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Kassadin Build Guide by XSneekySmurfX

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 XSneekySmurfX

Kassadin the Kapturer

XSneekySmurfX Last updated on October 15, 2011
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Ability Sequence

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

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 23

 
 
 
 
 
Awareness
3/
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 7


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Disclaimer

This is my first guide to post and I have not been a LoL player for incredibly long, however I have found this build to be very successful as in the last two days I have played eight games of Dominion with Kass, my team won seven of them and in six I was the top scorer, and in one i was the second high scorer (I would have an image but I don't know how to put one in here, leave a comment on how to do that and I will) I was also able to achieve 19 kaptures and 23 neutralizations in a single game.

I do apologize that this is largely text, once I figure it out I'll add pictures and video, but if you do read through it I promise it will be worth your while.

Anyway please don't downvote without at least testing it out first, I know that Kass is usually played as an AP nuker and this build goes a completely different direction but I'm sure if you try to play Kassadin as the Kapturer that you will be succesful, so try it once then vote. Also please leave comments about ways the guide could be improved or things that you appreciated and I will do my best to constantly improve the guide.

Without further ado we begin our journey into the rabbit hole...


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Introduction

Kassadin is one of the best champions for Dominion as he can easily fit into two roles, he can be an effective disruptor or slayer but he can also be one of the strongest capturers in the game, and that is what this guide is focused on (although he can certainly still disrupt enemy capturers with ease).


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Pros/Cons

Pros:
-High mobility
-Riftwalk (nuff said)
-Rarely dies
-Riftwalk (its important enough to be listed twice)

Cons:
-Kinda squishy (although this is mitigated by my item build)
-Not very good at defending a point for prolonged periods


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Skill Description/Use

Passive: Void Stone
-Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack damage.
-This is fairly straight forward, it allows you take a little more damage from spells without dying which in turn makes it easier to get away (because the people chasing you often do magic damage), this passive is also the reason why there are no magic resistance runes in the build.

Q: Null Sphere
-Kassadin fires an ethereal bolt of energy, dealing damage and silencing the target for a duration.
-In a more AP burst focused build this could be used to kill but in this build its your skill for disrupting someone trying to cap a turret. Just shoot it at them then turn and run, if they chase thats great you can outrun them with riftwalk and your boots. If they turn around and try to cap again this has such a short cooldown you can disrupt them until they chase you or some of their (or your) teammates show up. If their teammates show up you gtfo cause you can't fight two of them, if yours do help the fight if you think your teammate needs it and if not remember your role and go cap some turrets. (On the same note if you come by one of your allies in a fight the combination of this and force pulse can help secure the kill)

W: Nether Blade
-Passive: Kassadin's basic attacks restore Mana. The Mana restored is tripled against enemy champions.
-Active: Kassadin's basic attacks do additional magic damage.
-This skill is basically useless, all its good for is charging your force pulse which really isnt that useful as the pulse will likely be charged by constant riftwalking. So level this one last (if at all...).

E: Force Pulse
-Kassadin draws energy from spells cast in his vicinity. Upon charging it up, Kassadin can use Force Pulse to damage and slow enemies in a cone before him.
-This skill is only used to follow up null sphere when you're trying to kill, you probably don't want to use this to disrupt someone from capping a turret as you'll get to close for comfort. It is worth noting that you can only cast this after six spells have been cast around you so if you can get teammates to help you in the spawn ring you should (i.e. have someone like annie cast incinerate next to you to charge your pulse).

R: Riftwalk (aka: AWESOMESAUCE)
-Kassadin teleports to a nearby location dealing damage to nearby enemy units. Additionally, multiple Riftwalks in a short period of time cause them to cost additional Mana and deal additional damage.
-This skill is what makes Kass the Kapturing beast that he is, basically its a flash every few seconds. This will allow you to run away from enemies with ease (especially if you have good boots). Knowledge of the terrain of the crystal scar is key when using this skill as many terrain features you can teleport over which makes it much harder for enemies to track and keep up with you, also sometimes you can teleport across terrain and into a bush which basically makes you impossible to find...until you cap another point :p. This skill can be used offensively to chase down an opponent however only do this in special circumstances (i.e. when you know that without a doubt you can secure the kill) as by using it offensively you lose your best escape route, oh and you're not building AP or AD so the kill will be hard to get.


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Skill Sequence and Why

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Why start by maxing nullsphere (and when you can't force pulse)? Because nether blade is useless,because null sphere is usable at any time (besides when its cooling down of course), and because nullsphere is better at disrupting enemy capturers than force pulse.

Why get force pulse to level 5 before riftwalk goes to level 2? Because if you are in a fight force pulse will be more useful, remember that we're planning on using riftwalk to move not fight and as such level two isn't really that necessary.

IMPORTANT: Always (read: ALWAYS) remember to level riftwalk as soon as you reach level 6, it is the most important skill you have.


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Masteries

Simply put you don't need the offensive masteries to capture towers and the utility ones don't help the skills you need and the defensive masteries help to keep you alive which in turn helps you stay on the field and actively try to capture and harass your enemies.


