Kassadin Build Guide

Muramana Kassadin (Tanky Hybrid-DPS) *NO LONGER VIABLE*

Uploader Zerve
Updated 4 years ago
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Hybrid Penetration (+1.79 Armor Penetration / +1.4 Magic Penetration)
  • 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

[title]About Me[/title] Hi, my name is [highlight]Zerve[/highlight] and this is the way I like to play Kassadin. I am a platinum level player (1850+), and my favorite types of champions are melee DPS. Some of my favorites are champions such as Master Yi, Tryndamere, Lee Sin, Kassadin, Udyr, Jax, and Jarvan IV. I have been playing League of Legends since mid-2010, and have always wanted to become a pro gamer. [title]Kassadin History[/title] [highlight]Kassadin was originally intended to be a melee AD carry[/highlight], however, he was pretty lackluster in this role. Old recommended items included purchases such as Avarace Blade, Berserker's Greaves and Frozen Heart. He's had awkward mechanics like mana-drain on Nether Blade (W), and for a period of time he even had a temporary 50 (!) armor penetration steroid. But rarely was he successful in this role. Players soon found out that he performed much better as an AP Carry, and thus AP Kassadin became the standardized build. This build differs quite significantly than your standard AP Kassadin. [highlight]It may or may not be better, but it is definitely more fun and completely viable at Mid or Top lane.[/highlight] [title]Warning to First-Timers:[/title] This build is quite difficult to play effectively, and requires quite a bit of experience with Kassadin beforehand. [highlight]I would not recommend this to a first time Kassadin player,[/highlight] unless the player has much experience with squishy melee carries such as Tryndamere, Fiora, or Master Yi. It plays quite similar to those champions. If you are looking to a good introduction to Kassadin, I would recommend one of the many other AP Mid Kassadin guides available on the web. If you have trouble last hitting, do not understand the concept of attacking and moving (orb-walking) as melee, or have trouble gauging relative character power, this may not be the guide for you.

As originally intended to be a melee AD Carry, I've spent a lot of time playing Kassadin with obscure builds trying to find a way to make it work. More often than not, it failed. However, with the introduction of [highlight]Muramana[/highlight] in Season 3, DPS Kassadin is suddenly much more viable. Lets see why. [img=items/manamune.png] -> [img=items/muramana.png] The item which defines this build. Muramana gives Kassadin a ton of useful stats: mana, mana regenration, and bonus attack damage. The real reason as to why this item is so great for Kassadin is the toggle active. [highlight]Dealing damage with Q or auto attacks burns your own mana for extra damage.[/highlight] Tear, and its upgrades, also add an additional 1000 mana, which in itself is useful as multiple Riftwalks are quite expensive. There is also an interesting interaction with Kassadin's W, Nether Blade. [img=skills/kassadin/w.png] Nether Blade is the skill which allows this build to work. There are two major reasons as to why this build is surprisingly effective. The first, is that [highlight]Nether Blade returns mana with every auto attack.[/highlight] This means that you are burning mana from Muramana to deal extra damage, but also gaining a portion of it back. At max rank it returns 60 mana when hitting a champion. The second reason is that [highlight]each hit of Nether Blade applies on-spell-hit effects.[/highlight] This means that [highlight]attacking an enemy with Nether Blade active applies Muramana twice.[/highlight] Suddenly, you can burn 6% of your current mana to deal 12% of it to an enemy, all while gaining 60 back per hit. For each proc at 2000 mana, Muramana will burn 60 mana to deal an additional 120 magic damage. This means that with Nether Blade active, it will burn 120 and return 60. Without Muramana active, however, it will burn 60 and return 60, breaking even completely. [img=skills/kassadin/p.png] Void Stone grants Kassadin bonus attack speed after taking magic damage. This is a free steroid. By taking more and more magic damage, Kassadin quickly deals more and more damage. [highlight]Building as a bruiser allows Kassadin to take a lot of punishment, and return damage with lightning speed.[/highlight] [img=items/sheen.png][img=items/frozen-fist.png][img=items/trinity-force.png] [highlight]Kassadin also has a very high base attack damage[/highlight]. He has the second highest base AD of 112.5 damage at level 18, losing only to Cho'Gath and Skarner, who are tied for first. This means that Spellblade bonus damage from Sheen, Trinity Force, or Iceborn Gauntlet are very potent. Couple this with relatively short cooldowns, [highlight]Kassadin can proc Spellblade multiple times very quickly.[/highlight]

