Lissandra Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Lissandra Mid Lane

Lissandra Mid Lane Guide

Updated for Patch 7.3E
A Tier

Lissandra Mid Lane Wild Rift overview and best build snapshot

How to play

  • Use the wave to reach your opponent Aim your 1st ability at a minion to extend its range and hit enemies standing behind it.

  • Push before roaming with your ultimate Look for an enemy your teammates can help you lock down.

  • Choose who needs your ultimate Cast your ultimate on an enemy to stun them, or on yourself to become untargetable and heal when you are being focused.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Area root and slows punish divers after they arrive, while the targeted ultimate provides a reliable knockdown and stun.
  • 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.
  • Self-casting the ultimate gives up its enemy-target stun, and enemies can surround the location before the 2.5-second stasis ends.
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Lissandra Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Lissandra Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for her Q (1st), which is how she shoves and chips the lane.

BOOTS

Spellslinger's Shoes

Magic penetration keeps her burst lethal, since her damage arrives in one locked-down window.

CORE BUILD

Malignance

Ultimate haste means more Frozen Tombs (Ult), and the burn damages the ground beneath whoever she stunned.

Cryptbloom

Cuts the magic resist that lets a stunned target survive her rotation. The healing on takedown also helps the team that followed her in. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Rabadon's Deathcap

Multiplies her ability power. Her damage lands inside one stun window, so all of it goes up at once.

Infinity Orb

Crits against low health targets, which closes the gap when her burst leaves them at a sliver.

Zhonya's Hourglass

A second stasis next to her self-cast ultimate, so she can bait a commitment twice in one fight. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Stormsurge

Her stunned rotation already does enough damage to trigger the mark, and the move speed helps a mage whose only mobility is a placed claw.

Hextech Rocketbelt

Build this when reaching the carry she wants to tomb is the problem. It is a second gap closer next to her E (3rd).

Void Staff

The raw penetration alternative to Cryptbloom. Build it when the target she tombs has too much magic resist to burst. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the rotation her stun set up.

Morellonomicon

Build this against a drain champion who survives her stun by healing. Buy Oblivion Orb early, since the anti-heal works from the component.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, since she has no escape before her E (3rd) is placed.

RUNES

KEYSTONE

Electrocute

Her Q (1st), W (2nd) and E (3rd) are three separate hits inside the window her root and stun create.

PRIMARY

Cheap Shot

Her root and stun mean the target is almost always impaired when her follow-up lands.

Chain Assault

Her rotation is aimed at one locked-down target, which is what this pays for.

Eyeball Collector

Her lockdown is what converts a fight into takedowns, and each one adds damage to the next rotation.

SECONDARY

Axiom Arcanist

Her ultimate is her whole champion, so amplifying it specifically is worth more to her than to most mages.

SITUATIONAL RUNES

Bone Plating

Take this over Axiom Arcanist against assassins who can reach and burst her before she casts her ultimate.

Legend: Haste

Take this over Axiom Arcanist for a control-focused plan against repeated dive attempts. More frequent Ice Shard (1st) and Ring of Frost (2nd) casts help Lissandra damage and root another threat while preserving Glacial Path (3rd) for positioning.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into her ultimate is how she locks down a target who has been keeping range from her all game.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Lissandra Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Lissandra Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Lissandra Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Lissandra Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Lane patiently and trade through the wave. Aim Ice Shard (1st) into a minion so the shattered extension reaches a champion behind it, then use Ring of Frost (2nd) when a melee opponent actually enters its radius. Glacial Path (3rd) is both engage and escape: send it toward safety before danger reaches you, because the claw takes time to travel and the recast is unavailable for its first half-second. Against assassins, hold the instant area root for after their gap-close.

Mid / Late Game

Levels 9+
Once your first item and ultimate are available, shove the wave before moving with your jungler. A roam that catches an overextended carry with Ring of Frost (2nd) can be worth more than the next minion, but a failed rotation should not cost several waves. At six minutes, use mid priority to reach the safer of Herald or dragon first. Herald is usually the stronger even conversion, while dragon is the better plan when your composition can keep winning grouped fights toward soul. Glacial Path (3rd) creates the flank and Frozen Tomb (Ult) removes the champion who could contest, so approach from controlled vision rather than showing the engage from mid lane. You are the lockdown your team plays around, not the carry they protect. Your value is landing the enemy-cast tomb on the right target or choosing self-stasis when a deep area root matters more. Push a side lane only with a safe Glacial Path (3rd) route prepared; without Frozen Tomb (Ult) you still have an escape blink, but no instant invulnerability or targeted stun. In grouped fights, a first takedown also creates a Frozen Thrall that can chase and explode through the enemy formation.

Teamfights

5v5 Combat
Choose the Frozen Tomb (Ult) mode before committing. For a pick, Flash or Glacial Path (3rd) into Ring of Frost (2nd) and cast Frozen Tomb (Ult) on the priority enemy for the 1.5-second stun. For a deep area engage, blink into several enemies, root them with W (2nd), then self-cast Frozen Tomb (Ult) for healing and 2.5 seconds of stasis while its field slows and damages around you. You cannot stun an enemy with R (Ult) and then self-cast the same ultimate. If the first target dies nearby, position the resulting Frozen Thrall so its chase and explosion pressure the rest of the team.
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