Patch 16.9mid

Cassiopeia Mid Build & Guide — Patch 16.9

Cassiopeia

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Mage / Battlemage
Patch
16.9

Core Abilities

Serpentine Grace
Passive that amplifies all bonus Move Speed Cassiopeia receives from items, runes, and her own Q. Boots scale harder on her than on most mages.
Noxious Blast
Noxious Blast
Targeted ground AOE that detonates after a short delay and applies Poison. Hitting an enemy champion grants a burst of Move Speed used to chase or kite.
Miasma
Miasma
Wall of poison clouds that slows and grounds enemies inside. Grounded targets cannot use dashes, blinks, or movement spells — main anti-mobility tool.
Twin Fang
Twin Fang
Low cooldown spell (0.75s) that deals bonus damage to Poisoned targets and heals Cassiopeia. Refunds mana on takedown. Main DPS button — never stops casting.
Petrifying Gaze
Petrifying Gaze
Wide cone in front of Cassiopeia. Enemies facing her get stunned for ~1.5s; enemies looking away only get slowed. Aim it head-on for the full lock.

Skill Order

1
Q
2
E
3
W
4
E
5
E
6
R
7
E
8
Q
9
E
10
Q
11
R
12
Q
13
Q
14
W
15
W
16
R
17
W
18
W

Primary Combo

QWEEE

Core Items

Liandry's Torment
Sorcerer's Shoes
Rabadon's Deathcap
Shadowflame

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs burst assassins (Zed, Talon, Akali): the 2.5s stasis buys time for E spam to come back online and for allies to peel
Banshee's Veil
Banshee's Veil
vs single-target magic CC that locks you out of E (Ahri charm, Lissandra R, Twisted Fate gold card)
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka mid, Vladimir, Dr. Mundo top): applies Grievous Wounds to cap their lifesteal/regen
Void Staff
Void Staff
swap into Shadowflame slot once any priority target buys a Magic Resist item
Rylai's Crystal Scepter
Rylai's Crystal Scepter
vs heavy melee comps that try to walk you down: every E hit refreshes a slow, peeling for the back line on top of the ground from W

Runes

Primary · Sorcery
Stormraider's Surge
KeystoneStormraider's Surge
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Gathering Storm
Gathering Storm
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery beats Domination/Precision here: Stormraider's gives the Move Speed burst (3 fast procs) the kit otherwise lacks. Manaflow feeds 40-mana E spam, Transcendence raises Ability Haste (faster cooldowns), Gathering Storm out-scales Electrocute's burst late.

Why secondary

Inspiration secondary: Biscuit Delivery covers mana and HP in the rough early laning phase before Liandry's Torment, Cosmic Insight makes Flash and item actives come back faster in teamfights.

When to switch secondary

Vs heavy poke or burst (Xerath, Syndra, Zed), swap Inspiration to Resolve with Second Wind (regen against ranged harass) and Bone Plating (eats the first 3 hits of an all-in burst combo).

Win Condition

Stack Liandry's Torment damage on poisoned targets with E spam (0.75s cooldown) while W grounds dashes. Land R head-on at level 6 to convert lane prio into kills, then scale to a battlemage front line.

Weakness

Range 700 with no dash, no blink, no escape. Long-range artillery mages out-poke her; pre-6 ganks with hard CC end the lane before she scales. Mana-starved if E spam misses.

Overview

Cassiopeia is a battlemage (a mage who fights at mid-range, not from far back) at around 700 units of range — just outside basic auto-attack distance. She wins extended trades (exchanges of damage in lane) against almost anyone who needs a dash to reach her. Her Twin Fang (E) has a 0.75-second cooldown — the lowest of any mid laner — so once Noxious Blast (Q) poisons a target she becomes a continuous damage stream that also heals her. Miasma (W) is the signature: enemies inside the cloud become grounded, so dashes, blinks, and movement spells stop working until they leave. Pick her into mobile assassins (kits built around dashing in and out, like Yasuo, Akali, Zed) and you take their toolkit away.

Her game plan is short to describe and slow to execute: poison the wave (the line of minions) with Q, repeat-cast E to clear and harass, drop W the moment a dash-based opponent engages (commits to the fight), then aim R head-on at level 6 — the cone stuns whoever is facing you and only slows the rest. She has no dash, no blink, and no movement equivalent on her bar, so positioning is the price of every play. If you walk one step too far forward, the kit collapses in one CC chain (a sequence of stuns and roots back-to-back). CC = "crowd control", any effect that interrupts you: stun, root, slow, silence.

