Kassadin Build Guide by RuminatingWin
| Health | 1837 |
| Health Regen | 15.95 |
| Mana | 2290 |
| Mana Regen | 31.39 |
| Armor | 121.6 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 410 |
| Gold Bonus | 0 |
| Attack Damage | 122.5 |
| Attack Speed | 1.039 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 302.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
First Purchase: + Notes
Ability Sequence





Masteries
ADMISSION
Welcome to the challenge. There exists a distinguished group of people in League of Legends: expert Kassadin players. People steam when Kassadin obliterates competition, he's a frustrating opponent. He's lethal but requires practice, skill, and extensive knowledge. Common belief declares Kassadin's item paths as relatively limited. I challenge you to expand your horizon; a 'glass cannon' build can work. Although, this one has a twist since it includes defense oriented item actives.
This guide is quite lengthy and detailed since I thoroughly explain each concept. I suggest further evaluating what catches your eye on the 'cheat sheet' by reading the relevant chapter. Choose a build that suits your circumstances.
Here's some of my history with Kassadin (right click and view to enlarge):


KEY TRAITS
Menacing Factors
He is one of the best mages. Efficient hit and run strategy, commit big damage while avoiding damage. Also, the potential to escape or catch almost all champions makes him one of the most valuable team players.
Great burst damage. The combined damage from
Kassadin is hated. Players will make the mistake of trying to shut down Kassadin while neglecting to neutralize other threats.
He's fun and challenging to play! He takes a lot of time to master but at the same time even an elite Kassadin player will find there is always room for improvement.
He can do things no other champion can. For example, he can safely harass or goad the entire enemy team. It's ridiculous fun
Unforgiving Mechanics
He's squishy, even more so early game. Low hp, low armor, and melee range make him vulnerable.
Kassadin will last hit champions. A lot of people will flame a good Kassadin player for that. They're oblivious to how much he's influencing the direction of the game. Examine the end game magic damage statistics if you'd like.
A Kassadin that is under farmed is a weak. The longer it takes Kassadin to get farmed sufficiently the longer it is before he can contribute dramatically. He needs adequate gold by mid game which is when he has the most impact.
He's challenging. While this may be a positive, adversely, small mistakes can be detrimental. For instance, one improper Riftwalk may leave Kassadin stranded or mana dry (often when stacked more than 3x).
He's high maintenance. You need to have constant map awareness. Be ready to cast
SUMMONER SPELLS
Good
Decent
Bad
There are no other spells that come close to being viable for Kassadin.
CLEANSE VS IGNITE
Kassadin is a target
Players despise Kassadin. For that reason he needs a way to escape the slow/stuns/snares/roots/fears/silences that will come his way, most often repeatedly.
(1)
(2)
(3)
(4) Suppression is the only crowd control effect Cleanse will not remove. Four suppression abilities:
Warwick's ultimate
Infinite Duress
Urgot's ultimate Hyper-Kinetic Position Reverse
Malzahar's ultimate
Nether Grasp
Skarner's ultimate
Impale.
If you're facing these champions purchase
MASTERIES
Most people use 21-0-9 because it produces the most damage. These calculations will convey a general idea of how much more. For simplification this mathematical comparison will entail no items.
Calculations with 9-21-0 and 9-0-21 masteries:
27.5 AP
+ 18 AP
+ 15 AP
= 60.5 AP
Damage calculation with
Null Sphere, no items, and no enemy magic resistance:
.7
* 60.5 = 42.5
AP damage
280
+ 42.5 = 323 ---> 313 total
Null Sphere damage.
Calculations with the 21-0-9 mastery tree:
(24 AP{
+
} + 27.5 AP
+ 15 AP
) * 1.02
= 69.825 AP
Damage calculation with
Null Sphere, no items, and no enemy magic resistance:
.7
* 69.825 = 48.8775
AP damage
280
+ 48.8775 = 328.8775
damage
(327.6
+ 2%
) + 6%
= 352.5 ---> 353 total
Null Sphere damage
356 - 323 = 33 more damage on Null Sphere at level 18. Bear in mind this is the least damage difference. The gap is much greater with items!
<I updated this formula.>
RUNES
Greater Mark of Insight|
These marks along with 21-9-0 Masteries is the most potent combination for magic damage. Compare them to
Most champion level one magic resistance is 30. My source: "Leaguecraft". An old list but not much as changed.
30 - 2.4
100 / (100+27.6) = .7837
1 - .7837 = .2163 ---> 21.63% magic damage reduction...
103.032
30 - 2.4
27.6 - 7.8
100 / (100+19.8) = .8347
1 - .8347 = .1653 ---> 16.53% magic damage reduction...
