Kassadin Build Guide

Taking a long walk on a short rift

Uploader zer0xp
Updated 5 years ago
41,722
73%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Ability Power (+1.19 ability power)
  • 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

Kassadin is unfortunately one of the few viable unique casters that we have left. Kassadin is a champion that provides great mobility, which helps in terms of positioning (such as laning, chasing, harassing, ganking, team fighting). Despite his brilliant mobility leaving him with plenty of options and interesting play styles, he does also provide a great amount of damage both single & AoE. Kassadin is built on a tricky concept (mage with a melee auto attack, given a short cooldown teleport), giving the player plenty of opportunities and different play styles, however, as well forcing the player to acknowledge the champion and learn lots about him. Kassadin is undoubtedly one of the hardest champions to utilize properly, however, upon realizing his strengths and weaknesses as well as taking them into advantage, he becomes one of the strongest and most frightening mages and assassins to deal with. Plenty of people may consider Kassadin as an easy champion to deal with, because, he often occurs so. However, don't let yourself be tricked. Should you face a Kassadin that is not aware of his mechanics, he will definitely have a hard time and you will easily be capable of zoning him. Last hitting with Kassadin is throughout the most of the early game to be done with auto-attacks, meaning that you will have to harass your opponent to an extend where he will not be able to poke you upon going in for a last hit. A Kassadin which knows exactly how much and when to trade attacks, is terrifying and a pestilence to encounter. A hell lot of theory crafting and text, isn't it? Let's get an interpretation of my theories and visualize them with some pictures and movies. Throughout this guide I will attempt to provide an utilized Kassadin from my point of view to you. [highlight]Reminder: Kassadin does most certainly easily obtain the snowball effect. He does rely on income that is not obtainable through last hitting purely. However, given the mobility he has, obtaining these kills is quite easy, leaving him extremely viable in both normal, ranked and competitive play. [/highlight]

Hello everyone. My name is Emil, however, through games known as zer0xp (League of Legends, Steam Games), Masahiro (San Andreas Multilayer) and J1NX (Warcraft 3). I have been playing games for the most of my life and I find myself a competitive player, bringing lots of experience and abilities. Throughout my years of Counter Strike I managed to become a member of several competitive clans, ones making it to the semi finals of Enemydowns CS: Custom maps. When I got bored of Counter Strike I made it to Warcraft 3, where I was introduced to a game called Island Defense by Phosphia. Eventually, I became one of the best, at Island Defense and I managed to become a member of the two greatest clans UNI and IDK. Playing with Kyleep, the best player of Island Defense, taught me a lot about micro management and positioning and I eventually made it to DotA where I became pretty good as I got obsessed with the game. I did not manage to play much DotA though as I was into Island Defense and eventually League of Legends arrived. I did though, play it quite well and did play customs and in houses with players like Shadow and Pro.Sheep. San Andreas Multilayer is a game I played all a long and still do quite a lot of time, which is based on roleplay scenarios, however, it doesn't bring much to my League of Legends performance, which is the reason I won't be covering that. Throughout my time of gaming I have made a lot of guides, however, I am yet, to make my first League of Legends one. I will in the future be posting others, however, there will be a few gaps between them as I want to examine champions and theory craft them very well beforehand releasing something. Nevertheless I am not the one with the most reputation in League of Legends nor one of the most skilled League of Legends players. I am, however, a very advanced and competitive gamer, who has a lot of experience when it comes to theory crafting and performing in games. I know how the competitive scene is and I know how to play at the top levels. Undoubtedly, the information listed in this guide, is as truthful and useful as it would be posted from any other player and I assure you that it is tested and worthy in any brackets of elo or premade. http://www.enemydown.co.uk/userprofile.php?id=71792 (My profile) http://www.ng-gaming.net/forums/member.php?15295-Masahiro (My profile) http://www.youtube.com/user/KyoPhan133#p/u/2/aVcyAyPV9oE (2:50 is my play) Johndavidmckenna@hotmail.com (My steam account) My in game name is currently CoA zer0xp on North America. I previously played Europe, however, I do not anymore. I am a part of Infuzion Gaming, which includes members like Darksyde (Platinium S1) and fellow players of all brackets, giving me a lot of experience in both premade and solo que, through all brackets.

[center][highlight]Marks[/highlight][/center] The flat magic penetration runes on marks are used, because they improve your damage significantly early game, however, as well throughout the entire game. They do also leave you less item dependent. Certain games turns out with an enemy team stacking quite a lot of magic resist, which occasionally means that your Void Staff or Abyssal Scepter alone won't be enough. In situations like these, the extra penetration from runes is just great. Overall, the flat magic penetration on marks are simply the current best choice and are as well seen on most other mages and assasins. [center][highlight]Seals[/highlight][/center] The level based mp5 runes on seals are used, because their addition to Kassadins utility throughout the entire game is enormous. Kassadin, even with his item build and runes, have certain mana issues. Even with a blue buff, he can run out of mana in times of repeatedly riftwalking. Overall, the best choice for your seals are mp5, however, in certain team combinations and match-ups armor is a great substitute. Examples are, if you are certain, that you are going to face champions such as Caitlyn or Talon, who won't let you last hit without harass no matter how much you retreat. In this specific situation, grabbing the armor could be beneficial should you believe they have the ability to zone you if you didn't. In scenarios like this I prefer knowing my jungler so that he can contribute a blue buff and lane cover at certain times. [center][highlight]Glyphs[/highlight][/center] The flat ability power on glyphs are used, because they increase your early game damage significantly. Despite that, they are as well a great addition late game, despite giving slightly less than per level ability power runes would do. Kassadin is an assassin and must therefore remain with a threatening damage output, both in harass, however, definitely also in burst. Despite being great for ganking, team fighting and farming they do also contribute a lot to your sustainable laning phase. They will allow you to trade harass and in most cases let you out on the better half. Alike to the other runes they contribute a lot to the early game; mixing up damage with sustained mana is deadly on Kassadin and should be taken into your advantage. Overall, the best choice for your glyphs are, flat ability power for the reason that they make Kassadin a threat throughout the early game and make great assist to his laning phase, in terms of trading harass. As well as with the seals flat magic resist can be used as a situational with quite a lot of success. You should take flat magic resist if you are facing a strong mage that easily can zone you, as well as trade harass and sustain better. Examples could be Le Blanc, Akali, pre-nerf Orianna etcetera. They all either sustain better or out range and damage you. Running magic resist in the following match-ups will help you sustain better and maintain your farm. Most likely the enemy mage/assassin won't be having magic resist blues, leaving you with the opportunity to once again change harass to your advantage. [center][highlight]Quintessence[/highlight][/center] The flat ability power on quintessences are used, because they as well bring a huge advantage to your early game. The ability to trade harass to your best, and force the enemy back early on, is extremely helpful for Kassadin, as it allows her to get a slight lead on items and levels, making her ganking and snowballing even easier. Hitting six before your opponent, does often allow you to grab first blood should it not already have come at that time. I will explain more about this in my skill section below. In situations you could swap your flat ability power with health, however, I'd rarely do that. Again, having a tanky rune page as a back up, is though quite handy, should you for one reason or another turn out to have Kassadin against a tanky or extremely zoning team combination. [highlight]Reminder: Runes are very situational. I have provided the runes that I find standard, and most commonly to be used. Alternatives for specific team combinations are definitely an advantage for you. Examples, of these alternatives, are in case you missed them listed in the explanation above.[/highlight]