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Runes

The Quints of Swiftness help you to run away more effectively. (which again helps you to stay alive and keep capping points)

The Glyphs of Focus help you to get your Riftwalk as often as possible, and i prefer the Glyphs of Focus rather than the ones of Celerity as You rarely hit level 18 in Dominion and are therefore less effective.

The Seals of Focus again help you Riftwalk more and more Riftwalk means more better.

The Marks of Intellect give you more Mana so that (you guessed it) you can Riftwalk more.

Please keep in mind that this is merely what i prefer and you should feel free to mix and match whatever works for you, however i would suggest that you limit yourself to runes that affect your mana, cooldown reduction, and speed (for the reasons i chose the ones i did).

Also if you have a difference of opinion about these runes please leave a comment before downvoting, I would be happy to discuss it with you.


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Items

You should always start the game with a pair of boots to help your mobility (for running away and for getting to towers quickly). I recommend the Boots of Mobility as you will, hopefully, never be in combat and so will have enhance movement of 5. Also the Boots of Swiftness are a viable option if you are having difficulty avoiding fights. I know that Kass players usually take the Sorcerer's Boots or others that help his AP but remember that this build is designed to kapture not to kill.

I also recommend starting the game with at least two Health Potions as these will help you stay in the field longer.

It is for this same reason that you start with a Rejuvenation Bead and also it builds into a Priscilla's Blessing which is essential for kapturing.

So on to Priscilla's Blessing, as I stated this is essential for kapturing and it should be obvious as to why: It increases your capture rate and also helps you regain health. After your boots, this should be the absolute first thing you buy, usually around level 5 or 6. If you do die try to get this then and if not waith until your team has more turrets than the other, preferably by a margin of two (i.e. 3 turrets to 1 or 2 to 0) however if that's not achievable its ok because this item is integral to Kass the Kapturer so get it as soon as you can.

After that its up to personal preference, i usually go for more defense in the form of a Randuin's omen (because it has a lot of different buffs) followed by either a Force of Nature (as it helps against those pesky spellcasters) or if physical damage is killing you then go for the Frozen Heart as it gives insane armor and as an added bonus some cooldown reduction. However, if you want to be more aggressive and rack up the kills than by all means go for AP items and just rely on your Riftwalk to get you out of sticky situations (recognizing that you'll be pretty squishy)

One other thing to note is that sometimes you might choose to stop at 5 items rather than six and use your remaining slot for various elixirs/potions/wards which is certainly viable and is entirely up to personal preferance.

These things are of course my ideal choices however I usually find that I'm in the field constantly kapturing and harassing and so even though I have the cash to buy these items I don't...oh well...


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Summoner Spells

Heal and Cleanse are the ideal two for this build as they both help you to stay alive with Heal (obviously) giving you more health and with Cleanse mitigating that pesky CC (which is really the only thing that can cause you to die).

However other spells are viable. Revive if you're dying early game and you want to immediately jump back in, Garrison to help out your turrets if you feel that's necessary, or Clairvoyance if you don't like losing track of your enemies.

I know what you're likely thinking: no ghost or flash??? Why in the world would you play a build without these escape tools if its whole purpose is to run around and live??? Well the answer is simple: there are several spots along the map that grant you the equivalent of ghost and flash is completely unnecessary as once you reach level six you can spam riftwalk.

So i do heavily recommend Heal and Cleanse as they will greatly increase your survivability but once again if something fits your play style more than by all means use those spells.


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Gameplay/Strategy

Most Dominion games start with 4 people going up top to the windmill (with one stopping at the midway turret to cap it before moving on to WM) and 1 person going down to the bottom of the map. For Kass I recommend stopping at the midway point and helping out with that kapture but then moving across the middle of the map and then hide in the bushes until all your enemies are committed to combat. At that point i exit the brush and steal their middle tower after that your gameplan should revolve around moving from bush to bush and immediately jumping on turrets when they are undefended. If you see enemies coming to disrupt you wait until their close but then run away (remembering that pre level 6 you are much less mobile and so should run sooner). Always remember that neutralizations are also important and you've still done well if you merely neutralize a point.

Other things to note: sometimes you want people to chase you, especially if your team has more towers, because if they're chasing you they are not capturing turrets or attacking your teammates who might be more susceptible to dying. This is especially true if two or more enemies are chasing you. And finally don't forget to disrupt enemy capturers and help with ganks when possible but do remember that you're goal is to capture and some of your time will be spent hiding and waiting in bushes.


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Conclusion

If there's anything you take away from this it should be that Riftwalk is your friend and as such Kassadin is an absolute beast at capturing and evasion.

And remember that if you agree or disagree with anything in this guide or even if Kassadin should be played as a Kapturer please let me know in the comments. Also let me know if you have any questions or suggestions about how to improve the guide.

Now stop reading and begin kapturing all of your opponents towers...man five capping is fun...

Oh and yes I know that Kapture usually starts with a "C"...