
Guardian's Orb
950 goldAdds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.
Mid · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Cassiopeia has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Mid
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

Adds health and a slow to damaging abilities for spell routes that need repeatable spacing or target control.

Adds a maximum-health burn and ramping damage for repeated spell contact against durable opponents.

Multiplies ability power after the functional spell core is complete; move defence or penetration ahead when those problems matter first.

Adds percentage magic penetration after opponents buy meaningful magic resistance; it is inefficient as an automatic early purchase.

Adds movement speed and ability haste for repeated late-game spell rotations after the core is established.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Banshee's spell shield can protect the first important cast against you.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
This battle-mage page rewards extended spell contact and enough resources to remain useful after the first rotation.
Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.
A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Zhonya's stasis can absorb a committed dive or lethal burst window.

Banshee's spell shield can protect the first important cast against you.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
All Move Speed bonuses are more effective on Cassiopeia.
Cassiopeia blasts an area with Poison after a brief delay, granting her increased Move Speed if she hits an enemy champion.
Cooldown (s) 3.5 · Cost 50/55/60/65/70 · Listed range (units) 850Cassiopeia releases several clouds of poison, slowing, grounding, and lightly damaging enemies that pass through them. Grounded enemies cannot use Movement abilities.
Cooldown (s) 24/22/20/18/16 · Cost 70/75/80/85/90 · Listed range (units) 700Cassiopeia lets loose an attack that deals increased damage to Poisoned targets and heals her for a percentage of the damage dealt. If the target dies from this attack, Cassiopeia regains Mana.
Cooldown (s) 0.75 · Cost 45 · Listed range (units) 700Cassiopeia 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.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 825Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Push safely, then threaten vision, a side lane or the enemy jungle without abandoning free farm.
Reach river first with your Jungler and preserve the cooldown needed if the opponent contests.
Pressure a valuable target while respecting the control that can end your lead.
Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.
Move on a completed wave and return before several waves are lost to the tower.
Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.
Use range, tower space and vision. Do not contest every last hit if it opens another kill.
Ping missing early and take the safe route; blindly matching a stronger roam can lose two positions.
Group around your most dependable control and damage rather than searching alone for a comeback.
Pings, movement and objectives
Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.