Kassadin Build Guide by CasterMaster
Build 1 (Cheat Sheet)
Champion Build: Kassadin
| Health | 2661.96 |
| Health Regen | 15.95 |
| Mana | 2440 |
| Mana Regen | 17.7 |
| Armor | 121.6 |
| Magic Resist | 77.5 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 410 |
| Gold Bonus | 0 |
| Attack Damage | 122.5 |
| Attack Speed | 1.039 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 647.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 10% |
Recommended Runes + Notes
Standard + Notes
Ability Sequence

1
3
5
7
9

2
14
15
17
18

4
8
10
12
13

6
11
16

Masteries + Notes
Guide Table of Contents
Introduction ~ An In-Depth Guide
**DISCLAIMER**
Before you vote, I STRONGLY suggest you try out this guide. Yes, GUIDE, not build. This is a guide that has a build in it, but just because the cheat sheet may not look pretty doesn't mean that it's the build you will use 100% of the time. For absolutely full information, read the ENTIRE guide. Oh right, by the way:
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Ahh, it's Spring 2012, and what's not better than to completely start a FRESH guide? For those who do not know, Hi, my name is CasterMaster, and this is my first guide of the official season (making it the 3rd official guide in total) and it's for, you guessed correctly,
Kassadin. Unlike any other guide, this one will BLOW YOUR MIND (in a good way), and I'll make this guide every bit to the last detail. This guide will be unlike any other you've seen me write. Now, PREPARE TO BATHE YOURSELF IN THE GLORIOUS POWER OF THE VOID.
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Kassadin is a melee caster-typed anti-caster, making him extremely powerful against AP carries. He's able to jump into a team fight, quickly assassinate his target, and jump out unscathed. His laning skills are mediocre, but provide that his
Null Sphere hurts like a truck, you can usually trade damage against an enemy. He is EASILY countered in lane pre-6, but after that you should have no problem. His specialty is
Riftwalk, being a short cool-down ultimate that offers extremely mobility, damage, juking potential, and of course, skill.
Kassadin is not an easy champion to play, and not even easy to master. However, this guide will make you become that pro
Kassadin player you've always wanted to be (and probably exceed Ocelote). So prepare to enter the void!
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A BIG THANK YOU FOR EVERYONE WHO MADE THIS GUIDE SUCCESSFUL AND FEATURED! <3
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Ahh, it's Spring 2012, and what's not better than to completely start a FRESH guide? For those who do not know, Hi, my name is CasterMaster, and this is my first guide of the official season (making it the 3rd official guide in total) and it's for, you guessed correctly,
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I saved this best song for awesomeness only, so jump in the void!
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(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Jump!")
(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Jump!")
Why Play Kassadin and When?
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Right... Did I forget to mention this? NO. This section here will provide reasoning for why you would want to play
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WHY PLAY HIM?
With that said, now we can take a look at some reasons WHEN you should play him. There are tons of times when you can play him (and if you're one of those instalockers, you can play him WHENVER), but for the sake of this guide, let's assume ranked position (and you're not trolling) =D.
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- Arguably one of the strongest Anti-casters in the game
- Short cool-down ultimate
- Powerful nuking potentials mid~late game
- Good skins
Null Sphere great harass/damaging tool in lane
- At level 6, enemies go from fearless to crying in corner
- Hard to gank
- Extreme mobility
- Very fun to play
- He just looks so BADASS!
With that said, now we can take a look at some reasons WHEN you should play him. There are tons of times when you can play him (and if you're one of those instalockers, you can play him WHENVER), but for the sake of this guide, let's assume ranked position (and you're not trolling) =D.
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WHEN TO PLAY
Yeah, I'm sure there are more reasons, but you can say that yourself.
Kassadin makes an extremely good assassin as well, so there are just so many reasons why you would play him.
- You need (or want to play) a strong anti-caster
- Mid lane champion required (or carry)
- You have a champion on the enemy team you want to counter
- Low CC on the enemy team (stuns, silences, suppresses, knock-up)
Yeah, I'm sure there are more reasons, but you can say that yourself.
