• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 1
    Greater Quintessence of Magic Penetration (+2.01 magic penetration)
  • 2
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[center][imgext=][/center] Cassiopeia is a strong pick for midlane and viable for almost any team. Once hardly used and therefor often underestimated by players, now a common ban or first pick. She is currently labeled as one of the hardest to learn champion by Riot, most likely due to her skillshot-like spells and extremely low defensive capabilities. She compensates for this with a very high damage output and strong AoE abilities. Her skillset is unique and very interesting once you get used to it. Cassiopeia excells in a sololane (preferably mid) and can control this lane against almost every enemy, as long as you are cautious. Her spells give her viability in every phase of the game and make farming very easy. She is good in 1 on 1 situations, but strongest in teamfights, where she can make use of her strong AoE capabilities. If you are looking for a versatile caster with a unique skillset and great potential, Cassiopeia might be the champion for you. I hope this guide will help you if you are new to the champion, or give some new input to experienced players. [highlight]Pros:[/highlight] [.]Great harassing potential in lane [.]Good farming abilities [.]Good damage [.]Strong AoE, making her very good in teamfights [.]Strong CC (Slow and 2 second AoE Stun) [highlight]Contras:[/highlight] [.]Very fragile [.]Skillshot-type spells, therefor harder to use [.]Reliant on poisoned enemies She is my favorite champion and I had great success with her and my team at several tournaments. If you like this guide, please vote for it and/or leave a comment. Thank you.

I plan to update this guide atleast every new patch and whenever I discover new itembuilds, runesetups etc. [number]Apr 27 2012[/number]: Reworked and updated all chapters of the guide. Split the item section into seperate chapters, as they increased in size, for more visbility. [number]Oct 23 2011[/number]: Edited the Item Build section and changed the recommended items. I think Rod of Ages is now better than Rylai's Crytal Scepter in the current metagame, as it provides great sustainability and fits perfectly to the Catalyst-path. Also some other items are now recommended, while others are on the "Good items" list. [number]Apr 24 2012[/number]: Guide rework to fit the current meta and gamechanges. [number]Aug 04 2011[/number]: Added image 'Itembuild chart' to Item Build section. Added a second early game path. [number]Aug 03 2011[/number]: Added new 'starting items' to the Item Build section. [number]Jul 29 2011[/number]: Patchnotes added. Updated Miasma description. [number]Jul 24 2011[/number]: Fixed broken image links and added "Smartcasting" chapter. [number]Jul 16 2011[/number]: Just some small spelling and syntax fixes. [number]Jun 25 2011[/number]: Changed recommended itembuild. Hextech Revolver is no longer a desireable item. [number]Jun 05 2011[/number]: Corrected some spelling errors. [number]May 30 2011[/number]: Guide is now approved! Thanks to the Solomid Team :) [number]May 29 2011[/number]: Updated and expanded "Masteries", "Summoner Spells", "Item builds", "Early Game & Laning Phase", "Mid Game & Team Fights" and "Late Game" chapters. Added "How to use Noxious Blast (Q)", "How to use Miasma (W)" and "Wards" chapters. [number]May 28 2011[/number]: Updated "Introduction" chapter. [number]May 27 2011[/number]: Added "Why shouldn't I get these items?" to the item chapter. [number]May 27 2011[/number]: Release of this guide.

[highlight]V1.0.0.134:[/highlight] [imgsmall=skills/cassiopeia/w.png] Miasma: [.]Fixed a bug where Miasma's slow was not stacking with many other slows in the game. [imgsmall=skills/cassiopeia/q.png] Noxious Blast: [.]Noxious Blast ability power ratio reduced to 0.8 from 0.9. [imgsmall=skills/cassiopeia/e.png] Twing Fang: [.]Twin Fang damage reduced to 50/85/120/155/190 from 60/95/130/165/200. [highlight]V1.0.0.122:[/highlight] [imgsmall=skills/cassiopeia/w.png] Miasma: [.]Modified to give persistent vision in the area where cast for the 7 seconds it lasts from giving vision for just an instant after cast. [highlight]V1.0.0.115:[/highlight] [imgsmall=skills/cassiopeia/e.png] Twin Fang: [.]Cast animation sped up. [imgsmall=skills/cassiopeia/r.png] Petrifying Gaze: [.]Base damage increased to 200/325/450 from 150/275/400. [.]Range increased to 850 from 700 (effect now roughly matches the particle). [.]Cast animation sped up. [.]Cooldown reduction with rank is now reflected in the levelup tooltip. [.]It will target enemies that move in/out of the area during the cast time more accurately . [highlight]V1.0.0.110:[/highlight] [imgsmall=skills/cassiopeia/e.png] Twin Fang: [.]Range increased to 700 from 675. [highlight]V1.0.0.108:[/highlight] Base movement speed increased to 310 from 305. [imgsmall=skills/cassiopeia/q.png] Noxious Blast: [.]Movement speed buff increased to 3 seconds from 2. [imgsmall=skills/cassiopeia/e.png] Twin Fang: [.]Ability power ratio increased to 0.55 from 0.45. [imgsmall=skills/cassiopeia/r.png] Petrifying Gaze: [.]Slow increased to 60% at all ranks from 40/50/60%. [.]Cooldown changed to 130/120/110 seconds from 120 at all ranks. [highlight]V1.0.0.107:[/highlight] [number]Added. (Original Stats)[/number] [imgsmall=skills/cassiopeia/q.png] Noxious Blast: [.]Cassiopeia blasts an area with a delayed high damage poison, granting her increased Movement Speed if she hits a champion. [imgsmall=skills/cassiopeia/w.png] Miasma: [.]Cassiopeia releases a cloud of poison, lightly damaging and slowing any enemy that happens to pass through it. [imgsmall=skills/cassiopeia/e.png] Twin Fang: [.]Cassiopeia lets loose a damaging attack at her target. If the target is poisoned the cooldown of this spell is refreshed. [imgsmall=skills/cassiopeia/r.png] Petrifying Gaze (Ultimate): [.]Cassiopeia releases a swirl of magical energy from her eyes, stunning any enemies in front of her that are facing her and slowing any others with their back turned. [imgsmall=skills/cassiopeia/p.png] Deadly Cadence (Innate): [.]After casting a spell any subsequent spellcasts will cost 10% less for 5 seconds. This ability stacks up to 5 times.