[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:[/title] This is quite a fancy passive and should not be underestimated. It has a great purpose and it plays along with your absurd concept of being a mage with a melee auto attack very well. Despite some other passives this can utilized leaving you with an even bigger advantage than if you did not think about having this passive. For instance, it can be utilized to increase your ganking and laning potential. It does nevertheless passively give you reduced damage for an easier laning and fighting potential and an increased attack speed for easier farming and finishing targets. It synergies very well with your Nether Blade. It synergies well with the current meta as well, which does in the most cases, leave you with a mage as the opponent. [highlight]Reminder: Utilizing this passive is golden. Should you see an enemy champion being harassed down, take advantage of it and throw off your combo, afterwards finishing him off with your auto attack granted the increased attack speed and Nether Blade damage. Do though be cautious, you are quite squishy and should always have an escape mechanism available.[/highlight] [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] [title]Explanation:[/title] The heart of Kassadin. Sphere is like bread and butter. Sphere is a great mechanic that contributes to Kassadins strength throughout the entire game. A void bolt that scales very well and pulls out great magic damage, as well as silencing the enemy on short cooldown. Sphere shut downs casters with its great damage, interrupt and silence and should be used repeatedly. Do not hesitate to spam this ability throughout the entire game, especially during the laning phase as it will help you maintain your ability to stay in lane by pushing the opponent out. Sphere has a decent range and is great for trading harass as it will leave the enemy silenced. Occasionally you will find yourself forced back to the turret, in situations like that, do not hesitate to switch between harassing and last hitting with sphere. [highlight]Reminder: Take advantage of the silence and interrupt. Use it on channeled abilities, for instance the ultimate of Nunu.[/highlight] [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:[/title] Nether Blade is sort of a filler spell, however, it should not be underestimated. Though, it does not have the power of the Pulse or the Sphere, it does contribute to Kassadins strength and synergies well with his mechanics. Take advantage of Nether Blade's passive which slightly fills up your mana pool and do not refrain to use it for farming and loading up stacks for your Force Pulse. [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] [title]Explanation:[/title] Force Pulse as well as Void Sphere is a fantastic spell. It has a short cooldown, low mana cost, great AoE damage and finally a brilliant fifty percent slow at highest level. Try to regularly obtain stacks and have this ability ready to use often. Try to refrain from roam ganking and riftwalking into enemies, which this spell unloaded or on cooldown. Utilizing this is very important and a great trick for doing that would be to either Riftwalk + Null Sphere at four stacks and then throw your Force Pulse or Riftwalk + Nether Blade + Null Sphere at three stacks and then Force Pulse. [highlight]Reminder: Sphere is the bread and Pulse is butter. Combine the two of them and you will be deadly.[/highlight] [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 10000 [/number] [title]Explanation:[/title] I thought Kassadin was an assassin? He is now! Riftwalk is the final touch of Kassadin which makes him truly unique and extremely deadly, viable and useful. Riftwalk can be used to jump almost twice the range of Void Sphere and it is eligible of climbing and passing every wall in TR and SR. Despite that it brings additional damage to your burst combo and can be used to sustain damage due to its low cooldown. Should your combo bring the enemy rather low, chase him with Nether Blade and Riftwalk onto him continuously and he will fall. Nobody escapes or catches Kassadin, take advantage of that and keep in mind what may be overextending on some champions not necessarily is on Kassadin. Utilize, utilize and utilize. Make the best of it, because this is gives you an extreme advantage against any champion in the game. Use it for harassing (R + Q + E), ganking (R+ Q + E + R + R + R..), positioning (R in after the team fight or R in just before to throw them low and then flash out) and to surprise the enemy (R in from spots where you assume there are no wards.) [highlight]Reminder: Try to take full advantage of Force Pulse. Load it up as often as possible and do not hesitate to use it. Upon being in the base regenerating your health and mana pool it is great to throw a few Riftwalks and use your Nether Blade for the stacks to load.[/highlight]

I grab two points in Q as soon as possible, because it brings the most to your laning phase. Throughout your early laning phase it can be hard to load up your Force Pulse and it has less range and damage and cannot be utilized properly till you obtain Riftwalk. Having two early points in Q means that you can force the enemy back quite often and fast, which you should attempt to do repeatedly. You are melee and people will take advantage of this by poking you a lot and attempt to zone you. However, should you manage to fully use Q, you will force them to take a high risk by poking you and as they do that you simply use your Flash+Ignite and finish them off. I refrain from taking W early on as it is quite weak in compare to the other skills. It brings less damage and is harder to utilize. Nevertheless, in situations, I grab it early on. I do this if I feel I can take advantage of its passive and if I can use it repeatedly to load up E. Whether you grab a single point in it early on and delay a Pulse or not is situational and up to you. Some love it, others don't. I am in between. In easy lanes I grab it so that I can kill my opponent more often whilst in harsh lanes where I know I won't be able to utilize its active and passive, I refrain from grabbing it and try to Q+E farm instead. Followed by this I max E as fast as I can. I do this, because it brings the most damage and helps you utilize your combinations. It does AoE damage, farms well and slows quite a lot. We definitely want to fill this up as fast as we can upon having our two early Q's for the harass and laning environment. Occasionally I then grab Riftwalk. I immediately put a point into it as it becomes available at level six and you should never refrain from doing this. The sooner we get Riftwalk, the better. It allows us to utilize our spells and completely wreck up the enemy and turn the laning phase should it have been harsh till now. I do not grab the second Riftwalk at eleven, because it isn't worth the losses of an improved Q, even though it gives a beloved -1 s cooldown and increased damage. [highlight]You are based on combinations. Utilize and acknowledge your skill set and feel confident with it. The usage of it varies from game to game, combination to combination. For instance: Extremely outlaned? Try to turret hug and farm up slowly with a few auto attacks and Q's. Quite outlaned? Switch between harassing and last hitting with Q. Once you feel you gained an advantage either finish the enemy, or simply zone him and last hit with auto attack. Equal lane? Try to sustain the best. Constantly poke him with your spells and try to obtain a kill. Don't overextend though, remaining in lane till level six is recommended as you can come back surprise ganking, roaming and even load up your Pulse in spawn. Dominating lane? Don't farm passively. Play it offensive, zone him the best you can. Keep poking him and don't hesitate to use your summoner spells and auto attacks.[/highlight]