[highlight]Pros[/highlight] [.]More Fun to play [.]Often surprises enemies [.]Can destroy squishy targets and tanks alike [.]Can save silence for key abilities [.]Can chase through tanks and behind enemy lines to finish weak targets [.]High sustained DPS [.]Hybrid Damage (Physical & Magic) [.]Stronger very early game (pre-6) [.]Very strong late game (4-6 full items) [.]Can be played mid or top [highlight]Cons[/highlight] [.]Difficult to play [.]Expensive Items [.]Still quite squishy [.]Less burst [.]Weak mid-game (pre-Muramana) [.]Expensive rune page [highlight]Similarities bettween Muramana and AP[/highlight] [.]+ Super Mobile [.]+ High Damage [.]+ Anti-Carry [.]+ Silence and AoE Slow [.]- Still Squishy [.]- Terrible early game [.]- Horrendous lane match-ups

Kassadin, like many other champions in League of Legends, fits into a certain role. It is important to understand what this specific Kassadin can and cannot provide to a team, as [highlight]it is important to build a balanced team that synergies well with each other.[/highlight] [highlight]What Kassadin can do:[/highlight] [.] Provide a short cooldown, single target silence [.] Provide a very short cooldown AoE slow [.] Assists in the front-lines with other melee teammates [.] Disable and assassinate priority targets [.] Excel at chasing and finishing off weakened enemies [.] Make good use of Blue Buff [.] Be the single source of magic damage for a team [.] Split push and back door safely [.] Obliterate isolated single targets [.] Fulfill the role of AP Carry Mid [.] Fulfill the role of AP Bruiser Top [highlight]What Kassadin can NOT do:[/highlight] [.] Be the sole tank, bruiser, or beefy DPS for the team [.] Be the only champion with melee range on a team [.] Be the team's primary hard initiator [.] Handle a team with a lot of hard CC [.] Handle multiple AD Carries at once [.] Solo vs a duo lane [.] Fulfill the role of AD Carry [.] Fulfill the role of Bot Lane Support [.] Fulfill the role of Jungler [highlight]When should you pick Kassadin for your team?[/highlight] [.] Need a source of magic damage [.] Need strong CC [.] Need a high mobility champion [.] Team has enough protection for priority teammates [.] Team has another form of Tank or Bruiser [.] Team already has a form of hard initiation [.] Top or Mid lane are open [highlight]Champions that Kassadin can counter:[/highlight] AD Carries: [imgsmall=champ/ashe.png][imgsmall=champ/corki.png][imgsmall=champ/draven.png][imgsmall=champ/ezreal.png][imgsmall=champ/graves.png][imgsmall=champ/vayne.png] Low Mobility AP Carries: [imgsmall=champ/anivia.png][imgsmall=champ/cassiopeia.png][imgsmall=champ/karthus.png][imgsmall=champ/ryze.png][imgsmall=champ/syndra.png][imgsmall=champ/veigar.png] Skillshot AP Carries: [imgsmall=champ/lux.png][imgsmall=champ/morgana.png][imgsmall=champ/ziggs.png] Magic DoT Based Heros: [imgsmall=champ/amumu.png][imgsmall=champ/rumble.png][imgsmall=champ/singed.png][imgsmall=champ/swain.png][imgsmall=champ/teemo.png] [highlight]Champions that Kassadin should avoid:[/highlight] Very Beefy enemies: [imgsmall=champ/chogath.png][imgsmall=champ/darius.png][imgsmall=champ/drmundo.png][imgsmall=champ/jax.png][imgsmall=champ/leesin.png] CC and Burst enemies: [imgsmall=champ/fizz.png][imgsmall=champ/fiora.png][imgsmall=champ/garen.png][imgsmall=champ/khazix.png][imgsmall=champ/pantheon.png][imgsmall=champ/talon.png] Champions with reliable CC: [imgsmall=champ/alistar.png][imgsmall=champ/sion.png][imgsmall=champ/taric.png]

