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Kassadin Build Guide by artsi

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.


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League of Legends Build Guide Author artsi

Kassadin -Look in the void

artsi Last updated on December 18, 2011
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Ability Sequence

1
3
7
9
12
Ability Key Q
4
15
17
18
Ability Key W
2
5
8
10
13
14
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Chapter 1

So, somehow or another in your LoL career you've stumbled upon Kassadin, the big blueish/purple abs/metal tentacle face guy and you're wondering, "hey, is he as badass as he looks??"

The answer my friends is: YES.

Kassadin is one of the most powerful heroes in LoL and is one that is often overlooked.


So, Why play Kassadin?


Well, play him if:



You want to be a hero who is capable of killing any other hero at mid/late game
You want to be a hero that can kill squishies in literally 2 seconds
You want to be able to tower dive like no other hero can
You want to be able to jump around a team battle damaging (and killing) opposing support/dpsers
You want to be a hero who can escape even the deadliest ganks
You want to be a deadly, silent, teleporting assassin who can pop up anywhere
You want to be a hero that can carry you out of ELO HELL (believe in it or not...)
You want to be a hero that basically counters all other apmid heros
Or (and most importantly) you want to be a hero who is an all around MEGA badass




Kassadin's Pros:



Super strong mid to late game
Deals insane amounts of damage
Teleports at will
Awesome silencer
Can escape easily
Great solo mid
GREAT way to carry yourself in soloq
FUN to play


Kassadin's Cons:



Very weak early game
Low Hp (a somewhat glass cannon)
Skill intensive (harder to master than say... Ryze)
Will be focused down in fights (as any good ap carry will be and should be)


Kassadin is one of my favorite heroes because he is just really fun to play and he gets really strong by late game if you play him right (even if you're team sucks -which is cool).


Summoners spells for Kassadin:



First summoner spell for Kassadin is clarity..This spell will helkp you a lot on staying on line or on mid at low lvl is very useful.This will help you get a lot o kills when you are out of mana.

Second summoner skill is ignite offcurse.This is the best for killing enemmies whene are near turrets or when they are running away.This is the bets summoner spelll for kassadin.


Kassadin Abilities:



Null sphere

:Null Sphere is your bread and butter skill (if bread and butter dealt 500+ damage and silenced for 2.6 seconds). Use it early game to get last hits while staying far away from danger and use it mid/late game as a silencing nuke. I really love this spell because it just gets SO strong by the end of the game. It's the same spell but just way more badass. Just always remember that it does have a silencing component, because that is really useful against casters and runners. In the 2.6 seconds Null Sphere silences, Kassadin can deal probably close to 1300 damage (late game).

Nether blade:

Kind of a throw-away skill for Kassadin (EXCEPT THAT IT CHARGES YOUR FORCE PULSE). It gives (active) Kassadin a bonus in armor penetrating for a short duration and (passive) Kassadin's attacks steal mana. I just get it as my 4 last slots (with one early to charge with). I've seen some people use it heavily in their Kassadin builds, but for me personally, I don't really use my regular melee attack on heroes so I find the armor penetration to usually get wasted (although the mana back is kind of nice.) One reason to get this skill earlier is because it is useful in charging up your Force Pulse, because it is basically free stacks because the mana cost is so low. I don't ever get this skill before I have to because I feel like mid-end game, I am in enough big fights that my Force Pulse is pretty much always charged anyway, but if you like it, get it a bit earlier!
UPDATE - GET THIS AT LEVEL 7, IT'LL HELP ALWAYS KEEPING YOUR FP CHARGED


Force pulse:

Force Pulse is a great skill. It deals high AoE damage and it has a mega slow. The trick with FP is making sure you always have at least 4 stacks of it on. This is probably the most challenging early game when mana is limited, but it's something you should always keep track of. If you are going in to attack, make sure you have 4 stacks -otherwise you are too weak. With 4 stacks, you Rift in (+1), you Null Sphere (+1), and then you have 6 to Force Pulse (and then Null again and Rift again). This is a good spell to use late game on huge creep mobs easily getting you like 300 gold.