[center][img=items/boots-of-speed.png]+ [img=items/health-potion4.png]OR [img=items/sapphire-crystal.png]+[img=items/health-potion2.png]OR [img=items/dorans-ring.png]OR [img=items/dorans-shield.png][/center] [highlight]The starting item is always a dilemma. Items has to synergies with your play style as well as the opponents. A great thing to take into consideration is who you are laning against and which method you want to use. Finding a great variation between harass and sustain is always great. [/highlight] [img=items/dorans-ring.png] Harass, zoning outplay. You should pick this item if you want that extra starting health, damage and mana regeneration. This is a great starting it, however, it does not contribute to any further items and will slow down your Catalyst. Despite that, you will have no health pots, which can be rather dramatic on Kassadin. Pick this item, if you are confident that you can outlane your opponent, by grabbing an early kill or forcing him back without taking too much damage. Staying in lane till you can get at least boots is a must and you shall therefore be way more cautious when buying this, and take any opportunity of harass into your advantage. [img=items/dorans-shield.png] Survivability and sustaining. You should pick this item, if you want to sustain your lane instead of pressuring it. Dorans Shield is a great pick if you know that you will be countered or set up against any attack damage champions. Dorans Shield brings a great addition to your lane phase, giving an easier farming by the sustain, however, does not contribute to any further items and will as well delay your early catalyst and boots. You must consider whether it is really worth starting out with the Shield. It is a lackluster on mana and a delay on further items, however, absolutely worth it upon being aware that you will be pressured very well and zoned. [img=items/sapphire-crystal.png]+[img=items/health-potion2.png] Utility and sustain. You should pick these items, if you are confident that you can keep up with your lane partner. It brings a great amount of mana to continuously harass and does as well offer two health potions to sustain in lane. This is one of my personal favorites, however, you have to consider whether the lack of movement speed is too be a sacrifice. The best about this setup is that it will allow you rushing your catalyst, giving you a huge advantage. Refrain from buying this if you are against champions that will zone you out. Pick it, if you are confident that you can harass and maintain your lane, which slight help from your potions. [img=items/boots-of-speed.png]+ [img=items/health-potion4.png] Utility and mobility. You should pick these items if you are confident it will help you last hitting. For instance, grabbing boots against Akali is a huge help, granted the extra movement speed. Despite the great sustain you are offered from your health potions the mobility granted by movement speed is also a brilliant help. It does, slightly delay your catalyst, however, should allow you to sustain in lane long enough to obtain it if you play smart. Be cautious though, you won't be capable of harassing your opponent as much. Pick this setup if you want to focus on farming and obtaining your strength, rather than zoning and pressuring. [center][img=items/sorcerers-shoes.png][/center] These are the boots that I prefer and therefore pick most often. Occasionally, I pick Treads or Mobility, however, the most setups means that you won't need extra movement speed, resist or tenacity as your mechanics and combination of utility and mobility give you all that. Grab Sorcerers Shoes whenever you aren't facing team combinations with extreme amounts of disables, or teams that require you to truly roam at all times, to keep up all enemy lanes. The amount of magic penetration that they give is just terrifying. It is a cheap item that boosts your damage significantly throughout the game (especially early.) [center][img=items/mercurys-treads.png][/center] These are the second most used boots. In some situations, you will find yourself forced to grab some tenacity and the extra magic resist isn't bad either. I try to refrain from grabbing these, as I feel I have enough survival with Banshee and my amount of mobility, however, should I be put into combinations filled with disables I do grab mercurys as I have quite some damage and penetration nevertheless. [center][img=items/boots-of-mobility.png][/center] These are extremely situational. In almost any case I refrain from picking them. However, there are specific games, where I gain the ability to completely dominate every lane by myself. In cases like this, if the lanes are in utter need of me, I grab mobility and mejai as they synergies well together and give me a great opportunity for roaming without losing too much farm. [center][img=items/rod-of-ages.png][/center] Absolutely brilliant item. I have this in my core build in every single game. Despite the advantage you get early game, as you get your pre-items fairly faster than you would for Deathcap, it does also synergies well with your mechanics and work throughout the entire game. I try to get this item as soon as possible, as the recent buffs to Rod of Ages allowed the passive of catalyst to remain. While building this make sure you grab the catalyst before then blasted wand. Despite a great amount of ability power for your damage, it does also give a great amount of health and mana, helping a lot on the utility. [center][img=items/rabadons-deathcap.png][/center] The golden ability power item. This item was recently slightly nerfed, however, it didn't affect the item too much. It is still the item that brings the most ability power to your champion. Granted you have your Rod of Ages and boots you should have enough penetration, mobility and utility to grab an item like Deathcap focusing purely on damage. I grab Deathcap in any games, however, whether I rush it after catalyst or before finishing boots is dependent on the game. The problem with this item is that you need an early game advantage, to help your snowball effect starting up. Try to find a nice mix between your itemization, because you really cannot call out on beforehand whether to get it pre-boots or pre-roa. If you are caught int he base lacking items to finish or grab a pre-item always finish your boots if you are capable of. Nevertheless, despite having an expensive pre-item a great item and should always be bought, undoubtedly. Despite lacking mobility and utility stats, it grants an amount of ability power that cannot be missed. Your burst and ability to gank will increase significantly upon purchasing this. [center][img=items/mejais-soulstealer.png][/center] High risk, high reward. Definitely a considerable item, however, quite situational. Never rush a Mejai as you won't have the strength to grant stacks to it in that case. A great time to grab your Mejai is in between Rod of Ages and Deathcap or Deathcap and Void Staff all depending on the progress of your gaming. If you find out eventually that you will be able to grant stacks on it, truly dominating the game, then it can still be bought if you are confident you can obtain and maintain stacks. Many people consider this as an early game item, however, I rather take it throughout the mid game as I am more confident I can take advantage of it there. Be cautious upon buying this item, even though you may dominate early game, it may not be worth it. Watch your opponents and their combination carefully. Are they late game dependent and quite tanky there? Well try to refrain from grabbing it, because even though Irelia may be quite squishy early game, she is going to be a pain to steal stacks from late game. Make sure you have an advantage when buying this item as well making sure you can maintain it. [center][img=items/banshees-veil.png][/center] Great item for some survival and utility. In most games you will have massive influence on the outcome of fights. Nevertheless, you may not be able to utilize the strength you have obtained, by dying fast even though of your mobility. If you feel, that you are an important part of the game and that you need to survive more than a single burst of yours, then grab this. I tend to get this item quite often as it is a nice exchange for tenacity which also brings some health, mana and magic resist. If you manage to survive absolutely fine without survival and you aren't the absolute one and only carry of your team, then you may refrain from obtaining it, however, your damage even with this defensive item is deadly. Don't fool yourself, glass cannon doesn't work out always even though it may every now and then. Synergies very well with the Archangel build as well. [center][img=items/abyssal-scepter.png][/center] Great item bringing a variation to your mechanics and build. This item is though situational. Whether you pick this or Void Staff is dependent on the enemy teams magic resist as well as their combination. Despite the penetration and ability power it does also bring a sweet amount of magic resist to yourself, which also plays an important role in whether to grab it or not. Make sure, you always have the right amount of survivability, as an assassin is really all about combining your stats and taking advantage of yourself and others. [center][img=items/void-staff.png][/center] It is either this or Abyssal. Depending on the enemy teams amount of magic resist and magic damage. This is brilliant item bringing a percent based magic penetration, that synergies well with your spells as they truly do no damage toward targets filled with magic resist that you cannot penetrate. Despite the penetration it brings a sweet and cheap amount of ability power which comes quite handy in bursting down carries. [center][img=items/zhonyas-hourglass.png][/center] In most games I grab either this or Guardian Angel, if I am the heart of my team. In the event, that you grabbed most of your teams kills and that you are the ultimate carry you will need some sort of survival. You dying, without twisting up the team fights, just isn't suitable in the event that the rest of your team is underfed. If the enemy team is filled with disables and have quite some attack damage, then I grab this. If the enemy team is more based on magic and attack damage and that they have more flat damage than disables, I grab a Guardians Angel. This is a great item because it synergies well with your spells. Should you be caught silenced, out of position or with cooldowns this will safe you as you simply pop it and your riftwalk is up once it expires. It does also in most cases leave the enemy team focusing someone else, losing focus on you, which is a terrible mistake. [center][img=items/guardian-angel.png][/center] You finally caught up with me? I'm back. Riftwalk, riftwalk. Indeed. I won't repeat myself and bother you too much, therefore, I will simply note this down real fast. You will preferably need either this or Zhonya's, in the event that you are an important factor of the games outcome. Whether to grab one or another is dependent on combination and play style of the enemy team. Brilliant item, with some cheap pre-items bringing great amounts of survival. Keep in mind it does not only revive you, but also help you surviving with the resist and armor. An absurd thing about it is, that it is sort of an anti-taunt. They know they have to focus you, however, they can't make themselves do it knowing that you will just pop right back up and get out. [center][img=items/lich-bane.png][/center] Brings a nice amount of ability power and resist and an incredible passive. It is quite a situational item though, as it is hard to take advantage of with Kassadin. To utilize it perfectly you need to auto-attack a champion, which contradicts with mages and their lack of survival. I usually don't grab this team if the enemy team has a lot of disables. Despite the passive helping a lot on damage and burst out put, it is absolutely brilliant for farming and pushing. Your team lacks pushers? Definitely a great item to grab, as you can get around on the map, very well. [center][img=items/frozen-heart.png][/center] The armor version of survival. If you are facing a team with quite some attack damage that annoys you, grab this. It does as well, bring a nice amount of cooldown reduction which comes quite handy. Kassadin can get in and out of fights very well, leaving him with an ability to get back in and out more often, is just great. Grab this item, if you need that extra amount of survival. The cooldown reduction, is simply a given bonus. [center][img=items/archangels-staff.png][/center] Good old Archangel.It is a situational item and I personally dislike it, even though, it turns out extremely strong in certain combinations and premades. Archangel brings a lot more late game damage and utility mixed with Banshee than the regular Rod of Ages build will. However, it does throughout the entire early game, leave you with a lack of damage giving you a hard time sustaining, winning your lane and successfully roaming. If you are in a game that most definitely will turn out late, rush a tears and get Banshee afterwards at last finishing your Archangel. Be cautious though, sacrificing your early game, is game changing.

