All Guides Cassiopeia Guides My Anaconda Don't?! (AP Mid with TL;DR)
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4 months ago
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Cassiopeia Statistics for 2DTornado

Author's performance with Cassiopeia compared to the ranked average.

Value
Average
Games Played
9
4
Win %
22
42
Kills
6.1
5.3
Assists
5.7
6.4
Deaths
6.4
6.1
KA:D Ratio
1.8
1.9
Gold Earned
11.6K
10.6K
Creep Score
193.8
166.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

I'd recommend peeking at the TL;DR and Who Am I before reading the main body ;)

I decided to bold and isolate each section so you don't have to read through sections you don't want/need to. CTRL-F any information you want specifically. If I don't have it, recommend it down in the comments and i'll try to get on it. Okay back to guide.
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Typical mid laner picks, nothing out of the ordinary unless you want it to be.

ALWAYS take Flash. Don't ask.

Ignite for cutting sustain/heals, finalizing kills, or if you're confident in your button mashing.

Heal for non-Ignite enemies or if they don't have heal reductions. The movement speed buff will help you escape too (ties in with not having boots).

Barrier is a pick if versing a burst and/or Ignite champion (eg, Akali, Katarina, Talon). The reduced cooldown also makes it more reliable than Heal as you'll be able to block their damage more frequently.

Teleport is a solid choice if you're planning to go RoA/Tear build to minimize out-of-lane time or if you're going to have a lot of team fights/split pushing plans. 

Ghost. Not having boots and getting ability to have no unit-collision puts it up as a choice. You'll also have extra chase/running away power.

As of recent, I take Exhaust. This'll give you the chance to kite or run while also pulling their damage down. I DEFINITELY would take it if you're versing a visible time-based combo assassin or if they have a hyper-carry ADC.

New Runes Back to Top

Alright folks. My personalized rune page is long gone and so is my spell vamp runes. 


New Rune system and why I choose it:

Sorcery
Phase Rush: replaces Storm Raider's Surge and benefits your kiting and movement around a fight. If you're not into chasing, I'd recommend Aery over Comet. Cass doesn't have reliable enough CC to land comet consistently in my opinion. 

Mana Flow Band: Helps with mana issues since laning is relatively crappy for everyone now. Also fills up your mana bar so you'll be very keen on Tear stacking. I don't recommend Ultimate Hat solely based on its' one time utility in a team fight anyway, and Nullifying Orb just seems to be low in utility overall.

Transcendence: Gives you extra CDR that I used to compensate through CDR runes. Utility-wise the smartest for her spammable skills. I can see Celerity's movement speed utility for Cass since she'll have more base movement speed than all champs, however I still would prefer the CDR.

Gathering Storm: Cass is a scaling champ. Get a scaling spell. Scorch can help with early damage, but seems to fall off since you're already doing enough DPS, and Waterwalking may tie in with Celerity, but again, I like scaling.

I go Domination because of Cass's skill set, and what I used to rune for previously.

Eyeball Collection: Helps scale with adaptive AP, and gives up to 30 AP. Will be even more with Rabadon's.

Ravenous Hunter: Reminds me of my Spell Vamp quints that I miss dearly. This should help you sustain in fights aside from her innate E healing. I'd also go for Ingenious Hunter for the active item CDR (mostly Zhonya's and Seraph's)

Masteries Back to Top

Look at New Runes for the update.


Abilities Back to Top

Q
E
W
E
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
1
8
10
12
13
W
3
14
15
17
18
E
2
4
5
7
9
R
6
11
16
I chose to include 40% and 45% CDRs with the spells at max level. You're welcome. (They also might not be right anymore, but you get the picture)

Quick note, level 1, you can choose between AOE (Q) or single target (E) farming. Many (including myself) will go Q over E for the movement speed utility over E. Also your ratios are typically low at level 1, so check your lane opponent and team's intentions before leveling skills.

PASSIVE : No boots. You now gain 4 movement speed each level, maxing out at 400 (not including over movement masteries, runes, or items like Luden's or Lich Bane) The only compensation you will need to make is magic pen or CDR when itemizing.