Statistics
At Level 1
- Health: 433 (+78 per level)
- Mana: 230 (+45 per level)
- AD: 52.3 (+3.9 per level)
- AS: 0.64 (+0.0235 per level)
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 14 (+3.2 per level)
- MRes: 30
These stats aren't bad at all. With a good 511 health at level 1, he can take some hits (champions that are melee have more health then ranged champions for those who do not know). Move-speed isn't a huge issue either but if you want to move faster, then take
At Level 18
- Health: 1837
- Mana: 1040
- AD: 122.5
- AS: 1.063
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 71.6
- MRes: 30
First thing you're going to notice is exactly, "How on earth is his base AD so high at level 18?". Well, the answer is that behind all the burst he does, he still has a back-up plan. If his burst fails to kill someone, then he can retort to
Pros / Cons and Description
Before we can simply learn and understand
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I can teach you a lot about
Rune Setup
Here is my rune page set-up for AP carries and I use it for
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Greater Seal of Scaling Health
At level 18, it's almost a free
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Greater Glyph of Scaling AP
A primary rune for more damage as you level. They surpass
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Greater Quintessence of AP
Gives an amazing boost to your early game damage. It's like getting the
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Marks: None
Seals:
Greater Seal of Scaling Mana Regeneration,
Greater Seal of Armor
Glyphs:
Greater Glyph of Ability Power,
Greater Glyph of Magic Resist,
Greater Glyph of Scaling Magic Resist
Quints:
Greater Quintessence of Health,
Greater Quintessence of Movement Speed
Seals:
Glyphs:
Quints:
First off, if you aren't even level 20, do not consider buying runes. It's just a waste of your Influence Points and they can be used for more important things. Those who already have a decent caster rune page can use that. There are tons of different combinations you can use but this is the best set-up that I've found. It provides a good balance between early and late game which is something you really need.
Masteries
Here is my masteries for
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TIER 1 ~ I decided to put 1 point to
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TIER 1 ~ Choice is extremely preferable in this tier. If you have space TIER 2~3 ~ Most of the masteries here aren't very helpful. The ones that ARE helpful are the ones we're taking. |
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Summoner Spells
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Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. Anyway, here are the main purposes of
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It's your finisher spell. I usually take this spell on almost ALL casters, and why not on
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If you aren't taking
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It's
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This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it.
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If you hate
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This skill shines out in the fact that it can save lives better than
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Skills Summary & Explanation
Void Stone
Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.
This is one of the reasons he's such a powerful anti-caster. His innate ability to reduce incoming magic damage by 15% and turn it into attack speed isn't bad at all. Most people only take advantage of the 15% magic damage reduction. It's extremely powerful against casters which usually deal 95% of their damage as spell damage. But what are we going to use the left over attack speed for? It'll be useful to attack the enemy with
Nether Blade, since you're going to have a lot of AP and it now scales. Otherwise, the 15% magical damage reduction is just fine.
Null Sphere
Kassadin fires a void bolt, dealing 80/130/180/230/280 (+0.7) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 second(s).
Cost: 70/80/90/100/110 Mana
Range: 650
Cool-Down: 9 seconds
Range: 650
Cool-Down: 9 seconds
Your bread and butter skill. It's on a relatively long cool-down, and in a team fight you basically got one shot. It DOES have some nuking potentials, but the main point of this skill is the silence that continually gets longer every time you level it up. It's also a very good skill to harass the enemy. That's why I take
Nether Blade at level 2. It's so I can gain that mana regen to spam more
Null Sphere's against my lane opponent. It's also possible to completely ZONE your enemy with this skill. It just shows you how deadly it is. You may even want to save this spell for when the enemy has channeling spells like
Nunu's
Absolute Zero or
Katarina's
Death Lotus. Since it's on a relatively high cool-down, choose the best time to use it. 7 seconds without cool-down reduction is quite painful. Getting blue buff and
Elixir of Brilliance or cool-down reduction items like
Deathfire Grasp or even
Frozen Heart may not be a bad idea.
Here's me firing
Null Sphere against this
Malzahar. Early on it's not going to deal that much damage but later on its potentials are unlocked.
The same picture as above, except MUCH later into the game. With only an extra two
Doran's Ring and an
Amplifying Tome, my damage went from low to moderately good.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60.Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+0.15) magic damage.
Cost: 25 Mana
Range: 1(derp)
Cool-Down: 12 seconds
Range: 1(derp)
Cool-Down: 12 seconds
A lot of people say this is a **** skill. You know I remember when this gave ARMOR PENETRATION, so I wouldn't be talking too much. Now it gives increased magic damage based on your AP (so it scales). A lot of people underestimate this skill, but its actually really strong. I dare you to get this at level 2 and walk up to your lane enemy, use the active, and hit them a few times. You'd be surprised how much damage you deal. However, I take one point in this early MAINLY for the mana regeneration I desperately need to fire more
Null Spheres and to attempt to zone the enemy. Basically, you can use
Nether Blade to amplify your auto-attack's damage and gain a charge on
Force Pulse and makes last hitting minions at your turret a LOT easier.
