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Spells:
Cleanse
Ignite
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Introduction

Welcome to my Kassadin guide.
I'm quite the veteran player with Kassadin. I think I've got 600-700 Kassadin games on my belt, but who's counting (I lost track after ~500 when Riot removed the stats on normal games, haha).
I'm confident that I've tried out most playstyles and found the best one. The build is kinda cookie-cutter, but that's not necessarily a bad thing.
I hope you enjoy the read.
Mouse-over any items or abilities to see their tooltip.
Flat MR runes are great if you're in a lane match up you're supposed to lose (Sion and Morgana among others). AP/lvl is overall the better choice since you'll obviously aim to not get counterpicked.

Flash
Kassadin is already a crazy teleporting void monster, why would he want

- He's very vulnerable to early ganks.
- There are times enemies can teleport after him.
- There are times where you jump into a bigger mess than you thought it'd be(GTFO button ftw).
![]() Cleanse Great spell to have sometimes, but I generally prefer ![]() ![]() Teleport Great spell for beginners, to make the lane easier. Quick heals and item purchases are lovely early on. |
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![]() Ignite Very useful because it will make snowballing much easier. Kassadin often needs that little extra omph to get the job done. ![]() Exhaust You can shut down casters easily and your nuke is often too much for squishies to handle, but sometimes Exhaust helps with getting those pesky tanky DPS off you or your teammates. |
R > Q > E > W


And

Taking a point in W at level 4 is sometimes a viable choice. It's primarily useful when you're against champions with good sustain or enemies who simply can eat your harass and live.
Sometimes I get the last rank of



Makes you strong against casters. Sadly the attack speed bonus is almost useless, but the damage blocking part is pretty strong.
- In some rare cases you can tank a spell to receive higher DPS while hitting someone/something. Don't bother with that when you're new to Kassadin though.
This is the spell that enables you to win your lane. High damage+silence makes a lot of casters lose if they trade with you. With

- It has a silence, herp, derp. There's really not much else to keep in mind about this spell.
Pretty bad spell. It's rare that you get a good opportunity to attack in melee safely and the extra mana is abysmal.
- Charge your
Force Pulse with
Nether Blade outside of big fights. It can make a big difference sometimes. I've even gotten kills by using
Nether Blade to gain the last
Force Pulse stack in a critical moment.
Nether Blade makes grabbing blue buff on your own a lot easier, if that opportunity ever arises.
The only spell in the game that charges from spells used in the vicinity.
- (Yes, I'm "saying" it again. It's that important) Charge your
Force Pulse with
Nether Blade outside of big fights. It can make a big difference sometimes. I've even gotten kills by using
Nether Blade to gain the last
Force Pulse stack in a critical moment.
KASSADIN HAS 100HP, GET HIM!!!!!





trollface.jpg
This is really the spell that makes Kassadin Kassadin. Huge mana costs when used repeatedly, but it would be way too strong without that.
- There's one thing I really can't stress enough. That
Riftwalk is NOT a primary source of damage. While there are moments it can be used for extra damage those moments are rare.
Riftwalk is for transportation and last resort damage. Like when
Null Sphere and
Force Pulse are on cooldown and an enemy is about to escape. Never use it on an enemy to initiate. The problem with using
Riftwalk for damage is that you open yourself up for damage. Should a squishy caster give the enemy an opportunity to kill him? I don't think so... A good Kassadin attacks the enemy but never lets them attack him. (well, that's the goal at least, haha)
- Deal damage then
Riftwalk away when you have the option to choose. That is the safest way to get your damage off. Another safe way is to jump on or close to ONE enemy and silence+slow him/her. Just make sure that it really is just 1 enemy. It usually isn't all that safe if the enemy has a disable though.
General tips
- Blue buff is a great asset. It gives 7.5% of your max mana as bonus MP5 and 15%/20%/25% CDR depending on your level. It enables you to freely harass the enemy in your lane. Ask your jungler if he can give it to you when you need it (after you're lvl6 ofc).
- Never sacrifice yourself for others if you have a killing spree going (Kassadin are prone to those, haha). That's like donating gold to the enemy team.
- Try to keep close to walls whenever you can. It makes escaping easier.
- Ambushing enemies through walls is great, but it's important to be aware of how many enemies there are at the other side. Riftwalking into several enemies is bad, so very bad for your health.
- Use
Zhonya's Hourglass whenever you end up in a bad situation. I'm gonna name some moments it will help.
- When you've got a DOT or a delayed spell (like
Ace in the Hole,
Requiem and
Time Bomb) on you that will kill you. Make sure that you're a safe distance away from enemy champions though.
- When you're about to be hit by a disable in a tricky situation. (
Rocket Grab and
Cryptic Gaze among others)
- When you have
Riftwalk on cooldown and is about to be hit by a ton of damage.
- When you've got a DOT or a delayed spell (like




Buying tear makes your earlygame noticeably weaker and makes it harder to snowball even it it's a little stronger in lategame.
Back when I used defense for HP-reg (


I don't advise against getting it later in the game, but getting it early is just not worth it.
![]() Archangel's Staff Good, but often the less attractive choice. The biggest problem is the time it takes before it's useful. Only buy this in lategame. ![]() Mercury's Treads ![]() ![]() ![]() ![]() Lich Bane Not an item I use much, but it has it's uses. |
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![]() Quicksilver Sash Removes ALL debuffs. Just like the old ![]() Great item if you're scared of disables, debuffs and magic damage. ![]() Rylai's Crystal Scepter Not optimal, but not bad either. ![]() Ionian Boots of Lucidity Not bad, but you'll be the owner of blue buff most of the time, so the CDR isn't always that useful. Elixir or Brilliance is a more attractive source of CDR. |

Will of the Ancients
Not quite worth getting early since you'll be rushing

Try to stay mostly defensive and focus on lasthitting and not getting hurt below lvl5. Don't be afraid of using

When you reach lvl3 you should begin to weaken your lane opposition. Harass the target as much as you can, but of course try not taking any unnecessary damage or overextending. When (and if) your opponent gets low enough that you think you can kill them with your combo and you have your ult; you should try to kill them. Keep good track of your mana and always measure your damage to make sure you can get the kill before going in! Make an assumption while taking their magic resist into consideration. If the enemy never gives you an opportunity for a kill just focus on keeping him away from gold and maybe even exp. That's much better than going for a kill when you're unsure whether you'll get it or not.
Push the minions against the enemy tower if they recall or die, then recall yourself. Just make sure you aren't taking any chances. After that you can go gank or get golem if you think you can do it without losing a tower.
As always; I'd like to express how important it is to only lasthit when you aren't pushing (or pushing back a big enemy wave). You're simply taking unnecessary risks by pushing into enemy territory when you aren't gunning for their tower. Especially important against junglers. You should also only lasthit when you're trying to keep the enemy away from lasthits.
Map-awareness is extra important because of how quickly Kassadin can traverse the map with

Hold off using

One option is to walk to up your target(s), silence, slow and then


Try to silence key disablers, supporters or damage dealers at decisive moments. Make sure they haven't already used their spells. Though it's hard being picky when you can't take much damage. Just don't use spells on bulky targets when you have the choice.
Silencing anyone when they're about to save or disable someone can make a big difference in the outcome of any fight.
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