[imgext=http://i.imgur.com/YsWU0X0.png] This section will go into detail about which runes to use when using this Kassadin build. [title]Marks (Reds):[/title] [highlight]9x Mark of Hybrid Penetration[/highlight] - Best These are the best runes for this slot. As Muramana Kassadin, you will be dealing damage through both spells and auto attacks. Having penetration marks allows you to deal a significant amount of mixed damage. This includes damage from spells, items (Muramana Active, Wit's End), as well as basic attacks. High amounts of penetration work well with the relatively high base damage amounts on each of Kassadin's spells, without building much ability power. [highlight] 9x Mark of Magic Penetration[/highlight] - Alternative These runes are acceptable for Kassadin. They will help you deal more damage. However, more of your damage will come from Muramana active, your spells, and Wit's End. A viable alternative if you do not own hybrid marks. [title]Seals (Yellows):[/title] [highlight]9x Seal of Armor[/highlight] - Best Armor runes are useful in a number of ways and for a variety of reasons. They provide you protection from all forms of physical damage. Including damage from champions basic attacks, physical champions abilities, as well as minions, monsters, and towers. Kassadin is very squishy early game, and the extra armor will drastically help him through the laning phase. [highlight]9x Seal of Scaling Health[/highlight] - Alternative Health per level runes are a viable alternative for those who prefer them over armor runes. The extra health can keep you alive versus some high burst champions. Coupled with the passive Void Stone, which reduces all magic damage taken by 15%, this rune choice will actually give your more effective health versus pure magic damage. [title]Glyphs (Blues):[/title] [highlight]9x Glyph of Magic Resist[/highlight] - Choice Flat Magic resist runes provide you with a decent chunk of defense versus magic damage. As a melee champion, Kassadin gains additional magic resistance per level. Flat magic resist runes will allow you to secure your early game defense against magic damage. [highlight]9x Glyph of Scaling Magic Resist[/highlight] - Choice Scaling magic resist runes will be superior to flat magic resist if you are not facing much magic damage in the early stages of the game. They surpass flat magic resist at level 9. Not much else to say here. [highlight]9x Glyph of Magic Penetration[/highlight] - Alternative These runes will be useful in situations where there is going to be very little magic damage throughout the game. The extra magic penetration will allow you to deal even more damage against enemies. It's quite risky to run these though, so be sure you wont die from magic burst in the early game. [title]Quintessences[/title] [highlight]3x Quintessence of Hybrid Penetration[/highlight] - Best Similar to hybrid penetration marks, these quintessences provide the best way to add additional damage to your build. These runes also take advantage of Kassadin's high base damage values on each of his spells. [highlight]3x Quintessence of Ability Power[/highlight] - Alternative Flat AP quintessences will cause all of your abilities to do additional damage. This can substantially help your early game lane presence, by providing extra damage on your Q's and E's. A viable alternative for those who do not own penetration runes. There are a number of other choices for all types of runes. Much of it depends on the player and match-up: Try to find what works best for you and stick with it. These runes are only meant to provide you with a starting point.

