area via a ping and point to the location of the enemy ward causing it
The whys and whens
- Warding is done for the same reason as cameras IRL: You want to ensure safety in important locations to plan your next moves
- This involves preventing ganks by the enemy team, enabling ganks by your team, securing objectives, picking off enemies or baiting them into advantageous plays
- Dewarding follow the same idea, except in reverse: You want to make it harder for the enemy to plan accordingly and have more control over the map
- This results in the enemy having to ward more, make objectives harder to contest/steal and go for riskier plays
- It is generally advised to ward a minute before an objective like
Baron,
Drake or
Rift Herald spawns, although one can make an argument for 1:45 later on and 1:15 early into the game
- Keeping warding uptime up in case of no objectives is just as relevant, so ward whenever you can
The wheres and relevant tips
- Warding should be done around key points on the map
- This generally involves big objectives like Dragon pit, Baron pit, turrets, smaller objectives/win conditions like turrets or the safety of your splitpusher, or places where you can expect enemies like their jungle (camps) or the entrances of their base
- Don't just ward the same spots! Sometimes you need to abuse the range of a
Control Ward to still have vision of the area by warding just outside of its denial zone. Being flexible is key
- Always have a
Control Ward ready for objectives and see them as more of instant
Oracle Lens than glorified
Stealth Wards
- Auto attacking a ward reveals your position, so be careful where you go after clearing the ward
As a support, your key trinkets are
- Lissandra
Frozen Tomb is not only a stun, but also a knockdown! Great to annoy dash users. Examples of dashes would be:
Sejuani's Q
Arctic Assault
Rengar's passive (and thus
Thrill of the Hunt aswell)
Unseen Predator
Irelia's Q
Bladesurge
Tristana's W
Rocket Jump
- People can see your claw...well, not always. If the claw is within 600 units of a champion within a wall, the enemy team can see the claw. However, beyond the 600 units your claw cannot be seen.
How much are 600 units to be exact? I will add a screenshot to illustrate:
I chose
Ashe here as he has exactly 600 auto attack range
This also means that the closer the enemy is to your red side turret, the higher the chances that the enemy won't know that you are pulling off the Lissandra special!
- Adding to the last point: You can use Liss
Glacial Path into a wall. As long as the claw indicator is positioned more towards the end of the wall you wanna get out of, you will pop out of that wall. I'll drop a picture to roughly illustrate what I mean.
Rakan W
Grand Entrance can be stopped with
Lissandra W
Ring of Frost. If
Rakan hasn't reached his destination yet, he can be stopped with any kind of CC. Neat thing I found out on accident.
I hope that by reading this guide, I have given you a few tools to improve your warding, get a better idea of tank items and give
For example, remember
That being said, I hope you enjoyed reading the guide. Have a good one and obey our ice queen - and most importantly draw more art. She deserves more fanart.
HUGE thanks to all the "paid" actors that helped me out setting up videos/screenshots to explain some concepts and Katasandra again for donating parts of their marvelous mid guide's code. I would also like to thank my good friend Flipper for proofreading my guide and HUGE thanks BoarAnon for giving me the beautiful paragraph and chapter separator.You all are truly wonderful. Take care and have a good one.
A niché way of playing Lissandra support, building
In this order:
Now, how does one have to understand this tier list?
To me, there is no "best skin". I, instead, judge skins based on how often I feel like playing that very skin. In my case, I find Flora Fatalis Lissandra to be the skin I've been picking almost none stop. Closely followed is Prestige Porcelain Lissandra, with Porcelain Lissandra and Space Groove Lissandra being very close seconds.
Less frequently, but still often, will I play the skins in the second tier. And the least often I will pick Bloodstone Lissandra and Blade Queen Lissandra, with Coven Lissandra being picked essentially never, despite being a high quality skin.
The reason are obviously looks, but I personally prefer the sounds of Space Groove Lissandra as I really love that kind of music and the goo sounds. It doesn't help that self-ult has a disco ball and REALLY funky music going on. That, and the duration of the music helps me weave
The skins in the second tier are definitely still very good, and I'm sure I might be making a few enemies by putting Coven this low. I just don't like how
And even besides this... this is just my personal opinion. And you know what they say: Opinions are like backsides - everyone has one, but mine stinks :p
Now, why is PROGRAM Lissandra in the second tier? Well...