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Using
Nether Blade here will help you last-hit minions you normally wouldn't be able to. Extremely well when the minions are at your turret.
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Damage test with level 1
Nether Blade. I dealt nearly double the damage with my auto-attacks with the skill being just level 1. The damage is noticeable.
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Force Pulse
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80/130/180/230/280 (+0.7) magic damage and slow enemies by 30/35/40/45/50% for 3 seconds in a cone in front of him.
Cost: 80 Mana
Range: 400
Cool-Down: 6 seconds
Range: 400
Cool-Down: 6 seconds
I love how this skill requires charges, and yet is on the lowest cool-down in
Kassadin's kit (inb4 rank 3
Riftwalk). I take this a lot later than most people do. I will explain why in a second. The main thing about this skill is it's an AoE charge BURST that slows. In low levels, this skill will deal about no damage (just like
Null Sphere). In fact,
Null Sphere and
Force Pulse do the exact same amount of damage. Take this at level 2 if you know your jungler is ganking for you. It'll help secure a kill/
Flash by adding a slow. Beware of using this skill when up close as they may be able to juke it by turning around or moving the other direction. This is common especially after using
Riftwalk. Make sure you hit them!
This just shows how much burst you can do with
Null Sphere and
Force Pulse.
Riftwalk
Kassadin teleports to a nearby location dealing 60/70/80 (+0.8) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 7 seconds costs 100 additional Mana and deals 60/70/80 additional damage, stacks up to 10 times.
Cost: 100 Mana
Range: 700
Cool-Down: 7/6/5 seconds
Range: 700
Cool-Down: 7/6/5 seconds
Once you get this skill, your lane opponent should be real scared. You can pop out anytime and spell disaster to them in a quickly. They won't have time to react because your
Null Sphere will keep them pinned down. Anyways, back on topic. This skill has a higher teleport range than
Flash after its nerf. There are just so many ways you can use this skill that there's just no way I could describe them. Whether just for damage, juking, or escaping a dangerous situation, this skill will serve you happiness. 90% of the time you get ganked, you'll escape, and 90% of your own ganks should be successful (unless it's
Morgana). It's actually possible to leave this skill at 1 point, since putting extra points into it will increase its base damage by 10. Put these points instead in
Force Pulse for extra nukes.
Skills Sequence and Combos
This is how I run my
Now we're going to learn some combos you can pull off with
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The standard assassin's combo. With
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This is a very devastating combo. It's so powerful that if you fail it, the chances of you dieing are REALLY high. This is the ultimate gap closing combo that can rip your enemy into many pieces. This is mainly used:
- to tower dive
- to chase low-health victims (gap closing)
- Surprise attacking massive burst combo
Items
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Well, I have to say, if you survived that much of the guide, then congratulations! Hope you actually READ the whole thing as it provides a good lot of information. The exciting part just starts now! As
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Boots and Pots
Pretty self explanatory here.
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Amp Tome + Pot
This set-up gears towards early game damage. This'll help your harass but decrease your ability to sustain the lane (which is probably more important). If you have a strong ganking jungler, more damage may be needed to kill your target, so this is an option for that case. This also encourages an early
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Doran's Ring
A good amount of health, ability power and mana regen is given. However, it gives the LEAST lane sustain due to absolutely no
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Mana and Pots
If your lane opponent doesn't have a lot of skill shots, this may be a good option as well. This encourages either early
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Tier 2/3 Boots
With the nerf to boots and the increased base movement speed of all champions, getting tier 2/3 boots are extremely situational. Not a great focus, but is viable in some cases. Focus either on
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Double Dorans
After getting some farm, you can pick up a few
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Lots of Potions
#Yoloswag. Or in this case, never die and never leave lane. Great for people who harass you into oblivion. Allows you to regenerate mana back as well, so more
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Catalyst the Protector
If you're getting destroyed in lane (or want to get a quick
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Sheen/Guise
If you aren't rushing a
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MageBlades
The strongest item when you can use its passive. After a
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Delightful Invincibility
A perfect defense item and gives a LARGE amount of AP and some decent armor. Mainly the passive is just DEVASTATING and can really save your life. Just when you want to
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Staff of Blasphemy
This item got major buffs in Season 3. It now gives 100 AP and is on par with
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An alternative item. If there's just a lot of poking going around, you should think about getting this item. However, it's not that great anymore due to the changes, but it's still an optimal defense item at your wish.
