Build Guide by JACN
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Before we even get started, I want to go ahead and show some scores. These were my last 4 games before typing this guide up.
Kassadin, is a highly unused champion, for several reasons.
He has a relatively high learning curve. (He's no Ashe, don't expect to auto-win)
He has a very slow start, he is a carry in a sense, passive agressiveness is key.
He relies on mana management, if you run out of mana, you are going to die.
He is SQUISHY, if you don't know who you are up against enjoy your respawn wait.
He only has 3 Abilities, His W is useless. Unless you're a Hybrid, in that case GL.
Kassadin is not a team player. You will be called a noob, because you don't hop in every team fight. You will hear complaining because you didn't save a teammate who is literally 1 rift away. You will be called a Kill Stealer, even if it's not your fault.
Kassadin is an Assassin, his job is to hunt Low Health/High Priority targets and to put the fear of god into the other team. There is nothing scarier in this game than a Kassadin who is already 5/0 within the first 10 minutes of the game. To be worried that he is going to Rift on you at any moment and instantly kill you.
I have seen whole teams go into defensive-turret-hug-mode all because I killed their carry 3 times in a row and ganked the side lanes a few times. That right there is what will get you wins while playing Kassadin.
If you want to play "I love my team and Assists" go play a tank. Any good Kassadin player will tell you straight up, their first job in any circumstance is to make the enemy carry their *****.
I don't want to sound like I'm the greatest, I have seen better, but I don't suck and I intend to make other Kassadin players not suck to the best of my ability. There are a lot of bad Kassadins out there, lets try and change that.
Many people are going to be like "Wtf dawg, u gotz healz?"? Well... It keeps you alive and it allows you to bait, which only adds to your ganking potential.
You can run out with half health, run away around a corner, pop heal and riftwalk right on their head. Deathfire > Null > Pulse > Rift > Dead... All in a matter of 4 seconds, IF it even takes that long.
Besides, Kassadin is one of the most focus fired champions in the game. Who wouldn't want to kill an almost dead Kassadin?
This is pretty self explainatory. It gets you much needed kills early game to stack your Majai's. Some say you don't need it, I tend to disagree. More damage the better I always say.
+10 AP earlygame is nice anyways if you have my masteries.
You can if you want, I don't. Well no thats wrong, I did for a while untill I learned Kassadin's In's and Out's.
The people who say "A cc'd Kassadin is a Dead Kassadin" are the SAME people who will try and gank anyone who is breathing. Please, learn your enemy, and don't try to gank something you can't. If you are going to jump into a teamfight, wait 3 seconds, all the cc's are gone, GG. By the time their CC's are back up, you just wiped half their team.
Kassadin can kite any CC based champion in the game. Null > Pulse > Rift > Null > Pulse > Rift etc. etc.
As for the rest of the Skills, I'm not going to touch too much on them, this is my personal build after all. YOu are free to use whichever you like if it suits you better.
This is generally how I like to have my Masteries, nothing too fancy. Enough into Utility for Intellegence for the obvious cooldown reduction, offense for Improved Ignite though I haven't decided if I really want to keep it yet. Archaic Knowledge is a must in my opinion.
The extra point into Utility for the Summoner Spell reduction is your choice, you can easily drop Improvded Heal or Improved Ignite for it. I would honestly keep the Heal though.
Masteries in general can vary from person to person, I have always thought that masteries play a small part in the game overall anyways. Masteries are more of an early game thing.
Start off with a Meki Pendant and a single Health Potion. This is 95% of the time my build. On VERY rare occasions I will start with a Sapphire Crystal to build towards a Rod of Ages. That occasion is usually determined if the team lacks a carry, very rare...thus 5% chance of starting that way.
On your first trip back to shop, grab your Tear of the Goddess and grab your Boots of Speed.
Third time back grab a Fiendish Codex and your Sorcerer's Shoes. Yes, a Codex, it's odd but its needed for cooldown reduction. If you're ganking properly you should already have 3-4 kills by the 10 minute mark.
Fourth trip can be debated, if they have a lot of high health champions, rush your Deathfire Grasp if you are consistently getting kills get a Mejai's Soulstealer instead.
Fifth trip I usually build Whatever I didn't build in the Fourth trip.
Sixth trip is the Archangel's Staff. This Item is a must for Kassadin in my opinion. It does everything you could want in an item for his specific role.
Seventh trip back, Is between TWO items. If they are stacking Magic Resist, and they very rarely do, get a Void Staff. If they are not stacking Magic Resist, get Zhonya's Ring.
This is how I build Kassadin, it works for me. I do want to remind those who follow this guide, that the game can change your build depending on what you need. Thats why my build stays relatively flexible. NO, I do not have any survival Items, the reason being if you get caught napping, you are going to die even if you do have a Banshee's Veil or a Leviathan.
TIPS & TRICKS
First off, let me say this. You are going to have bad games playing any Champion. Even the best players get facerolled every so often. This goes double for Kassadin. He has that high learning curve. Being very squishy and having Spells that require him to be up close and personal makes him hard to use.
If you use my guide, please understand you will have to practice a lot. No guide is an I Win button, except for a select few champions that I will not name.
Ok, on to the tips, some of these can be used for ANY Champion (yup).
---Use Sight Wards!!! The best players in LoL will tell you, Map Awareness wins games, I can NOT stress this enough.
---Stay outside of the Danger Zone *Cue Top Gun Soundtrack*. The Danger Zone is the "Bubble" in which the enemy team can reach. So lets say they have Amumu. He has Flash and Bandage Toss. If you know those ranges, add them up because thats where he can reach out and touch you. Always ALWAYS be cautious if you know they have Flash, because even though you can Riftwalk, they have the ABILITY to chase and/or catch you.
---If you understand the Danger Zone, you will also understand that Brush negates this "Bubble". Being in the Brush, turns the Danger Zone into the Kassadin Gank Zone. Always attack from the Brush if possible. If it is not possible still attempt to attack from where they CAN NOT SEE YOU. Kassadin is at his strongest when the enemy team is afraid of him.
It cannot be seen, it cannot be felt, cannot be heard, cannot be smelt. It lies behind stars and under hills, and empty holes it fills. It comes first and follows after, ends life kills laughter. Do you know what it is?
---Only attack Low Health or High Priority targets. This is where you will catch a lot of flak as Kassadin. Your team will beat down someone who then begins to run, you rift ahead of your team getting the kill. Whining and overall bad team Chemistry ensues. This is not your fault. I play with a solid 5v5 team, none of us care who gets a kill as long as the enemy dies. Unfortunantly, you can't expect that from a PUG.
As for High Priority Targets, these are always the enemy teams Carry. Like I said earlier, walk up to him on a regular basis, slap them in the face, and say "Where's my money!?!". You want them so Pee-In-Pants scared, that they won't leave their tank.
---If someone on your team is about to die, and you can save them without getting yourself killed, you can do-so. If you can't, ...walk.....away. You are not made for saving your team, dang near every other champion fills this role better than you. Yes you can slow with Force Pulse, doing so will most of the time get you killed. You want your stacks, and you want kills. Stay alive at all costs...
---PLEASE ASK ME QUESTIONS---
I don't mind answering any question someone might have. If you ask one, I will update this area with the question and my answer.
CHANGED RUNES, New SEALS and GLYPHS.