[title][img=skills/kassadin/p.png] Passive: Void Stone[/title] Kassadin takes 15% reduced magic damage after magic resistance reductions have been applied. Kassadin converts each point of this ignored damage into 1% bonus attack speed for 4 seconds. This bonus attack speed stacks indefinitely, with the duration refreshing each time Kassadin takes magic damage. [title]Explanation:[/title] An interesting, two-part innate passive. The first part [highlight]reduces the magic damage you take by a flat 15%,[/highlight] and then[highlight] grants you additional attack speed based on the magic damage you took[/highlight]. An interesting thing to note about this ability, is that the resistances stacks with magic resistance. This means that if you took 400 magic damage, and your magic resist reduces this damage by 50%. You would take 200 damage, minus the 15% from Void Stone. Resulting in a total of 170 magic damage. Because you reduced 30 damage from Void Stone, you would will receive 30% attack speed. [title][img=skills/kassadin/q.png] Q: Null Sphere[/title] ACTIVE: Kassadin fires an ethereal bolt of void energy to a single target, dealing [number](80/130/180/230/280 + 70% AP)[/number] magic damage and silencing the target for [number](1/1.4/1.8/2.2/2.6)[/number] seconds. [title]Explanation:[/title] [highlight]Null Sphere is Kassadin's primary form of harassment in the early game.[/highlight] It's actually quite strong by itself. It has a good base value, and a good AP ratio for those who build AP. The real strength in this ability is that it [highlight]silences the target that it hits.[/highlight] The mana cost is quite high, but the cooldown is pretty short. Try to cast these on enemies as much as possible. It's very likely that their only form of counter-attacking is a few auto attacks. You may also use this ability to last hit. If you do, be cautious that you do not expend all of your mana. In a teamfight, be extremely cautious not to waste the cooldown on this ability. [highlight]If the enemy team has a key ultimate, it's recommended that you save this ability for its CC rather than damage.[/highlight] Keep this in mind for abilities such as Nunu's Absolute Zero, or Katarina's Death Lotus, or saving an ally from Singed's Fling. [title][img=skills/kassadin/w.png] W: Nether Blade[/title] PASSIVE: Kassadin's melee attacks restore [number](8/11/14/17/20)[/number] mana. This effect returns triple the mana when striking champions. ACTIVE: Kassadin's normal attacks deal bonus [number](30/45/60/75/90 + 30% AP)[/number] magic damage for 5 seconds. [title]Explanation:[/title] Nether Blade is a unique spell in the fact that [highlight]each attack while active counts as a single target spell.[/highlight] This means that it gets the full benefit from things such as Spell Vamp, Rylais slow, and it even [highlight]adds an extra Muramana proc.[/highlight] This spell has great synergy with Muramana, and is the reason why I have experimented with and developed this build. The mana drained by [highlight]Muramana's mana burn is replenished by the passive component of Nether Blade.[/highlight] Use this spell to help last hitting in lane, especially at tower. You can also [highlight]use it when traversing the map to build stacks on Tear of the Goddess and Force Pulse.[/highlight] Just remember to have it ready for when you engage someone in an auto attack battle, as the bonus damage is actually quite good. [title][img=skills/kassadin/e.png] E: Force Pulse[/title] ACTIVE: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him, including his own spells. Upon reaching 6 charges, Kassadin can use Force Pulse to deal [number](80/130/180/230/280 + 70% AP)[/number] magic damage and slow enemies by [number](30%/35%/40%/45%/50%)[/number] in a cone in front of him for 3 seconds. [title]Explanation:[/title] Force Pulse is definitely one of the most awkward spells in the game. The casting requirements for this spell can sometimes limit its usefulness early game. It requires that 6 skills be used in an area around Kassadin. AND it costs mana. However, you CAN [highlight]use your own spells to charge it.[/highlight] It is useful to learn how to combo into this spell from a smaller number of stacks. [highlight]If you are sitting at 4 stacks, use a quick R->Q->E combo to gain stacks and cast the spell.[/highlight] You can also[highlight] use your Nether Blade (W) active to gain a stack[/highlight] when needed. Knowing how to [highlight]quickly charge and harass with E[/highlight] is very useful throughout the game. Force Pulse does a solid amount of base damage, and provides a pretty strong slow (50% at max rank), in a wide cone in front of Kassadin. Overall, use this to help you [highlight]farm, harass, and control targets[/highlight] as you auto attack them down. [title][img=skills/kassadin/r.png] R: Riftwalk[/title] ACTIVE: Kassadin blinks to a nearby location, dealing [number](60/70/80 + 80% AP)[/number] magic damage to enemy units surrounding the destination area. Each subsequent Riftwalk in the next 8 seconds will cost 100 additional mana and will deal additional [number](60/70/80)[/number] damage. The cost and damage increase can stack up to 10 times. [title]Explanation:[/title] Riftwalk is considered by some to be the ultimate with the most utility in the game. It can be used to [highlight]farm, engage, disengage, dodge, chase, build stacks, re-position, and to even travel quicker.[/highlight] How can a single spell be so useful? Riftwalk allows you to blink to a location. It also has an extremely short cooldown, which can be lowered even further by cooldown reduction. But be [highlight]wary of the increasing mana cost.[/highlight] It can be useful in some situations to build stacks for extra damage, but more often than not the stacking mana costs will be a hinderance. Try to [highlight]wait for the buff to end when traversing the map to save mana.[/highlight] There are tons and tons of ways to use this spell, so be creative with it!

[imgext=http://i.imgur.com/9NreR.png] [title]Or simply[/title] [highlight]Levels 1-4[/highlight] [img=skills/kassadin/q.png] -> [img=skills/kassadin/w.png] -> [img=skills/kassadin/q.png] -> [img=skills/kassadin/e.png] Q is taken first as it is the most useful ability level 1. Use it to harass, or last hit if necessary. W is taken at 2, to help with last hitting, and to generate extra mana when attacking enemies. W is your one point wonder, which will be maxed last. [highlight]OR Levels 1-4 Alternative[/highlight] [img=skills/kassadin/q.png] -> [img=skills/kassadin/e.png] -> [img=skills/kassadin/w.png] -> [img=skills/kassadin/q.png] Use this alternate opening in situations where E will be more useful. Remember that you still have to generate 6 charges before it can be cast. Be sure to take W at level 3 or 4, depending on your mana needs. [highlight]Then prioritize:[/highlight] [img=skills/kassadin/r.png] > [img=skills/kassadin/q.png] > [img=skills/kassadin/e.png] > [img=skills/kassadin/w.png] [highlight]Riftwalk > Null Sphere > Force Pulse > Nether blade[/highlight] Always level your ultimate whenever you have the chance. Null Sphere, Q, is to be maxed next due to its uses as harassment, farming, and overall utility through silence. Force Pulse, E, is to be maxed third. While it does have more damage potential than Q, the requirement of having 6 charges before it can be used severely weakens the usefulness of this spell. Nether Blade, W, is maxed last. The early ranks of this spell will be enough to get you through the earlier stages of the game.