Let's say my favourite game has an AI as one of the best antagonists of gaming history and PROGRAM Lissandra kind of resembles her, in tone and in looks
3.8.2021 - Added further details about Zeke's. Updated Testing tab.
11.8.2021 - Added opinion on Mobi Boots. Updated Testing tab.
14.8.2021 .bat gnitseT detadpU . Tidied up the Items tab a bit.
11.9.2021 Tab testing updated. Added more details on when to build the wardstone items. Added more details on when
19.10.2021 - Added opinion on
20.10.2021 - Added a tab about Season 12, being about my thoughts on the new items and runes
21.10.2021 - Changed opinion about Lucian and potentially more to follow. I dont want to see him again...
18.11.2021 - Added
11.8.2022 - Added "rarity" to how often one buys which item, excluding mythics, Updated testing tab again.
16.8.2022 - Tidied up the introduction to the guide a bit, added a sketch by @cosmicbim to fun facts
18.8.2022 - More tidying up. Prepare for a warding and match-up section aswell as a general outline for the guide!
19.8.2022 - Added segment "Warding - Basics". Will add additional chapters soon.
19.8.2022 (at night) - Added custom made seperator by my friend and expanded on "Warding - Why and When". "where" will follow tomorrow.
20.8.2022 - Further expanded the "where" section. Will add tips, tricks and quirks later.
21.8.2022 - Added a tip and tricks section, expanded on a few chapters aswell as more seperators, thanks to my "paid" actors and artist friends
22.8.2022 - Fixed a few tiny things.
6.9.2022 - (nice) Added a personal segment: Burst vs Tank and why tank is prefered
7.1.2023 - Expanded the "Why tank?" segment
12.1.2023 - Moved
14.1.2024 - I'VE BEEN UPDATING THIS GUIDE EVER SINCE, I FORGOT TO ADD DATES
20.1.2024 - Shuffled a lot of items around, added the Suboptimal Items section
22.1.2024 - Updated the Support Upgrade section properly
24.1.2024 - Adjusted minor runes, added
26.1.2024 - Moved
9.2.2024 - Big overhaul of synergies and threats, added parts of the update on the playstyle segment. THAT PART ISN'T DONE YET, BUT I NEEDED TO UPDATE THE GUIDE SOMEHOW SO THAT PEOPLE DON'T THINK I DROPPED THE ENTIRE THING
16.2.2024 - Big overhaul of the Playstyle chapter. Added early game and WIP notification about mid- to lategame
19.2.2024 - Addition of text to the Playstyle - Mid- and Lategame. Not done yet!
21.2.2024 (at 6 ******** AM) - Added chapter "Sample Builds"
22.2.2024 - Fleshed out the Abilities chapter, added pictures by my friend Rio (@Vaileigh) on Twitter (Im not calling it X), added skin tier list
15.5.2024 - Removed
16.5.2024 - I FORGOT ABOUT
10.1.2025 - New Season. Added disclaimers for under construction segments. Redid math on
15.1.2025 - Rework of the Runes section (Thanks again Katasandra for the code/inspiration!!!!!)
16.1.2025 - Addition of Summoner Spells in the Runes section. Addition of Intersection - Major objectives (not done yet...)
1.2.2025 - Added and finalised the new chapter 7.2 - Interjection. It goes over the major objectives to try to understand why warding around them is important
5.2.2025 - LITERALLY JUST UPDATING SO THAT THIS GUIDE STAYS UPDATED. THE MATCH UP SEGMENT IS HELLA UNDER WORK LMAO
16.2.2025 - Updated Match-up and Synergy segment (Still work in progress, please be patient)
19.2.2025 - Fully added the chapter Match-Ups and Synergies. My hands hurt.
22.02.2025 - Added two example rune pages. Made the guide look a bit nicer. Reworked chapter Why Lissandra? with some fancy pros and cons
23.02.2025 - Changed titles like this to fancier titles. Added a new separator by BoarAnon
1.5.2025 - Changed
30.5.2025 - Added new section focused on roaming and ganking. Added another segment at the end focusing on explaining certain terms briefly.
