Arrr, good patterns
- Arrr, uses spells to shape space, punish predictable movement or control an approach.
- Ranged basic attacks can contribute without entering melee distance when spacing be preserved.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Ice Witch
Lissandra be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Ye can instantly use yer ultimate on yourself by pressing th' self cast key and th' ultimate key at once (alt+R by default).
Casting Glacial Course and then running in th' opposite direction will leave yer enemies uncertain which way ye will actually go.
Lissandra's tricks be shorter range than those o' many mages. As a result, buying gear that offer both trick power and defense, like Zhonya's Hourglass and Banshee's Veil, can be a great choice to lend a hand her both survive and deal damage.
Th' best way to stop Lissandra from moving using her Glacial Course be to immobilize her afore she reactivates it.
Arrr, Lissandra's Ring of Frost has a long cooldown at early ranks; engage her while it's on cooldown.
Lissandra's Ice Shard only slows th' first aboard unit it hits. Approach Lissandra from astern o' yer crew's minions to avoid being slowed.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.
Use range, controlled space and cooldown order to make th' next aboard action easier fer th' crew rather than spending every spell at once.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Lissandra be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Lissandra be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Lissandra has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
Old chart, matey. Recommendations await inspection. Lissandra be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Lissandra be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, Situational AP purchase
Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishWhen an enemy champion dies near Lissandra they become a Frozen Thrall. Frozen Thralls slow nearby enemies and then, after a delay, shatter from the intense cold, dealing magic damage to nearby targets.
Arrr, practical readIceborn Subjugation be an automatic part o' th' kit involving a slowing effect and damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishThrows a spear of ice that shatters when it hits an enemy, dealing magic damage and slowing Move Speed. Shards pass through the target, dealing the same damage to other enemies hit.
Arrr, practical readIce Shard be a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

Arrr, what it doesEnglishFreezes nearby enemies in ice, dealing magic damage and rooting them.
Arrr, practical readRing of Frost contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishLissandra creates an ice claw that deals magic damage. Reactivating this ability transports Lissandra to the claw's current location.
Arrr, practical readGlacial Course contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishIf cast on an enemy champion, the target is frozen solid, stunning it. If cast on Lissandra, she encases herself in dark ice, healing herself while becoming untargetable and invulnerable. Dark ice then emanates from the target dealing magic damage to enemies and slowing Move Speed.
Arrr, practical readFrozen Tomb contributes a slowing effect and protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 620 | 475 Mana, arr | Pick th' first aboard basic trick |
| 2 | 699 | 497 Mana, arr | Stow another basic trick or rank |
| 3 | 782 | 519 Mana, arr | Stow another basic trick or rank |
| 4 | 869 | 543 Mana, arr | Spend one trick point |
| 5 | 960 | 568 Mana, arr | Spend one trick point |
| 6 | 1,055 | 594 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,153 | 620 Mana, arr | Spend one trick point |
| 8 | 1,255 | 648 Mana, arr | Spend one trick point |
| 9 | 1,361 | 677 Mana, arr | Spend one trick point |
| 10 | 1,471 | 707 Mana, arr | Spend one trick point |
| 11 | 1,585 | 738 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,703 | 770 Mana, arr | Spend one trick point |
| 13 | 1,825 | 804 Mana, arr | Spend one trick point |
| 14 | 1,950 | 838 Mana, arr | Spend one trick point |
| 15 | 2,079 | 873 Mana, arr | Spend one trick point |
| 16 | 2,212 | 909 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,349 | 947 Mana, arr | Spend one trick point |
| 18 | 2,490 | 985 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.