[center][imgext=][/center] [title]Explanation:[/title] I think this is the ideal runeset for Cassiopeia, but lets take a closer look: [highlight]Marks[/highlight] 9 * [number]Greater Mark of Insight[/number] is the best option for almost every caster and Cassiopeia is no exception. The damagebonus from magic penetration outweighs every other mark. [highlight]Seals[/highlight] 9 * [number]Greater Seal of Replenishment[/number] I prefer early manaregeneration, as most of the time I will buy 2 [imgsmall=items/dorans-ring.png], so this gives her enough flat mana regeneration. Keep in mind these runes are only effective until level 7, when they get less useful than [number]Greater Seal of Clarity[/number]. 9 * [number]Greater Seal of Clarity[/number] gives maximum manaregeneration on level 7 and above. Keep this in mind, so they don't support early skillspamming. [highlight]Glyphs[/highlight] 9 * [number]Greater Glyph of Warding[/number] (1.34 Magic Resist each) offer a solid defense against most enemies in Midlane. Flat runes are better than scaling in this case, as you are constantly under pressure by the enemy, which most likely will deal magic damage. 9 * [number]Greater Glyph of Force[/number] give Cassiopeia a good amount of AP and are simply the best offensive option for her, if you feel you won't need the Magic Resist. [highlight]Quintessences[/highlight] 1 * [number]Greater Quintessence of Insight[/number] adds 2.18 to your marks magic penetration (8.55), totaling to 10.73. Combined with [imgsmall=items/sorcerers-shoes.png] this counters the enemies base magic resist (30) so all your spells deal true damage as long as the enemy doesn't buy magic resist. This is only true for caster and carries, as most bruisers get magic resist on level up. 2 * [number]Greater Quintessence of Potency[/number] (Flat AP) gives you some needed AP, which always a good choice on casters. If you don't have [number]Greater Quintessence of Insight[/number], since they are not used very often on other champions, you can use 3 * [number]Greater Quintessence of Potency[/number].

