Cassiopeia Build Guide

Deadly is an Understatement

Uploader Gallowz
Updated 5 years ago
  • 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 Ability Power (+1.19 ability power)
  • 3
    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

Cassiopeia is very misunderstood and underestimated. It is my opinion, that she is has single highest AP dps in the game if you learn how to play her. What I'm saying is, if you placed all of the top damage AP carries at Baron, with maxed builds, and had them nuke it down as fast as possible, Cassiopeia would most likely come out on top with most damage done. The only other AP carry that I can see coming close is Malzahar. Her ability to zone, farm, and nuke an enemy champion is nearly unmatched. Her damage over time abilities, when placed correctly, can be devastating in team fights and will carry a team to victory. Farming is a breeze with her and you should easily have the highest creep score in the game unless paired with farming giants like Sivir. You can also easily zone your enemy from experience and gold extremely effectively. This guide's purpose is to teach you how to build, position, and think when playing Cassiopeia. If you apply the information I provide, you should be successfully coiling yourself around your enemies and crushing them.

[imgext=] [title]Marks (Red)[/title] Magic Penetration for you marks is hands down the strongest choice. If you went Ability Power for them, a simple Null-Magic Mantle will make your damage negligible. Also, if they don't have any addition MR, your early game damage should almost be true damage. You need the penetration. [title]Seals (Yellow)[/title] Mana Regeneration is the best option for seals on Cassiopeia. Combined with the regeneration you get from Utility tree and your Doran's Ring, you should be able to stay in lane for a really long time. Other options for seals would be (But still not as good imo): [.] Mana Regeneration /5 per level. [.] Flat Armor [title]Glyphs (Blue)[/title] I run flat Ability Power because it makes her laning phase REALLY strong. Your Q + x3 E combo does massive damage and it's only enhanced by the extra ability power. Other really good options for your glyphs are: [.]Ability Power per level [.]Flat Magic Resistance Ability Power per level is a little more useful throughout the entire game, while flat ability power makes your early game stronger. It's up to your preference here. The Magic Resist should only be used if your are against a lane than you fear can really burst you via AP. [title]Quintessences (Purple)[/title] Flat Ability power once again for the super strong laning phase. With a Doran's Ring as your first item, you should have 39 Ability Power which makes your farming and harassing potential extremely high from levels 1~8. The only other options I could see working (still not as good in my opinion): [.]1 Magic Penetration, 2 Flat Health [.]3 Flat Health These sets give you more survivability, but if played and positioned correctly, you shouldn't need the extra health.

[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] In order to do maximum damage as Cassiopeia you HAVE to spam your Q and E. Without this passive, ths would not be possible because you would drain you mana so fast it would seem like it was never there. Take advantage of it and use it for what is intended for: Spamming. [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] This is what makes Cassiopeia strong. It defines her. It's similar to Karthus' Q, except it applies a DoT poison instead of direct damage. Also, it speeds her up. Use this to your advantage. Ways you can use it: [.]Use it to harass! It's an amazing harass tool because it doesn't cost that much, has very low CD, and does hefty damage. [.]Use it to chase/escape. The speed increase + boots 2 makes you incredibly fast and will make you deceptively hard to catch. There have been times when I got ganked and was low health and the kiting done with this got them low enough for me to turn around and kill them. [.]Use it to farm! It's a great farming tool because it does AoE damage and doesn't cost much to cast. [.]Use it to set up your E. Generally, you should be able to get 3 E casts off after one cast of your Q. However, that doesn't mean you should only be casting Q once. You should be able to endlessly spam your E if you are spamming Q on them every time it is up. Note: This skill does not reveal fog of war or the inside of brush. However, if you are good at predicting, you can keep them out of the brush with it. [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] Miasma is a pretty strong spell. It has a slow the poison also applies to your E. It does tons of damage when the enemy is sitting in for it's full duration. Use it for: [.]Farming! It's a great farming tool combined with your Q, but it does cost a good bit of mana so use it wisely. [.]Zoning. This skill is an amazing zoning tool. You can place it where the enemy champion would need to be in order to last hit and punish them if they decide to enter. [.]Shepherding. If you have trouble landing your Q (even though I find it very easy to land), then use this spell to make predicting their movement easier. If you put it at a spot where they must run around, it makes their path more focused and predictable. [.]If you are nervous of facechecking a bush because the enemy team has a Garen (and you should be!), then use this spell to check a brush before you enter it. It momentarily reveals it (but not for very long). [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] Twin Fang is a really solid skill. It does considerable damage ESPECIALLY when the enemy is poisoned. When they are poisoned, you can spam this over and over until the poison wears off. With constant Q spam, this can be spammed endlessly and instantly. It's main use is for harass/damage. [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] Cassiopeia's ultimate takes some time to adjust to and practice with. It's similar to Sona's ultimate, except smaller range and it doesn't always stun. If they are facing you, the ult will stun them. If they are facing away, it will slow them. The damage is actually very good. Using Flash to take them by surprise can increase your chances of getting them facing you by a lot. Generally, as soon as you hit level 6, the enemy will turn and run the moment you run towards them in fear of a stun. Flash makes this unpredictable. When you use it, make sure you have them standing in Miasma at some point. If you stun them in it, they will be taking massive damage. It also makes spamming your Q and E on top of them very easy. Don't get discouraged if you catch their back. It's not THAT big a deal. Sure the stun is more effective, but the slow can be more than enough to get the kill as long as you aim your Q correctly. You can position Miasma so they must run into it for the slow as soon as the slow from the ultimate wears off, making it a back to back slow. This skill counters ganks extremely effectively. When enemies come to gank you, they are running TOWARDS you in order to get in range. Being chased makes landing the stun incredibly easy. You can often surprise your enemies by stunning them as they gank and then kill them. Even if you get ganked 1v2 or 1v3, if they are spread out and you can't get every one, I find that usually, if I can't get away, I can at least put out the damage after stunning 1 or 2 of them to take 1 with me.

