Kassadin Build Guide

Jungle Kassadin: The void Trucker

Uploader thetrucker
Updated 5 years ago
  • 9
    Greater Seal of Armor (+1 armor)
  • 2
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 4
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 1
    Greater Quintessence of Attack Speed (+4.5% attack speed)
  • 1
    Greater Quintessence of Armor Penetration (+2.56 armor penetration)
  • 1
    Greater Quintessence of Health (+26 health)
  • 9
    Greater Mark of Hybrid Penetration (+0.9 Armor Penetration / +0.62 Magic Penetration)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello, thetrucker here with another rock solid guide. Many of you have seen or heard of my solo top AD nunu guide, and if you have not, I recommend checking it out. Basically, I like to innovate the meta and revinvent champions into new and exciting roles. My elo is currently around 2000 and is fluctuating, and since I have started playing jungledin I have really brought my win % up. Don't get me wrong...Nunu is still a strong champ, but this guide isn't about nunu. It's about kassadin the way he should be played: as a hybrid. Pros: -Amazing ganks -Fast jungle clear time -high lategame damage -tanky lategame -strong counterjungler -Solid damage with no true resistances Cons: -Mana problems early -Mediocre ganks until 6 -Low damage output until you have madreds In any case, kassadin is one of those sleeper OP champs...some people say he's nerfed, however, when jungling, the nerf doesn't affect him AT ALL. On top of that, the increased damage on his W means that you'll clear jungle faster than ever. So, without ever adeui, I present my fully prepared jungle Kassadin guide.

The runes are relatively basic for junglers, except most only focus on armor pen. Well, I feel that since kassadin is a caster at heart, he needs magic pen to do damage with his magical abilities. And, the armor pen helps him do creeps in the jungler more effectively at early levels. Therefore, it makes sense that Kassadino has armpen/mpen hybrid runes. For yellows, standard jungle applies. He needs armor to not get crushed, and the AP is to help his lategame damage output. For blues, MR and attack speed. ASP for faster jungle, MR for increased tankiness as game goes on. Self explanatory. The Quints are nothing special. He needs the HP in order to help his jungle out, the armpen and asp to clear camps early on.

[title][img=skills/kassadin/p.png] Passive: Void Stone[/title] [number]Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed. [/number] [title]Explanation: The passive is great for early game ganks and even better lategame. Because of this passive, you'll want to focus your ganks on mid lane, so that you can take reduced damage when they try to attack you. In addition, the attack speed conversion works very well with kass, and any enemy team dumb enough to focus you will pay due to the increased speed of your strikes.[/title] [title][img=skills/kassadin/q.png] Q: Null Sphere[/title] [number]Kassadin fires a void bolt dealing 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage and silencing the target for 1 / 1.4 / 1.8 / 2.2 / 2.6 seconds. Cooldown 9 seconds Cost 70 / 80 / 90 / 100 / 110mana Range 650[/number] [title]Explanation: The least important skill on hybrid kass. The silence is nice, but the utility is really all we're gonna take from this spell. Don't rely on it to do much more than it's job. The base damage is decent and lategame it will still hit for a solid amount, but try to silence high priority targets, even if that isn't necessarily who you're focusing first. It will make a difference! Also, use this spell every time it's off cooldown in the jungle to get force pulse stacks AND deal solid damage.[/title] [title][img=skills/kassadin/w.png] W: Nether Blade[/title] [number]Passive: Kassadin's melee attacks draw energy from the void, restoring 8/11/14/17/20 mana each hit. If this effect is triggered from attacking a champion the amount of mana restored is tripled. Active: Kassadin charges his nether blade, gaining 30/45/60/75/90 (+0.15 ability power) bonus magic damage dealt on hit for 5 seconds. Cost 30 / 40 / 50 / 60 / 70 mana[/number] [title]Explanation: The bread and butter of hybrid Kass! Activating the W gives you a very nice damage steroid, and coupled with your nice AP lategame, it is very effective at increasing Kass's damage. The mana regen on smack is awesome, as it defeats normal kassadin's need for blue and frees it up for a more worthy player on your team. Activate W often to, again, help generate force pulse stacks+increase your damage. [/title] [title][img=skills/kassadin/e.png] E: Force Pulse[/title] [number]Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage and slow enemies by 30 / 35 / 40 / 45 / 50% in a cone in front of him for 3 seconds. Cooldown 6 seconds Cost 80 mana Range 400[/number] [title]Explanation: Good for it's utility, like the silence, but the AOE aspect makes it high damage. Try to land it on as many opponents as possible in teamfights; don't underestimate the cc of the ability. We max this and null sphere evenly because although this is the better spell, it can be used much less due to the 6 charge rule and the fact we won't reach 6 charges too often until teamfights.[/title] [title][img=skills/kassadin/r.png] R: Riftwalk[/title] [number]Kassadin teleports to a nearby location dealing 60 / 90 / 120 (+50% of ability power) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk in the next 7 seconds costs 100 additional mana and deals 60 / 90 / 120 additional damage. Cooldown 6 / 5 / 4 seconds Cost 100 mana Range 1000 [/number] [title]Explanation:Amazing skill on AP kass, amazing skill on hybrid. It can be used to escape, gap close, bait, tower dive, and so much more. It is hands down the best utility ult in the game, and it can be used to play mindgames. It's damage is good and it doubles on every cast, making it worth it to use lots of mana on this spell. Plus, with our frozen heart and high attack speed, we have no mana issues at any phase past midgame. This skill is also what makes kassadin such a strong ganker. It defeats the need to approach a lane from traditional jungle gank routes and instead allows you to enter the lane from many different angles. Definitely his best skill overall.[/title]