In this section I will cover the threat of opponents, as well as their strength and weaknesses. I will try to provide a preview of how to work with each one of them, what to be cautious of as well as what to take advantage off. I will categorize each champions as either: "Hard, Medium, Easy." This chapter is currently under construction. I will eventually fill in all champions, as I gather the information needed. I will assure you it is done soon and that every information listed is tested. Please remain patient and feel free to join the debate and give your input on each of the champions Kassadin is able to face. [center][img=champ/akali.png][/center] [highlight]Passive: Twin Disciplines[/highlight] Upon obtaining 20 Ability Power, Akali's basic attacks deal 10% bonus magic damage, increasing by 1% for every 5 Ability Power gained thereafter. Upon obtaining 10 Bonus Attack Damage, Akali gains 10% Spell Vamp, increasing by an additional 1% for every 5 Bonus Attack Damage gained thereafter. [highlight]Q: Mark of the Assassin[/highlight] Akali throws her kama at a target enemy to deal 50/75/100/125/150 (+0.4) magic damage and mark the target for 6 seconds. Akali's melee attacks against a marked target will consume the mark to cause 50/75/100/125/150 (+0.4) magic damage and restore 20/25/30/35/40 Energy. Cost 60/60/60/60/60 Energy Range 600 Akali throws down a cover of smoke that lasts for 8/8/8/8/8 seconds. While inside the area, Akali gains 10/20/30/40/50 Armor and Magic Resist and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke are slowed by 14/18/22/26/30%. Cost 80/75/70/65/60 Energy Range 700 [highlight] E: Crescent Slash[/highlight] Akali flourishes her kamas, slicing nearby enemy units for 30/55/80/105/130 (+) (+0.3) physical damage. Cost 60/60/60/60/60 Energy Range 325 [highlight]R: Shadow Dance[/highlight] Akali moves through shadows to quickly strike her target, dealing 100/175/250 (+0.5) magic damage. Akali stores an Essence of Shadow on kills and assists as well as every 25/20/15 seconds up to 3/3/3 total. Cost 1/1/1 Essence of Shadow Range 800 [highlight]Rundown[/highlight] Akali is an assassin just like you. Snowballs easily, grants a lot of strength throughout the middle of the game and lacks threat in the early game. Nevertheless, she has a great amount of sustain and gap closers and, leaving her as a threat especially in the early game. Akali is not as hard to deal with as other champions, for the reason that she won't be able to reach you before hitting six, leaving her without the ability to zone you and punish your weaknesses. Her sustain and ability to last hitting is better than yours, however, she will often push the lane leaving her to be caught quite often. Should she shroud, you will simply hit her nevertheless as well as applying pressure, through silence and slow (Q/E). The most important thing when fighting Akali is to be cautious. Position yourself well and always be prepared for silencing and blinking away. Akali should not be fought at once, but periodically. Take one bit at a time, even though she may have the ability, to sustain very well. Throw your combination at her and get away. While throwing your combination be cautious with using Riftwalk as an initiate, because it will leave her with the ability to catch up and do the same amount of harass afterwards. Place your silence properly, for instance Riftwalking in, Pulsing her and then using it just before running so that he cannot respond. Start with boots and three pots and farm your lane consistently. The boots are purchased so that she does not have an advantage of speed, meaning you can safely last hit and poke her, while he cannot do anything but throwing Marks that won't damage much without being triggered. Shut her down by not giving him any kills and un-necessary last hits. If she leaves the lane to roam, follow up. Surprise him and counter it. Trap him and set him up. Stay away from her shroud as it will slow you and leave her able to catch up, as well as giving her survival (resistance etcetera) upon fighting her in it. If she uses it defensively use your Riftwalk and Pulse to damage an area, as it will still hit her though being invisible. [highlight]Categorized: Medium[/highlight] [center][img=champ/alistar.png][/center] [highlight]Passive: Trample[/highlight] Whenever Alistar casts a spell, he gains Trample for 3 seconds ignoring unit collision and dealing 10-23 (+10% ability power) area damage per second (double damage to minions and monsters). [highlight]Q: Pulverize[/highlight] Alistar smashes the ground, dealing 80 / 125 / 170 / 220 / 270 (+100% of ability power) magic damage and tossing all nearby enemy units into the air, stunning them for the duration. Cooldown 15seconds Cost 70 / 85 / 100 / 115 / 130mana Range 200 [highlight]W: Headbutt[/highlight] Alistar charges at an enemy and rams them dealing 90 / 140 / 190 / 245 / 300 (+100% of ability power) magic damage and knocking them back (does not stun). Cooldown 12seconds Cost 80 / 90 / 100 / 110 / 120mana Range 650 [highlight]E: Triumphant Roar[/highlight] Instantly restore 60 / 90 / 120 / 150 / 180 (+40% of ability power) health to himself and half of that value to surrounding allied units. Cooldown ticks down by 2 seconds each time a nearby enemy unit dies. Cooldown 12seconds Cost 20 / 30 / 40 / 50 / 60mana Range 200 [highlight]R: Unbreakable Will[/highlight] Alistar gains 60 / 75 / 90 physical damage, and takes 75% reduced physical and magic damage for 6 / 7 / 8 seconds. Cooldown 120 / 100 / 80seconds Cost 150mana Range 1 [highlight]Rundown[/highlight] Alistar is a champion with natural tankyness and sustain. His spells are built on assisting, initiating and screwing the enemy positioning. He cannot shut anyone down in lane on his self nor can he kill anyone. He has a decent harass, however, it needs a follow up of a champion to actually kill someone. Hence Alistar is quite easy to deal with. However, you must be cautious. You should not be frightened to spend a lot of mana and time on harassing, zoning and forcing him to retreat, however, you need to take advantage of your map awareness and pay attention. If the jungler comes in from a good angle you are either dead, or luckily surviving with a flash combination. Start with either Dorans Ring or Sapphire Crystal and two health potions. Dorans Shield is a situational thing if you want that extra sustain and survival against his auto attacks and the jungler. In most cases, you would want to focus on Dorans or Sapphire though, as it gives you the ability to tear down Alistar even easier. Dorans Ring if you are confident that you won't be taking too much damage and Sapphire if you feel like you would rather be full health at all times and rush your catalyst for an easier lane shutdown and roaming. Play offensively and don't farm passively. In the event you actually face Alistar on his own, shut him down as you are supposed to. Constantly poke him and try to make him retreat or even kill him should he be too greedy to get zoned or retreat. Watch out for his W + Q / Q + W combination and be cautious upon diving him, granted that he has his ultimate available, giving him quite some survival. Nevertheless, if you see him low on HP, jump in and throw your combination even with an ultimate he should go down. Never overextend, a kill isn't worth a death, especially not against a partner that you can tear down and completely deny. [highlight]Categorized: Easy[/highlight] [center][img=champ/amumu.png][/center] [highlight]Passive: Cursed Touch[/highlight] Amumu's attacks reduce the target's magic resistance by 15/25/35 for 5 seconds. [highlight]Q: Bandage Toss[/highlight] Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them, and deal 80 / 140 / 200 / 260 / 320 (+100% of ability power) magic damage. Cooldown 18 / 16 / 14 / 12 / 10seconds Cost 80 / 90 / 100 / 110 / 120mana Range 25000 [highlight]W: Despair[/highlight] Toggle: Nearby enemies take 8 / 12 / 16 / 20 / 24 magic damage plus 1.5 / 1.8 / 2.1 / 2.4 / 2.7 (+1% of ability power)% of their maximum health each second. Cooldown 1seconds Cost 8mana per second Range 300 [highlight]E: Tantrum[/highlight] Passive: Amumu takes 2 / 4 / 6 / 8 / 10 reduced damage from physical attacks. Active: Amumu deals 75 / 100 / 125 / 150 / 175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit, the cooldown on Tantrum is reduced by 0.5 seconds. Cooldown 21 / 18 / 15 / 12 / 9seconds Cost 50mana Range 400 [highlight]R: Curse of the Sad Mummy[/highlight] Amumu entangles surrounding enemy units, causing them to be unable to attack or move for 2.5 seconds, dealing 50 / 100 / 150 (+35% of ability power) magic damage to them each second. Cooldown 170 / 150 / 130seconds Cost 100 / 150 / 200mana Range 600 [highlight]Rundown[/highlight] Start with either Dorans Ring or Sapphire Crystal and two health potions. Dorans Shield is a situational thing if you want that extra sustain and survival against his auto attacks and the jungler. In most cases, you would want to focus on Dorans or Sapphire though, as it gives you the ability to tear down Amumu even easier. Dorans Ring if you are confident that you won't be taking too much damage and Sapphire if you feel like you would rather be full health at all times and rush your catalyst for an easier lane shutdown and roaming. Play offensively and don't farm passively. In the event you actually face Amumu on his own, shut him down as you are supposed to. Constantly poke him and try to make him retreat or even kill him should he be too greedy to get zoned or retreat. Kick him right back to his jungle as that is where he truly belongs. Do not hesitate. The advantage is clearly within your hands, utilize that. Be cautious of the jungler nevertheless and ward up. Do not hesitate on using your summoner spells either, never be in range for an ultimate stun if you are insecure of the opponents locations. Use obstacles to dodge his bandage toss and position yourself well. His damage is no threat, he might have slight harass, however, he has no ability of taking you down on his own. Fighting Amumu is all about map awareness, focus more on the other opponents than Amumu. [highlight]Categorized: Easy[/highlight] [highlight][center][img=champ/anivia.png][/center][/highlight] [highlight]Passive: Rebirth[/highlight] Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn. [highlight]Q: Flash Frost[/highlight] A massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 (+50% of ability power) damage, slowing movement by 20%, and chilling any enemy it passes through. At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60 / 90 / 120 / 150 / 180 (+50% of ability power) magic damage in a small area and stunning units for .75 seconds. Cooldown 13 / 12 / 11 / 10 / 9seconds Cost 80 / 100 / 120 / 140 / 160mana Range 1100 [highlight]W: Crystallize[/highlight] Anivia summons an impenetrable wall of ice 400 / 500 / 600 / 700 / 800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts. Cooldown 25seconds Cost 70 / 90 / 110 / 130 / 150mana Range 1000 [highlight]W: Crystallize[/highlight] Anivia summons an impenetrable wall of ice 400 / 500 / 600 / 700 / 800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts. Cooldown 25seconds Cost 70 / 90 / 110 / 130 / 150mana Range 1000 [highlight]R: Glacial Storm[/highlight] Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80 / 120 / 160 (+25% of ability power) magic damage per second, slowing their movement and attack speed by 20% for 1 seconds, and chilling them. Cooldown 10 seconds Cost 75 / 75 / 75 mana Range 625 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Easy - Medium[/highlight] [center][img=champ/annie.png][/center] [highlight]Passive: Pyromania[/highlight] After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds. [highlight]Q: Disintegrate[/highlight] Annie flings a mana infused fireball dealing 90/130/170/215/260 (+0.6) magic damage. Disintegrate's