[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] [highlight]Noxious Blast (Q):[/highlight] I max this first because of it's farming, harassing, and killing potential. It does massive damage and makes controlling your lane incredibly easy. [highlight]Miasma (W):[/highlight]I max this last, because even though it is a strong spell, it still does considerate damage at level 1. It does it's job without having to max it first or second. [highlight]Twin Fang (E):[/highlight] I max Twin Fang second because combined with your Q, you can dish out massive amounts of damage when spamming them both. It has great burst and harass. [highlight]Petrifying Gaze (R):[/highlight] I take this every time it's available because... well... it's her ultimate and it's a very good one. It is a necessity.

[center][title]Starting Items[/title] [img=items/dorans-ring.png] or [img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [center][highlight]Doran's Ring:[/highlight] This is the item that I usually take. It provides ability power, health, and mana regeneration. All of which Cassiopeia will find she needs during her early game. Taking this makes her starting AP 39 which is really good for putting some heavy harass on your opponent. [highlight]Boots of Speed + 3 HP:[/highlight] The only time I will decide to take Boots of Speed and the 3 Health Potions is when I'm going to be facing a lane that I will need the speed and sustain of 3 potions in order to farm sufficiently. This is usually when I am facing [imgsmall=champ/cassiopeia.png][imgsmall=champ/orianna.png][imgsmall=champ/sivir.png][imgsmall=champ/vayne.png][imgsmall=champ/karthus.png][imgsmall=champ/urgot.png][imgsmall=champ/caitlyn.png][imgsmall=champ/corki.png][imgsmall=champ/zilean.png][/center] [center][title]My First Time Back To Buy[/title] [highlight]If My Staring Item Was[/highlight] [imgext=][/center] [center] [highlight]First Option:[/highlight] If you need to buy before you have enough to afford both the Boots of Speed and the Catalyst, you can take the Boots of Speed and a Sapphire Crystal. Once you have gotten these items, grab your Hextech Revolver and then build RoA and Sorcerer's Shoes as soon as possible. [highlight]Second Option:[/highlight] This is a pretty reasonable first buy. It is not that expensive and should be achievable after several minutes of farming. Once you have these, get your Catalyst and Hextech Revolver as soon as possible. Catalyst has priority over the Revolver. Also, make sure if your have any left over gold, pick up [img=items/sight-ward.png] or additional [img=items/health-potion.png][/center] [center][title]The Core[/title] [img=items/dorans-ring.png][img=items/sorcerers-shoes.png][img=items/catalyst-the-protector.png][img=items/hextech-revolver.png] Total Cost: 4100 gold [highlight]Why This Core?[/highlight] This core is all about sustainability so you can farm, farm, farm, farm, farm. The great thing about Cassiopeia, is that with your runes and a Doran's Ring, you do plenty of damage. This means you can put off getting super expensive AP items like Deathcap until you need them later on. Use the sustainability to your advantage and farm up with these items and get your Rod of Ages and your Rabadon's Deathcap completed as soon as possible. [highlight]I Got Fed Early[/highlight] So you got fed early. Whether from kills or free farm, if you get fed, take advantage of it. If this is the case, then instead of worrying about Hextech Revolver, rush the Rod of Ages. If you get fed, your core should look like this instead: [img=items/dorans-ring.png][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/blasting-wand.png] Total Cost: 5470[/center] [center][title]Final Build[/title] [img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png] The last two items are luxury. Later in the game, the spell vamp you get from a Hextech Revolver/Will of the Ancients will not be enough to keep you alive in team fights and should be sold for a better defensive item. This doesn't mean the Will of the Ancients would kill you if you kept it. If you really like it and are doing fine with it, then by all means keep it. But what should you get for your final item? [highlight]Below are items that would be good choices.