This section will expand on the item section above in more detail. It will provide more insight as to when and why each item should be purchased over the course of your game. [title]Key Items:[/title] [item=tear-of-the-goddess] -> [item=manamune] -> [item=muramana] The item that ties the build all together. You have to get this every game, and you have to try and charge it as fast as possible. [highlight]Always remember to toggle this item on and off depending on what you are attacking.[/highlight] [title]Boots:[/title] [item=mercurys-treads] In most situations you will take these. Mercury's Treads are the boots which are generally taken in most situations. The mix of tenacity, speed, and magic resist work great throughout the game. As a melee auto-attacker, it is important that you avoid being CC'd as long as possible to ensure you can auto-attack in the few moments when you are within range. [item=ninja-tabi] Take these if enemy team is heavy in AD champions. Ninja Tabi can be taken in situations where you are constantly getting harassed by auto attacks or physical damage. The damage reduction from auto attacks is very helpful when dueling, or when assassinating AD carries. Just remember that you still need to get tenacity somewhere else in your build (which you can get from Zephyr). [title]Attack Speed Items[/title] [item=wits-end] The standard attack speed choice. Wit's End is the most common attack speed item I generally purchase. Kassadin can make good use of all of the stats on it, and it's relatively cheap to build. The bonus magic damage per hit synergies will with his kit. It provides a bit of magic resist to keep you beefy against magic damage. The scaling magic resist is actually very cost effective if stacks remain high: which is comes naturally due to the amount of auto attacking you will do with this build. [item=zephyr] Take this if ONLY if you took Ninja Tabi for boots. Zephyr is another quality attack speed item which provides a good mixture of stats. The reason you would go for this item over Wit's End is in the situation where you didn't buy Mercury's Treads. Zephyr is one of the few other items which provides tenacity, which is a vital stat to melee DPS champions. The bonus cooldown reduction and attack damage are more free stats. [item=sword-of-the-divine] Use this for EXTRA damage if you're snowballing. Not a CORE AS item. A very controversial item. Many people consider it strong, while others consider it a noob trap. I was skeptical at first, however, this item actually exceeded my expectations. It's considered bad because it only works for 3 attacks, it can be CC'ed through, or even flashed away from. I also thought that it was terrible on melee champs, as getting multiple attacks against mobile opponents can be quite difficult. Kassadin does not have these issues, and here's why: through a built in silence, and two forms of slows (Force Pulse + Phage/Gauntlet), Kassadin can quickly and easily perform 3 devastating auto attacks without them escaping. No longer will Shacos, Ezreals, or Katarinas be able to flash away from your melee damage. [title]Defensive Items[/title] [item=warmogs-armor] Good all around item. Get it early to never die in lane. With the changes to to Season 3, Warmog's has quickly become a favorite due to its superb cost efficiency. Getting this item early also makes you relatively unkillable in lane, due to the large amounts of health regeneration. Having tons of bonus HP also helps make your innate passive more effective, allowing you to take more magic damage and gain even more attack speed. Try to get this earlier in the game rather than later. [item=aegis-of-the-legion] -> [item=runic-bulwark] One of the best defensive items. Armor, health, and MR. Don't forget the aura. Aegis and Bulwark have turned into powerhouse items in Season 3. Bulwark is one of the best items for generating effective health vs magic damage. It gives a whopping 60 magic resist and 400 health. Let's not forget 30 extra armor and free health regeneration. Even if your team already has one, the auras can still stack between those who have one individually. Great all around defensive item. [item=randuins-omen] The best defensive item against AD. Mixes HP and armor. Randuin's Omen is known to be the bane of many AD Carries, more so than even a Thornmail. Randiun's provides the single most effective health vs physical damage. This is because it provides a large amount (500) of bonus health, along with 70 armor. Both the passive and active effects are also super strong at helping you disrupt team fights and chase down squishy targets. Getting hit slows the attacker's movement and attack speed. It's pretty scary when an enemy Kassadin Riftwalks into and uses the Randuin's passive to AoE slow the entire team. [item=banshees-veil] A good choice if against anyone with scary spells (Blitz, Morg, Lux, etc) Banshee's Veil is a good pickup because it offers three useful stats: health, mana, and magic resist. The Catalyst is also quite strong in early laning phase, offering you a bit of health and mana regeneration every time you level up. The spell shield is very strong against certain champions and team compositions. Specifically, it counters poke champions, or champions where one spell can quickly turn the tide of a match. Champions like Lux, Blitzcrank, Nidalele, Morgana, are few to watch out for. [item=frozen-heart] Get this if you didn't get Randuin's, and want Trinity Force. Frozen Heart is quite a rare buy, but it is a very viable option. Get this against teams that have a lot of auto attackers if your team is having trouble fighting against them. All the stats are very useful to Kassadin, including cooldown reduction for more spells, and a large chunk of mana for a bit of extra synergy with Muramana. Generally, Iceborn Gauntlet is a better purchase, but always consider this item. [title]Spellblade Items[/title] [item=frozen-fist] Good mix of utility and bonus damage. Definitely one of the most unique items in Season 3. It provides a good mixture of stats, both offensive and defensive. The main reason to pick this item up is the combination of armor, and the Spellblade passive. The Spellblade attack scales very well with Kassadin's high base AD, and helps to keep your targets locked in place with the bonus slow and slow from Force Pulse. [item=trinity-force] Tons of single target damage. While Iceborne Gauntlet provides a good mixture of defensive and offensive stats, Trinity Force is pretty much a pure-offensive item. Buy this if you want to deal tons of damage. The phage and slow procs, like Iceborn Gauntlet, will help lock down your target, but it is not reliable. Take this item if you need to focus purely on damage. [title]Bad Items[/title] Never get these. These are items which may look appealing, but in execution don't work well with previously suggested items. That's not to say these items are terrible, however these items do not mesh well with those intended to be used within this guide. [item=mejais-soulstealer][item=sword-of-the-occult][img=items/leviathan.png] Stacking items. While gaining and keeping stacks is actually pretty easy on Kassadin due to his mobility, these items are incredibly cost inefficient. Couple this with Kassadin's already weak early game, and you have a very weak and poor champion in your hands. [img=items/frozen-mallet.png] You already have a built in slow, AND a built in flash every few seconds. You should never need this item to stick to a target, and if you need extra health there are much better alternatives like Warmogs, Randuin's, or Bulwark. If you're having trouble sticking to slippery targets, try practicing your orb-walking or focus on Riftwalking to a better location. [img=items/the-black-cleaver.png][img=items/last-whisper.png] Armor penetration is not a stat that you need, as much of your damage comes from your spells and your Muramana burn, which is magic. [img=items/malady.png] Similar to the items above, Malady is a wasted item on this build of Kassadin. Malady would be strong if you decided to built a lot of AP, since the extra damage on hit scales with it. The magic penetration on hit is useful, but the item just takes up a slot late game when there are more attractive choices.

