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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Cassiopeia

the Serpent's Embrace

Mage

League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA21,518 gamesSample data

Role snapshot (Mid)

ATier
53.7%
Win Rate
4.2%
Pick Rate
17.6%
Ban Rate

21,518

Games

Moderate

Confidence

Matchup map (Mid) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%
Nobody in this lane sits here.

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

9,898 games

54.1%Win Rate

FlashIgnite

Reliable build

7,101 games

52.8%Win Rate

FlashTeleport

High observed win rate

2,582 games

56.2%Win Rate

FlashExhaust

Runes

Primary: Inspiration

  • Unsealed Spellbook
  • Cash Back
  • Biscuit Delivery
  • Cosmic Insight

Secondary: Resolve

  • Demolish
  • Second Wind

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Serpentine Grace

    All Move Speed bonuses are more effective on Cassiopeia.

    Passive — never cast

  • Noxious Blast

    Cassiopeia blasts an area with Poison after a brief delay, granting her increased Move Speed if she hits an enemy champion.

    Cost 50/55/60/65/70 ManaCooldown 3.5sRange 850

  • Miasma

    Cassiopeia releases several clouds of poison, slowing, grounding, and lightly damaging enemies that pass through them. Grounded enemies cannot use Movement abilities.

    Cost 70/75/80/85/90 ManaCooldown 24/22/20/18/16sRange 700

  • Twin Fang

    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.

    Cost 40 ManaCooldown 0.75sRange 700

  • Petrifying Gaze

    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.

    Cost 100 ManaCooldown 120/100/80sRange 825

Scaling — level 1–18

CassiopeiaMid average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Cassiopeia

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Punish the cooldownCassiopeia is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 10/10, so a practised player gets more out of it than the average

  • Trade on your termstake the fight where its damage lands on nobody

ARAM performance

S
53.3%
Win Rate
0.3%
3.2%
Pick Rate
3.6%
0.6%
Ban Rate
1.4%
Damage dealt
98.5%
Damage taken
105.4%
Healing
88.8%
Shielding
108.5%
Ability Haste
+3

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.3
  2. 26.14Sample win rate across this patch-0.1
  3. 26.11Sample win rate across this patch-0.5
  4. 26.08Sample win rate across this patch-0.7
  5. 26.05Sample win rate across this patch+0.4

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.