[title][img=skills/cassiopeia/p.png] Passive: Deadly Cadence[/title] [number]After casting a spell any subsequent spellcasts will cost 10% less for 5 seconds. This ability stacks up to 5 times.[/number] [title]Explanation:[/title] A great passive, which alot of other casters would dream of. Cassiopeia is designed to spam her spells and this passive makes it possible without the usage of high manaregeneration or a huge manapool. Don't try to overuse this effect thought, since you still can easily spend all your mana if you don't watch your manapool and think this passive will solve all the manaproblems. [title][img=skills/cassiopeia/q.png] Q: Noxious Blast[/title] [number]Cassiopeia blasts an area with a delayed high damage poison dealing 75 / 115 / 155 / 195 / 235 (+90% Ability Power) over 3 seconds, granting her 15% / 17.5% / 20% / 22.5% / 25% increased Movement Speed if she hits a champion for 3 seconds.[/number] [title]Explanation:[/title] Your bread and butter and the usage of this spell makes or breaks Cassiopeia. It is a skill shot, allthough not the sort of skillshot which is blocked by minions. It has a short delay after usage so anticipating the movement of your enemies is the key to success. It has a very short cooldown and can be used on several champions in a teamfight to maximize your AoE damage. Make sure this spelleffect is always on your focus target in teamfights, since it not only deals damage but also gives you movement speed to either catch up or run away. The movement speed is also great if you get ambushed or chased. Be careful though, since it stops your movement for a shorttime until the spell is cast. If you hit any enemy though, the gained movement speed increases your chance of survival drastically. Combine it with [imgsmall=summoners/flash.png] and [imgsmall=skills/cassiopeia/w.png] and you can easily get outrun almost everyone. [title][img=skills/cassiopeia/w.png] W: Miasma[/title] [number]Cassiopeia releases a growing cloud of poison that last for 7 seconds. Any enemy that passes through it is poisoned for 2 seconds, dealing 25 / 35 / 45 / 55 / 65 (+15% Ability Power) each second and slowing them by 15% / 20% / 25% / 30% / 35% contious exposure renews this poison.[/number] [title]Explanation:[/title] A slowly growing area, which main use is not the damage, but the sloweffect it applies aswell as the possibility to instantly refresh your [imgsmall=skills/cassiopeia/e.png]. Combine this spell with [imgsmall=skills/cassiopeia/q.png] to maximize your damage over time. It can also be used to zone enemy champion at your or their own tower, so they either stay out of the circle or step in if they want to attack you or your tower. This ability also gives vision in the area it affects for it's whole duration. It is great, as Cassiopeia now has two methods to check bushes (see [imgsmall=skills/cassiopeia/q.png]). Use this to your advantage. Never "facecheck" a bush, especially since you now have multiple ways to check if they are safe. [title][img=skills/cassiopeia/e.png] E: Twin Fang[/title] [number]Cassiopeia deals 60 / 95 / 130 / 165 / 200 (+55% Ability Power) magic damage to her target. If the target is poisoned then Twin Fang's cooldown is reduced to .5 seconds..[/number] [title]Explanation:[/title] This gives Cassiopeia a great burst potential in addition to her otherwise mostly damage of time spells. This spells should almost always only be used if the target is affected by any kind of poison (Singed's and Teemo's poison work aswell), so the cooldown of this spell is practically non-existent. The best way to make sure the poisoneffect doesn't run out while using this spell, is to use a 1-(1)-3 rotation, meaning start with [imgsmall=skills/cassiopeia/q.png] (or eventually [imgsmall=skills/cassiopeia/w.png]) and use your [imgsmall=skills/cassiopeia/e.png] 3 times, then repeat the cycle. [title][img=skills/cassiopeia/r.png] R: Petrifying Gaze[/title] [number]Petrifying GazeCassiopeia deals 200/325/450 (+60% Ability Power) magic damage to all enemies in front of her. Enemies facing her are stunned for 2 seconds while enemies facing away are slowed by 60%.[/number] [title]Explanation:[/title] Another spell which makes a Cassiopeia either good or bad. It is hard to learn the effective use of this spell, especially if the enemy knows when to turn away from you so he doesn't get stunned. Don't think this spell is useless, if you cannot use it to stun someone. It's damage alone is great and the slow effect is more than enough to catch running enemies, since it makes it easy to hit your [imgsmall=skills/cassiopeia/q.png] and to slow him/her even more with [imgsmall=skills/cassiopeia/w.png]. In teamfights try to use it on as many enemies as possible. Good positioning is the key to success. If you can stun 2 or 3 champions in a teamfight with this, you almost always win this fight if the odds are even. If the enemy has champions which rely on specific abilities like Warwick or Katarina, try to wait until they use their ultimate so you can cancel it easily. Keep in mind that spinning enemies like Garen or Katarina count as looking to you or away from you based on their position before they use their spin-ability. The ability itself does not change the direction of view of the champion, even though it may look like it.

[center][imgsmall=skills/cassiopeia/q.png] - [imgsmall=skills/cassiopeia/e.png] - [imgsmall=skills/cassiopeia/q.png] - [imgsmall=skills/cassiopeia/w.png] - [imgsmall=skills/cassiopeia/q.png] - [imgsmall=skills/cassiopeia/r.png] - [imgsmall=skills/cassiopeia/q.png] - [imgsmall=skills/cassiopeia/e.png] - [imgsmall=skills/cassiopeia/q.png] - [imgsmall=skills/cassiopeia/e.png] - [imgsmall=skills/cassiopeia/r.png] - [imgsmall=skills/cassiopeia/e.png] - [imgsmall=skills/cassiopeia/e.png] - [imgsmall=skills/cassiopeia/w.png] - [imgsmall=skills/cassiopeia/w.png] - [imgsmall=skills/cassiopeia/r.png] - [imgsmall=skills/cassiopeia/w.png] - [imgsmall=skills/cassiopeia/w.png][/center] [title]Explanation:[/title] This is the skillorder I use in 90% of my games, since it gives Cassiopeia the highest possible damage-per-mana ratio, which is a key component in early lane domination. [imgsmall=skills/cassiopeia/q.png] should always be max'd first, because it not only does a good amount of damage, but also increases your movability a great deal. It deals its damage in 3 ticks (1 tick each second), and each tick is calculated seperately, so it can also be increased or decreased, depending on several factors, i.e. [imgsmall=masteries/executioner.png]. Some guides/players prefer to maximize [imgsmall=skills/cassiopeia/e.png] first. This will give you the highest singletarget damage, but also increases your manacosts immense. Especially in the laning phase, where you want to get as much harassment capabilities for as little mana as possible, this skillorder is more of an all-in build. Even with bluebuff you can easily deplete your manapool very quickly. Also keep in mind that only 2 ticks of [imgsmall=skills/cassiopeia/q.png] deal the same damage as 1 cast of [imgsmall=skills/cassiopeia/e.png] of the same skill-level, while the manacosts of [imgsmall=skills/cassiopeia/e.png] are double the costs of [imgsmall=skills/cassiopeia/q.png]. This means: If you want to burst your target for as much damage as possible, regardless of the manacosts: max [imgsmall=skills/cassiopeia/e.png] first. If you want maximum damage over an unknown period of time, or the best damage-per-mana ratio: max [imgsmall=skills/cassiopeia/q.png] first. Of course, in all cases, levelup [imgsmall=skills/cassiopeia/r.png] over any other spell, whenever possible.