[/highlight] [img=items/banshees-veil.png] Banshee's is a really solid item on any carry. The health, mana, and magic resist are just really good at keeping you alive in during a team fight. Also, the spell shield blocks one magic spell. This can be huge. Because you are so dangerous, you are often the target of CC and heavy burst. This blocks one of them and can change the entire flow of a fight. [img=items/zhonyas-hourglass.png] Zhonya's Hourglass is really strong. It's active provides complete immunity which can be game changing during a team fight. Just make sure you save the active for when it counts. The armor and AP are also really nice. More damage and more survivability... what's there to complain about? [img=items/guardian-angel.png] Guardian Angel is a really strong item on any carry. Having the ability to die, and then revive again to deal damage can be the sole reason you win a team fight. However, I generally would choose Zhonya's Hourglass over this item. [img=items/void-staff.png] If the enemy team is stacking Magic Resistance really heavily, you should take void staff. This is definitely a late game item though and should never be rushed. It's so offensive and provides to defense, so be careful when choosing it. [img=items/abyssal-scepter.png] If the enemy team's MR is high, and you really can't give up any survivability, then you could opt to take this over Void Staff. It will do it's job. [img=items/will-of-the-ancients.png] As I said before, Will of the Ancient is certainly a very good item, but late game, when the enemy team gets super high damage, this won't single-handedly keep you alive. Still, if it is working for you and you have no reason to replace it, then by all means hang on to it. Generally when I have to choose my last two items I choose Banshee's Veil and Zhonya's Hourglass. However, there are certainly situations where other items would be more beneficial. [title]Buy Wards![/title] [img=items/sight-ward.png][img=items/vision-ward.png] Even though you are not support or a jungler, you can't expect everyone to ward for you. Wards are key to winning games with any champion. Buy them and place them in strategic locations to prevent ganks, Dragon kills, Baron kills, and stolen buffs. Knowing where the enemy team is is huge, especially for poor squishy Cassiopeia.[/center]

Smart Casting is an alternate way to use your skills. It essentially cuts out a step when casting. When casting a skill that you must select a target in order to use (like Twin Fang), instead of selecting them, you can simply hover your cursor on top of the target/frame you with to use the skill on and press the button that the skill is bound to. You can access smart casting by going into the "Key Bindings" section of the in-game menu. Then, find the Smart Casting section and select which keys/buttons you wish to bind your skills to. Personally, I only smart cast on Cassiopeia with her E (since her Q is already a smart cast), but it can still be useful on both her W and her R. The purpose of smart casting is to crank out skills faster and smoother. This makes spamming your E and Q together effortless and much, much quicker. The more E's you can get out, the more damage yo uare going to do. I promise you, if you just try smart casting her E instead of doing the default way, you will be blown away by how much more effective it is. Give it a try.

