Kassadin Build Guide

The Void Walker

Uploader Lynch
Updated 5 years ago
73,888
95%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 7
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 2
    Greater Glyph of Magic Penetration (+0.63 magic penetration)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
Q W E R
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

[highlight]Preface[/highlight] I have been meaning to write a Kassadin guide for quite some time but his recent surge in popularity is what drove me to actually do it. Reading quite a few other guides on Solomid.Net I cannot be inclined to exactly agree with most of them when it comes to runes or skill order as what they are doing now on Kassadin is what I was doing an entire year ago. Kassadin as a champion has changed a lot since then. He has lost his 1.0 AP Ratio on his Force Pulse (E) as well as the huge base damage it once had, and as such I cannot recommend taking this skill over his Null Sphere (Q) after level 6 anymore. [highlight]Nether Blade[/highlight] His Nether Blade (W) also became a viable level 2 skill since then. Other writers even encourage people not to get this skill until after level 13, but little do they know that it is NOT the same shitty skill it was half a year ago. The Nether Blade (W) now is more than worthy of getting it early game and those that say to skip it are absolutely wrong. Not only does 1 pt. in Nether Blade out DPS an extra pt. in Force Pulse, it also gives you sustained damage on a burst champion. More on this in Skills section. [highlight]Smartcasting[/highlight] I will make a note here that I HIGHLY recommend learning how to smart cast with every single champion. Smart casting makes you a better player by eliminating that extra click, shaving off precious milliseconds during your spell combo. Kassadin's ranges are quite easy to learn. There is really no reason to not smart cast on Kassadin. In a game where you need to take every advantage you can get, smart casting is one of those advantages. Learn how to do it and I guarantee you that after a while you will never go back to normal casting. [highlight]Role[/highlight] Kassadin's role on a team is Assassin/Psuedo AP Carry. Kassadin is one of the more dangerous champions to face against when the enemy is a master at playing him. His defining skill, Riftwalk (R), allows him to close the distance during allied ganks or increase it to escape from enemy ganks. Riftwalk is what allows him to get into positions where he can safely nuke down the enemy carry without being in immediate danger of the enemies tanks or CC wielders.

[imgext=http://i.imgur.com/e8RVE.jpg] Runes and spell order are two aspects where this guide will differentiate with other guides. In this chapter, why these runes are optimal will be broken down and why other guides runes (specifically scaling mana regen seals are extremely outdated on every AP mid). [highlight]MARKS[/highlight] [highlight]9x Magic Penetration Marks[/highlight] I take Magic Pen because it's the best you can get for marks on champions that deal magic damage. They allow you to bypass 8.5 magic resist. Combined with the 2x Magic Penetration Glyphs you recieve 10 Magic Penetration as well as an extra 10% from masteries. [highlight]SEALS[/highlight] [highlight]9x Flat Mana Regen /5[/highlight] They help to safeguard Kassadin's worst phase throughout the entire game, levels 1-6 before he gets Catalyst. Flat mana regen /5 seals are better on 90% of AP mid champions than Scaling Mana Regen /5 is. The Scaling Mana Regen /5 do not break even until level 7 and until then are strictly worse than Flat. By the time you hit level 6, you should already have or almost be able to afford Catalyst the Protector. When used in conjunction with your W's passive, you will have absolutely no mana problems the entire game as long as you are not using Riftwalk too many times in a row. The difference between a good Kassadin and a great Kassadin is that a great one knows how to manage their mana to the point where they do not need to build a ridiculous amount of it to play the game. This means, do not get Tear of the Goddess. [highlight]GLYPHS[/highlight] [highlight]2x Magic Penetration[/highlight] [highlight]7x Ability Power per Level[/highlight] The reasoning behind the 2x Magic Penetration is to give you 10 Magic Penetration when you first start the game and 30 Magic Penetration when you buy Sorcerer's Shoes. Having 30 Magic Penetration with Sorcerer's Shoes means that you will deal or almost deal true damage to most squishies. I use Ability Power per Level to give my skills a little more oomph, with Deathcap the Ability Power per Level will give a total of ~30 Ability Power at Lvl 18. An alternative is taking [highlight]9x Flat Magic Resist Glyphs[/highlight] if you know that you are going to be put into a difficult lane against another AP carry. [highlight]QUINTESSENCES[/highlight] [highlight]3x Flat Ability Power[/highlight] The extra 15 Ability Power is extremely strong with Kassadin's Q which has a +0.7 AP ratio. I can't see too many other options here. Kassadin has strong enough health without having to invest in the defensive tree or runing for it. There is the point of having a Magic Penetration Quint over the 2x Magic Penetration Glyphs to achieve 10 Magic Penetration. The trade off is that Scaling AP will give you 6 extra AP at Level 18, but Flat AP will give you 5 extra AP at Level 1. It is simply not worth doing it this way to achieve the 10 Magic Penetration.