Choose your starting items based on the laneopponent, as winning your lane is a key component to winning the match. If you get zoned out or have to go back often and early, this can snowball very easily into a bad situation. Also take the opposing jungler into consideration. If he is a high mobility champion, you want to have high mobility too. [img=items/boots-of-speed.png][img=items/health-potion3.png] I start with these almost every time, as the movementspeed bonus is great to dodge skillshots and evade ganks from the enemy's jungler. You can also get 4 [imgsmall=items/health-potion.png] if you wait a bit in the Summoner Platform. With the boots you will be in lane before the first minion dies. Only do this if you jungler does not need your support at the start. [highlight]Start with this if...[/highlight] ...your opponent uses alot of skillshots and you want to avoid them at all costs. Higher movement speed can save more health than anything else in the early stages. It also allows you to outrun your opponent and his jungler. Good examples are: Orianna, Brand, Swain. [highlight]Pro & Contra:[/highlight] + Highest effective health build due to the regeneration from [imgsmall=items/health-potion.png] (+450 or +600 Health). + High movement speed to dodge skillshots, catch fleeing enemies or get away from a jungler's gank. + You lose less time by traveling from lane to lane and back if you have to do so early on. + Possbility to get [imgsmall=items/sorcerers-shoes.png] earlier. - No additional health - No additional AP - No additional mana or mana regeneration [img=items/sapphire-crystal.png][img=items/health-potion2.png] The +200 Mana also increase your harassment potential. The healthpotions give you a 300 HP regeneration bonus, which increases your survivability in lane by a lot. [highlight]Start with this if...[/highlight] don't need one of the other startingbuilds due to specific opponents, you want a bigger manapool to harass your opponent constantly or to use more spells at once (burstdamage), or you want to rush the catalyst as soon as possible. [highlight]Pro & Contra:[/highlight] + Good effective health due to [imgsmall=items/health-potion.png] (+300 health). + You can get [imgsmall=items/catalyst-the-protector.png] as soon as possible. + A bigger manapool ensures your laning power. - No additional flat health. - No additional AP. - Less survivability. [img=items/dorans-ring.png] Start with this if you feel you need more HP because the enemy in the lane has a great burst potential or you just want to be on the safe side. This is probably the best choice if you are new to Cassiopeia. [highlight]Start with this if...[/highlight] feel you need more flat HP because the enemy in the lane has a great burst potential or you just want to be on the safe side. Good examples are: Annie, LeBlanc, Kassadin. [highlight]Pro & Contra:[/highlight] + Flat health bonus makes you harder to kill in one big burst. + Manaregeneration is supperior to flat mana early on, as you want to stay in lane as long as possible. + 15 AP bonus increases your harassment capabilities. + The best 'stats per gold' item for any caster. - You don't have any [imgsmall=items/health-potion.png] which gives you less effective health. - Bad choice if the enemy is better at harassing, as this item does not enable you to dodge skillshots easier, or give you lost health back. - Does not build into any other item.