mana cost is refunded if it deals a killing blow. Cost 60/75/90/105/120 Mana Range 625 [highlight]W: Incinerate[/highlight] Annie casts a cone of fire dealing 85/145/205/265/325 (+0.6) magic damage to all enemy targets in the area. Cost 80/100/120/140/160 Mana Range 625 [highlight]E: Molten Shield[/highlight] Places a shield around Annie for 15 seconds, increasing her armor and magic resistance by 10/20/30/40/50. Deals 20/30/40/50/60 (+0.2) magic damage to enemies who attack Annie with normal attacks. Cost 25/25/25/25/25 Mana [highlight]R: Summon: Tibbers[/highlight] Deals 200/325/450 (+0.7) magic damage to units in the target area and summons Annie's bear, Tibbers, to destroy her enemies. Tibbers has 1200/1200/1200 health, 80/105/130 attack damage, and continually deals 40/60/80 magic damage to surrounding enemies. Cost 150/200/250 Mana Range 600 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Medium[/highlight] [center][img=champ/ashe.png][/center] [highlight]Passive: Focus[/highlight] While out of combat, Ashe's critical strike chance increases by 3/6/9/12/15/18% every 3 seconds, removed after next attack. Focus will now display a buff showing how much extra crit chance Ashe has [highlight]Q: Frost Shot[/highlight] Toggle: Ashe's basic attacks slow her target's movement speed by 15 / 20 / 25 / 30 / 35% for 2 seconds. Cost 8mana per attack Range 600 [highlight]W: Volley[/highlight] Ashe fires 7 arrows in a cone dealing attack damage + 40 / 50 / 60 / 70 / 80. Volley also applies Frost Shot. Cooldown 20 / 16 / 12 / 8 / 4seconds Cost 60mana Range 600 [highlight]E: Hawkshot[/highlight] Passive: Ashe gains 1 / 2 / 3 / 4 / 5 extra gold whenever she kills any unit. Active: Ashe animates a Hawk to scout for her, revealing terrain as it flies toward target location. Cooldown 20seconds Range 6000 [highlight]R: Enchanted Crystal Arrow[/highlight] Fires a large arrow in a straight line. If it hits an enemy champion, it will stun that champion for up to 3.5 seconds, based on the distance the arrow traveled, and deal 250 / 425 / 600 (+100% of ability power) magic damage. Additionally, surrounding units take half the damage and are slowed. Cooldown 75seconds Cost 150mana Range 20000 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Medium - Hard[/highlight] [center][img=champ/blitzcrank.png][/center] [highlight]Passive: Mana Barrier[/highlight] When Blitzcrank life is brought below 20% health he activates Mana Barrier. Mana Barrier can only occur once per minute. This creates a mana shield with 50% of his mana, lasts 10 seconds and refunds any unspent mana. [highlight]Q: Rocket Grab[/highlight] Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 60 / 120 / 180 / 240 / 300 (+80% of ability power) magic damage while he pulls them to himself. Cooldown 22 / 21 / 20 / 19 / 18seconds Cost 140mana Range 1000 [highlight]E: Power Fist[/highlight] Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air. Cooldown 9 / 8 / 7 / 6 / 5seconds Cost 25mana Range 300 [highlight]W: Overdrive[/highlight] Blitzcrank super charges himself to increase Movement Speed by 16 / 20 / 24 / 28 / 32% and attack speed by 30 / 38 / 46 / 54 / 62% for 8 seconds. However, when this effect ends his movement speed is decreased by 25% for 3 seconds. Cooldown 22seconds Cost 90mana Range 1 [highlight]R: Static Field[/highlight] Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+25% of ability power) magic damage every 2.5 seconds. Active: Deals 250 / 375 / 500 (+100% of ability power) and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown. Cooldown 40seconds Cost 150mana Range 600 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Easy - Medium[/highlight] [center][img=champ/brand.png][/center] [highlight]Passive: Blaze[/highlight] Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds. [highlight]Q: Sear[/highlight] Brand launches a ball of fire forward that deals 80 / 120 / 160 / 200 / 240 (+65% of ability power) magic damage. If the target is ablaze, the target will be stunned for 2 seconds. Cooldown 8 / 7.5 / 7 / 6.5 / 6 seconds Cost 50 mana Range 900 [highlight]W: Pillar of Flame[/highlight] After a short delay, Brand creates a pillar of flame at a target area, dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage. Cooldown 10 seconds Cost 70 / 80 / 90 / 100 / 110 mana Range 900 [highlight]E: Conflagration[/highlight] Brand conjures a powerful blast at his target, dealing 70 / 105 / 140 / 175 / 210 (+55% of ability power) magic damage to them. If the target is ablaze the conflagration will damage nearby enemies as well. Cooldown 12 / 11.5 / 11 / 10.5 / 10 seconds Cost 60 / 65 / 70 / 75 / 80 mana Range 675 [highlight]R: Pyroclasm[/highlight] Brand unleashes a devastating torrent of fire that bounces between enemies, dealing 150 / 250 / 350 (+50% of ability power) magic damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases. It will bounce five times, and can hit the same enemy up to three times. Cooldown 105 / 90 / 75 seconds Cost 100 / 150 / 200 mana Range 750 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Easy - Medium[/highlight] [center][img=champ/caitlyn.png][/center] [highlight]Passive: Headshot[/highlight] Every 8 / 7 / 6 attacks (at level 1 / 7 / 13) (attacks while in brush count as 2), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion. [highlight]Q: Piltover Peacemaker[/highlight] Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals 20 / 65 / 110 / 155 / 200 (+130% Attack Damage) physical damage (deals 10% less damage to subsequent targets, with a maximum loss of 50%). [highlight]W: Yordle Snap Trap[/highlight] Caitlyn sets up to three traps to find sneaky yordles, which trigger on champions. When sprung, the trap immobilizes the target, reveals them for a short duration, and deals 80/130/180/230/280 (+80% of ability power) magic damage over 1.5 seconds. Traps last for 4 minutes. Cooldown 20/17/14/11/8 Cost 50 mana Range 500 [highlight]E: 90 Caliber Net[/highlight] Caitlyn fires a net to slow her target by 50% for 1/1.25/1.5/1.75/2 seconds. This deals 80/130/180/230/280 (+80% of ability power) magic damage and knocks Caitlyn back. Cooldown 18/16/14/12/10 seconds Cost 75 mana Range 500 [highlight]R: Ace in the Hole[/highlight] Caitlyn takes time to line up the perfect shot, dealing 250 / 475 / 700 (+2 per attack damage) physical damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally. Cooldown 90/75/60 seconds Cost 100 mana Range 1900/2050/2200 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Hard[/highlight] [center][img=champ/cassiopeia.png][/center] [highlight]Passive: Deadly Cadence[/highlight] After casting a spell any subsequent spellcasts will cost 10% less for 5 seconds. This ability stacks up to 5 times. [highlight]Q: Noxious Blast[/highlight] Cassiopeia blasts an area with a delayed high damage poison dealing 75 / 115 / 155 / 195 / 235 (+90% Ability Power) over 3 seconds, granting her 15% / 17.5% / 20% / 22.5% / 25% increased Movement Speed if she hits a champion for 3 seconds. [highlight]W: Miasma[/highlight] Cassiopeia releases a growing cloud of poison that last for 7 seconds. Any enemy that passes through it is poisoned for 2 seconds, dealing 25 / 35 / 45 / 55 / 65 (+15% Ability Power) each second and slowing them by 15% / 20% / 25% / 30% / 35 % contious exposure renews this poison. [highlight]E: Twin Fang[/highlight] Cassiopeia deals 60 / 95 / 130 / 165 / 200 (+55% Ability Power) magic damage to her target. If the target is poisoned then Twin Fang's cooldown is reduced to .5 seconds. [highlight]R: Petrifying Gaze[/highlight] Petrifying GazeCassiopeia deals 200/325/450 (+60% Ability Power) magic damage to all enemies in front of her. Enemies facing her are stunned for 2 seconds while enemies facing away are slowed by 60%. [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Medium - Hard[/highlight] [center][img=champ/chogath.png][/center] [highlight]Passive: Carnivore[/highlight] Whenever Cho'Gath kills a unit, he recovers 34 - 68 (+2.5 each level) health and 3.5-7.75 mana (+0.25 each level). [highlight]Q: Rupture[/highlight] Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds. Cooldown 10 seconds Cost 80 / 90 / 100 / 110 / 120 mana Range 950 [highlight]W: Feral Scream[/highlight] Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.5 / 3 / 3.5 / 4 second(s) and causing 75 / 125 / 175 / 225 / 275 (+70% of ability power) magic damage. Cooldown 16 seconds Cost 70 / 80 / 90 / 100 / 110 mana Range 300 [highlight]E: Vorpal Spikes[/highlight] Toggle: Cho'gath's physical attacks launch spikes which deal 20 / 35 / 50 / 65 / 80 (+30% of ability power) magic damage to a line in front of him. Range 40 [highlight]R: Feast[/highlight] Deals 300 / 475 / 650 (+70% of ability power) damage to target champion, or 1000 damage to target minion (ignores resists). If the target is killed by Feast, Cho'Gath grows, gaining 90 / 120 / 150 maximum health (maximum 6 stacks). Cho'Gath loses up to half (rounded up) stacks upon death. Cooldown 60 seconds Cost 100 mana Range 100 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Medium[/highlight] [center][img=champ/corki.png][/center] [highlight]Passive: Hextech Shrapnel Shells[/highlight] Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions. [highlight]Q: Phosphorus Bomb[/highlight] Deals 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage to enemies in a target area. In addition, the blast reduces an enemy's chance to hit by 35% and reveals nearby stealthed units for 3 seconds. Cooldown 8seconds Cost 90 / 100 / 110 / 120 / 130mana Range 600 [highlight]W: Valkyrie[/highlight] Corki surges to target location dealing 60 / 90 / 120 / 150 / 180 (+40% of ability power) damage per second to enemies in the fire left along his path. Cooldown 20 / 18 / 16 / 14 / 12seconds Cost 100mana Range 10000 [highlight]E: Gatling Gun[/highlight] Corki's gatling gun fires at all targets in front of him for 3 / 3.5 / 4 / 4.5 / 5 seconds, dealing a quarter of his total damage and shredding 1 / 2 / 3 / 4 / 5 armor with each shot. The armor reduction persists as long as the enemy is under continuous fire. Cooldown 16seconds Cost 60 / 75 / 90 / 105 / 120mana Range 600 [highlight]R: Missile Barrage[/highlight] Corki fires a missile towards his targeted location that will collide with the first enemy it hits. Each missile deals 125 / 200 / 275 (+30% of ability power) area magic damage. Corki stores one missile every 14 seconds up to 7 missiles at any given time. Every 4th missile will be a Big One. Cooldown 1.2seconds Cost 25 / 30 / 35mana Range 10000 [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Hard[/highlight] [center][img=champ/drmundo.png][/center] [highlight]Passive: Adrenaline Rush[/highlight] Dr. Mundo regenerates 0.3% of his max health each second. [highlight]Q: Infected Cleaver[/highlight] Dr. Mundo hurls his cleaver, dealing damage equal to 15 / 18 / 21 / 23 / 25% of the target's current health (80 / 130 / 180 / 230 / 280 damage minimum) and slowing them by 40% for 2 seconds. Cooldown 4 seconds Cost 30 / 50 / 70 / 90 / 110 health Range 10000 [highlight]W: Burning Agony[/highlight] Toggle: Dr. Mundo deals 40 / 55 / 70 / 85 / 100 (+20% of ability power) magic damage to nearby enemies, and reduces the duration of crowd control effects on Dr Mundo by 15 / 20 / 25 / 30 / 35%. Cooldown 4 seconds Cost 20 / 28 / 35 / 43 / 50 health per second Range 325 [highlight]E: Masochism[/highlight] Increases physical damage by 40 / 55 / 70 / 85 / 100 for 5 seconds. Dr. Mundo gains an additional +0.4 / 0.55 / 0.7 / 0.85 / 1 damage for each percentage of health he is missing. Cooldown 7 seconds Cost 15 / 30 / 45 / 60 / 75 health Range 300 [highlight]R: Sadism[/highlight] Dr. Mundo regenerates 40 / 55 / 70% of his Max Health over 12 seconds. Additionally, he gains 15 / 25 / 35% movement speed. Cooldown 75 seconds Cost 20 percent of health [highlight]Rundown[/highlight] Under construction. [highlight]Categorized: Easy[/highlight]