[title]Objectives[/title] [.]Acquire Tear as early as possible [.]Reach level 6 at the same time, or before lane opponent [.]Farm as much as possible [.]Harass the enemy [.]Begin stacking Tear Kassadin's early game is known to be abysmal. This is because he is a slow moving, low health champion with a melee auto attack. Couple this with one harassment ability which takes a huge chunk of mana, and you're going to be having a hard time. However, due to the addition of Flask, and modified costs of some items, it has gotten a little bit easier. While in lane, [highlight]your goal should be to acquire as much experience and gold as possible.[/highlight] Try to harass the enemy with Q's, and refund the expensive mana cost with W. Try to gain lane dominance by constantly hitting the enemy with Q's. Keep your mana up by auto attacking minions. It's okay if you push the lane, as long as your opponent is taking more harassment than you are. I've been known to stand next to melee minions and constantly auto attack them to ensure I always have mana for the next Q. Just be careful as to not mess up last hits with extra auto attacks. If you know that a minion will die to tower and you cannot last hit it, try to hit it anyway to get the mana return. Once you save up enough gold to [highlight]buy a Tear of the Goddess, begin stacking it immediately.[/highlight] Cast W in lane for free stacks, and continue to Q the enemy if it's safe. [highlight]If you are laning against a high harass opponent, such as champions with long range or strong auto attacks you need to play much more defensively.[/highlight] Champions like this are Annie, AD Carries, Pantheon, or Teemo. Orianna is also an offender, as her ranged auto-attacks are pretty strong. While you can still try to harass them with Q, you will probably take more damage in return. In this situation, just focus on getting experience safely, and get whatever last hits you can. Do not die for a last hit. Use Q to last hit minions at range if you have to. Once you get your tear, flask, or reach level 6, it wont be as difficult anymore. It is likely that you will get ganked before you hit 6. If you do, [highlight]use E to slow incoming attackers at max range.[/highlight] If they do get close to you, remember that you still have Q to silence them. [highlight]Try to predict what abilities are most threatening to you at the time, and silence the enemy[/highlight] as they approach. This is usually some kind of CC skill or gap closer, and a well timed silence can easily get you out of a pinch. [highlight]First blooding your opponent is also a possibility.[/highlight] While this more often happens around the mid-game, it is completely possible from 1-5. It's going to take some practice, but always be aware how much damage you deal and take when trading with your opponent. [highlight]One Q does 80 base damage. One auto attack with W active deals 82 damage[/highlight] (52ad + 30 magic). If you see the chance to go in for the kill, go for it. One way to do this is to Q, then slow them with E, walk up, auto attack with W, and finish with ignite. Another way is to just flash right on top of them, silence, and continue auto attacking with W. In both of these situations [highlight]remember to move your character in-between each auto attack to ensure you are always within range.[/highlight] If they managed to flash away and survive, it's likely that one more Q will be enough to finish them.