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If you get this item, then use it to replace
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If death should be defied, then this item is your best friend. Gives a good amount of armor with a small amount of magic resistance to go along with your anti-mage abilities. Not to mention the ability to have a
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This item is still kind of iffy. Honestly, charging it up is already painful enough,
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It's
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The Mask of Death is a viable option if you want some magic penetration. Although you will be focusing carries with little magic resistance, this item helps you deal increased damage like most other items. The health it gives isn't shabby and the AP it provides isn't that bad. The magic penetration is fantastic with its own passive that allows you to deal small
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It's +35% magic penetration. I see little reasoning on getting this item as you should be focusing the carries. If the carries REALLY have that much magical resistance you could go for a
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A strong item indeed, it'll make
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A great item for
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Not the best item for
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Magic Resistance: |
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Unfortunately, very little choices in the armor section for
Item Explanation

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An absolute must for
Other Options:
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Gives a good amount of mana, movement speed, AP and has a great passive. An amazing item that benefits
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The damage you deal will only go higher and higher. With 15% cool-down reduction, you grant yourself faster access to your skills that are on cool-down. Not only that, but the 100 AP you get will kick tons of ***. Lastly, add that active to allow you to strike down any carry at ease. Simply launch this item's active onto a squishy opposing champion, then follow up with your standard beat-down combos and they'll be dead in no time. Works like a charm.
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Gives you 100 AP (which will literally give you a lot of damage) and a fair amount of armor. It's also good to save yourself because just cause you're an assassin doesn't mean that you'll get out alive. You can use this item to also wait for cool-downs while saving you some trouble for not doing anything and taking unnecessary damage. Unnecessary damage must not be taken!
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This item is no longer a core item, but it still amplifies your ridiculous damage into overdrive. Of course, if you aren't killing them fast enough, then this item will crush your opposing players whether they are squishy or not.
Other Options:
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Gameplay
In this section I will cover Laning, Team Fighting, and Ganking. This'll help you against your lane opponent with neat tricks, taking easy steps to dominate your lane, succeed and perfect ganking, and focusing down the right target in a team fight. Whatever it is, it'll help you become better at
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Your early game should consist of a few things. The most important thing you need to do in your early game is GRABBING THE CS! For
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This is the area where you want to fight your minions. Near the proximity of the turret, making it very safe for you and the enemy jungler unable to gank you without tower diving.
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Once you get
Riftwalk, you can now zone your opponent. Zoning means to force your opponent to hug their turret and lose EXP and CS because they're too scared to fight you. Fire
Null Spheres at your lane enemy to harass them and continually regain mana through last hitting minions with
Nether Blade. If you want you can buy a
Sight Ward to monitor the bushes and be more certain against ganks. With
Riftwalk in your arsenal of skills, it'll be very difficult for enemy to gank you unless they have a stun. Do as you would normally in your early game, but you can be more aggressive now with
Riftwalk. If you're at your turret fighting minions, you can use the assassin's combo to heavily damage your enemy. Doing so can really bring down their health to about 50% (if not more). If you're zoning the enemy, you can also use the time they're at their turret to go and gank a lane (or even the enemy jungler if you know where they are).
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Once you get
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Here's me zoning the enemy
Malzahar as he hides in the fog of war near his turret, too afraid to attempt to attack back as I'm quite farmed.
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Eventually he decides to fight back with bravery but only causes his own death as I use the assassin's combo to kill him.
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After a major fight at bottom, I come to clean up a kill against a running
Caitlyn with the brick breaker combo. There was simply no escape.
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At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have an escape skill up so that you can make quick getaways if needed, unless you're doing the brick breaker combo. Otherwise, you can apply the same steps as the first one. Depending on you or your lane opponent, you may want to play even more aggressive or less aggressive depending on who's more farmed and who'll be stronger in that situation.
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For ganking, it's quite easy. You just have to either use one of the two combos and you can usually get a kill if your damage output is high enough. I'll use images to describe how a good gank should look like:
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At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have an escape skill up so that you can make quick getaways if needed, unless you're doing the brick breaker combo. Otherwise, you can apply the same steps as the first one. Depending on you or your lane opponent, you may want to play even more aggressive or less aggressive depending on who's more farmed and who'll be stronger in that situation.