6.6.2025 - Finished section on roaming and ganking
10.6.2025 - Finished the final touch-ups in the Roaming and Ganking chapter. Added a few more keywords into the Keyword Index.
15.6.2025 - Tidied up the guide at points
4.9.2025 - Added a segment on purchase timing for Tier 2 Boots
26.9.2025 - Added
8.1.2026 - Put the guide in WIP due to the new season. Removal/adjustment of
14.1.2026 - Added noteworthy new items (
24.1.2026 - Added sections about Faelights and the support quest. Started modernising some older sections by applying the Major Objectives look. Added a new image in the Support Item Upgrade section drawn by yours truly
26.1.2026 - Modernised the warding section a bit more. Added a section about pinging wards in chapter Warding - Basics.
4.2.2026 - Added section about Countering Faelights. Added a cool table for the support quest benefits. Added tiny detail about "claiming" Faelights. Added a small section about ward debris in the Warding Tips and Tricks. Added a few videos for the ward indicator, faelights + oracle lens and ward debris. Would've added new faelight map but cba to download the PBE for something that drops today lol
11.2.2026 - Changed opinion on
26.2.2026 - Added Neeko to the Threats section
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Stats
❄ Ability Power (AP) - Offensive stat that scales with certain abilities and items, typically associated with magical damage❄ Ability Haste (AH) - Stat that decreases the time until the next possible usage of an ability. Formerly known as Cooldown Reduction (CDR). ❄ Attack Damage (AD) - Offensive stat that increases auto attack damage and enhances the potency of certain abilities and items, typically associated with physical damage. Base amount set sparately for each champion. Increases with gained levels. ❄ Attack Speed (AS) - How fast a unit can attack something, measured in attacks per second. Base amount set sparately for each champion. Increases with gained levels. ❄ Attack Range - The radius in units in which an Auto Attack can be used ❄ Armour - Defensive stat that decreases physical damage by a percentage. Scales with certain abilities and items. Base amount set sparately for each champion. Increases with gained levels. ❄ Armour Penetration - Aggresive stat that ignores a certain percentage of Armour when calculating damage dealt. Not to be confused with Lethality ❄ Base Ability Haste - Ability Haste only affecting Basic Abilities ❄ Base Health Regeneration (HP Regen) - Amount of Health gained over a period of time. Measured in HP/5 seconds. Base amount set sparately for each champion. Increases with gained levels. ❄ Base Mana Regeneration (Mana Regen) - Amount of Mana gained over a period of time. Measured in Mana/5 seconds. Base amount set sparately for each champion. Increases with gained levels. ❄ Gold Generation - Amount of gold generated over time. Measured in gold/5 seconds. ❄ Healing & Shielding Power - Stat that increases healing and shielding multiplicatively. Measured in percent ❄ Health (HP) - Stat that determine if an unit is alive or not. Upon reaching 0, the unit dies. Base amount set sparately for each champion. Increases with gained levels. ❄ Lethality - Aggressive stat that ignores a flat amount of Armour when calculating damage dealt. Not to be confused with Armour Penetration ❄ Magic Resist (MR) - Defensive stat that decreases magical damage by a percentage. Scales with certain abilities and items. Base amount set sparately for each champion. Increases with gained levels. ❄ Magic Penetration - Aggressive stat that ignores a certain mount of Magic Resistance (flat or percentage) when calculating damage dealt ❄ Mana - Stat that is needed to cast most spells. The amount needed for a spell gets deducted upon usage. Base amount set sparately for each champion. Increases with gained levels. ❄ Movement Speed (MS) - How fast an object can move. Measured in units/second ❄ Tenacity - How resistant a unit is to certain Crowd Control by lowering the duration. Measured in percent. ❄ Ultimate Haste - Ability Haste only affecting an ultimate ability.