Positioning is extremely important when playing Cassiopeia. You are naturally very squishy, so if you are in a bad position, you can easily get yourself nuked down. The reason I decided to combine positioning and mindset into one section is because they go hand in hand with one another. If you have the right mindset when playing Cassiopeia, then you are more likely to put yourself into the best positions. When solo laning (which you should be doing every game as Cassiopeia), your goal is to try to stay positioned out of reach of your opponent, while still able to last hit minions. When your opponent comes in for a harass or last hit, your Q is usually long enough range to punish them for it without being punished in return. Usually when your Q lands, the enemy will get the hint and back off until the poison has worn off. If they ignore the fact that you have harassed them, you should harass them more by spamming Q and E. If you are in the middle lane, as a general rule of thumb, you never want to position yourself past the center of the lane. This area makes you easy prey for a gank from the jungle. I put together a color coded danger zone that you should try to keep in mind when playing Cassiopeia below. [imgext=] If you are in the GREEN section, you are most likely safe from a one or two man jungle gank. If you are in the YELLOW section, you at putting yourself at slight risk to a gank, but you should still be able to escape a gank without Flash or using your ultimate. The ORANGE section means you are in danger. If there are enemies missing on your mini map from another lane or they have a really strong jungle ganker, you should NOT be here. You should be able to escape a gank here if you use Flash/ultimate, and it is almost certain death if you have neither. The RED section means that if there are people from other lanes missing you are going to die unless you back up. It is possible to live after a gank from here with a well timed Flash and ultimate, but it is likely that they still may get you. --------------------------------------------------- When soloing top, just be wary of common gank areas shown below: [imgext=] 1) This is the river brush and this is usually is the most commonly used ganked spot for top. If there are lanes missing, try not to be too far past the brush or you'll be an easy kill, especially without Flash. Blue side is especially more vulnerable to ganks from this spot. This is an ideal area to ward when on the blue team. 2) This is the "triangle brush" located on the purple side of the jungle. If you start blue team, you will usually be ganked from locating 1 instead. If you started purple team, this is a common place to be ganked from. Make sure you have this spot warded if you are on purple team. 3) This is the "triangle brush" on blue side located near the first top blue turret. This a gank spot that only blue side needs to worry about while the turret is up. When ganked from here it will likely be a turret dive from a high burst like Annie, AP Alistar, Zilean, etc. If you are playing against an aggressive team, and you are pushed back to the turret and you are low on health, you might want to call for assistance. This spot is not a place to be ganked from often. The purple team CAN be ganked from this area as well though. When the purple team has warded heavily, this can be a go to spot for a blue gank to Flash over and initiate. 4) These are the two brushes that line the top edge of top lane. Be wary of these spots when the lane has pushed and an unseen enemy may have moved into them. Also, it is common for the enemy team to place a ward into them and teleport to it for a gank. --------------------------------------------------- Most of positioning is common sense. Your goal is to be able to do what you need to do (last hit, harass, nuke an enemy, etc), without putting yourself into unnecessary danger. In team fights, this can become slightly more complex. You need to be aware of every person on the enemy team and constantly ask yourself questions about who can do what.

[imgext=] These are key positions for wards. The ORANGE dots are for ward that are meant to prevent/set up ganks. The PINK dots are for wards that are used to control an important objective such as Dragon, Baron, Blue Buff, or Red Buff. The extra pink dots are wards that should be placed when attempting to do Dragon or Baron so that you will know if the enemy team is coming to contend with you.

[title]The Game Has Started[/title] So the game started. Take a look at the enemy team and decide who you will likely be facing in your lane. Once you have determined who that is most likely to be, you need to decide whether to buy a [imgsmall=items/dorans-ring.png] or [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png]. It is most likely that you went with the Doran's Ring. Protect your jungler if need be and providing him a leash if he wants one would be kind of you. Once your jungler is good to go, return to your lane and begin last hitting minions. Be sure you are avoiding enemy harass and harassing back when necessary. An easy way to last hit is to auto-attack each ranged minion once, then last hit the lowest melee minion. Position your Q so that you are hitting all 3 ranged minions at once, then cycle through auto attacking each ranged minion until you last hit them all. Auto-attack each melee minion the moment they are low enough to die from it and save your Q for the ranged. Remember not to kill your minions too fast or they will push too far and you could be putting yourself into danger. Your goal is to last hit, while still keeping the minion line relatively close to the center. When it is safe to do so, a good strategy is to push the minion line to the enemy turret to force them to lose last hits to it. Anyway, at the start of the game, your primary focus is farming minions. Get a kill if it's possible, but do not go putting yourself in danger of being killed to do so. Once you have enough gold to return to your fountain and buy your goal items, push your lane and go back. If you have enough gold left over, a ward or two would be very beneficial. [title]I'm Getting Pushed Around![/title] If your enemy is pushing you around in your lane and you aren't able to farm the way you need to or you are being zoned of experience, either you are doing something wrong or you just have a bad match-up. If it's is either, call for a gank. Usually, as long as the ganker isn't completely terrible, you should be able to pull off a kill if you are level 6 with a Flash + Ultimate combo. If the gank fails and you are still getting pushed around, call for a lane swap. If you aren't performing in your lane the way you should be, it is better for you to go somewhere else so you can.