You can basically follow 1 of 2 itempaths: [.][number]Catalyst Path[/number] [.][number]Double Dorans Path[/number] I don't recommend mixing those, as this would delay your core items. Getting them at the right point in the game is crucial. [title]Item Path 1: Catalyst Path[/title] [title]Early items:[/title] [img=items/catalyst-the-protector.png][img=items/sorcerers-shoes.png] Total costs: 2425g [.][imgsmall=items/catalyst-the-protector.png] [number]Catalyst the Protector[/number] gives you everything you need in the lanephase. The increased health and manapool combined with the regeneration effect allow Cassiopeia to effectively harass your enemy and often push him out of the lane or atleast deny him gold and some experience. [.][imgsmall=items/sorcerers-shoes.png] [number]Sorcerer's Shoes[/number] are the only real option on Cassiopeia in my opinion. These give her the very valuable magic penetration, and therefor increases her damage by alot. [.][imgsmall=items/ionian-boots-of-lucidity.png] [number]Ionian Boots of Lucidity[/number] are not needed, because her abilities are already on a very low cooldown. [.][imgsmall=items/mercurys-treads.png] [number]Mercury's Treads[/number] are the only other option I would consider, if you face a heavy stun team. Most of the time you are dead anyway if you get stunned/CC'd midst the opposing team, so that these boots won't really help you that much. Your best way is to try an prevent getting stunned and use your good movability to position yourself. [title]Item Path 2: Double Dorans Path[/title] [title]Early items:[/title] [img=items/dorans-ring.png][img=items/dorans-ring.png][img=items/sorcerers-shoes.png] Total costs: 2050g [.][imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] provides only a little bit less health than path 1, but gives you 30 AP and some mana regeneration. It costs less, but also doesn't build into anything else. If you want earlygame strength, or started with a [imgsmall=items/dorans-ring.png], this is the way to go.

Generally you should always buy the item that gives you the most benefit in the current state of the game. I.e. if the opposing AP Carry is way ahead of you, it might best to simply buy some magic resist. There is never a solution that always works. These items are just suggestions and shall just help you to find the right item for the right situation. [highlight]Depending on your early game path you'll reach this point:[/highlight] ([img=items/rod-of-ages.png]) [img=items/will-of-the-ancients.png] AND/OR [img=items/rabadons-deathcap.png] [.][imgsmall=items/rod-of-ages.png] [number]Rod of Ages[/number] is a great item, especially since the upgrade with the catalyst-effect. Build this out of your [imgsmall=items/catalyst-the-protector.png] if you feel you will not need a [imgsmall=items/banshees-veil.png]. If that's the case, try to finish the Rod as soon as possible, since it takes 10 minutes until it reaches its full potential, often even before getting [imgsmall=items/sorcerers-shoes.png]. I don't recommend building this if you went the Doran's Ring Path. [.][imgsmall=items/will-of-the-ancients.png] [number]Will of the Ancients[/number]. This is a great sustainability item, which also helps your team. The spellvamp helps alot to stay in lane. You can get the [imgsmall=items/hextech-revolver.png] after or before you finish [imgsmall=items/sorcerers-shoes.png](but after [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] or [imgsmall=items/rod-of-ages.png]), but only upgrade it, if your teammates will benefit from it (AP heavy team) or you are in need of even more sustain/spellvamp. [.][imgsmall=items/rabadons-deathcap.png] [number]Rabaddon's Deathcap[/number] is a core-item on almost every caster and Cassiopeia is no exception. Everything about this item is great. The passive effect increases the 140 AP from this item alone to 182 AP. I.e. [imgsmall=items/rylais-crystal-scepter.png] increases from 80 AP to 104 AP. Get this item right away, if you want pure damage and don't need any spell penetration. This item also stacks with the mastery [imgsmall=masteries/archmage.png], totaling to 35% bonus AP.

[item=sorcerers-shoes][item=rabadons-deathcap][item=will-of-the-ancients] + ([item=rylais-crystal-scepter] OR [item=rod-of-ages]) + ([item=void-staff] OR [item=abyssal-scepter]) + ([item=zhonyas-hourglass] OR [item=guardian-angel]) [.][imgsmall=items/rylais-crystal-scepter.png] [number]Rylai's Crystal Scepter[/number] gives you AP, survivability (HP) and increases your chasing/retreating capabilities. With this item and spells no one will be able to run away from you. If you are getting chased and have to run away, a [imgsmall=skills/cassiopeia/q.png] combined with this item slows the enemy by 15% and boosts your own movement. [.][imgsmall=items/void-staff.png] [number]Void Staff[/number]. You get a total of 30.73 magic penetration from your runes and [imgsmall=items/sorcerers-shoes.png]. A typical carry or caster has exactly 30 magic resist at level 18 without any runes or items. In alot of games, they will not get more than 1 or 2 magic resist items, leaving them with about 80 magic resist in total. You decrease this value to 69.27 right away. Your masteries reduces another this by another 10%, combined with a [imgsmall=items/void-staff.png] this results in 46% magic penetration (stacks multiplicatively). So you would reduce the remaining 69.27 to 37.41, which is a difference of 31.86. The more magic resist the target gets, the more costeffective your voidstaff will be. If you want to buy [imgsmall=items/void-staff.png] you might not want to buy it in conjunction with [imgsmall=items/abyssal-scepter.png], as both of them become less costeffective, since their magic penetration does not stack and reduce each other. [.][imgsmall=items/abyssal-scepter.png] [number]Abyssal Scepter[/number]. Get this if you need more damage and magic resist. The magic reduction aura not only helps you but your whole team, which makes this item a great addition to your build. The aura only works as long as your enemy is in range. If you poison him and he runs away, the subsequent ticks will not benefit from the aura. The range of the aura is slightly bigger than vision range. [.][imgsmall=items/zhonyas-hourglass.png] [number]Zhonya's Hourglass[/number]. This is generally a great item for caster-champions and can save you when you are the focus of the enemy or need to negate big chunks of damage (like [imgsmall=skills/fiddlesticks/r.png]. Choose between this and [imgsmall=items/guardian-angel.png]. [.][imgsmall=items/guardian-angel.png] [number]Guardian Angel[/number]. Get this if you feel you die too fast and will not have the time to use [imgsmall=items/zhonyas-hourglass.png], as it cannot be used while stunned or silenced. It's always better to survive longer than to go for pure damage, since a dead player can't deal any damage at all (besides Karthus). It provides more defense than the [imgsmall=items/zhonyas-hourglass.png] so it is a more defensive route. [title]Other items worth mentioning:[/title] [.][imgsmall=items/banshees-veil.png] [number]Banshee's Veil[/number]. You can get this after Deathcap, because that's about the time when teamfights are more likely and the enemy will try to focus or atleast stun you. The bubble effect is great and the magic resist is always welcome. Don't get this item if the enemy has alot of champions with spamable spells, i.e. Ezreal, Ryze. Rather go for an [imgsmall=items/abyssal-scepter.png] if you want magic resist. [.][imgsmall=items/moonflair-spellblade.png] [number]Moonflair Spellblade[/number]. The Spellblade is the only tenacity-item besides [imgsmall=items/mercurys-treads.png], which are worth getting on Cassiopeia. The 50 AP are worth 1054g, so the 35 Tenacity only cost 236g. If you face a lot of slows or other soft-CC this is a good item, but it will not save you if you are caught with a hard-CC in the middle of the enemy. Try it out and see for yourself. This is a very underestimated item.