Kassadin can be played in every lane and even the jungle. However, to utilize him, she needs a solo lane and preferably the middle one so he will face mages and have an easier access to roaming and grabbing buffs. This guide, focuses on solo laning the middle, however, works just as great with a solo top and with slight changes to your starting items also the bot lane support. Make sure you inform your team of which lane you will have beforehand of the game start, because it turns out that people won't expect you middle that often, thinking you belong elsewhere due to your melee range. Nevertheless, be friendly and informing and try to grab that middle lane of yours. The early game on Kassadin is sort of twisted, because you are never certain of what happens. You are quite dependent on combinations to utterly dominate your lane, however, you aren't as reliant on your early game last hits as others may be. There are three kinds of scenarios in the early game laning phase. The one where you are facing a skill shot mage, leaving you with an easy time in the very most cases, out ranging and damaging him. The second one, where you are facing an on-target mage, which will leave an equal laning period as you both remain with the same damage and finally the one where you are outlaned by a ranged carry or assassin. Throughout your laning phase you should focus on sustaining and maintaining your lane. Do your best to keep up on last hits, however, most importantly to maintain in the experience zone. The faster you will turn six the better, because that is the absolute turning point of the middle, giving you a huge advantage you may not have had previously. I have covered the way you should perform in lane under the skill section, so I will leave that to that. However, keep in your mind, that your Q has a low mana cost leaving you with an ability to harass the enemy to an extent where it is too risky for him to poke you. In the event, he decides to nevertheless, flash forward and throw a Q+E+Ignite at him, and he shall face death. [highlight]Last hitting is useful, experience is necessary. Kassadin is built differently than fellow champions. You have the ability to turn a game upon hitting level six nevertheless of your amount of last hits. Don't be frightened that you will lose due to being zoned out during the laning phase.[/highlight]