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Q: Cass's bread and butter. It creates a little explosion (like Karthus's Q) and if it hits an enemy, deals damage over time whilst giving Cass a movement speed buff if it hits a champion. Learning the timing/positioning of this skill is crucial to becoming a good Cass player. In a pinch, this skill can help you escape from ganks/chase opponents if landed well. Note, Q now does 0.5 second ticks instead of 1 per second. If you were previously seasoned, it may throw off your E timing for farming. Without Deadly Cadence 1.0 or 2.0, I would honestly just focus on farming instead of harassing early on until you have full potential without risk of running out of mana. (2.1/1.9)

W: W is now a full arc of miasma; it now passes through terrain and has a minimum cast range (it will NOT apply mid-flight). It still deals damage similarly prior to the patch and applies a slow, however with the minimum cast range it will VERY rarely be used as a close range dueling tool. In a team fight or preparing for a gank, with the added grounded effect, it is a VERY effective tool to prevent escapes or from other champions from engaging onto your team (YES, it will stop Yasuo's Dash, Alistar's Headbutt, Zed's Shadow, and Yi's Alpha Strike to name a few). Granted, it is not your primary source of damage but hey, you gotta use what you gotta use. Careful and correct positioning will ruin the enemy's team attempts to escape from a chase, namely with grounded and the high slow %. Note that the second a target leaves the AoE, the poison immediately wears off. Be careful of your E usage and poison reapplication afterward. (8.4/7.7)

E: Cass's main damage source as of always. This will send out fangs to target, applying damage and refunding the mana cost if the target dies (no more regen, RIP). E now has a static 0.75 (CDR-able) cooldown, and will have a very small source of flat level based damage + 10% AP without a poison proc. If casted on a poisoned target, it will deal an ADDITIONAL flat amount + ADDITIONAL 35% AP + Spell Vamp component (10% AP). If you miss your Q, don't be afraid to just use your E to simply apply damage and to (slowly) spell vamp. At first, the change to damage threw off my ability to traditionally farm in lane and to mention, the damage you expect from 1.0 is NOT the same as 2.0. Be VERY observant of how much damage you can deal before you use E to farm. (0.45/0.4125)

R: Cass's ult sends out a glare which paralyzes champions facing her, and slowing those facing away for 2 seconds. A very make-it or break-it skill in a team fight. Poor usage or timing can lead to your team losing a fight or even a game. My favorite use of her ult is to stun/slow a team standing in W to make them spend a good 2 seconds inside of it while allowing your team to follow up. Alternatively, throw your ult and then your W so that they won't be able to flash and will be stuck in the slow. DON'T MISS or you will be judged. (48/44)

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TIPS AND TRICKS

-ALWAYS remember to farm as often as possible. Proper usage of all your skills should mean you should never get mana hungry, along with your build. If it happens you do run low on mana, using a straight E without poisons will keep your mana pool STABLE but with masteries and optional runes, you should be able to get back to a good amount in no time.

-A small, but distinct draining sound is heard when Q hits a target. If you can't visually see the poison mark, try to listen for it.

-I often choose not to harass early. It is typically NOT worth the mana cost early on until after you buy a Tear with a decent amount of mana to compensate.

-You will probably choose not to use W to push a lane until late(r) game. Early on however, you may choose to use W when turret pushing to both prevent a face-forward engagement and to provide some sight while also slowing their minions to allow you to push harder. 

-Your range is IMMENSE for harassing. If you find yourself in a sticky situation, you have all rights to stay far behind to just Q and W waves and your enemies from seiging. That being said, versing a long range poker, you may want to stay close to avoid harassment and your chance to fight back.

-WATCH THE POISON TIMERS. As much as we all love spamming E, remember that you have to reapply a poison to continue down the full damage spree. Note that having a Teemo or Singed and yes, even Twitch poison can be helpful so that you can skimp on using a Q or W to proc poisons.