[title][img=skills/kassadin/p.png] Passive: Void Stone[/title] [number]Kassadin takes 15% reduced magic damage after magic resistance reductions has been applied. Kassadin converts each point of this ignored damage into 1% bonus attack speed. Each of these conversions last individually for 4 seconds and the attack speed will stack. The duration refreshes every time that Kassadin takes magic damage.[/number] This used to be one of the more underestimated passives until a while back. Forget that the bonus attack speed even exists on this skill. Kassadin's passive and his silence on Q is what makes him an anti-mage. This is huge against champions who rely on dealing magic damage as it makes you resilient against a lot of the common mid champions. The passive allows Kassadin to take 15% reduced magic damage. The attack speed bonus is usually ignored for the most part. [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 9seconds Cost 70 / 80 / 90 / 100 / 110mana Range 700[/number] Kassadin's bread and butter. I max this skill first because of it's consistency. I find that having to rely on E is extremely bothersome. Acquiring Force Pulse stacks is not reliable except in teamfights/large ganks. This is also the skill you poke with in lane. Having a strong poke skill at level 9 is useful on a champion like Kassadin that whittles his opponent down to a burstable status. Use this skill tactically when laning against champions like Katarina [imgsmall=champ/katarina.png] that have channeled ultimates. Null Sphere's silence duration also scales highly with levels put into it. There is a huge difference between a 1 second silence and a 2.6 second silence. Max this skill first. [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] This skill is extremely underestimated by nearly every other Kassadin guide writer. I would know this because I was the person that would post about how utterly useless this skill was before it was reworked. Even after the skill was reworked into it's current iteration, it took me some time to become convinced that this is the skill you pick up at level 2, but I assure you it is. The skill's passive allows you to lane with no mana problems. The active allows you to last hit with ease, especially if you're forced to do it under your tower. The active also gives you more damage at level 6 than getting two points into E would if you can get at least 2 autoattacks off. I would not rely on this skill that much outside of laning phase. Unlike the laning phase, getting within autoattack range is usually death when 5 champions are huddled around each other. However if forced to go toe to toe, 1v1, this skill will win it for you. Since the change and buff to this skill I have beaten many AD champions that thought they could kill me while my skills were on CD. I have easily killed other Kassadin's that refuse to put points into this skill because while they have an extra 50 damage in burst, I have 30 + .15 on hit. [number] One point in Nether Blade will out DPS an extra point in Force Pulse. Being all burst damage is bad and will get you killed in sustained scenarios that you simply cannot avoid. [/number] I can't stress how important getting this skill at level 2 is. Plus it's not like you will be using Force Pulse much at level 2. Getting Force Pulse at level 2 is literally throwing that point away when you can have: (A) easy last hitting (getting that Catalyst faster) (B) mana regen on hit (C) gaining sustained damage in a scenario that you will need it. Put one point into this at level 2 and max it last. [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 60 / 115 / 170 / 225 / 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] Kassadin's most unreliable skill. That is not to say it isn't great. I used to max this baby out after getting two points in Q back when it had a 1.0 AP ratio, but the game has come a long way from that time. Unfortunately some Kassadin players still believe that this skill the one you max out first when it just isn't. Other guides encourage maxing this skill first and not getting any points into Nether Blade (W) which makes it that much harder to achieve full Force Pulse stacks. At levels 6-9 mainly use it for the slow. It isn't until late game where this becomes a strong AoE skill. Before level 6, I would avoid using this skill too much to harass as the charges are much slower gaining 1v1. I would advise you to keep it for helping last hit under tower and using it when you are getting ganked. This is not to say that it should never be used to harass, but use it with discretion. If you know it's not going to be up for a while because your lane opponent does not have many spammy abilities, use it only when you need to. Which brings me to my next point.. [number]The cast requirement on it is too unreliable especially in lane and in small ganks to warrant maxing this out first anymore.[/number] [number]How to harass in lane with Force Pulse at Level 6[/number] If you have 3 Force Pulse stacks... [imgsmall=skills/kassadin/w.png]=>[imgsmall=skills/kassadin/r.png]=>[imgsmall=skills/kassadin/q.png]=>[imgsmall=skills/kassadin/e.png] If you have 4 Force Pulse stacks... [imgsmall=skills/kassadin/r.png]=>[imgsmall=skills/kassadin/q.png]=>[imgsmall=skills/kassadin/e.png]=>([imgsmall=skills/kassadin/w.png]) Grab a point in Force Pulse at Level 4 and max it second. [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 8 seconds costs 100 additional mana and deals 60 / 90 / 120 additional damage. Cooldown 7 / 6 / 5 seconds Cost 100 mana Range 10000[/number] This skill is what makes Kassadin. It is also what defines a great Kassadin. A great Kassadin knows how to maximize the range on this skill and how to make their own mobility higher than it should be. How to maximize this skill takes a bit of a learning curve, but it is quite easy once you figure out that you can blink farther than the range of the skill by jumping diagonally over walls. This skill allows your ganks to be deadlier than the average mid lane as you do not have to run through the river to gank bot or top lane. Ganking from the jungle is enough to either grab a kill or make the enemy waste their summoners running away. Use this skill the chase/escape. Prioritize this skill over your normal skills as the cooldown on it goes down with level. This skill is used to position as well as obtain Force Pulse stacks. Be careful not to spam this skill too much without having blue buff. When using this skill to get to a different lane, you do not want to go above 2-3 stacks. When using this skill to obtain blue buff, you do not want to go above 3-4 stacks. At level 6 you can use this skill to harass the enemy quite easily by Riftwalking into Null Sphere into Force Pulse. The skill's CD decreases with levels making it extremely valuable to put any points possible into it. Always max this skill whenever possible.