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For ganking, it's quite easy. You just have to either use one of the two combos and you can usually get a kill if your damage output is high enough. I'll use images to describe how a good gank should look like:
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Step 1: Get yourself (and your team) in position to set-up the gank.
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Step 2: Once step 1 is complete, follow up by
Riftwalking in to lead the charge!
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Step 3: Follow up with
Null Sphere and
Force Pulse to ensure the enemy cannot escape for that amount of time they're silenced and slowed.
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Step 4: You've just scored a kill for your team. Success!
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For team fights, you DO NOT want to be initiating. In fact, hide behind your tanks. You do not want to die. Once the fight has started, get to the enemy AP carry as fast as possible and
Null Sphere so that the AP carry will not be able to use skills. Kill the main focus as quickly as possible and destroy all the enemy carries FAST. If the enemy focuses you and you get low, use
Zhonya's Hourglass to furtherly corrupt the enemy team by being unable to focus you. Once the active wears out, jump out of the fight. Stick around however, for enemies that exit the fight with bare health, you can easily finish them off with the assassin's combo and that's about it! You don't have to jump into the fight immediately, just make sure the enemy AP carry doesn't get to use their skills on your team. It's best to effectively take them out AS SOON AS POSSIBLE. This way your job is fulfilled and you can switch to another target (like the AD carry or the support). If the enemy AP carry isn't a big threat but the AD carry is, then perhaps you can
Null Sphere the AP carry and use the rest of your skills on the AD carry. This way the AD carry will suffer extreme amounts of damage while the AP carry is unable to help due to his skills being locked by your silence.
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For team fights, you DO NOT want to be initiating. In fact, hide behind your tanks. You do not want to die. Once the fight has started, get to the enemy AP carry as fast as possible and
Warding
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75g for a
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These are some locations where you would ward in the middle lane:
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Here are some wards you can place down. The top bush and purple team's tri-path are covered here.
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You can also ward outside the blue buff location. This will work for both blue and purple team and will help you notice incoming ganks from the back. This is extremely common for champions like
Fiddlesticks and
Trundle, but as well as many other junglers as well. Be on the look out, and constantly analyze the map to see where the enemy jungler is. For example, it's a good idea to fight your lane opponent if you notice the enemy jungler is at bottom lane.
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The bottom bush and blue team's tri-path are covered here.
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You can also ward outside the blue buff location. This will work for both blue and purple team and will help you notice incoming ganks from the back. This is extremely common for champions like
Conclusion
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I spent very few days on this guide, but that's because I probably spent about 5 hours a day (and going off-task as well). However, I REALLY hope you enjoyed reading that and take these skills to the future. They'll definitely make you a better
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jhoijhoi, for the "Making a Guide" guide
Moonedge, for support and encouragement
Searzocom, for support and inviting me to join the Mobafire community
RuminatingWin, for pointing out some suggestions
Neoreborn, for helping me out with some pictures
Albableat, for the epic outro banner
FAQs and More Facts
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Questions often asked will usually be here. If there is a question in your mind and you want to ask me, stop here first and see if your question is here. Usually there are some weird questions I tend to avoid, but leave a comment or a question and I'll answer it. I check my guides very often and will notice if someone comments on my guide, so I'd rush to answer the question or read the comment as I go online. That way I will usually answer your questions quickly and you can check for a response once a day. Anyways, lets get to some frequently asked questions shall we?
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Not Going To Auto-Attack; Too Dangerous!
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Well, there will be times when going into a team fight at melee range just means death. This is quite common especially with hard CC on enemy teams or AoE high-damage champions. Let's take an example to be easier. Let's say the enemy team had a
Karthus,
Amumu and
Taric. These 3 champions alone will be able to quickly crush you down.
Amumu with double stun and
Taric with his own stun and armor reduction, if you were to jump into a team fight, their team could strike you down quickly. Even if you have
Quicksilver Sash,
Banshee's Veil,
Zhonya's Hourglass and
Cleanse, things like this will indeed happen. In these situations,
Lich Bane would not be very as you can't go up to slash them. A proper way to exchange
Lich Bane is to replace it with either
Abyssal Scepter or
Void Staff, depending on situation. Also wouldn't be a bad idea to get
Mercury's Treads as well. Delaying your entrance is also a good. Either that or make a detour and end up behind their team to really nuke them down.