Recommended Build

Starting items: Doran's Ring Doran's Ring + 2 Health Potion Health Potions. Cassiopeia is mana-hungry (every E costs mana and she casts a lot) and Doran's mana regen is exactly what E spam needs.

Core items (in order):

  1. Liandry's Torment Liandry's Torment — first complete item. The burn passive (damage spread over the seconds after each hit, instead of all at once) stacks on every poisoned target your E touches, which on Cassiopeia means almost every cast.
  2. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration (the item ignores part of the enemy's Magic Resist, so your spells hit harder). Cassiopeia's passive Serpentine Grace amplifies the boots' Move Speed too.
  3. Rabadon's Deathcap Rabadon's Deathcap — biggest AP (Ability Power, the stat that scales magic damage) multiplier in the game. Boosts the per-cast E damage you fire 30+ times in a long teamfight.
  4. Shadowflame Shadowflame — magic penetration that scales harder when the enemy is below 35% HP (an HP-threshold passive: an item effect that switches on once the target drops under a health %). Lines up with finishing off back-line carries (the squishy damage dealers, like ADCs and mages, that your team needs killed first).

Situational items:

  • Zhonya's Hourglass Zhonya's Hourglass — vs burst assassins (Zed, Talon, Akali — champions who deal a lot of damage in 1-2 seconds). The 2.5-second stasis active (you become invulnerable but cannot move or cast) buys time for E to come off cooldown and for teammates to peel (block enemies away from you).
  • Banshee's Veil Banshee's Veil — vs single-target magic CC that locks you out of E (Ahri's charm, Lissandra's R, Twisted Fate's gold card stun).
  • Morellonomicon Morellonomicon — vs healing-stacking comps (Soraka mid, Vladimir, Dr. Mundo top): applies Grievous Wounds (a debuff that cuts enemy healing roughly in half), capping their lifesteal (HP regained from damage they deal) and regen.
  • Void Staff Void Staff — swap into the Shadowflame slot the moment a priority target (the enemy your team most needs dead — usually their main carry) buys a Magic Resist item.
  • Rylai's Crystal Scepter Rylai's Crystal Scepter — vs heavy melee comps that try to walk you down. Every E hit refreshes a slow on the target, peeling (protecting) for your back line on top of the ground effect from W.

Boots: Sorcerer's Shoes Sorcerer's Shoes is default. Ionian Boots of Lucidity Ionian Boots of Lucidity (boots that give Ability Haste, making your spell cooldowns shorter) is acceptable if you want more W uptime to keep dashes locked out for the team.

Skill order: Max E first (main DPS button), Q second (poison and Move Speed), W last. Take a point in R at levels 6, 11, 16.

Runes: Primary Sorcery with Stormraider's Surge keystone (a keystone is the top, most-impactful rune of a tree; "to proc" a rune means to trigger its effect — Stormraider's procs after 3 quick spell hits), Manaflow Band, Transcendence, Gathering Storm. Secondary Inspiration with Biscuit Delivery and Cosmic Insight, or Resolve with Second Wind and Bone Plating vs heavy poke (long-range chip damage that wears down your HP).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Pick into

  • Dash-reliant mid laners

    Miasma grounds them inside the cloud: the moment they step in, every dash, blink, or movement ability is locked out. Their kits collapse against a champion who deletes their main escape tool.

    YasuoYoneAkaliIreliaZed
  • Immobile mages with no escape

    Cassiopeia out-trades anyone who has to stand still to cast: E (0.75s cooldown) deals more damage on poisoned targets than their full rotations, and they can't dodge the W zone you drop on top of them.

    KarthusVeigarAnivia
  • Melee bruisers that need to stick on you

    Without a long dash, they have to walk 700 units through W and Q poison to touch you. Twin Fang sustains you back to full HP every trade.

    RenektonSett

Counterpicks

  • Long-range artillery mages

    They poke past Cassiopeia's 850 Q range. With no dash she can't close distance, so every wave bleeds her HP. Her power curve needs lane farm she can't safely take.