[center][imgsmall=skills/kassadin/q.png][imgsmall=skills/kassadin/w.png][imgsmall=skills/kassadin/q.png][imgsmall=skills/kassadin/e.png][imgsmall=skills/kassadin/q.png][imgsmall=skills/kassadin/r.png][imgsmall=skills/kassadin/q.png][imgsmall=skills/kassadin/e.png][imgsmall=skills/kassadin/q.png][imgsmall=skills/kassadin/e.png][imgsmall=skills/kassadin/r.png][imgsmall=skills/kassadin/e.png][imgsmall=skills/kassadin/e.png][imgsmall=skills/kassadin/w.png][imgsmall=skills/kassadin/w.png][imgsmall=skills/kassadin/r.png][imgsmall=skills/kassadin/w.png][imgsmall=skills/kassadin/w.png][/center] [center][img=skills/kassadin/r.png]>[img=skills/kassadin/q.png]>[img=skills/kassadin/e.png]>[img=skills/kassadin/w.png][/center] This is aimed at giving you great lane harass as well as mana sustain until you obtain your [imgsmall=items/catalyst-the-protector.png] Catalyst the Protector. In lane your standard combo's is going to be... [imgsmall=skills/kassadin/r.png]=>[imgsmall=skills/kassadin/q.png]=>[imgsmall=skills/kassadin/e.png]=>[imgsmall=skills/kassadin/w.png] This is set-up to give you reliable burst damage throughout the entire game. Q is prioritized over E because it is simply better. The silence duration scales much harder than the slow % on E with levels. The damage on a single target is identical and unlike Force Pulse (E) it will always be up after it's cooldown.