-The average amount of Es you can put into a single Q timer is about 2-3 without CDR/4-5 with CDR if you do it right. W can help you apply as many as you can fit before they leave the AoE.

-Cass's newer kit is VERY siege preventative. Throwing simple Qs and a W can clear waves quickly and prevent their engagement. Minions in Miasma will disperse and thus take more damage by walking through it longer. Just avoid front lining too hard and watch the backline for flanks.

-As a contrary to wave pushing, the low CD of E makes it available for you to do single minion target killing; think of it as an additional AA. A good thing to learn is balancing AA's with your E so you can eventually hit every minion in a wave without missing CS. 

-At turrets, ranged minions take 1 turret shot, 1 AA, and 1 fang to kill. Melees can take up to 2 turret shots and 1 AA/1 fang to kill, but may need both in some cases.

-If you're in the jungle, kill the smaller monsters with E before the main monster to stop the extra damage and to get the spell vamp proc. Kill them with E specifically so you don't waste the mana cost of it.

-Watch your position (like any other champ). The most important part of playing Cass is figuring out when you can and cannot engage onto a fight. Low mana? Low HP? Missing enemies? NO WARDS ON THE MAP? Unless if you're certain about an engage, do not front line for the sake of getting hooked or nabbed by the enemy team. It's not your fault if your team makes a bad engage and you run away.

Items Back to Top

Starting Items

    RIP

Core Items

    EXAMPLE FINAL BUILD
    "TANKIER"iopeia
    Full Damage No Regrets

Situational Items

I'll write down suggestions below for items and why you should get it, and then I'll put up my personal preferences after. CTRL+F to find a specific item I've put up top:

Starters:

Doran's is a very safe option. It gives survivability and mana sustain. I go with this 100% of the time.

Dark Seal is for an intended snowballing. You'll get less mana regen, but "assuming" your mana management skills are "okay", Fangs should be a good way to get it back. If you don't get stacks off your Seal or if mana regen is still an issue, MAYBE opt for Doran's in future games.

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Damage:

Rabadon's isn't a "first to be built" on Cass. You HAVE to focus on mana or some sort of survivability before getting raw AP. However, this is a core item and yes you will need it eventually.

Void Staff is very nice. You'll gain more damage and do more damage from the magic pen you get. Yes, you can build it before main damage items if you're versing an MR team. Without pen from boots, you will have to buy this or Liandry's.

Rylai's is a nice choice with its’ HP addition and slowing effect. The recent chances means you'll reduce your amount of AP, however the slow is at a fixed 20%. Take this if you're looking for a bit of survivability and AP, or if you feel like you need to constantly slow their team (and make it easier to kite/chase; crucial if you don't choose to max out CDR).

Liandry's is your HP-shredder and improved with more AP. Take it instead of Void (or with Void) if you're versing a beefy team with champs like Mundo or Maokai. I wouldn't recommend taking this without Rylai's since the double damage would only be applied with your W.


Spellbinder to me is like Youmou's for AP, but note it does take some time to charge up it's active. Since you'll have a 6th spot open, you can buy it in between mid-late game.

CDR:

Zhonya's IS something you will want instead of a Luden's first if you're versing a time/combo based assassin like Ekko or Akali or an AD mid-laner like Ezreal or Talon. Aside from its’ active, it's another core item that you must get for both survivability and CDR.

Morellonomicon is quite an important item now aside when versing a team with healers/regens such as Soraka or Mundo. The debuff now (again) applies for all heal sources. Without Deadly Cadence's supply of CDR, I would recommend this alongside Zhonya's to hit at LEAST 30% CDR. Also, since it now takes on Athene's old passive, I recommend taking it with Dangerous Game (20%+5% mana returns) 

Banshee's Veil is now the AP caster's MR item. It still maintains its' original effect of spell shielding, but now with AP and CDR added. I take it when versing a team with higher MR, or against poke-champ like Nidalee or Xerath. I would also replace Zhonya's for Banshee's under circumstances where Zhonya's is less beneficial in team fights (as in, if you Zhonya's in a fight and the rest of your team loses their damage source).