[title]Objectives[/title] [.]Continue stacking Tear of the Goddess [.]Focus on pushing enemy tower [.]Begin dominating lane [.]Help in small skirmishes [.]Build Manamune, acquire attack speed After reaching level 6, Kassadin gains a major boost in power. Riftwalk turns Kassadin into arguably the most mobile champion in the game. This is around the time where you begin to [highlight]start dominating lanes.[/highlight] Similar to the early game, [highlight]your focus should be on gaining gold and experience, with a secondary objective of stacking tear.[/highlight] Use Riftwalk to jump over skillshots, and harass with E Q combo. Feel free to jump directly on the enemy laner if you are healthy enough and have enough damage. It's very possible to begin killing your lane opponent in these stages. What you want to do is harass until you have a healthy lead. Then, you jump directly on top of them with Riftwalk. You have two choices in how to do this: you can try to eat some of their harass combo first, granting you additional attack speed, or you can just jump them and let them cast spells on you. [highlight]As a general rule of thumb, champions which have CC-based spell combos should hit you first before you jump them.[/highlight] This is because they can easily kite you with CC if you make the first move and burn your Riftwalk cooldown. On the other hand, if they blow their CC to damage you at a range, they have no way of kiting you and very little retaliation ability since their spells are on cooldown. This is also the point in the game where small skirmishes begin occurring around Dragon and enemy buffs. Make sure to [highlight]always follow the enemy laner, or to lead and get there before[/highlight] them. Use Riftwalk to take unique routes and[highlight] assist in kills from over walls.[/highlight] It is important to keep an eye out for enemy ward locations, allowing you to approach unseen by the enemy. You should also try to [highlight]destroy the enemy tower[/highlight] so that you can begin to roam as a team late game. It's generally okay to be constantly pushing your lane after level 6. Kassadin is so hard to gank once he gains Riftwalk, often requiring more than two enemies, and multiple summoner spells for a single kill. Just ensure that you have an escape if you decide to push. [highlight]I don't recommend blind pushing without wards,[/highlight] but it's completely possible if a majority of the enemy team is within vision somewhere (3+).