[center][title]Example of a Final Item Build[/title][/center] [center][img=items/rod-of-ages.png][img=items/sorcerers-shoes.png][img=items/rabadons-deathcap.png][img=items/void-staff.png][img=items/zhonyas-hourglass.png][img=items/quicksilver-sash.png][/center] Kassadin's high mobility is his biggest strength. Although his early laning phase is difficult, it can be curbed with an early Catalyst the Protector. From there Rabadon's Deathcap brings in a massive boost to your AP. After Rabadon's Deathcap, Void Staff is added in to penetrate the enemies resistances. Zhonya's Hourglass and Quicksilver Sash are used to round out the build and to give him a ton more survivability. Both Zhonya's Hourglass and Quicksilver Sash are situational items that can be substituted for others when the scenario calls for it. More on optional items below. [center][title]Starting Items[/title] [item=boots-of-speed][item=health-potion3][/center] The reasoning behind getting boots and pots on Kassadin is that he needs that extra mobility and regen to survive in lane pre-level 6. Because he has no natural sustain it's highly not recommended to start with any Doran's items. Starting with boots helps you avoid a lot of damage by mages that deal most of their damage through skillshots making your lane against them easier. Mana regen should not be too difficult to manage with flat mana regen seals, masteries, and putting level 2 point in W (coming back to this further down in the skills section). I no longer recommend taking Sapphire Crystal + 2 HP pots to start out with. Kassadin's pre-6 is by far his weakest phase, combine that with a weak starting lane item choice that does nothing to help you actually win the lane is disastrous. There is also the fact that with flat mana regen you do not need the extra mana from Sapphire Crystal [center][title]First Trip Back[/title] [item=catalyst-the-protector][img=items/boots-of-speed.png][item=health-potion2][/center] Once again we come back to Kassadin's lack of natural sustain which is curbed with Catalyst the Protector. Getting this item allows you to lane against those that have natural sustain and allows you to shove out laners with any sustain. [center][title]Core Items[/title] [item=rod-of-ages][item=sorcerers-shoes][item=rabadons-deathcap][item=void-staff][/center] [imgsmall=items/sorcerers-shoes.png] Sorcerer's Shoes Combined with runes you get ~30 Magic Penetration, meaning your abilities deal near true damage to those who do not invest in more MR. Get Mercury Treads if you need the extra MR to lane. [imgsmall=items/rod-of-ages.png] Rod of Ages Great item on Kassadin since the last buff to RoA allowed it to keep Catalyst's passive. Before this change I was a huge advocate of keeping Catalyst to build into Banshee's Veil late game. Now that the item has the Catalyst passive, getting that extra HP/mana is worth it. [imgsmall=items/rabadons-deathcap.png] Rabadon's Deathcap Great item for all AP champs as it will boost your AP by more than any other item. Self-explanatory. [imgsmall=items/void-staff.png] Void Staff 40% Magic Penetration makes this a great late game item. Get this when your enemies start to build up their defense. [center][title]Optional Items[/title] [img=items/zhonyas-hourglass.png][img=items/guardian-angel.png][img=items/quicksilver-sash.png][img=items/banshees-veil.png][img=items/will-of-the-ancients.png][img=items/deathfire-grasp.png][/center] [imgsmall=items/zhonyas-hourglass.png] Zhonya's Hourglass The active allows you to have a chance to survive if you get caught out of position. Riftwalk -> Zhonya's -> Riftwalk. I'll usually get this against teams that are more AD heavy and have a lot of dashes. [imgsmall=items/guardian-angel.png] Guardian Angel The extra tankiness and passive are always helpful. Damage mitigation should not be overlooked on Kassadin. Guardian Angel is especially helpful if you are already ahead. [imgsmall=items/quicksilver-sash.png] Quicksilver Sash This item when used in conjunction with your Riftwalk (R) makes you darn annoying to the enemy team. You can almost never be caught when this item is used properly. I will get this item if there is a fed AP carry on the enemy tem that can burst me down if I get stunned. By immediately eliminating the stun and increasing the distance between you two, you can get away quite effectively. [imgsmall=items/banshees-veil.png] Banshee's Veil This item is more geared to giving you that extra bit of tankiness. I used to build this item a lot more often on Kassadin back when Rod of Ages did not keep Catalyst's passive. However since that change I find myself rushing RoA rather than saving Catalyst for Banshee's. If I need extra MR, Quicksilver Sash is usually a better buy, the trade off is a 90 second CD Cleanse vs 375 HP/Mana. [imgsmall=items/will-of-the-ancients.png] Will of the Ancients Will of the Ancients is an extremely strong AP item. Not only do you get the passive +25% spellvamp, the bruisers on your team do as well. If you are running a double AP team composition, double WotA is almost required. [imgsmall=items/deathfire-grasp.png] Deathfire Grasp Great item if gearing more towards an instagib build. The passive does massive damage against squishy targets if you manage to get behind the enemy team. [center][title] In regards to Mejai's Soulstealer [item=mejais-soulstealer] [/title][/center] You should know whether or not to get this item. It is NOT a core item on Kassadin. Even if you are stomping, it's usually better to just invest into Rabadon's Deathcap.

