Wild Rift Guides

Lissandra Mid Lane Wild Rift Guide

Lissandra mid lane counters include Ziggs, Vel'Koz, and Syndra. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

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: Bouncing Bomb (1st) and Hexplosive Minefield (3rd) clear from beyond Lissandra's short spell range, while Satchel Charge (2nd) escapes the visible path of Glacial Path (3rd). Stop trading through the front of the wave, shove when his Satchel (2nd) is down, and use fog or a side angle so Frozen Tomb (Ult) begins the all-in before he can create distance.
  • Vel'Koz: Vel'Koz's artillery out-ranges Lissandra's direct trading tools, and his channeled ultimate punishes a predictable walk into Ring of Frost (2nd) range. Use Glacial Path (3rd) from fog or save Frozen Tomb (Ult) to stop the channel once you reach him.
  • 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: Riftwalk (Ult) lets Kassadin avoid the area before Ring of Frost (2nd) lands or punish Glacial Path's (3rd) visible destination, but it cannot undo a root or the targeted Frozen Tomb (Ult) stun that has already connected. Pressure his early wave and hold the instant control for after he blinks in.

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: Ring of Frost (2nd) can root Katarina after Shunpo (3rd), but a root does not interrupt Death Lotus (Ult) and Katarina can keep channeling while rooted. Save Frozen Tomb's (Ult) enemy-cast stun for the ultimate, or self-cast it to enter stasis through her damage.
  • Fizz: Ring of Frost (2nd) is an area cast rather than a projectile, but Fizz is untargetable during Playful (3rd) and can avoid the root until he lands. Hold W (2nd) or the targeted ultimate for his landing instead of casting into the untargetable window.
  • Yasuo: Wind Wall (2nd) blocks Ice Shard (1st), while Ring of Frost (2nd) and Frozen Tomb (Ult) are not projectiles. Let Yasuo dash into W (2nd) range, then root him after the movement rather than assuming the root cancels every dash already in progress.
  • Yone: Ring of Frost (2nd) can hold Yone during Soul Unbound (3rd) and delay a return while he cannot move or cast, but it does not erase his body or the eventual snapback. Self-cast Frozen Tomb (Ult) through his burst, or stun him near the end of the spirit window so he loses most of its remaining time.

Early Game

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 Game

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.

Late Game

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

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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