As the middle game hits you should have a few kills and utterly start to dominate. The middle game is where the true strength of Kassadin arrives and we need to utilize that, to grant an advantage leaving us deadly in the late game. Middle game opens the opportunity of having your junglers blue buffs as well as roaming smoothly. Take this to your advantage, by pushing your lane and your opponent out as fast as possible followed by ganking either bottom, top or enemy jungle. A great way of doing this is simply loading your Force Pulse and throw your entire combo at the enemy laner while also hitting the minions. Once a wave is pushed back and your opponent is hurt you should be free to gank a lane, however, be cautious of their ward and position yourself well so that you can riftwalk in from an unexpected position. After ganking a lane retreat to your own immediately and push it once again. [highlight]Eventually you will find yourself capable of taking out entire waves with a single Force Pulse or a combination of Riftwalk and Force Pulse. Take this to your advantage and remember they are area spells so that they can hit both minions and enemy champions.[/highlight]

If you played your cards right, you should still remain dominant at given time. Throughout the last part of the game, you should focus on positioning and control. You still want to grab an easy kill done with a secure roam, however, more importantly you want to remain with your team and secure yours and enemies buffs as well as dragon and baron. Your burst combo would in many cases be enough to take a target out on your own should he be squishy and your utility should be used to examine areas and trap the enemy team. Take advantage of any team that may be split and twist the enemies mind up, by remaining in the background unseen and then enter all of a sudden. Even with team fighting, positioning and controlling neutral monsters you still want yourself farming as the chance offers. Keep in mind that you get around very well and that your Riftwalk and Force Pulse will be able to take out entire waves themselves. [highlight]Position yourself well and remain sneaky. Take advantage of any enemy team that may be split up or overextending.[/highlight]