[imgsmall=items/mejais-soulstealer.png] [number]Mejai's Soulstealer[/number] I am not a fan of snowball items, since they are only costeffective at a certain amount of stacks. In the case of this item you have to keep it at 7 stacks or higher, or it was not worth buying. The problem with this item also is, that it only helps you when you or your team is doing good and killing the enemy. So therefor when you are winning, this items helps you to win more easily, but if you are already losing, it doesn't help you at all and makes it even worse, by not being cost effective (since I doubt you can keep stacks, when the enemy team has the upper hand in teamfights). If you think this item is great and you can stack it up, feel free to buy it, because if you really can keep 7+ stacks, it is good. [imgsmall=items/archangels-staff.png] [number]Archangel's Staff[/number] You have to get a [imgsmall=items/tear-of-the-goddess.png] first, which is usually built as first item. This means you have to either pass or delay your [imgsmall=items/catalyst-the-protector.png], leaving you with a bigger manapool (later on) but less HP. In my opinion the [imgsmall=items/catalyst-the-protector.png] gives you much better stats, and you also don't really need a big manapool lategame, as your passive is a great manasaver and depending on your team, you can also ask for a blue-buff if you really think you need more manaregeneration. This item is therefor not worth the costs, in my opinion. [imgsmall=items/deathfire-grasp.png] [number]Deathfire Grasp[/number] & [imgsmall=items/morellos-evil-tome.png] [number]Morello's Evil Tome[/number] have too many itemstats, which are not really needed on Cassiopeia. She doesn't get much from cooldown reduction and doesn't really need a lot of manaregeneration. The AP and the active-effect of [imgsmall=items/deathfire-grasp.png] are good, but cannot compensate for the other unwanted stats. Only get this, if you have opponents who stack HP without much magic resist.

Mastering the correct usage of this spell is a key to success with Cassiopeia. It's damage is often underestimated, but since it's damage over time, it can be blocked by shields or negated by heals. Use it in conjuction with your other spells, most likely [imgsmall=skills/cassiopeia/e.png]. [highlight]How to use it:[/highlight] [.]Predict the movement of your target [.]Use it in a 1-3 cycle with [imgsmall=skills/cassiopeia/e.png], to make sure you deal the maximum amount of damage. [.]Use it to increase your movement speed to run away or chase an enemy. [.]Use it to check bushes. If you hit a champion hiding in there you will get your movement speed buff. To help speed up the learning process I made a short picture guide. [center][imgext=][/center] The circle indicates the radius Annie could travel in the time your [imgsmall=skills/cassiopeia/q.png] needs to set off. The purple area is the part where she will most likely run to, because the other area is either blocked by minions, or simply highly unlikely. The red dot marks the position, where you should place your cursor in order to get the highest chance of actually landing the spell. [center][imgext=][/center] In this scenario the chance of hitting your [imgsmall=skills/cassiopeia/q.png] is much higher, because the minions block a big part of Annie's space to move. Use situations like this to your advantage to maximize your chance for harassment.

