Мид
МидTreat Q as permission to play: if it misses, stop spending, but when it lands, buffer the first E immediately and use the speed to stay glued long enough for Twin Fang to keep paying you .
W is strongest when it ruins the dash or retreat path they still need, not when you toss it out first, so many Cassio fights get easier once Miasma is used like a trapdoor after contact instead of a generic opener .
Protect Cassiopeia's no-boots tempo by making mid awkward first—crash, plate, recall, then move—because her best map states come from arriving at river mouths and objective entrances with poison and Miasma ready, not from wandering off lane to force a maybe-play .
Start from the enemy's commitment, not from your own excitement. Cassiopeia R gets much easier when someone has already chosen a path into you, toward your team, or through a choke they cannot leave quickly. In lane, that often means waiting until they step forward to finish the trade after your Q lands. In skirmishes, it usually means holding it for the diver, bruiser, or short-range carry who has to face you to keep going. If you are unsure, use R to lock in a fight you are already winning space in, then immediately refresh poison and keep the E chain going.
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.
Cassiopeia releases several clouds of poison, slowing, grounding, and lightly damaging enemies that pass through them. Grounded enemies cannot use Movement abilities.
Cassiopeia 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.
Cassiopeia 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.