This section will primarily be about mages Kassadin can and cannot win lane against, and how to lane in each scenario. [title]Champions that are easy to lane against[/title] [img=champ/anivia.png][img=champ/annie.png][img=champ/karthus.png][img=champ/katarina.png][img=champ/ryze.png][img=champ/veigar.png][img=champ/vladimir.png] [number]These champions are easy to deal with because a couple of reasons[/number] - Highly dependent on skills to deal damage - Dependent on skills to last hit - Kassadin's passive makes him take 15% less damage from these champions - Dependent on landing a skill shot to CC - Terrible ranged autoattack animations as well as no built in sustain/tankiness - Most/All skills are outranged by Null Sphere Against these champions you are going to want to get as many last hits as possible with your autoattack while saving your Null Sphere to harass them while they either try harassing you or when trying to last hit themselves. If the enemy uses their main spell to last hit a creep feel free to get some free damage on them with Null Sphere. These champions can usually be poked down to the point where Riftwalk/Flash -> Null Sphere -> Force Pulse -> Ignite -> Nether Blade Autoattack can kill them. [title]Champions that are dependent on personal skill level to lane against[/title] [img=champ/brand.png][img=champ/galio.png][img=champ/gragas.png][img=champ/leblanc.png][img=champ/malzahar.png][img=champ/morgana.png][img=champ/sion.png][img=champ/xerath.png] [number]These champions are a little harder to deal with because[/number] - They can just autofarm a lane while not necessarily getting in range for you to hurt them - Have ranges comparable to Null Sphere and can trade spells as well as auto attack you a couple times. - While still reliant on skills to deal damage, these champions have either ranged autoattacks or some form of natural tankiness. Trading skills with them constantly will usually end up in Kassadin taking more damage than he deal's with Null Sphere (Q). The goal while laning is first of all to stay alive, then to get as many last hits as possible, then it is to kill the lane opponent. You still want to get as many last hits as possible with your autoattack. Every now and then you may be forced to last hit with Null Sphere or Force Pulse if it is too dangerous to get within autoattack range. As mentioned above, straight up trading with the enemy will usually end up in Kassadin being killed. The correct way to play this lane is to dodge the enemies abilities, in Malzahar's case you would avoid letting his Malefic Visions bounce onto you and then go in to Null Sphere him. [title]Champions that are difficult to lane against[/title] [img=champ/cassiopeia.png][img=champ/chogath.png][img=champ/kennen.png][img=champ/pantheon.png][img=champ/swain.png][img=champ/talon.png][img=champ/udyr.png] [number] These champions are extremely hard to deal with in lane because[/number] - They may have some extreme form of sustain/natural MR growth - Have ranges on all skills comparable to Null Sphere - Can resort to autofarming a lane (bursting creeps down and backing off) if beginning to lose that lane - Have silences or can deny your from farming with autoattacks easily The major goal here is to first of all stay alive. Try not to take too much free damage from any of their abilities while trying to last hit minions. Go for last hits with your autoattack when possible, but do not be afraid to use Null Sphere to farm creeps rather than using it directly on the enemy. The best thing to do here is to ask your jungler for an early gank. Setting the enemy back a bit so that they cannot trade skill damage with you is essential to beating these champions in lane. It is especially important that you do not try fighting these champions at lower levels. Farm your lane until at the very bare minimum level 4. [title]If laning against something unusual/Old meta[/title] [img=champ/ashe.png][img=champ/caitlyn.png][img=champ/corki.png][img=champ/ezreal.png][img=champ/kogmaw.png][img=champ/sivir.png][img=champ/soraka.png][img=champ/teemo.png][img=champ/tristana.png] [number]Play the lane safe until you get a couple of points into Null Sphere [imgsmall=skills/kassadin/q.png].[/number] Mainly try to last hit with autoattacks, but if it is not possible do not be afraid to Null Sphere (Q) creeps for the last hit. Do not try fighting these champions at lower levels because you're melee and will be kited. Allow the enemy to push the lane to your tower and last hit with ease with Nether Blade's active (W). Harass them with Null Sphere (Q) any chance that you can without taking too much damage in return. Once you hit level 6 it is a different story. By this time, you have 3 points in Null Sphere and 1 point in Force Pulse. By using the usual rotation, Riftwalk (R) -> Null Sphere (Q) -> Force Pulse (E), you should be dealing enough damage to make them begin playing somewhat safer. Once you obtain Catalyst the Protector [imgsmall=items/catalyst-the-protector.png] you can start to bully them around by spamming Null Sphere on them and going for the kill with the above rotation. It's also at this time that you can just Riftwalk away from the enemy AD Carry if you begin to take too much damage.

