- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Movement Speed+1.5% movement speed
Greater Mark of Magic Penetration+0.87 magic penetration
Greater Seal of Armor+1 armor
Greater Glyph of Scaling Ability Power+0.17 ability power per level (+3.06 at champion level 18)
Reds: What else would you run?
Yellows: Flat armor goes a long way in countering the starting flat ArPen of many enemies. You probably have these runes already from jungling on SR/TT.
Blues: Lissandra scales pretty well, so scaling AP or scaling MR are both good choices.
Quints: I feel movement speed is essential here, because Lissandra can do damage while moving and is all about kiting to stay just outside the range of many 1v1 matchups. It grows slightly in effectiveness as you get Boots2, Sweeper, and Alacrity so it is a nice investment.
- Points Available: 30 / 30
21 in offense for being a mage focused on damage, 7 in defense for some flat MR and scaling Health, and 2 points in utility for Revive and Recall.
If going hardcore movespeed, do 9-0-21. Make sure you lasthit a bit more carefully, though, as the loss of Spellsword will reduce your auto damage a bit.
ReviveInstantly revives your champion at your team's Summoner Platform and increases their Movement Speed for a short duration.
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
Revive is the Flash of Dominion. Everybody takes this at high Elos. I'll paraphrase my mega intergalactic Dominion guide from the official forums on the numerous reasons for taking this spell:
- Very strong when the teams first battle it out, usually at the windmill: Revive immediately and they have to contend with you AGAIN. Against a Revive-less team, Revive basically ensures your team wins the initial engagement and starts snowballing the game in your favor, as they basically have to win a 4v8 in the top lane.
- In a seemingly-lost team fight, you can use this to split up the enemy by making a suicidal push towards their mid turret. This can often result in them not having the manpower to take the top turret from your team, thus successfully stalemating the engagement. Occasionally, this will split the enemy team so badly that your team ends up winning a 3v2.
- Allows you to make one final crazy push at the end of the game, or to counter the enemies' push.
- Allows you to deal with the aftermath of a lost fight (By saving your mid or bot points).
- Bypasses the respawn comeback mechanics. Dying in Dominion doesn't give the enemy much XP or gold, but it does give a lot of control on the map.
- Lets you recover from a fight where you got bursted down and the rest of your team is fighting a kitey 3v4.
- If you are bot lane, you can get back to your point before they neutralize it, even if you died to a gank.
- Counters enemy Revives in heavy snowball situations.
All these things together vastly outweigh the ability's singular drawback: long cooldown. You will typically use this spell three times a match. Maybe two, maybe four. Making it count can seriously tip the game to your favor.
It does damage. It does enough damage to make the enemy underestimate your burst or to hesitate wrongly when kiting around. It reduces their healing if that was part of their engagement on you. It's a pretty good spell for Lissandra.
For when you know you'll be against a gap-closing autoattacker (Jax and the sort).
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