Funsies

RIP WOTA. You weren't that important but it was fun while you lasted.

MEJAI'S IS ONLY IF YOU'RE DOING REALLY WELL AND WANT THE GAME TO END FAST. Also if you started with a Dark Seal. Don't bother wasting your gold unless you really want to or if you're going to lose your stacks.

Lich Bane is when you’re feeling extra confident or if you need to split push like mad. It's a fun item to take if you're already dominating the team, or if you're the kind of person who misses their poisons frequently leading you to that awkward moment of AA'ing them in a fight. It does give you a bit more movement speed which is nice since you now lack boots.

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Defense

Assuming that you might be running some Spell Vamp quints or items, or on a team with a healer, Spirit Visage can make your heals bigger and better along with the MR boost. The 20% on all healing is a great thing if you don't feel like Banshee's is your kind of thing.

If you feel extra fat and heavy but the enemy team is a bunch of AA'ers, take a Thornmail and watch them melt themselves. Armor is always fun.

Warmog's is nice if they're not doing too much damage and you're more likely to need HP than other defenses.

Frozen Heart is something if you're versing a bunch of AA champs and no one else on the team can get it. Besides its passive, it also it adds to your armor and mana pool which is always nice.

Randuin's is a better choice if you're into skirmishing 1 vs 1 with the ADC or other [singular] fighter who AAs. The armor and HP boost is very nice along with the passive and active.

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MY PICK?

After some changes to RoA (and me never using it again), my build path is quite linear in options. Doran's will always be the first choice, and then it’ll depend on their composition.

You will ALWAYS take Tear first. The priority is to get this thing maxed out. Depending on your opponent, you should either pick Morellos or Zhonya’s for the CDR. Morellos is my most-often pick in safe lanes so that you’ll have easier MP regen or Zhonya’s versing AD mid laners. If you're versing an heavier AP mid laner, I'd opt either for Morellos or the null-mantle if you're REALLY struggling in lane.

Given your situation, armor or MR as needed if you want. Unless it's mandatory, I almost never take survivabilities. Melting the enemy team before they melt you is always my best option. A Seraph's and Zhonya's alone is enough to live most of the time and if you die in a team fight, blame your teammates for not peeling well enough.

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TIMELINE

In reality, build in an order that seems logical. DON'T BUY YOUR TEAR WHEN YOU'RE 3 BIG ITEMS IN AND 30 MINUTES INTO GAME, and god forbid you buy items that don't benefit yourself or your team.

Also, just to note, having a Tear, RoA, and a Morellos guarantees a decent mana pool at all times: 25% refund from skills, mana regen from skirmishes, and 25% returns from kills/assists screams sustain.

Also another note, I HIGHLY recommend having Tear, Zhonya's/Abyssal, Morello's as core items. 30% CDR + Blue means you will have freedom to do whatever you want with your mana. 

Standard AP Build

Doran's->Tear (Seraph's prioritized once maxed)->Morellonomicon->Rabadons->Zhonya's->Void->Final AP 


VS AP Heavy Team

Doran's->Tear (Seraph's prioritized once maxed)->Abyssal->Zhonya's->Rylai's->Rabadon's->Final AP 

 

VS AD Heavy Team

Doran’s->Tear (Seraph’s prioritized once maxed)->Zhonya’s->Rylai’s->Rabadon’s->2 Final AP

 

Final AP: Luden's Liandry's, Rylai's, Void Staff, survivability, whatever I feel like building. It typically never gets to this stage since you either snowball or completely lose the game.

A full built Cass might not hit 1K AP if you don't prioritize damage, but hey. You can fight regardless.