I've decided to put a junglers section right underneath the early game section because of Kassadin's somewhat weak early game there are junglers that you have to look out for during the laning phase. [title]Junglers to be wary of pre level 6[/title] [img=champ/leesin.png][img=champ/maokai.png][img=champ/rammus.png][img=champ/shaco.png][img=champ/udyr.png] [number] These champions gank extremely hard at early levels for specific reasons[/number] - They have gap closers - They have some form of CC that overlaps with red buff - Can gank early on without ruining their jungle route To survive against ganks from these champions you need to be cautious how far you are pushing your own lane. I would not recommend being too far across the river unless you have seen/see the enemy jungler on the map at a different lane. Routes of escape are mostly common sense and laid out in these scenarios: - Run back to tower - If gank is coming from the right side, run to the left river (flash over wall if you have to) - If gank is coming from the left side, run to the right river (flash over wall if you have to) You do not want to waste flash if you can afford not to do so, but if you must flash, do not hesitate to do so. [number]Do not waste flash if you are 100% certain that you are dead.[/number] [title]Junglers to be wary of post level 6[/title] [img=champ/fiddlesticks.png][img=champ/nocturne.png][img=champ/rammus.png][img=champ/skarner.png][img=champ/udyr.png][img=champ/warwick.png] [number]These champions have[/number] - A gap closer (most of these guys gain theirs at level 6) - High damage output - Hard CC (stuns, taunts, fears) By the time these guys hit level 6, you should already be 6. Against these guys you want to Riftwalk (R) away as soon as you possibly can. If you are in a terrible spot (under the enemy tower) you will most likely have to Riftwalk (R) -> Flash -> Riftwalk (R). If you do get caught in the enemy CC, you will want to Null Sphere (Q) the most dangerous target and Force Pulse (E) them and immediately Riftwalk (R) afterwards so that they are slowed and cannot catch up to you.

When mid game rolls around you should already have your Catalyst the Protector and possibly Sorcerer's Shoes or Blasting Wand. It is important to start to gank around levels 6-9. If top or bot lane is pushed up hard and your own lane is safe from being pushed, go gank. It should be right around this time that the jungler starts to give you blue buff. Take every blue buff that you can. Blue buff turns Kassadin into an absolute monster by giving him a huge mana pool to work with and reducing his cooldowns by a large margin. [highlight] Ganking as Kassadin[/highlight] Depending on the time frame of the match, you may want to take the enemy jungle route to gank if you know where the enemy jungler is. This will prevent the enemy from seeing you with wards placed in the river. It is also important to keep an eye on your Force Pulse [imgsmall=skills/kassadin/e.png] stacks. Make sure you have at least 3 stacks [imgsmall=skills/kassadin/e.png] before setting off to gank a lane. [imgext=http://i.imgur.com/HaTly.jpg] [highlight]From blue teams perspective:[/highlight] [number](A) Ganking top lane through enemy jungle[/number] You will want to Riftwalk over the Baron Nashor mini-wall. and walk to the tri-brush. Ping your ally and go in when they are ready. Make sure you have at least 3 Force Pulse stacks. Activate Nether Blade to gain 4 Force Pulse stacks -> Riftwalk to get within Q/E range -> Null Sphere -> Force Pulse -> Autoattack [number](B) Ganking bot lane through enemy jungle[/number] You want to riftwalk over the enemy blue buff wall and hide near the tri-brush near the enemy turret. Wait for your Riftwalk stacks to return to 0. From here you have two options... you can either (1) Riftwalk downwards and walk towards the enemy through the river path or (2) Riftwalk to the right. Riftwalking to the right will put you behind the enemy but you will be in range of the turret in most cases. Do not attempt (2) unless your teammates initiate and waste the enemies CC. You do not want to be CC'd within tower range. [number]Use the jungle paths with discretion. If you are able to gank from the river (you know there are no wards), most of the time you're going to want to do it through that way but that is common sense.[/number] Regarding other mid-game objectives... Dragon is also important. If you gank bottom and get a kill, go take dragon. If the jungler is dead, take dragon. Do not take dragon recklessly though. Make sure you can win the teamfight if the enemy tries to prevent you from doing it after obtaining a kill (meaning do not do dragon when everyone is 50 HP and the enemy team has three people near dragon). Similarly, make sure dragon is warded if you go to top lane. You do not want the enemy sneaking a dragon kill on your team because your team could not defend it 3v4.

