Wild Rift Guides
Lissandra Mid Lane Wild Rift Guide
Who counters Lissandra in Wild Rift? The toughest Lissandra mid lane counters are Ziggs, Vel'Koz, and Syndra. Full Lissandra Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Lissandra is a control mage built to punish assassins: anyone who jumps on her cannot get away. Ring of Frost roots everyone who closes in on her, her ice spear reaches out and slows a fleeing target, Glacial Path lets her blink to the claw she threw, and her ultimate either locks an enemy in place or freezes her own body, making her untargetable while the fight goes on around her. In Wild Rift she wins by holding the lane steady, then turning mid-game skirmishes into locked-down picks. She is not a long-range poke mage and not a one-combo assassin. She shoves, roams, and shows up to lock one enemy down while her team kills them. Because she can tomb herself, she can dive into a fight, use her lockdown, and survive the answer that kills most divers. Her main weakness is reach. Her spells are short, her waveclear is slow before items, and longer-range mages chip her down while she walks forward without landing anything. She has no escape that does not cost her ultimate, so a lane that out-pokes her is one she has to grind through instead of win outright.
Strengths
- Area crowd control with a root, a slow, and a targeted lockdown ultimate answers every dash and dive.
- Her self-cast tomb lets her engage like a frontliner and survive the counterattack.
- Her ultimate freezes the enemy's best player out of the fight, so one good cast can win it before it really starts.
Weaknesses
- Short range and slow early waveclear let poke mages chip her down before she reaches anyone.
- Her damage is modest, so she needs a team to finish the kills she sets up.
- Using the ultimate on herself means no escape is left, and a punished engage leaves her stranded.
Build Snapshot
Rune Setup
Summoner Spells
Lissandra Mid Lane Counters
Who counters Lissandra Mid Lane in Wild Rift (WR)? These champions beat Lissandra in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Ziggs: He sits behind his bombs, pushes you in, and chips you every time you walk up, and your short reach gives him no reason to ever come close, so you cannot win the lane on damage.
- Vel'Koz: Every spell he has out-ranges yours, and his charged beam punishes the long walk your root needs, so the trades you can take are trades you lose.
- Syndra: Her sphere poke out-ranges your whole kit, and her stun sets up a burst your short-range kit cannot answer in a straight trade.
- Kassadin: Early he suffers your shove and your roams, but once his ultimate is online he blinks out of every root you throw, so the lane flips the longer the game goes.
Champions Lissandra Is Strong Against
Lissandra's best matchups in Wild Rift. Lissandra holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Zed: His whole plan is committing onto a squishy mid, but your root catches him the moment he dashes in, and your tomb blocks the burst his ultimate depends on.
- Katarina: She needs a clean window to reset her daggers, and your Ring of Frost root denies the dash that starts the chain and stops her ultimate before it finds a reset.
- Fizz: Fizz's hop dodges skillshots, but Ring of Frost goes off around you rather than at him, so his all-in turns into a melee champion stuck in place with no exit. His early kill pressure is the only real threat.
- Yasuo: Windwall blocks your spear but not the ring of frost you cast around yourself, so his dash through the wave gets rooted and his all-in never starts. Without that engage he spends the lane farming.
- Yone: Yone's soul dash promises a safe return trip, but your root strands him in your wave with half his kit spent, and your tomb survives the burst he saves for the catch.
Early Game
Lane patiently and trade in setups, not raw poke. You out-range almost nobody, so walk up to last-hit, drop Ring of Frost when an enemy steps into the wave for a free root and spear, then back off before their answer lands. Against a melee assassin you are already ahead: your root and slow punish every gap-close, and they cannot all-in someone who can lock them in place. Track the enemy jungler, since your lack of escape makes ganks dangerous, but a jungler who walks into your ring at level three usually loses the trade.
Mid Game
Once your spike arrives and your ice spear can finish fleeing targets, your job moves to the map. Shove the wave with your spear and rotate. A roam that catches an overextended carry with your root is worth more than the next minion. Hold mid priority and you decide who shows up to scuttle and the first dragon, because a control mage with a tomb is exactly who you want at a contested objective. Your ultimate can freeze whoever contests the pit, and it decides the fight over the buff.
Late Game
You are the lockdown your team plays around, not the carry they protect. Your damage stops growing into one-shot range, so your value is landing the tomb on the right target and the root on whoever follows them in, and the whole game is about getting the position to do both. Push a side lane for pressure when fights are not happening, but never get caught without your ultimate up, because without the tomb you are a slow mage standing in the open. When teams group, your only job is shutting down their best player with your lockdown.
Teamfights
Pick one target and remove them. The clean opening is a flash root or ultimate onto their carry or engage tank, with your team collapsing on the frozen target before the timer runs out. When you dive deep, the self-tomb keeps you alive: jump in, lock the priority target, freeze yourself the moment their crowd control turns on you, and come out once the danger is spent. Watch the fight for the moment to freeze their key target, because removing one player from a clustered fight is often worth more than any single root. You are the initiation and the peel in one champion, so decide which job the fight needs before you press anything.