 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Akali
    Hard
  • Anivia
    Medium
  • Annie
    Easy
  • Aurelion Sol
    Medium
  • Azir
    Medium
  • Brand
    Hard
  • Cassiopeia
    Hard
  • Cho'Gath
    Hard
  • Diana
    Medium
  • Ekko
    Medium
  • Ezreal
    Medium
  • Fizz
    Medium
  • Galio
    Hard
  • Heimerdinger
    Medium
  • Karthus
    Easy
  • Kassadin
    Hard
  • Katarina
    Medium
  • Kayle
    Medium
  • Kennen
    Medium
  • LeBlanc
    Medium
  • Lissandra
    Medium
  • Lux
    Medium
  • Malzahar
    Hard
  • Mordekaiser
    Medium
  • Morgana
    Medium
  • Orianna
    Medium
  • Ryze
    Medium
  • Swain
    Hard
  • Syndra
    Hard
  • Taliyah
    Easy
  • Talon
    Medium
  • Teemo
    Medium
  • Twisted Fate
    Medium
  • Varus
    Hard
  • Veigar
    Medium
  • Vel'Koz
    Medium
  • Viktor
    Hard
  • Xerath
    Hard
  • Yasuo
    Medium
  • Zed
    Medium
  • Ziggs
    Hard

VS

Ahri

Medium

Farm up VERY well before 6 and she starts dashing around you. Her Q's movement buff is quite annoying to handle pre-6, and the only other consideration is with grounded, she won't be able to use her ult while in it, giving you time to land yours. You should play this lane aggressively while maintaining your distance if you get low. 

VS

Akali

Hard

You will be able to land your AOE's around her, but remember your main damage source is from your E. When she shadows, that is a good time to pop you W and R to give yourself some time to both distance yourself and to allow the shroud to dissipate. Pre-6 YOU HAVE ALL CHANCES TO FREE POKE. If you can leave lane to get Tear pre-6, do it for the mana pool.

VS

Anivia

Medium

Aside from the fact she's a slow mover, Anivia's high burst and CC makes it hard for you to trade. I would "try" to squeeze in damage to push her out of lane. If not, stick with farming. You will both have very high push power so it will be a matter of who farms more.

VS

Annie

Easy

Annie's stationary casting allows you to throw your spells left and right to catch her out of position. Pre-6, force her to stay back with Q's and simple chains of Es. You SHOULD be able to trade off effectively. Post-6 however, be aware of Flash-Tibbers. She will HAVE to force herself into range to fight you properly. This in turn gives you the opportunity to show her what grounded feels like. 

VS

Aurelion Sol

Medium

ASol's W range is *about* the same as your effective fighting range. You will be forced to maneuver around the field to dodge his stars and his Q (THIS is the harder part). However, your DPS is much faster than his and if you can land your ult right and anticipate his ult, you shouldn't have too hard of a fight.

VS

Azir

Medium

Azir's damage and DPS is comparable to you. He will hurt a lot more than you will to him early on. You will have to anticipate his soldiers and his Q to avoid taking unnecessary damage.  He can easily catch you out of position with his E and his ult so I would recommend backlining and farming as much as possible. You will both scale into late game hard.

VS

Brand

Hard

Brand's AoEs are much larger and without boots available, you will have a hard time dodging things. I can only encourage juking and backlining to avoid getting burnt. Ask for ganks, buy an Abyssal.

VS

Cassiopeia

Hard

You're both going to be assholes.

VS

Cho'Gath

Hard

You won't see this as often as before, but Cho'Gath's infinite potential sustain is what makes your DPS almost useless. However, you will have Morellos apply heal reductions once you hit past the proc-threshold. I suggest getting a Liandry's for this game.

VS

Diana

Medium

Diana can be considered a "stationary" champ early on until 6 where she'll have free reign to terrorize you with her ult. I would buy a Banshee's regardless of how well you're doing so she won't be able to 1 hit-KO you later on. Harass as you see fit to push her out of lane.

VS

Ekko

Medium

Ekko is a very 2-sided battle. He can't afford to harass you without taking harass himself, and if you play your range card, he won't be able to farm or harass you anyway. Once he hits 6, take notice of his afterimage; I ALWAYS place my Miasma where he will potentially be jumping back to, preventing his escapes. Avoid getting hit by any of his spells or that will initiate his combo.

