Cassiopeia is a champion in League of Legends primarily played in the mid lane position (also viable top), classified as a Battlemage (legacy class: Mage). The Serpent’s Embrace uses Mana (450 – 1236.6 at max level) and deals Magic damage. Cassiopeia was released on December 14, 2010, and is currently in patch V26.03.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 630 | 2675.16 |
| Mana (MP) | 450 | 1236.6 |
| Attack Damage (AD) | 53 | 112 |
| Movement Speed (MS) | 335 | 335 (fixed) |
| Attack Range | 550 (Ranged) | 550 (fixed) |
| Attack Speed | 0.647 | 0.647 + 29.5% bonus |
| Armor (AR) | 18 | 110.43 |
| Magic Resist (MR) | 32 | 57.56 |
| Missile Speed | 1500 | 1500 |
💡 Unique Mechanic: Cassiopeia’s Twin Fang (E) has a mere 0.75-second cooldown and deals bonus damage + heals against poisoned targets. When you land a Q poison (3 seconds duration), you can fire approximately 4 Twin Fangs during a single poison application. This creates the highest sustained magic DPS in the game — no other mage can match her raw output in extended fights.
🐍 Passive: Serpentine Grace
INNATE: Cassiopeia increases the effectiveness of all movement speed bonuses by 6% – 44% (based on level).
This passive may seem subtle, but it’s extremely powerful. Every movement speed source — from boots to Q’s bonus speed to Rylai’s procs — becomes amplified. At level 18 with 44% amplification, a simple Boots of Swiftness gives significantly more effective speed than on any other champion.
☠️ Q: Noxious Blast
Cost: 50 / 55 / 60 / 65 / 70 Mana | Cooldown: 3.5 | Cast Time: 0.25
ACTIVE: Cassiopeia creates a blast at the target location that explodes after a 0.4-second delay. Enemies within the blast are poisoned for 3 seconds, taking magic damage every 0.429 seconds over the duration. If Noxious Blast hits an enemy champion, Cassiopeia gains bonus movement speed that decays over 3 seconds.
| Parameter | Value |
| Total Magic Damage | 75 / 110 / 145 / 180 / 215 (+ 65% AP) |
| Bonus Movement Speed | 30 / 35 / 40 / 45 / 50% |
| Target Range | 850 |
| Effect Radius | 200 |
☣️ W: Miasma
Cost: 70 / 75 / 80 / 85 / 90 Mana | Cooldown: 24 / 22 / 20 / 18 / 16 seconds | Cast Time: 0.25
ACTIVE: Cassiopeia spews forth 7 bolts of venom in an arc at the target location, creating toxic clouds at the area for 5 seconds. Enemies within the clouds are poisoned, take magic damage every 0.263 seconds, and become grounded and slowed by a decaying amount over the area’s duration.
| Parameter | Value |
| Magic Damage per Second | 20 / 25 / 30 / 35 / 40 (+ 10% AP) |
| Slow | 40 / 50 / 60 / 70 / 80% (decaying) |
| Target Range | 700 |
| Effect Radius / Duration | 200 / 5 seconds |
💡 Key Detail: Miasma’s grounding effect prevents ALL dashes, blinks, and teleports. This means champions like Zed, LeBlanc, Katarina, and Ezreal lose their primary escape tools while standing in the cloud. It also counts as a poison for Twin Fang bonus damage.
🐍 E: Twin Fang
Cost: 40 Mana | Cooldown: 0.75 | Cast Time: 0.125
ACTIVE: Cassiopeia launches her fangs at the target enemy that deal 52 – 128 (based on level) (+ 10% AP) magic damage. If this kills the target, Twin Fang’s mana cost is refunded.
Against a poisoned target, Twin Fang deals bonus magic damage and heals Cassiopeia. The heal is reduced by 75% against minions and small/medium monsters.
| Parameter | Value |
| Base Magic Damage | 52 – 128 (based on level) (+ 10% AP) |
| Bonus Damage (poisoned) | 20 / 43 / 66 / 89 / 112 (+ 55% AP) |
| Heal (poisoned) | 10 / 11.5 / 13 / 14.5 / 16% AP |
| Target Range | 700 |
👀 R: Petrifying Gaze (Ultimate)
Cost: 100 Mana | Cooldown: 120 / 100 / 80 seconds | Cast Time: 0.5
ACTIVE: Cassiopeia blasts enemies in a cone in the target direction, dealing magic damage to enemies struck within and slowing them by 40% for 2 seconds. Enemies with their facing direction towards her are instead stunned for 2 seconds.
| Parameter | Value |
| Magic Damage | 150 / 250 / 350 (+ 50% AP) |
| Stun Duration (facing) | 2 seconds |
| Effect Radius / Angle | 850 / 80° |
💡 Pro Tip: Petrifying Gaze only stuns enemies facing toward you. If they turn away, it’s just a 40% slow. The counterplay is obvious — but that’s exactly why you use W (Miasma) first. Grounded enemies who can’t dash are forced to either face you and get stunned, or turn away and eat your full E spam while slowed. It’s a lose-lose scenario for them.