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Well, there will be times when going into a team fight at melee range just means death. This is quite common especially with hard CC on enemy teams or AoE high-damage champions. Let's take an example to be easier. Let's say the enemy team had a
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Abyssal VS BVeil VS DFG
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Here's one of your choices for your 6th item. Obviously they might not even be your last item and you can get them whenever you want. However, one of the spaces in your build should probably include one of the following items (
Quicksilver Sash is also part of it, but is quite situational so I didn't follow up with that item here). Regardless, the following items will be in your build, but we're going to notice some quick trends here. Depending on the game, you want to have one of these solid items, and they'll really have a HUGE impact to you, your team, and of course, the chances of winning. Let's do a quick run-down. If you're using my build and anything related, fighting the enemy carries shouldn't be a problem and you'll have all the damage you need. This is why I get
Banshee's Veil. It's the most powerful defense item for carries, and really helps as all the stats it gives will benefit you and you'll become an even deadlier anti-caster. Let's take in another fact. For
Abyssal Scepter, it gives more magic resistance and even ability power (not to mention the aura will almost always effect their whole team). It doesn't block a single spell (which could end up being a stun and you'd die instantly) but it has a good contrast of both offense and defense. For
Deathfire Grasp, you're just laying down defenses and going for a total offensive 6th item (as for
Banshee's Veil being a complete defensive item). If the enemy really has low damage or your team hasn't got enough damage, you could sacrifice some huge defenses for
Deathfire Grasp. It gives less AP than
Abyssal Scepter, but that cool-down reduction and unique active is enough to say it'll be more effective for damage. For a basic rundown, full defense is
Banshee's Veil, defense and offense is
Abyssal Scepter, full offense is
Deathfire Grasp and full CC is
Quicksilver Sash.
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Here's one of your choices for your 6th item. Obviously they might not even be your last item and you can get them whenever you want. However, one of the spaces in your build should probably include one of the following items (
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I Don't See A Mejai's
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Mejai's Soulstealer is not a bad item, but for
Kassadin it simply means blackmail. Charge this thing to around maybe 15 and you'll enter a team fight and lose a large amount of stacks. It doesn't charge fast enough and as a melee assassin, you'll get focused instantly and lose a lot of your stacks. Therefore its quite a bit of waste in money and can be further spent on more important items like
Rabadon's Deathcap. It'll work on low-levels, but after a certain point snowballing will not achieve victory. It's like the old
The Bloodthirster. Every time you die, you had to recharge that thing to become powerful again. It still is, just you only lose half as much stacks so it makes it a bit more viable to die. However, for
Mejai's Soulstealer, you gain stacks through KILLS, not simple farming. Get anywhere over 10 stacks and the enemy team will make sure you lose all those stacks in the next fight. It's better to have items that will continually benefit instead of just quickly losing all its benefits later on and having to sell it. It'll be a waste of money, and you might have been able to finish a more important item. No one is stopping you from getting this item, but for
Kassadin, having yourself on the black list as a melee champion certainly means you'll either lose those stacks or not be able to attend those extremely important team fights without getting slaughtered.
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Guide History
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This section is optional. This is just the history of the guide. I also have when I last updated this guide at the end of this section, so you'll know when the last time I checked/fixed up this guide. I usually update/check my guides quite frequently. Anyways, here's what my guide has been through:
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Guide released on March 8, 2012. Fresh template and images first used!
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Hatsune Miku's "Tell Your World" =)
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My guide is #1 most popular after a week since release!
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My first scout point in the first page!
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After 4 mysterious random down-votes, my guide has come back to the top stronger than ever!
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LOG
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March 8, 2012 / Guide officially released
March 10, 2012 / Fixed "Pros/Cons and Description" chapter and added the LOG
March 14, 2012 / Added the "Guide History" chapter
March 26, 2012 / Added the "FAQs and More Facts" chapter and updated a bit more
March 27, 2012 / Added the "Warding" chapter and vamped up the "Sample Build" section
March 28, 2012 / Added more pictures
March 29, 2012 / Gained the top spot! Updated some more.
March 31, 2012 / Fixed some bugs
September 22, 2012 / Update
Decemeber 26, 2012 / S3 Update
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I WOULD LIKE TO THANK ALL MY FRIENDS AND EVERYONE WHO HAS UP-VOTED MY GUIDE. IT HAS BEEN A PLEASURE MAKING THIS GUIDE AND I HOPE THAT IT HAS HELPED EVERYONE POSITIVELY BY PLAYING KASSADIN TO A NEW LEVEL! ONCE AGAIN, THANK YOU EVERYONE! <3
used to be in top 10 too =(
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