VS

Ezreal

Medium

Probably one of the most annoying lanes ever. Without boots, you might have issues with running away if he decides to get a Iceborn Gauntlet. As an ADC, he will definitely outscale you in laning however you should be able to trade him once you get a Tear. Get a Zhonya's fast and remember to place Miasma in his travel path so he can't jump out. 

VS

Fizz

Medium

I always prioritize attempting to harass Fizz as much as possible in lane. He's VERY finicky to play against and it all depends on the player. There are the Fizz's who jump at you at any given chance, and those who will backline to avoid harassment. However, I will always avoid immediately throwing out your Miasma if he jumps you as he will be able to Trickster out of it if he wasn't initially grounded with Playful.

VS

Galio

Hard

Even post-rework, Galio still has a hard counter over Cass. He can hop on your while taking minimal damage due to his AP shield. It gets really tricky to maneuver around his skills since he has both long range damage from his Q and a gap closer from his E. Try your best to farm out and roam if possible.

VS

Heimerdinger

Medium

This is potential farm lane. Stand clear of his turrets until your minions are in front, and then take them out. Avoid being without your minions as that'll allow him to harass you with W and E.

VS

Karthus

Easy

Karthus is SO stationary. In order for him to even cast a Q, he will have to make it past both your Q's speed buff, and your constant kiting. If anything, think of how you would land a Q and apply it to your own dodging abilities. Shut him down very early, and be weary if he walks out of lane to cast his ult. Stun him. If you give him the chance, he WILL out scale you and be a high utility caster in his passive state so simply put, don't let him.

VS

Kassadin

Hard

Kassadin's starting to make a comeback into the meta. Even if you manage to beat out the lane, his ability to bounce back is really high. His damage reduction from his passive makes your DoT less effective and once he gets Riftwalk, he can easily dodge or get out of sticky situations unless you ground him before that. He also can jump you and hurt you a lot as his Force Pulse is dependent on other spell casts to charge it- think of what your Q and E is made for (spamming, that is).

VS

Katarina

Medium

Kat's going to be very reliant on Shunpo to get out of situations but given her movement speed, she can easily dodge your spells and if you don't ground her ahead of time, she can Shunpo out of your poison procs. If you decide to push the lane, notify your other team mates as she will be very likely to roam.

VS

Kayle

Medium

You will have very similar DPS with Kayle. She will be forced to be stationary or many times over, she will "walk alongside you" as she is also reliant on kiting. However, Kayle does NOT need to aim her spells which makes it a bit of a challenge. She can ult to save herself from final ticks of poison, so make sure if you decide to go for the kill, that you will be able to survive after chasing her down.

VS

Kennen

Medium

Kennen's range and high single damages can easily push you out of lane. That being said, I encourage pushing him out so he doesn't get that chance. He will likely Flash into you and ult if you're low enough to burst so if anything, throw Miasmas out to prevent that from happening.

VS

LeBlanc

Medium

LeBlanc is another 2-sided battle. You have the ability to push her to her turret and force her to stay back, and she has the ability to simply burst you out of lane. That being said, quick reflexes and Miasma where she hops will prevent her from jumping to and fro with her Distortion. Once 6 hits, be VERY careful as you don't have boots to help you run away from Chains.

VS

Lissandra

Medium

Liss is very reliant on getting "closer" than most to fight and to harass. You have free reign to throw your spells at her as she will have to also fight against your movement speed buff and Miasmas. If she engages with her E, throw out your Miasma to keep her put. However, if she's able to land her ult on you, you may be in a deep situation.

VS

Lux

Medium

Lux has great range over you, while also being quite stationary. You will have the chance to juke around the field with your Q buff, but she also has the chance to lock you down and blow you up. Play accordingly.

VS

Malzahar

Hard

One of the most annoying lanes to fight. He will be able to shut down your pushing ability and will be able to lock you down with his ult. Avoid getting hit with visions and his crabs. That being said, you have full ability to anticipate if he's going to ult you, so you should ult him to stop his. It works.