[highlight]Blue Buff[/highlight] A late game objective for Kassadin is controlling blue buff. Even more than midgame, late game is where blue buff really shines on Kassadin. Make sure to always grab your blue buff for the mana regen and CDR. If you are not able to grab blue buff just limit your number of riftwalks. Keep a bit more control on the mana, it is not absolutely imperative that you have blue buff but having it makes you much, much stronger. [highlight]Baron[/highlight] While dragon is not completely useless late game, it is relatively useless compared to Baron. Make sure Baron is always warded after 25-30 minutes into the game. If you can clear the enemies Baron ward you may be able to bait the enemy into engaging you there. Gather with your team and either bait/take Baron if you are winning. It is also around this time where your team will begin to take inner turrets. Push with your team, do not try to split push too much as Kassadin. While you can win a lot of 1v1s, your silence and slow is much better suited to disrupting and bursting squishies during a teamfight. [number]The main focus in late game is to NOT get caught out of position yourself and to catch enemies when they get out of position. Do not ever lead as Kassadin if you do not know where the enemies are. They will be in that bush you facecheck.[/number]

During teamfights you will first want to determine who the highest priority target is. You will want to wait for both teams to engage and then jump in to land your burst on that target. Most of the time you will want to take the enemy AP carry out of the fight by silencing them and then dividing them from the rest of the team to take them down easily. If you are able to completely zone someone with high AoE damage out of the fight, chances are that you will win the fight. Do not hesitate to use your burst to finish off anyone low HP, taking one person out of the fight swings the fight to a 5v4 and usually causes a sheep mentality on the enemies part to run. You, as Kassadin, should not have to initiate teamfights but if someone is that out of position you can unload your combo onto them and perhaps force one. You will normally want to be waiting behind a wall or behind your team so that the enemy will not engage upon you. [number]After your team initiates the fight, use Riftwalk (R) to jump onto the target you are focusing and use your skills. Try to hit as many people as possible with Force Pulse (E) as safely as possible. Force Pulse (E) should come off of cooldown faster than Null Sphere (Q) so make sure to use it as much as possible during a teamfight while hitting as many enemies as possible. [/number] If the enemy begins to focus you, get out of range with either Riftwalk or flash. Quicksilver Sash [imgsmall=items/quicksilver-sash.png] is especially useful during teamfights and is more of the optional items that I highly recommend after the core. [number]Do not overestimate your damage and waste your skills on the enemy tank. Also do not stay in the enemy AD carries range for too long if they can straight up kill you. Use your rotation and wait until skills are off cooldown.[/number] Do not make the mistake of initiating with Riftwalk on the enemy unless you can literally instagib someone. Always try to follow the tanky guys lead. [highlight] To summarize, here is a list of priorities[/highlight] - Low HP targets/Anyone you can instagib/Anyone completely out of position - Enemy AP Carry (Silence will ruin their spell rotation and disrupt them the most) - Enemy AD Carry (Squishy and deals damage to your team) - Support (Squishy) - Initiators (Tanky, usually last resort unless they are so far out of position your team can gib them)

This guide is still a work in progress. Please comment and rate my guide. Thanks for reading. And always remember that when in doubt... [imgsmall=skills/kassadin/r.png] Baylife~ Notes 2011-11-17 -Masteries still in progress -End game still in progress -Guide released 2011-11-18 -Summoner Spells section updated -Skill Order section updated -Item Builds section updated -Masteries/Masteries Section updated -Submitted for approval by Solomid.Net 2011-11-23 -Added simple diagram to midgame to illustrate example 2011-11-25 -Updated mastery section 2011-12-1 -Various sections updated -Added MOAR SPACES -Added patch notes regarding Force Pulse shooting backwards (Fixed as of Patch 1.0.0.130) 2011-12-5 -Extensive changes completed. 2011-12-8 -Small mastery changes 2011-12-18 -Various changes (items, formatting)

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