Concepts
❄ Ability - Action tied to a champion❄ Griveous wounds (Anti-Heal) - Effect that reduces healing and health regeneration, usually tied to items ❄ Area of Effect (AoE) - An entity (ability, Auto Attack, etc) affecting an area ❄ Auto Attack (AA) - A champion's basic attack ❄ Base Damage - The damage of an ability excluding scalings ❄ Basic Ability - Ability that isn't tied to levels 6/11/16. ❄ Bad Match-Up - Match-Up that describes one champion's interactions with another champion to be generally negative ❄ Being Behind - Having less items (and usually a lower level) than the opposed enemy role ❄ Being Ahead - Having more items (and usually a higher level) than the opposed enemy role ❄ Blink - Mobility that instantly teleports an entity somewhere else ❄ Burst Damage - Frontloaded damage that gets dealt quickly ❄ Crowd Control (CC) - Statuses that remove control over a champion in one way or another. A detailed list can be seen here. ❄ Dash - Mobility that quickly moves an entity somewhere ❄ Damage Reduction - Amount of damage (Either flat or percentage) reduced from incoming damage sources ❄ Dewarding/Denying vision - Removing enemy wards to reduce enemy vision ❄ Disengage - Getting out of a fight ❄ Damage Over Time (DoT) - Backloaded damage that is dealt over a period of time instead of upfront ❄ Damage Per Second (DPS) - Amount of damage dealt per second ❄ Early Game - Lane focused part of a round of League, usually ends shortly after the first tower has fallen. ❄ Engage - Starting a fight with the enemy ❄ Experience Points (XP) - Points required to level up ❄ Faelight - Areas on the map that are revealed upon placing a Ward on designated spots on the map ❄ Farming - Killing either minions or neutral monsters to gain gold and XP ❄ Fed - Describes a champion that is ahead in gold, usually in the form of items and/or levels ❄ Gank - Act of entering a lane, ideally by flanking, to create a fight with a numbers advantage. ❄ Gank Setup - Attributes speaking in favour of setting up a Gank ❄ Good Match-Up - Match-Up that describes one champion's interactions with another champion to be generally positive ❄ Grounded - Hard CC that reduces Movement Speed and prevents the usage of mobility spells ❄ Hard Crowd Control (Hard CC) - Crowd Control that removes major control aspects of a champion ❄ Jungler/Jungling - Lane independent role that gains XP and gold through slaying neutral camps. Focuses on slaying Major Objectives and Ganking lanes. ❄ Late game - Final part of a roung of League, after the mid game. Defined by fights that can easily decide the game ❄ Level - Number that, upon increasing, grants a skill point and additional stats ❄ Level up - Increasing the current level of a champion ❄ Magic Damage - Damage Type, reduced by Magic Resist ❄ Major Objective - One of the major neutral monsters: ❄ Match-up - Confrontation between two (in the case of bot lane four) champions, usually describing the interactions as well ❄ Mid Game - Part of a round of League, after the early game. Lasts until roughly 30 minutes ❄ Macro - Understanding and application of map-specific objectes ❄ Micro - Understanding and application of mechanics of a champion ❄ Passive of a champion (Passive) - Ability that gives persistent effects, either through conditions or permanently. Unlocked by default. Not to be confused with Passive Effect despite the same naming. ❄ Passive Effect of an Ability (Passive) - (Part of an) Ability that gives persistent effects, either through conditions or permanently. Difference to Passive of a champion is the requirement to invest a skill point. ❄ Passive Playstyle - Behavior of a player that is avoiding confrontation ❄ Physical damage - Damage type, reduced by Armour ❄ Ping - Visual and audible alarm on the map. ❄ Point-and-Click (PoC) - Type of spell that requires the caster to click on an entity ❄ Poke - Damaging the enemy with no retaliation, usually from a longer range ❄ Roam(-ing) - Act of leaving a lane to be elsewhere on the map with a specific map-oriented objective in mind ❄ Silence - Soft CC that prevents the usage of spells ❄ Skillshot - Type of spell that requires the caster to aim its trajectory/placment ❄ Soft Crowd Control (Soft CC) - Crowd Control that impairs an enemy champion. ❄ Summoner Spell - Special champion-independent spells that are chosen in champion select. A detailed summary can be found here. ❄ Tank - Playstyle that revolves around soaking a lot of damage thanks to items offering defensive stats ❄ Tank Items - Items that primarily offer defensive stats ❄ Tanking - Soaking up damage for teammates ❄ Tower Dive - Act of attempting to kill enemies below their own tower using engages ❄ Trade - An exchange between (part of) your and the enemy team, usually being kills, summoner spells, etc. ❄ True Damage - Damage Type that cannot be reduced ❄ Ultimate Ability (Ult, Ultimate) - Strong ability tied to levels 6/11/16 ❄ Warding/Setting up vision - Placing wards in Fog of War to reveal parts of the map |

| Atakhan |

Thornbound Atakhan
Killing Thornbound Atakhan collects every Blood Rose on the map, turns Blood Rose stacks into Spirit Petals, granting 25% more XP and Adaptive Force. It also grants the Spiritual Purification buff: Upon killing an enemy champion, the ground around them (500 units) exploades, dealing 15% adaptive current max health damage. Afterwards, for 1,5 seconds, every enemy traversing this ground is slowed by 60%. You also gain one more stack of Spirit Petals.