VS

Mordekaiser

Medium

Mordekaiser's ability to absorb damage with his shield makes it quite hard to damage him. Be weary his harass can be painful and hard to dodge, however, you are also painful and hard to dodge. He is also quite stationary so make sure you Miasma so that he can't Flash onto you.

VS

Morgana

Medium

Morgana can lock you down and make you sit in a puddle just like you can to her. However, her Black Shield will make her immune to some of that damage and the CC from your ult. Take note of her cooldowns on all her spells if you decide to fight her.

VS

Orianna

Medium

Orianna is just as reliant as you are in predicting your opponent's movements as you are. However, her AoE's are much larger and significantly more bursty than your DPS. I would avoid getting caught in lane as she will have the upper hand in skirmishes that she initiates. If possible, fight her when you know her skills are on CD.

VS

Ryze

Medium

This lane is easily swayed by how you play in lane. Ryze's immobility while casting makes it very easy for you to chuck spells at him, in addition to landing your stun when he's clearly facing you. However, his scaling will be VERY heavy and definitely will be something you don't want to fight late game. I suggest trying your best to either prevent him from farming and not getting hit by spells.

VS

Swain

Hard

Swain's new Q makes your life hard. With no boots, you'll be slowed a lot more and with a Nevermove, you're basically guaranteed to die with his combo. His sustain post-6 also makes your life even worse and if you don't rush a Morello's, good luck.

VS

Syndra

Hard

Syndra's mobile and high burst potential means doom for you. I would farm until the day's end unless you have a major opening for you to initiate a fight, such as in a gank or if she's ulted another lane. Team fights, you will be definitely targeted. You might want to get an Abyssal or Zhonya's.

VS

Taliyah

Easy

Taliyah's strafing means she's constantly facing you. Granted, I would avoid moving predictably in fear of a E-W combo. It will hurt a lot. She also has very few escapes aside from Flash which can be negated with your W. Poke often.

VS

Talon

Medium

Without Talon's ability to silence anymore, Cass has been given a better chance to fight against him. Your larger range also means he won't be able to jump onto you without him getting into range of getting poked also. Pink wards are useless, so try your best to stay healthy in lane.

VS

Teemo

Medium

Teemo's quick mobility means you will have to have better prediction of how he will move around and where you will place your poisons. His lack of jumps will make this easier for you, and his necessity to auto attack means you will have a better chance of landing your ult. Miasma changes will also mean he won't be able to flash out of situations. Just avoid being hit by shrooms since your lack of boots means you will have even less movement speed than average champs.

VS

Twisted Fate

Medium

TF is in a similar situation with Ryze. However his range is definitely a harder thing to fight against. His stun also means you won't be able to react against him. I would poke him until you are guaranteed the chance to kill.

VS

Varus

Hard

VS

Veigar

Medium

Without his ult being reliable on AP % on top of his own, you have a better chance standing against him. Your range will also be of benefit as you will not have to walk too far out of his Event Horizon to hit him with a Q or W. That being said, denying him farm and gold will be your best option to avoid late game troubles.

VS

Vel'Koz

Medium

Vel'koz is a lot more tricky to lane against, and given his True damage capabilities, makes him a kind of painful also. A better tip against Velkie is to continue walking forward when he sends out a Q. When skirmishing, constantly move back and forth.

VS

Viktor

Hard

Viktor's AoEs are very hard to you to maneuver around. Without boots, you will have VERY small chance to fight against him on a fight initiated by him. I will suggest keeping your range and farming with Q before you even attempt to fight him.

VS

Xerath

Hard

Xerath's range and CC makes your life hell. Farm and dodge as much as possible. I recommend a Abyssal ASAP.

VS

Yasuo

Medium

VS

Zed

Medium

Zed is a tricky one. If the player is good enough, they will avoid your damage while piling it on top of you. If not, they typically whimper behind and avoid getting hit by your Q. A good tip is to remember to use Miasma to prevent him from jumping from shadow to shadow; extremely important if he decides to turret jump you. Also, if he ults you, he will 100%  be behind you and will face you. Ult him there and spray him with E.