Miasma is most often used for zoning and slowing purposes. The damage is rather small compared to your other spells. [highlight]How to use it:[/highlight] [.]Zone an enemy at his tower, so he only has two choices: Either run into the area affected by [imgsmall=skills/cassiopeia/w.png] trying to attack you and therefor taking damage himself, or stay away and let you hit the tower. [.]If someone steps into the area while you attack a tower, the tower will attack you, therefor retreat. [.]"Block" off retreat paths, so if they try to run around it, you can easier predict their movement to hit your [imgsmall=skills/cassiopeia/q.png]. [.]You can spam [imgsmall=skills/cassiopeia/e.png] on someone standing in the affected area, since it will reapply the poison aslong as the spell is active or the targets keeps standing there. [.]Even if some keeps standing in [imgsmall=skills/cassiopeia/w.png] and you spam [imgsmall=skills/cassiopeia/e.png] on them, try to hit them with [imgsmall=skills/cassiopeia/q.png] when they are trying to leave the circle or it is about to run out. [.]Use the sloweffect of this spell to help allies catch up to running enemies [.]Use the sloweffect to save teammates by slowing multiple enemies [.]Combine it with [imgsmall=skills/cassiopeia/r.png]. When you stun enemies cast [imgsmall=skills/cassiopeia/w.png] underneath them, so they get slowed when the stun wears off. Here are some pictures which might help you: [center][imgext=][/center] The blue area indicates the possible paths Annie will take when she is going to attack you and doesn't want to walk through the [imgsmall=skills/cassiopeia/w.png]. Therefor you can easily attack her with your [imgsmall=skills/cassiopeia/q.png] (Red dots). [center][imgext=][/center] Tower attacks you after Annie takes damage by walking into the [imgsmall=skills/cassiopeia/w.png]. Be careful.

Ask for a sololane. Mid or top is both fine. You can also duolane, although Cassiopeia is best with a little leveladvantage, and since she has a great lanedomination potential you should not be afraid of playing her in a sololane. [title]Laning Phase:[/title] [.]Last hit minions with autoattacks [.]At level 1 your Q does not deal much dmg on its own. [.]Once you hit level 2 or 3 Cassiopeia can harass very well. Try to hit the enemy with your [imgsmall=skills/cassiopeia/q.png] and maybe one or two [imgsmall=skills/cassiopeia/e.png], depending on your manapool. [.]Don't rush the minionwaves by using your [imgsmall=skills/cassiopeia/q.png] and [imgsmall=skills/cassiopeia/w.png] on them. Only do this if the hostile minions are stacking up and near your tower. [.]Push the minionwave if you want to teleport to the shop, so your tower is safe for a short period of time and you don't lose as much XP and gold while running back to the lane. [.]If possible try only to harass the enemy champion and therefor zone him. If he is a melee champion you should be able to anticipate which of your minions he is going to kill, therefor try to deny him or atleast make the minion cost him health with a good positioned [imgsmall=skills/cassiopeia/q.png]. [.]Try to stay in lane until you can afford 2 [imgsmall=items/dorans-ring.png] (2*475g) or a [imgsmall=items/catalyst-the-protector.png] which is either at 925g or 1325g, depending on your starting item. If you have some gold left buy 1 or 2 [imgsmall=items/health-potion.png] and a [imgsmall=items/sight-ward.png]. [.]If your opponent is missing, call it in chat, and either push his tower (if you know where the enemy's jungler is) or gank another lane to score a kill/assist, or atleast make the enemy use their summoner spells. You don't have to kill someone in order to gank efficiently. Making the enemy use all their abilities makes it easier for your team to gank/kill them in the near future. Always keep an eye on your lane when you are not there. Not being in lane is not an excuse for not calling miss.

This is the time when team fights and ganks are more common. Be careful and try to assist your team as good as possible. You should have a decent level advantage (2 - 3 levels) against the enemies in the bottom lane now. When you reach level 6 - 11 you have a very high damage and crowd control potential, even without much AP. [title]Ganks & Final laning phase:[/title] [.]Assist your jungler. If he tries to ambush the enemy's jungler or tries to steal one of their buffs, keep an eye on him and ping/call misses when you see someone running towards him. You might also help him by running towards him or guarding his retreat path. Use wards to have a better knowledge of the enemies position. [.]Try to harass your opponent in the lane as much as possible or even push him out of the lane. When he teleporting back to his base, either gank other lanes or push his tower. [.]When ganking make use of your slows and/or stun. With a good positioned [imgsmall=skills/cassiopeia/w.png] and [imgsmall=skills/cassiopeia/r.png] you can easily cut off the enemies retreatpath and enable your allies to catch up. [.]When you push a tower, you can zone the opponent defending it by using [imgsmall=skills/cassiopeia/w.png] at the right spot, forcing your opponent to either stay out of it and let you attack the tower, or take damage from the spell when he tries to attack you. Make sure you know if you will get ganked or not when pushing a tower ([number]use wards![/number]). [title]Teamfights:[/title] In teamfights always target the enemies greatest threat with your ultimate, so your team can focus him/her and get the upper hand. Always keep your movement speed buff from [imgsmall=skills/cassiopeia/q.png] active and combine it with your [imgsmall=skills/cassiopeia/e.png] on the enemy carry or other squishy target in range. Don't run into the enemy team, only because you want to target a squishy in the back. It's better to attack an opponent in range, than risking your own life, because you just want to kill one specific enemy. Always keep a good position and support your team with your stun and slows. If you are split up, try to ask your teammates to push the enemy toward you or position yourself correctly, so they have to face you when running away from your allies, which gives you a great opportunity to stun them with [imgsmall=skills/cassiopeia/r.png]. Don't engage teamfights. You are not a tank, nor an initiator. Although you are a great poker. If both teams are just waiting for someone making a move, try to harass them with your long range spells. If they have 75% or less HP when the teamfights start, it helps your team alot to win it. Don't put yourself into too much risk while doing this (i.e. [imgsmall=skills/ashe/r.png]). Always keep a safe position.