Rift walk:

And finally, Kassadin's show stopper, The Rift Walk. This ability is so strong. it has a 6/5/4 cooldown, which is ridiculous considering it is a blink AND has tons of damage. One thing people forget though is the damage multiplying. The more you RW in 6-7 seconds, the more damage it deals. It has a 60/90/120 scaling, so on RW #2 you get 60 extra damage, RW #3 90 extra and so on (with each one after 4 giving 120 extra). Use this skill in these situations:

Jumping into an attack/gank/battle in progress
Fleeing from a gank/battle (be sure to blink over barriers when trying to escape)
Jumping around in a team fight to avoid melee fighters and to deal damage.
Chasing down a fleeing opponent
Jumping into bushes where you suspect there are baddies
(last but not least) Tower Diving


The 1-2-3(4-5) Combo:




This is how you can get 1v1 kills: Rift in (1), Null Sphere (2), Force Pulse (3). If they're not dead then: Rift at them (4), Null Sphere (5). If they are STILL not dead, keep following them and smacking them and Null Sphering/Rift Walking/Force Pulsing them until they die!!!



Early Game (Solo):


Grab Boots and your potzz, Go to lane.
Be really careful early game! Kassadin is very weak and squishy. Try to stay back and get last hits using Null Sphere when you can. Just play it safe, you'll have plenty of time to kick *** in mid/late game.


Once you get 1325 gold, give the lane a little push and port back to base and grab Catalyst and then run like the wind back to your lane!!

If a jungle comes to your lane and wants to gank for you at levels 2-5 you can try, BUT DO NOT JEOPARDIZE YOURSELF. You are weak at this point and you would not want to give your enemy a kill on a failed gank!

FARM FARM FARM!!!!!!
-smack the minions with your sword, null sphere them. Do whatever it takes to get Creep Kills because if you stay with your opponent in CS (creep score) then you WILL, by nature of the champion, have a stronger mid game then them and you can put the pressure on then.

WATCH OUT FOR GANKS
-try and save your flash for a time when you are getting ganked and you really need it to survive. if you see a scary jungle appear out of the side brush, silence them and flash away and you should be safe. PLAY CONSERVATIVELY AND FARM!!!!!!!


ONCE MORE FOR GOOD MEASURE --- FARM!!!!!!!


Mid Game:


ONCE YOU HIT 6---

Go for a kill right away. The prime situation is you just hitting level 6 (they are still level 5) and you Rift Walk on them and do your combo and kill them before they know what happened. Kassadin gets SO strong at level 6. Use that to your advantage.


Generally though, once you hit level 7-9, mid game begins. Try to get Rod of Ages as soon as possible (minute 13-17) so you can start getting the time stacks on it. Keep farming, but try and get kills now (call for jungle ganks) and if you see a lane really pushed, maybe go and gank for them and try to get a kill. Push that tower if you can and then go back to mid. Be on the lookout for enemy stragglers. You can start to be more and more aggressive as you get higher level.

KEEP FARMING!!! CREEP SCORE LITERALLY WIN GAMES IN LEAGUE OF LEGENDS!!!

by this time, you should be dominating your lane and scaring your opponent away from last hitting your creeps. If this is happening, good. If this isn't happening, call for the jungle to come help you or start playing more aggressively and harass your opponent.

KILL TOWERSSS
If you can push to the tower and kill it, THAT IS WHAT YOU WANT TO DO. But remember, the more pushed your lane is the more vulnerable you are to enemy jungle ganks. The best time to kill the mid tower is if you kill your opponent (maybe with the jungle's help) then clear the waves quick and get some hits on the tower,

GET DRAGONS... NUFF SAID

HAVE YOUR JUNGLE GET YOU THE BLUE BUFF
-blue buff Kass = .... unstoppable



Late Game:



During late game you are probably the strongest hero on your team. Fight in team battles, protect your turrets, destroy the enemy turrets, GET BARON. Constantly be on the lookout for squishy mages and dpsers that you can kill with a 1-2-3(-4-5) combo (Rift Walk, Null Sphere, Force Pulse, Rift Walk, Null Sphere).

This is all team strategy stuff, but stay with your team, roam as 5, get baron/dragons, push lanes, catch people off guard, ward their jungle and all the good strategies that you can see in professional/tournament matches!