VS

Ziggs

Hard

Big range, high damage and mobility displacements. Ziggs is annoying. However, he will have to make a choice when to use his Satchel charge to get away from you or to displace you from the fight. When you land a Q, a good tip is to constantly push forward against him to force them to freak out. His damage and pushing is top of the league, so make sure you don't let him take advantage of it.

A Quick Note on Dragons Back to Top

Dragons are VERY IMPORTANT AND ARE NOT TO LET GO FOR FREE. These numbers are probably wrong, but regardless TAKE NOTE:


Cloud: 15/30/45 movement speed out of combat: ALLOWS YOU TO RUN AROUND THE MAP. NO BOOTS? NO PROBLEM. Reality, if you need to escape from a fight or a chase, the movement buff is often underrated. Consider it as a "free" Boots of Mobility. 

Infernal: 8/16/24% BONUS AD/AP. Without Deadly Cadence, this buff alone is enough to provide you more *fire* power in fights. When doubled with Elder, you will be dear lord painful.

Mountain: 10/20/30% bonus True Damage to Structure and Epics. Just to show, with 1000 AP, 50% (500 AP damage not-calcuating MR) is applied as magic damage to the turret with an additional 150 true damage per autoattack. That is a lot of damage, especially if you add a Lich Bane proc on top.

Ocean: 4%/8%/12% of HP and Mana are returned over 5 seconds after being 8 seconds out of combat. This change somewhat encourages long-term seiging as the enemy team will be forced to go back eventually to heal up.

Elder Dragon is extremely important to contest. It will provide you buffs on top of strengthening your other dragon buffs which ARE VERY IMPORTANT TO GET. Even without many dragon buffs on your team, the burn damage is very beneficial for fighting and more importantly, for them to not have. As a major DPS in fights, the burn damage is easily reapplied through all your spells.

TL;DR Back to Top

SUMMONERS : BASIC. Whatever you deem best for your lane or preference. Flash is a guarantee.

MASTERIES : Standard AP caster 12/18 or 18/12 focus on Deathfire Touch or SS/TLD


RUNES : SORCERY: Phase Rush, Mana Flow Band, Gathering Storm. DOMINATION: Eyeball Collection, Ravenous Hunter.

SKILLS: Land your spells. Try not to miss your ult, and use E to farm when possible and correctly. Slither away in silence since you can't trample anyone anymore with boots.

MATCH UPS: Major difficulty comes from long range assassins, burst champions or gap closers if you cannot properly predict their actions. Easiest champions are usually those who stand stationary to cast spells, or people who have no skills to move out of poisons. 
In reality, she has a chance to dominate any lane if you take proper control of the situation.

Hardest <-> Easiest

Long Range/AoE Skill Shooters <-> Melee Assassins Post-6 <-> Hard Pokers <-> Mobile Casters <-> Target CC <-> Immobile Casters/Slow Movers

Who Am I? Back to Top

I am a university-student gamer in the NA servers. I am a S4 Plat IV, S5 Plat V in NA (currently S6 Gold 5 but let's not get into that), and I do not condone myself as being a "pro." However, I do wish to try to help newer players on becoming better, or to help the community in general. 


Cass was one of those champs that you always see being played really well, and I decided I'd take the time to learn her. Also, she's broken af and is one of my most played champs like anywhere. My match history at any given moment is typically 50% Cass games. Go figure.

As of recent however (as in 04/15/17), the meta has been centered almost all caster AP assassins so I'll be honest here. Cass has had a falling out and is sadly sitting in the corner of my champ tier list. It doesn't mean she's not a fun champion, but she's not the prime pick to win games anymore.

I definitely will encourage you to watch some videos to learn timing aspects and tips from other people too.
However, don't be a loser and script. Just let people accuse you of scripting because you're doing better than them kek. (Trust me, it's happened a lot)

Try not to downvote immediately; I'll try my best to fix mistakes people call out. :)

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