🎮 Strategies and Gameplay Tips
Early Game (Levels 1-6)
- Level 2 All-In Power: Cassiopeia has one of the strongest level 2 all-ins in mid lane. Land Q, then spam E on the poisoned target. Four Twin Fangs during a single Q poison deals devastating damage that most opponents don’t expect. Take Q level 1, E level 2, and go aggressive.
- Mana Management is Critical: Twin Fang costs 40 mana per cast with a 0.75s cooldown. Spamming E without landing Q first means you deal minimal damage while burning through your mana pool. Only commit to E spam when poison is confirmed on the target.
- Q for CS and Poke: Noxious Blast can hit multiple minions and the enemy laner simultaneously. Position your Q to secure last hits while also poisoning the enemy, then follow up with E for free trades.
- E Mana Refund on Kills: If Twin Fang last-hits a minion, the mana cost is fully refunded. Use this mechanic for efficient farming without draining your mana pool — E last hits are essentially free.
Mid Game (Levels 7-13)
- Rod of Ages Powerspike: Once RoA is completed and stacking, your sustain from E healing combined with the health and mana scaling makes you nearly unkillable in extended trades. This is when you start winning every 1v1 if you land your poisons.
- W for Anti-Mobility: Miasma is your greatest tool against assassins. When Zed ults you, drop W under yourself. When Katarina shunpos in, W on her feet. Grounding prevents all dashes, turning high-mobility champions into sitting ducks for your E spam.
- Objective Zone Control: Place W in chokepoints around Dragon or Baron. The 5-second grounding zone forces enemies to walk around it or get stuck inside while you E them to death. Cassiopeia’s zone control at objectives is second to none.
Late Game (Level 14+)
- DPS Machine: With full items (RoA + Archangel’s + Rylai’s), your E spam on poisoned targets deals more sustained DPS than most ADCs. Stay in the backline, land your poisons, and machine-gun Twin Fangs. The healing from E keeps you alive through fights.
- R for Teamfight Turning: A 2-second AoE stun on enemies facing you is game-changing in teamfights. Flash + R or use it from fog of war for maximum surprise. Even a 2-person stun usually wins the fight.
- Kiting with Q Speed: Your Q grants up to 50% movement speed (amplified by passive to ~72% at level 18). Combined with Rylai’s slow on every E, you’re permanently faster than anyone chasing you while dealing constant damage. This makes Cassiopeia one of the best kiters in the game.
❌ Common Mistakes and How to Avoid Them
- Spamming E Without Poison: Twin Fang without a poisoned target deals only base damage (52-128) with no bonus damage and no healing. You burn 40 mana per cast for negligible output. ALWAYS confirm Q or W poison before committing to E spam.
- Using R Without Setup: Petrifying Gaze has a 0.5s cast time. If enemies see it coming, they turn around and only get slowed. Use W to ground targets first (they can’t dash away), THEN R. Or use it from fog of war or during enemy channeled abilities.
- Burning Mana in Early Laning: E costs 40 mana per 0.75 seconds. That’s roughly 213 mana per second of sustained DPS. Without Tear or RoA, your mana pool evaporates in two trade rotations. Play conservatively until first back.
- Ignoring Positioning: Cassiopeia is a 550-range mage with zero dashes. Her only escape is W grounding + Q movement speed. If you’re caught in the open without these abilities, any assassin or diver kills you instantly. Always keep W and Q off cooldown for self-peel.
- Forgetting W’s Grounding Effect: Miasma is not just a slow — it prevents ALL dashes. Don’t waste it randomly for wave clear. Save it for when enemies try to use mobility spells. A well-timed W can completely shut down a Katarina combo, a Zed escape, or a Lee Sin kick.
⚙️ Recommended Build and Itemization
Core Items
- Rod of Ages: The ideal first item. Provides health, mana, and AP that all scale over time. The sustain synergizes perfectly with Cassiopeia’s extended fight style. Rush this and let it stack while you farm toward your next powerspike.
- Archangel’s Staff: Solves all mana issues permanently. The massive mana pool converts into AP via the passive, and the shield from Seraph’s Embrace gives critical survivability. With RoA + Archangel’s, you never run out of mana for E spam.
- Rylai’s Crystal Scepter: Every single E application slows enemies. Combined with your Q movement speed boost, this makes you permanently faster and your target permanently slower. Kiting becomes trivial and no one escapes your DPS.