Late Game is basically the same as midgame when it comes to teamfights, although Cassiopeia is great at pushing a lane on her own, so you can split push a sidelane if you feel comfortable. Always have a save retreat path ([number]wards![/number]), so you can run away, when enemies show up. This way you can easily push a lane towards a tower, forcing the enemy to either split up, run there and defend it, or losing it to you. If you took [imgsmall=summoners/teleport.png] it's even easier, since you can teleport back to a ward/minion when a teamfight is about to start. Cassiopeia is a good champion for Baron and Dragon baits. If the enemies run towards the neutral monster they have to face you, so either they unwillingly help you to land a stun with [imgsmall=skills/cassiopeia/r.png] or they leave the monster to you. Like with every champion, buy and place [number]wards[/number] on key locations to ensure your own and your allies safety and mapcontrol.

Buying wards is an essential part of winning a game. Knowledge can be much more useful than any ability. Here are some general rules which apply to any champion, not just Cassiopeia: [.]Don't rely on your support to buy all the wards. He/she might not always have enough money to buy all the wards needed or simply cannot travel to a good placement location. [.]You are responsible if you die to the enemy's jungler, if you didn't see him coming. Use wards as an early detection system. [.]If there is a stealther in the opposing team use a [imgsmall=items/vision-ward.png]. It might cost alot early game, but saving your life is worth even more. Also stealther often roam and therefor rely on kills and assists. If you can deny this by buying wards, you will have a much easier time dealing with the stealther, since he has less money and therefor less items. [.]Put wards at the neutral buff camps, to either catch a counterjungler, steal the buff or kill the opposing jungler while doing their clearing their own jungleside. Shuting down a jungle can be devasting for their team and allows you to be much more aggressive in your own lane, due to less likely getting ganked. [.]If you have money left when teleporting back to shop, buy 1 or 2 [imgsmall=items/sight-ward.png]. You won't even notice the slightly less amount of gold for other items, and it might mean more safety in lane and therefor easier farming, which can easily bring back the gold spent for the ward [.]Don't only buy wards for yourself. If you have alot of money or simply have a ward left in the inventory, ward location which might help your teammates. It's a teamgame and therefor you should act accordingly. Here are some common key location for wards. If you can keep up most of them, you will have a big advantage and knowledge of the enemies location. [center][imgext=][/center]

Last but not least a chapter about an aspect in the game I use for over a year and way before Cassiopeia even came out, so I forgot to mention it as it is a part of my gameplay anyway. So for you who are not familiar with smartcasting, here is a quick introduction. [title]What is smartcasting?[/title] Smartcasting offers you the ability to use your spells without having click twice. It works like [imgsmall=summoners/flash.png] and [imgsmall=skills/cassiopeia/q.png] as it instantly casts where your cursor is at. So you don't have to click to activate your spell and click again on your target. All is done by moving the mouse over your target and press the smartcast-hotkey. The downside is, you won't see the range-circle, but if you are used to a champion you know it's range anyway and this won't have much effect on your gameplay. It just needs some time to get used to, but on champions like Cassiopeia it makes your gameplay so much better, as you can spam your [imgsmall=skills/cassiopeia/e.png] much faster. [title]How do I activate smartcasting?[/title] Open your in-game options window, select "Key Bindings" and scroll down a bit to the "Smart Cast" section. Just put in the keys you want to use. [center][imgext=][/center] I put smartcasting on the regular Q,W,E,R,D and F keys and assign the regular castingmode to SHIFT+ their respective key.

Be patient when you learn Cassiopeia. She might not be as easy to learn as other AP champions, but once you get the hang of her she is a very viable addition to every team with great damage potential, great lane domination and strong teamfight usability. Play her aggressive, but always know your and the champions limits. Always think of every possible scenario, to avoid mistakes. Positioning is the key to success with her. If you want to speak to me ingame, I am on the [number]EU West[/number] servers as [number]Izri[/number]. I hope you enjoyed reading this guide and have fun with Cassiopeia.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top