    XerathVel KozZiggsLux
  • Global / cross-map roamers

    Cassiopeia is anchored to mid lane (no fast roam). Opponents use ult to tip side lanes and dragons; she wins her 1v1 but loses the macro game (objective trades happening on the map).

    Twisted FateGalioRyze
  • Burst mages with chain-lock CC

    They lock Cassiopeia in place before her W grounds them, then full combo her down. Lissandra R is point-and-click — Banshee's Veil helps but doesn't save you from a 6-second stun chain with jungle follow-up.

    LissandraSyndra

Key matchups

  • Yasuo / Yone: Kit full of dashes. Their third Q is a knock-up dash — first time they jump on you, drop W under your feet. They get stuck up close with no movement, E spam wins. Save R for their ult so they eat the stun head-on.
  • Zed: Threat champion. Buy Zhonya's Hourglass Zhonya's Hourglass as your second completed item if he gets a lead. Drop W on yourself the second he uses his ultimate (he marks you and teleports onto a shadow clone); if he lands behind you, the shadow-swap teleport is grounded by W and he can't escape.
  • Xerath: Hard matchup. He pokes from beyond your Q range (chips your HP from outside the distance you can fight back). Give up some CS (creep score: gold from killing minions) under your tower and look for a roam (leaving lane to help a teammate) to bot at level 6 — fighting him in lane just bleeds HP for nothing.
  • Akali: Before level 6 you win extended trades with E spam on poisoned targets. After 6 her smoke shroud (W) hides her, breaking your E target. Ward your sides and don't push too far forward without R ready.
  • Twisted Fate: You can win the lane, but not the map. He stuns you with his gold card, ults bot lane, and turns the game into a cross-map fight (a kill happening far from where you stand) you don't influence. Push the wave on cooldown and ping your bot lane every time his R comes off cooldown.

Power spikes & win conditions

  • Level 2: With Q and one rank of E, you have the first poison-then-tap loop. Walk forward when their wave (line of minions) is bigger than yours and force a trade.
  • Level 6: Petrifying Gaze (R) unlocks. A head-on R at close range stuns for ~1.5 seconds, more than enough to chain a full Q-W-E-E-E combo. Force a fight on the wave bounce (the moment when the line of minions stops moving and starts pushing back toward you).
  • Liandry's Torment Liandry's Torment completion (~ minute 11-13): Your E spam now applies a damage-over-time burn on top of the hit damage. You shove waves (push minions to enemy tower fast) twice as fast and pressure your enemy mid laner's roam timers.
  • Rabadon's Deathcap Rabadon's Deathcap online (~ minute 24-28): Per-cast E damage scales hard (gains a lot of power from this item). Look to anchor mid-lane teamfights around objectives (Drake, Baron, towers) — late game Cassiopeia stands closer to the fight than other mages, almost like a second frontline.

Common mistakes

  • Casting E without poison on the target. Twin Fang does normal magic damage on a clean target and bonus damage only on poisoned ones. Always Q (or W) first, then E spam — never the other way around.
  • Holding W for the perfect engage. Miasma is also defense. Moment Yasuo casts W (the windwall that blocks projectiles) or Akali ults, drop W on yourself. The ground cancels their movement abilities even if your team isn't ready to follow up.
  • Aiming R blindly. Petrifying Gaze only stuns enemies facing you. From the side or back, you slow them and waste the cooldown. Walk into the front of the fight, then turn and hit R.
  • Pushing past the river without vision. Cassiopeia has no escape. Without a ward (vision-revealing trinket placed on the map) in the river bush, one enemy jungler ambush (called a gank) with hard CC (long stuns or roots, as opposed to soft CC like slows) ends your lane.
  • Ignoring mana in the first 5 minutes. Each E costs 40 mana flat regardless of rank. Casting it repeatedly on minions before Manaflow Band is online drains your bar in two waves and leaves you defenseless against an all-in (a full commit to kill you).

Advanced tip

Practice dropping W (Miasma) underneath your own feet the instant a dash hits you, not in front of you. The ground effect applies the moment the cloud lands — if Yasuo, Yone, or Akali engages from melee, they're standing exactly where the cloud spawns and immediately lose access to their second dash. Most Cassiopeia players still W in front of themselves like a poke spell, missing the defensive use that ends most assassin all-in attempts on the spot.

Past patches

No previous versions available.

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