Eventually you want to push the inhibitor and kill it. Kill baron and then basically end the game. You should be really really strong by end game and you need to stay alive and make good decisions in order for you team to be successful.



What to do in Mid/Late Team Battles:


To start, stay behind your tanks and buff guys. Don't let yourself be CC'd and focused. What Kassadin does SO well is that he can literally jump over the wall of enemy tanks, get to the enemy carries, kill them, and escape without dying. Rift Walk into the battle (outskirts if you can) and Null Sphere/Force Pulse the squishy mages/dpsers. DO NOT use Null Sphere on the tanks (unless you really need to silence one of them.) Try to split off a squishy and kill him with your spells and if one of their tank/fighters comes up to you to smack you, Rift Walk back behind your tanks. Do NOT let yourself get sucked into the fray. Kassadin works above the battle. He assassinates the dspers that would kill his allies. If you can kill a mage/dpser carry in a team battle, you'll have done your part. If you can get two, you've just single handily won that team fight.

To recap/sum up:

WAIT UNTIL THE BATTLE STARTS AND THE TEAMS FACE EACH OTHER AND THEN RIFT WALK ACROSS THE ENEMY TANKS AND FOCUS DOWN THE ENEMY CARRIES. IF YOU START GETTING FOCUSED, RIFT WALK AWAY (BEHIND YOUR TANKS/PROTECTORS).

you are an carry assassin. you need to get to those carries before they do too much damage to your allies. (on the other hand, you cannot let yourself be focused and killed too early in the fight, you might want to wait until all the enemies' CC is on cooldown to start your rift-walk attack).


A Note About Tower Diving:



Tower diving is good for Kassadin. It's great! So many people, when they get low health, go and park themselves by the tower, thinking that the tower will protect them. True. Mostly. Not with Kassadin. Kassadin should always (if he has resonable health and mana) charge a tower to get a kill. Rift in, Null Sphere, Force Pulse, Rift out. That combo does like 1000 damage at late levels. More than enough to kill any Tower Hugging Gangplank and the tower will probably only hit you 1 or 2 times.


A Note About Bravery



Kassadin has to be brave. He cannot fear death. He has to be willing to jump into a pile of enemy heroes, Null Sphere the hurt squishy, Force Pulse, flash, Rift out. That is where Kassadin earns his keep. He has to be willing to jump into a tower. He has to be willing to, with only 100 health, jump at a mage with full mana, Null him, Force Pulse him, and smack him and kill him before the 2.6 second silence wears off. Point is: Don't be afraid of death with Kassadin. Kassadin is above death.


The Super Feint



This is a really good technique that I've used a lot recently: if you engage an enemy champion and you injure him a good bit, BUT you are also quite low health, start running away like a little baby and he/she will start to chase you (and they most likely will because they think they are the greatest thing ever since they just "bested" you in a fight). Wait until your cool-downs are reset and then rift walk back at the enemy and null him (and pulse him if you have it) and then smack him. This hopefully is enough damage to kill this weakened but overconfident enemy. People underestimate how strong Kassadin is even when his health is low. Use that to your advantage!




A Note About Wards:



Wards are Kassadin's good friend. Just plant some in the opposing team's jungle and see if you can't find some unsuspecting hero trying to get golem/lizard. Like I said before, 1v1 Kassadin is unbeatable. Use that to your advantage.

A Couple Things To Watch Out For:

Be

CAREFUL when flash is on cooldown, even at late game you don't have a lot of HP. If you get stunned and you can't rift away, you are dead.
WATCH your mana levels. If they get too low, go back! Because without mana, Kassadin is a nice little snack for someone to munch on.
WATCH out for ignite! Kassadin makes a living escaping from battles with 2 HP left. Ignite isn't wiped away by cleanse! So, watch out for heroes with ignite.


Skills to Hone:

The 1-2-3(-4-5) Combo
Extreme Tower Diving
The Art of the flash/Rift Walk Escape

Being Brave
Ganking the enemies Golem/Lizard
Teleport Ganking
Targeting Squishies in Team Battles and Not Getting Killed Yourself
Laning Pre-level 6 when Kassadin is still very weak
Getting the advantage in lane Post-level 6


THANKS FOR WATCHING MY GUIDE.PLEASE VOTE AND SUBSCRIBE!!