[title]Objectives[/title] [.]Complete Muramana [.]Roam with team [.]Eliminate high priority targets (AD Carry, AP Carry) [.]Split push during downtime [.]Build tanky Late Game team fights is where Kassadin begins to shine. [highlight]Your primary goal is to push and destroy the inhibitor.[/highlight] This can be done through siege, or split pushing, depending on your team's composition. You can also roam with the team and engage in full team fights. Your objective in team fights is to [highlight]eliminate high priority targets.[/highlight] This is usually the AD or AP carry, since these champions usually do high damage but have low health. Remember to [highlight]activate Muramana, and use Nether Blade (W), to perform double Muramana procs.[/highlight] This is the point in the game where you need to be looking at your opponents and building accordingly. [highlight]If they have fed AD or AP champions, get the suggested counter items.[/highlight] You should also have a pretty good idea of how much damage you can tank and deal, as well as who you want to focus on attacking and who you want to avoid. If your build is more armor focused, try to be around the enemy AD carry, and the same for magic damage dealers. If you don't have enough of one defensive type, it's entirely possible to avoid these champions. Just [highlight]use your Riftwalk to escape from any fight not in your favor.[/highlight] Try to focus on being as annoying as possible: fight when you want to fight and run when you want to run. Split push, contest buffs and dragons, and bait the enemy team into your liking. [highlight]Be proactive rather than reactive, and control the game with your mobility. [/highlight] Split pushing as a tanky Kassadin has some serious strengths: you are already ridiculously hard to catch, and if they do somehow catch you they have to tear through a ton of health. You also have[highlight] very strong 1v1 potential.[/highlight] If they send a squishy to stop you, and you know where the rest of their team is, don't be afraid to outright dive them if you know you can survive their damage. If you take some damage, but burn their summoner spells and send them back, it's a small victory for your team. Because of this, it's likely they will have to send more than one person to stop you. Have your team use this opportunity to engage in an unfair fight, or take objectives while you handle (or run away from) multiple enemies. Try to secure both blue buffs for your team, and leave the instant an enemy shows up. Always make sure to [highlight]keep in constant communication with your team.[/highlight] Let them know if you decide to split push. There is the possibility that your team could get engaged on 4v5 and they need to be prepared. If a 4v4 does break out, react immediately and assist your team before the enemy can.

Team fighting as Kassadin can sometimes be quite difficult for the lesser experienced. This is because of two reasons: [highlight]Kassadin is quite squishy[/highlight], and can easily be focused down, and secondly that it's [highlight]very easy to tunnel and attack the wrong target.[/highlight] In this section, I will go into detail about how to team fight as Kassadin. This will include who you should be targeting, what you should be avoiding, and small things to look out for which could win or lose you the fight. So what should you be doing before a team fight breaks out? [highlight]Make sure that you are in a good position to jump a priority target, your Muramana is active, and your Force Pulse (E) is charged.[/highlight] If you need stacks, stay close to allies or enemies who are trying to poke at each other. [highlight]It's probably best for you to be standing near your team, but not exactly with them.[/highlight] Try standing off to the side, around a wall, or even behind the enemy team. Don't worry too much about getting caught, if they see you, Riftwalk to safety and approach from another angle. Your job in team fights is to be an [highlight]anti-carry,[/highlight] the one who destroys carries. [highlight]Never Riftwalk into a group of enemies to initiate,[/highlight] unless you are sure you can kill one and get out without dying. Once a fight breaks out, your goal should be to [highlight]jump on a priority target with Riftwalk.[/highlight] This is likely the AD Carry, AP Carry, or even the Support.[highlight] Open with Null Sphere (Q) for silence, then Force Pulse (E) for slow. Activate Nether Blade (W) once you are within auto attack range,[/highlight] and start punishing them. This is the same time to activate Sword of the Divine if you have purchased it earlier. If the target is not dead before the silence wears off, continue to beat on them until they are downed. Try to [highlight]save Riftwalk for after they use their flash, or escape,[/highlight] and use it to re-position yourself behind the enemy. Often times, it is important to save your Null Sphere (Q) for its silence effects. [highlight]If the enemy team has a champion with a key, but interrupt-able spell, save Null Sphere (Q) to cancel it.[/highlight] While this means that it might be harder to hunt down the AD Carry, it is sometimes necessary to ensure that the rest of your team stays alive and does their job as well. It is also your job as Kassadin to ensure that enemies are chased and finished. You are one of the few champions who can effectively [highlight]chase down fleeing targets and finish them off.[/highlight] Try to [highlight]keep your eyes open[/highlight] to see if any low health targets escaped, and finish them off with your mobility. Your team should be working together to take down targets, while you jump around the back lines finishing off the weak ones.

For those of you who read this guide, thank you for you time. I hope you enjoyed reading this guide, and experimenting with unique champion builds! GUIDE HISTORY 3/1/03. Guide changed to no longer viable. :( 2/13/03. Fixed runes/mastery pics, changed them around a little. Reworked item builds section. 2/12/03. Added FB section to early game, added to late game section. 2/8/03. Updated early/mid game sections. Plans for tips & tricks section. 1/20/03. Guide Finished. Added Team Fight section. Uploaded and made public. Fixed errors. 1/19/03. Small updates. Fixed typos. SoTD added, reorganized defensive section. Warmogs OP. 1/17/03. Guide Created. Still WIP. 2 Skills, 5 Items need to be completed.

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