The skill order was given, however, the order is Rift Walk>blade>sphere=pulse. We max blade first for the increased mana on swing and the increased damage on every AA. It is his best scaling ability as hybrid and it is what makes him very difficult to build resistances against. Sphere and pulse were explained in the above section, however, they are maxed evenly because sphere is used much more despite its uselessness other than the silence. Rift Walk is a great spell but since we can only grab a point at 6,11, and 16, I feel it's pretty useless to go any more indepth on why we max it first.

All right, so some people probably took a gander at the endgame build I posted and said "WTF? TROLL!" It's a natural reaction. However, here I will explain why we get the items we do on Kassadin, and the order we should grab them in. Start: [img=items/cloth-armor.png][img=items/health-potion5.png] Standard Jungle start. Gives you more armor which you desperately need as squishy kassadin, and builds into a madreds which we will later convert into a bloodrazor. 1st back: [img=items/boots-of-speed.png] or finish [img=items/madreds-razors.png]. Grab health pots and wards with leftover cash. You should have cleared jungle+ganked by now and affording this should be of no issue. Mid-game core: [img=items/glacial-shroud.png][img=items/berserkers-greaves.png][img=items/hextech-revolver.png][img=items/madreds-razors.png] You'll be converting the shroud into frozen heart ASAP than finishing your bloodrazor. Afterwards, you'll finish gunblade and grab a FoN for MR. If game lasts long enough throw in a rabbys, it will do you good. Optimal endgame: [img=items/berserkers-greaves.png][img=items/banshees-veil.png][img=items/frozen-heart.png][img=items/madreds-bloodrazor.png][img=items/hextech-gunblade.png][img=items/rabadons-deathcap.png] Tanky endgame was discussed above. Basically, make sure you are built to sustain enough damage while your team dishes. Your high base damages will help with your overall damage output at all points of the game.

Jungle kass early game is fairly similar to other jungles. He's good at level 2 ganking because he can silence and prevent flashing, however, it should be used more as a pressure tactic than as a guaranteed first blood. Generally, you'll want to farm your ass off with a hint of ganking here and there. Afterwards, once you hit level 6, you can go gank crazy; try and be everywhere! People don't know how to deal with jungle kass. He's a new, fairly under appreciated jungler. And that is where a lot of his strength lies. Ignorance is one of jungledin's biggest tools against the enemies, so use it wisely. Otherwise, try and get your items built ASAP.

Jungledin gets stronger as the game goes on, rather than normal kass weak-strong-weak mantra. This catches enemies off guard. By now you should have your mid game core and your W maxed, allowing you to deal a lot of damage with both AP and AD attacks. For now, try and roam lane-to-lane nabbing buffs when they spawn. Jungling is a second priority now, and you'll be more focused on getting lots of money from ganking lanes. The enemy team is typically unprepared for jungle Kassadin, which is what makes him so muhc more effective than you'd expect.

You're a powerhouse. You've gotten this far and presumably have your gunblade/heart/bloodrazor finished. Grats, you won. At this point, they can't really stop you, and if they do focus you, your team will absolutely decimate them. After all, you'll be a bigger threat to the enemy team than all other junglers out there, save maybe fiddlesticks. Your job is the anticarry: focus down their ad while silencing their ap, or focus AP whilst silencing him. You should be able to identify the bigger threat. You'll be gimping the enemy team severely with your frozen heart, and they'll be forced to either try and take you out(with your bloodrazor), or to take out your true AD carry(who will be doing more damage than you, but only slightly). No matter the case, you're in a great position. Keep your teamfighting presence strong, use things as soon as they are off cooldown, and don't overcommit to fights. Congrats, you just jungled Kassadin.

Basic route. You'll need to start blue with a strong leash and then go wolves>gank or wolves>wraiths>golems>red. Either way, you shouldn't have to back at all throughout your route, especially with the nerfed jungle. Keep ganking to a minimum until 6(IE: don't gank lanes that aren't under turret) and you'll be in a much better position, primarily because enemies won't be able to keep tab on your levels. One of Kassadin's graetest aspects is his ability to come in from all angles, and I am planning to upload images of possible Rift Walk spots for kass Jungle, so stay tuned! In any case, that's really all there is to it. Fulfill your job as a jungler, follow the route, and win the game.

Jungle Kassadin is a hard to master jungler. He's not as easy to play as others and is much more dependent on flawless positioning. However, he still fulfills his role as an anticarry very well, and lategame, he can carry games easily. Make sure you keep ganks at the max, counterjungle often(you can 1v1 almost anyone) and focus on trying to keep your CS high via holding lanes and jungling. Anyways, thetrucker here with another guide. Peace, and if you need any help, ask in comments! Thanks for reading!

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