Meta, tier list & top-player builds from the China server · live
丽桑卓 · 冰霜女巫 Mage B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Lissandra: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Lissandra players, captured in-game.
📖 How to play LissandraCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 29 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Lissandra on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Kassadin counters Lissandra: Your favorite prey until he has a charged shield and 3 items: from there your control lasts less than his burst.
How to play Lissandra into Kassadin: Root every jump before his 5 and starve him. After 9 your self-R is ONLY for his all-in: do not waste it on poke.
→ KassadinWhy Syndra counters Lissandra: She outranges you and her stun comes out before your root: she keeps you outside the distance where your kit works.
How to play Lissandra into Syndra: Move laterally against the spheres and look for the E entry AFTER she wastes the stun. In teamfights you win: open with the multi-root.
→ SyndraWhy Orianna counters Lissandra: The ball taxes your close-range farming, but one clean root entry of yours puts her in the freezer.
How to play Lissandra into Orianna: Enter with E only when the ball is FAR from her. Self-R if she answers with hers: a wasted Shockwave is a won fight.
→ OriannaWhy Viktor counters Lissandra: Zone versus control: his laser taxes you, your root exposes him to your jungler.
How to play Lissandra into Viktor: Do not eat free lasers: farm alternating waves. Every rooted gank is nearly a guaranteed kill: call them on repeat.
→ ViktorWhy Ahri counters Lissandra: A CC duel: Charm against root, but you hold the defensive self-R as a joker she does not have.
How to play Lissandra into Ahri: Root her entry dash: the trajectory is fixed. If the root lands, the full combo is free: line it up before you throw it.
→ AhriThe champions Lissandra works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your written limit is that Ring of Frost (W) needs you standing on top of them: after Unstoppable Force (R) they are floored, stacked and looking elsewhere, so you just walk in and the root catches all of them instead of one.
His page says he gets kited out and that the edge of The Darkin Blade (Q) is worth a knock-up plus 60% bonus damage: on a target rooted by Ring of Frost (W) and then frozen by Frozen Tomb (R), that edge cannot be missed.
Your page says explosive damage is the thing you lack: Noxian Guillotine (R) is a true-damage execute and all it needs is a target that cannot run. The near three seconds between Ring of Frost (W) and Frozen Tomb (R) are more than enough.
Your stated problem is that spending Frozen Tomb (R) offensively leaves you with no answer to a dive: Shadow Dash (E) taunts the assassin from range and Stand United (R) shields you from anywhere on the map, so R stays for them.
This is a pick-composition choice: The Hextech Ultimatum (R) isolates their carry and shoves away anyone who would peel, and you add Ring of Frost (W) and Frozen Tomb (R) inside it. In a messy 5v5 he brings the team almost nothing.
Javelin Toss (Q) hits harder the farther it flies, up to 225 magic damage, and its only real problem is getting dodged. Frozen Tomb (R) freezes the target on the spot and that spear becomes a guaranteed hit, thrown from outside their range.
Her page says Moonfall (R) only works up close and that mobile targets leave the zone before it detonates: Ring of Frost (W) roots them where they stand. In exchange she brings the burst your page says you do not have.
His page says that if the opening leap does not kill, he is the one who dies: Frozen Tomb (R) hands him a target that cannot react while Savagery (Q) crits, and Ring of Frost (W) roots whoever tries to punish him straight after.
Cursed Touch (P) makes every magic hit carry true damage with it, and your kit is magic throughout: the direct answer to damage your page calls steady rather than explosive. Curse of the Sad Mummy (R) into Ring of Frost (W) chains two area lockdowns.
Only worth building around if you both play for picks: Cease and Desist (R) is unstoppable and point-and-click, and chained into Ring of Frost (W) plus Frozen Tomb (R) it removes a carry for nearly five seconds. In grouped fights, far less.
Bullet Time (R) is three seconds of standing still and her page says a single sidestep beats it: Ring of Frost (W) and Frozen Tomb (R) take that step away. In exchange she brings exactly the burst your page says you do not have.