[title]What is Mid Game?[/title] A lot of people don't understand exactly what mid game is. Mid game is when most people have completed their core item build and they are starting to move onto different objectives other than farming and winning their lane. This is the time that teams should start getting ready for Dragon and pushing down turrets. Make sure you communicate to your team that they should be thinking about Dragon. [title]But what does Mid Game mean for Cassiopeia?[/title] For Cassiopeia, it means that if you are top lane, you should keep farming unless: [.]An important Dragon is going down and there could be a fight there. [.]You can gank another lane and take down the turret while top is still safe. [.]Your team is gathering for a push or a team fight. [.]Someone is in trouble and you can legitimately help. If you are middle lane, you should be: [.]Ready to get/intercept Dragon. [.]Taking the middle turret if you haven't already. [.]Maintaining your jungle control. [.]Farming. [.]Ganking. [.]Help where it is needed. [.]Be ready to gather for a push/team fight.

Team fighting is all about positioning, spamming your spells on the right targets, and using your ultimate at the right time. Know when to be in and when to be out. Know when the fight is a good one and when it is not. Say you are facing an enemy Katarina, Amumu, Caitlyn, Brand, and Warwick. The team fight starts. You know that Amumu will likely wait to ultimate when he can get as many of your team as possible. Wait for him to trigger it and make sure that you are not caught. The moment he does this, Brand and Katarina are going to initiate their massive AoE, make sure you aren't a part of it. You should be able to do damage, while completely out of range of Brand's ultimate bouncing and Katarina's Death Lotus. If Warwick decides to use his ultimate on you, make sure he has to go out of his way to do it. Don't let him catch you with your pants down while in a bad position. Chances are, if your positioning is correct, he won't even bother ulting you because they wouldn't be able to capitalize on it. Caitlyn will be hiding at the back of her team trying to dish out damage on anyone that is close enough, so don't be. Also, you should communicate with your team and inform them that you should fight in a choke (a relatively enclosed path). Fighting in a choke is extremely effective with Cassiopeia because it makes landing her ulti-stun on multiple people easier. Make sure you time your ultimate as a crucial stage of the team fight: when the enemy team is initiating/counter-initiating. This is the highest chance you have of catching multiple enemies in your stun. Also, you can use your ultimate to save your important teammates. If you have a fed Vayne on your team, they are going to target her, so use your ultimate to counter-initiate and save her. Chances are, you and Vayne can burst down anyone you caught before they get out. You want to spam your Q and E on the first enemy carry that is in a position for you to do so. If the enemy Annie jumps in and tries to blow all of her spells, you should have ulted her in the face to cease the damage and then punished her for being in the middle of the fight. Make sure you lay your W down strategically, in a spot that it can do damage to people that are important.

[title]What Should Me & My Team Be Doing?[/title] Late game is all about objective control and pushing turrets. You need to communicate with your team about everything. Tell them when something special will be spawning. Make sure wards are down in key locations. Team fights will be breaking out and if you are playing them right, you should be winning them. You should know which team is stronger in a fight. If the enemy team is stronger, you need to try to catch them when they split up. Chances are if your team is weaker, you are on the defensive. This means that the enemy team will usually get annoyed trying to push one turret without any progress so they will split up and farm. Use this to your advantage by picking them off until your team is stronger. Beware of baits though. If your team is stronger, and the enemy team won't leave the safety of their turrets or base, then you have to make one of three choices before the enemy team manages to farm up and get as strong as you. Either you: [.]Bait a Baron. Go to Baron and act like you are going to take it. Make sure you have wards set up to capitalize on the bait. If they come, then your team can engage them and kill them, if they don't come, then you get a free, uncontested Baron that you can use to push and win. or [.]Turret dive. This is much more dangerous, but if your team is strong enough, you can pull it off as long as you get your tank to take the turret hits. Beware though, if you fail the dive, and the enemy team manages to take out too many or even ace your team, then that could lose you the game. or [.]Wait in their jungle and look for a gank. Make sure you have a Oracle's Elixir on your team to make sure that your team isn't standing on a ward. If they are on the defensive, it means that they will be getting desperate for some kind of farm. This usually leads to someone messing up and walking into the jungle to farm. When this happens, you can pounce on them and take them out. Even if you only get one of them, if you turn it into a 4v5, you can easily push down some turrets.

I really hope you learned a lot about Cassiopeia! I tried my best to teach everyone who read the guide something new. I also hope that I have inspired more people to play Cassiopeia because she is such a fun champion that is constantly underrated by so many. If you enjoyed the guide and thought I did a good job, I would appreciate any likes you could give it! Also, if you find something that you think I should update, adjust, or add, please let me know in a comment below. I would be extremely happy to receive and address any constructive criticism you have to ofter me that could improve either myself or the guide! Thanks for reading! -Gallowz

[.]7/3/2011 - Guide released to the public! [.]8/19/2011 - A few grammar mistakes corrected, I'm sure there are more.

Comments coming soon!
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