Note: These boots are technically still in the game, but only obtainable in mid lane.

| Timing of Tier 2 Boot Purchase |
Tier 2 Boots can only be bought when your team scored 2 of the Feats of Strength. It goes without saying that these boots should be bought eventually, but the question is when.
For the sake of this guide, I will only talk about
Armoured Advance 
Due to the physical damage shield, it expands its role from an Auto Attack centric armour item. Looking at other Armour components,
Generally, buying
Chainlaced Crushers 
Just as with
Crimson Lucidity 
While it might seem that the main selling point of these boots are the Movement Speed buff from the added passive, it actually is the 15 Ability Haste. 750g+ of value for the cost of 500g for a stat
Unless you can finish an item or desperatly need an item component (e.g.
Forever Forward 
The stats gained might not seem impressive - 10 Movement Speed and "only" 8% bonus total Movement Speed out of combat. However, after a short calculation*, an additional 34 Movement Speed is a lot, especially for roaming purposes. And since it is total MS, any additional Movement Speed increases (Cloud Dragon,
This results in super speedy mobility around the map - perfect for the permaroam playstyle these boots encourage.
[*] Let's start with the elephant in the room: In my Basics section, I kept mentioning how you usually can only place up to 3
I of course am talking about one of my favourite items:
Now, what does it do? It increases armour, MR, HP and AH which is nice. But the main reason you buy
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A snowballer's build across the map, relying completely on AP and
- - |
The final thing I want to mention about Permaroaming is the boot choice:
The out-of-combat Movement Speed and empowered recall are the core reason why these boots are necessary for this playstyle. While
|
The following rant was written a few years ago, but I deem it to be relevant enough to keep it up for archival's sake. Enjoy the ramblings of old man Ivan from a few years ago lmao
Damn, you read things this far? Coolio! Here, let me tell you something:
If you read this far, you probably share my sentiment/opinion of tank Lissandra and why she is better suited as a CC bot. I keep seeing people desperately trying to rework her into something that she isn't anymore or push her into a direction that she isn't doing well into. Some people want more damage, I ask "why not play a burst mage then?". Some people want less CC to free up some of her power budget, I ask "what will differentiate her from other mages?"
If you want my honest opinion, in case it wasn't clear yet: I think burst Lissandra is dead and has been for a while. I don't blame the people that fell in love with that playstyle and, if anything, I feel sad for them. Lissandra simply is an anti-carry and she always has been and always will be unless they change her kit drastically which, frankly, I doubt Riot will do. I understand that her kit incentivises her to build AP, but as described in my introduction (WHICH BY THE TIME OF WRITING I STILL HAVE NOT FINISHED), her kit contradicts the items's purpose.
However, be wary that I will always stand by the principle that one should play whatever the fish they want. If you want to play burst Lissandra, go ahead. If you want to play AD lethality Lissandra, go ahead. If you want to play tank Lissandra, go ahead. The beauty of League of Legends is that one can play the way they want and make it work if they have a good plan in mind. Let noone tell you otherwise.
To any Lissandra mains reading this: Please, stop trying to force Lissandra into something that doesn't apply anymore. Her main builds revolve around utility (
To the people who read even this far: Thank you for reading my guide and this segment. I guess I just felt like ranting a bit.















































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