Curtain Call (R) needs a clean line and a target that stays put: Frozen Tomb (R) hands it over frozen. And Ice Shard (Q) pierces the front rank, so Deadly Flourish (W) turns into a root on anyone you have just clipped.
Enchanted Crystal Arrow (R) opens the fight from off-screen, so you are not the one who has to walk up first: you blink in with Glacial Path (E) on a target already stunned. And Frost Shot (P) slows anyone drifting off your black ice.
His page says any dive that reaches him ends the fight: Ring of Frost (W) roots the diver right on top of him and Frozen Tomb (R) freezes it, so Bio-Arcane Barrage (W) keeps firing from a standstill, which is the only way he deals damage.
Worth it in a team that dives together: her page says ranged crowd control stops her before she even starts, and Ring of Frost (W) clears the way for Wild Rush (E). But neither of you brings a shield, so you need a real frontline first.
Your written limit is that Ring of Frost (W) needs short range: Death Sentence (Q) drags a target out of their formation and delivers it inside that radius. The Box (R) then shuts the exits while Frozen Tomb (R) freezes them.
The Zenith Blade (E) root plus the Shield of Daybreak (Q) stun is already two seconds of lockdown, and her page says the engage is wasted if nobody punishes it: you chain Ring of Frost (W) and Frozen Tomb (R) behind it.
Concussive Blows (P) needs four hits on the same target and his page says the hard part is getting close enough: Ring of Frost (W) holds them still long enough. And Unbreakable (E) eats the ranged poke that keeps you out of your own range.
You need a way into range without eating everything: a Mantra (P) empowered Inspire (E) is shield and move speed on the beat you leave with Glacial Path (E). And Focused Resolve (W) roots up to two targets from range before you even move.
Against a hard-engage composition it changes a lot: Black Shield (E) eats the crowd control that forces you to spend Frozen Tomb (R) on yourself, and the ultimate goes back to being a stun on them. Against pure poke, much less.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 49.16% | 3.36% | 5.89% | #22 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 49.1% | 3.46% | 6.33% | #21 / 38 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 49.09% | 3.89% | 8.13% | #18 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | A | 50.31% | 4.55% | 9.33% | #16 / 41 |
Lissandra is a control mage in Wild Rift who wins fights through crowd control rather than raw burst - Ice Shard chips and slows from range, Ring of Frost roots anyone who gets close, and Frozen Tomb can either stun an enemy champion cold or save her own life. Her damage is steady rather than explosive, so she plays less like a nuke mage and more like a lockdown specialist who sets up kills for her team. Usually played in the mid lane, she's one of the rare mages with a genuine built-in escape, which makes her a reliable pick into dive-heavy matchups.
Skill order: Q > W > E
Lean on Ice Shard to poke and clear waves from a safe distance rather than walking up to trade - its pierce means a well-aimed throw can hit the enemy laner and whoever's stacked behind them too. Keep Glacial Path in reserve for punishing an overextension or escaping a jungler gank rather than burning it purely on wave clear. Level 5 is your first real power spike: once Frozen Tomb is up, any moment the enemy wanders into Ring of Frost range turns into a near-guaranteed root-into-stun, which is usually a kill with jungler help. Play patiently before that point - without the full CC chain, your raw trading damage on its own is fairly modest.
You're not the champion diving face-first into a fight - wait for a flank opening or a moment the enemy backline overextends, then blink in with Glacial Path, drop Ring of Frost, and lock down the priority target with Frozen Tomb; the black ice it spreads across the ground damages and slows anyone else caught nearby too. Because Wild Rift fights snowball fast, converting that first lockdown into a kill matters more than playing for a long, drawn-out skirmish. Your passive, Iceborn Subjugation, rewards staying near the kill instead of retreating immediately - every champion killed close to you spawns a Frost Zombie that slows nearby enemies and later explodes, which can help clean up a second target. Hold the self-cast Frozen Tomb as your emergency answer if you get caught or focused - the stasis buys your team time to peel, and the heal is strongest the lower your health is when you use it.