A section concerning jungling and roaming methods will come up eventually. I will need to participate in more theorycrafting and in game testing before I construct this. Stay tuned though, I will have it up, as soon as I possibly can. Roaming methods are included in different chapters above. Should you need any tips of positioning and initation patiently read through the above once more. This section remains for roaming and/or jungling without laning.

Pick your team fights well and communicate with your team. Utilize the terrain and try to position yourself at a spot, giving you the ability to riftwalk back and forth within walls. Kassadin does have the ability to jump in and get right back out, however, you aren't supposed to initiate. Nevertheless, given an opportunity to take out an enemy or make an enemy team retreat, should be taken into advantage. Should you find yourself jumping into something, always have an escape route thought out and have your mechanics available (Force Pulse and Flash) and gain sight in one way or another. Do not overextend, throw your combo and flash right back out, even if you see an enemy extremely low between the crowd you just bursted. You can then jump back in shortly afterwards as your Pulse should be ready, due to the enemy response of spells. Utilizing Kassadin is extremely hard and it will take a lot of practice and thinking. Obviously, you should not be jumping into whatever, however, damaging an entire team gives an easily ability to do Baron, Dragon etcetera by forcing them back or forcing them to pick up a fight they can't win. Know exactly when to jump in and when to get out, never wait for your combo inside the crowd, wait for it in the back or outside of it. Make sure you chase enemy targets in the event it is possible, because your team won't have the ability to do so with the usual amount of mobility granted to team compositions. Your main role in team fights is to throw as many Force Pulses as possible to maintain a fifty percent slow on the enemy team as well as damage them and their area for a lot. Be careful upon using Riftwalk, it does do quite some damage, however, it is in most cases too risky to aim people with Riftwalk rather than aim slightly away from them. Should you be capable of Riftwalk onto people without taking too much dying, do so, as it will increase your burst output. Eventually throw Void Sphere on high priority targets, especially ones, that will be punished from the silence. Capitalize your abilities and make sure to always interrupt channeled spells - meaning if you see for instance Nunu on the enemy team, leave your Q ready for use rather than just throwing it on someone. Regardless of your utility and mobility, people decide to focus Kassadin quite often. This is a mistake, however, they have other choice due to your ability to twist their position, silence them and throw huge amounts of damafge to their carries. Take advantage of this and make them waste their time, by simply kiting them around with the slow from Pulse, silence from Sphere, blink from Riftwalk and blink from Flash. Do not hesitate to use your summoner spells. [highlight]Twist their team, split them up. Take advantage of terrain and throw your combination of spells from abstract and absurd spots. Surprise the enemy team and force their carries to retreat by zoning them in the event they play safe, or take them out, should they overextend.[/highlight]

I will eventually put clips in here of me and others playing Kassadin. Clips can be everything from gameplay with commentary to tricks and samples. I am currently doing my best to finish a set of videos, enfolding different tricks and guidelines. Despite that I am also working on commentary for one of my Kassadin games. Remain patient it will be here very soon!

Everything has an end, unfortunately, this is it for now. I had a brilliant time writing this guide as well as I have playing this lovely champion. I how that I have encouraged you to play Kassadin and utilize him differently granting more of an advantage. I hope you will enjoy this guide and that it has any kind of uses to you, whether it is an improvement or reconstruction of your game play. I would highly appreciate feedback, throughout suggestions, comments etcetera. I will do my best to maintain the activity of this guide and leave it up to date at all times. I am a guy with great variation and I enjoy theorycrafting, should you have any dislikes or disagreements, throw them right at me. If you have anything you thought might work, I will gladly test it for or with you, simply leave a comment. Should you have any interest in reaching me elsewhere than on the forums you are very welcome to add me ingame, my summoner name is "CoA zer0xp." Kassadin is not the easiest champion. It takes a lot to utilize him very well, because he synergies well with a various of things. If you have a hard time with him, don't give in, should you like his mechanics. Never surrender, it will come to you eventually. Especially the laning phase can be quite miserable and leave you with no such ability to dominate. If that is the case, simply hang on. Should you have any concerns I will gladly cover them over with you and play a custom game to prove some points or show you some ideas and helpful tricks. Thank you once again. It was a pleasure and I hope it will remain that way. Hopefully, I will soon, have a change to exchange words with some of you and update as well as reconstruct my guide.

In here you can follow the eventual reconstructions and updates of my guide. I will list what has changed and at which dates. I will remain actively theory crafting Kassadin and you should therefore undoubtedly prepare yourself for some changes. Whether it is a build, a strategy who knows. Any upcoming League of Legends changes to Kassadin will also be listed and analyzed. [center][highlight]28th of October, 2011[/highlight] [.] The guide section Item Builds was reconstructed, updates and an additional item was evaluated. [highlight]27th of October, 2011[/highlight] [.] The guide obtained an additional chapter covering a Champion Rundown. [highlight]27th of October, 2011[/highlight] [.]The guide was released and made available for public. [highlight]14th-26th of October, 2011[/highlight] [.] The guide was being constructed and analyzed. [/center]

Comments coming soon!
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