Situational Items
- Liandry’s Torment: Against tanky comps. The %HP burn stacks on top of your poison DoT and E spam, melting through HP stacking tanks who think they can facetank your damage.
- Zhonya’s Hourglass: Against burst assassins and AD threats. The active stasis gives you 2.5 seconds for cooldowns to reset and team to collapse. Essential against Zed, Talon, or any team with heavy dive.
- Rabadon’s Deathcap: Pure damage amplification. With Cassiopeia’s massive AP ratios on E (55% per cast at 0.75s cooldown), Deathcap’s 35% AP increase translates to absurd DPS numbers in the late game.
⚔️ Counter Picks & Matchups
✅ Cassiopeia Counters
1. LeBlanc
Why: LeBlanc relies entirely on her W dash for trading and escaping. Drop Miasma on her Distortion pad, and she can’t snap back. Without her escape, she’s a squishy mage stuck in your E range. Your sustained damage outlasts her burst combo, and your R forces her to choose between getting stunned or turning away from the fight.
2. Sylas
Why: Sylas wants extended trades — but your E spam in extended fights outdamages his rotation significantly. His dashes are short-range and predictable, easily covered by Miasma. If he steals Petrifying Gaze, it’s far less effective without your kit to set it up.
3. Katarina
Why: Katarina’s entire kit revolves around dashing to daggers. One well-placed Miasma over her dagger completely neutralizes her combo. She can’t Shunpo while grounded, and without mobility she’s just a melee champion eating your E spam. Your R also interrupts her ultimate channel.
❌ Cassiopeia is Countered By
1. Aurelion Sol
Why: Aurelion Sol outranges you significantly with his abilities and scales just as hard. His Q poke from outside your E range makes laning miserable, and his flight mechanics mean your W grounding has limited windows to connect. He outshoves you and outscales in teamfights.
2. Xerath
Why: Pure artillery mage who never enters your 700 E range. Xerath pokes from 1400+ range, clearing waves without ever giving you a chance to trade. Your W can’t reach him, your Q is hard to land at max range, and he outpushes you from complete safety.
3. Neeko
Why: Neeko’s root outranges your E, her clone can bait your abilities, and her ultimate’s burst can one-shot you if you get caught without Zhonya’s. She controls the lane with superior CC and burst, never giving you the extended trades you need to win.
FAQ
Q: How does Petrifying Gaze’s stun/slow mechanic work?
A: The game checks the direction each enemy champion is facing at the moment the ability lands. If they’re facing toward Cassiopeia (within roughly a 180° arc toward her), they’re stunned for 2 seconds. If they’re facing away, they’re only slowed by 40% for 2 seconds. The tip: use W first to ground them, then R. Grounded enemies can’t dash away and are often forced to face you.
Q: Why is Twin Fang’s cooldown so short?
A: Twin Fang at 0.75 seconds cooldown is Cassiopeia’s core identity — she’s designed as a sustained DPS mage, not a burst mage. Her damage comes from rapid-fire E casts on poisoned targets, similar to how an ADC deals damage through rapid auto attacks. The trade-off is that she needs to land poison first and stay within 700 range.
Q: What does ‘grounded’ mean on Miasma?
A: Grounding is a crowd control effect that prevents the affected target from using any dash, blink, or teleport ability. This includes Flash, champion dashes (Zed W, Katarina E, LeBlanc W), and any other movement ability. The target can still walk, auto attack, and cast non-movement spells. Miasma grounds enemies for the entire 5-second duration while they stand in the cloud.
Q: Is Cassiopeia good for beginners?
A: Cassiopeia has a 10/10 difficulty rating — she’s one of the hardest champions to play effectively. She requires constant ability weaving (Q + E spam), precise mana management, skillshot accuracy on Q, and positional awareness since she has no dashes. Her win rate in high elo (53% in Master+) vs low elo reflects this skill gap. Start with simpler mages like Annie or Lux before attempting Cassiopeia.
Q: Should I max E or Q first?
A: Max E first, always. Twin Fang is your primary damage source and the bonus damage on poisoned targets scales dramatically with rank (20 → 112 base + 55% AP). Q second for increased poison damage and movement speed. W last since the grounding effect doesn’t improve with ranks — only the slow and damage scale.
Q: What are the best runes for Cassiopeia?
A: Conqueror is the dominant keystone. The sustained DPS from E spam stacks Conqueror rapidly, providing adaptive force and healing that perfectly complements her playstyle. Take Presence of Mind, Legend: Haste, and Last Stand in Precision, with Manaflow Band and Transcendence from Sorcery secondary. Phase Rush is a viable alternative for harder matchups where you need escape speed.