99.24
Greater Seal of Mana Regeneration|
Kassadin's abilities are the most mana consuming in League of Legends. Consequently, Kassadin needs mana regeneration for sustainability. Greater Seal of Mana Regeneration and
- Some players contest that
"Balance above all else!" - Kassadin, the Void Walker
Greater Glyph of Force|
Kassadin needs ability power. This glyph grants the greatest AP bonus.
Greater Quintessence of Potency|
Fifteen ability power from these grants the most damage early and middle game of any quintessence. The next runner up is
30{MR} - 13.83
100 / (100+13.57) = .88051422
1 - .88051422 = .11948578 ---> 11.95% magic damage reduction
88.362
30 - 2.4
100 / (100+27.6) = .7837
1 - .7837 = .2163 ---> 21.63% magic damage reduction...
103.032
30 - 7.8
100 / (100+19.8) = .8347
1 - .8347 = .1653 ---> 16.53% magic damage reduction...
99.24
<I updated this formula.>
I strongly recommend this page for it's thorough and in-depth rune comparisons!
Read this if you don't know what runes to buy for your champions.
SKILL LEVELING
(1)
Null Sphere needs to be maxed first. Lets compare the two. Harassing during early game and keeping a distance between you and the enemy are key points for Kassadin which are Null Sphere's strengths. The AOE damage from Force Pulse is potent for team fights, which happen more often during late game, and the AOE slow is valuable for chasing and escaping.
- Level 5
Null Sphere ---> 280 + .7 [per AP] damage and costs 110 mana with 650 range. - Level 5
Force Pulse ---> 280 + .7 [per AP] AOE damage and costs 80 mana with 400 range.
As you can see they are similar spells. Essentially Null Sphere is better because it has farther range and silences the opponent. Also, Kassadin can use it more often since he doesn't have to gain charges for it as with Force Pulse.
(2)
- Get Nether Blade at level 2. Kassadin needs the extra autoattack damage to last hit minions that are within tower range. It's enough damage to last hit minions between turret attacks.
TEAMMATES
Efficient Dynamic
Kassadin performs better with a protection. Group Kassadin with champions that are referred to as 'true tanks', ones that can soak damage and protect allies by using crowd control abilities. Here are the best options:
Kassadin and Galio combination is simple to understand and Galio is commonly overlooked so I'm enthusiastic about him. He's a great true tank and anti-caster.
Righteous Gust boosts Kassadin's mobility, which is important, and
Idol of Durand will protect him.
Bulwark synergizes with
Void Stone so in certain situations Kassadin should be prioritized for application. Just remember to excuse the casters when they cr2p their pants.
Simply consider
Curse of the Sad Mummy. Kassadin can be rescued by Amumu's ultimate, similar to Galio. Kassadin is an excellent kiter which complements Amumu's
Despair and
Cursed Touch will increase Kassadin's damage output.
Bandage Toss provides effective CC and can help Kassadin secure kills.
Shen is every ones friend, even Kassadin's, the other world outcast. Shen's ultimate
Stand United grants a thick shield: 850 at level 3 is the largest absorption shield in League of Legends. His taunt
Shadow Dash is amazing for shutting down carries. If you're team has first pick Shen might be priority. Of course he is the most frequently banned champion in League of Legends so have another true tank lined up.
Good jungling capability and exceedingly superb tanking qualities make him a champion pick that will force the enemy to rethink their strategy.
Puncturing Taunt is effective at disrupting combat. Kassadin should stay near Rammus when he casts
Tremors to repel the enemy.
A decent jungler with strong tanking traits.
Permafrost and
Glacial Prison can hinder the enemy team logistically. Kassadin should combo the enemy after she casts
Glacial Prison and then escape safely during her
Permafrost.
He has decent tanking capabilities but his crowd control effects make him shine.
Staggering Blow,
Dredge Line,
Riptide, and
Depth Charge all function to stagger the enemies fighting performance by at least immobilizing. Four crowd control effects on a tank is almost absurd. Nautilus is slow so don't stray far from him and set ambushes as initiation.
He has
Pulverize as a knock up and
Headbutt as a knock back. Both abilities establish firm combat control and these types of disables are only prevented by spell shields.
Unbreakable Will will keep him in the fight and
Triumphant Roar provides a decent AOE heal that is better suited for lane pushing. He can jungle, support bottom, or even roam the map which provides adaptability.
He's an excellent ally in most circumstances. Soaking damage, tower diving, along with chasing and escaping are his strong points due to
Insanity Potion.
Fling can separate a dangerous champion from Kassadin and
Mega Adhesive is the second best slow after
Nasus's
Wither.
Poison Trail does decent damage to multiple champions and Kassadin can lead enemies through the poisonous cloud or take refuge inside it. He requires solo top to be effective and should be played by an adept so choose carefully.
Group Kassadin with an effective support. There are certain combinations that work best. Kassadin gets targeted a lot during team fights so include a healer for those long lane pushes. Here are suggestions:
Arguably one of the best support champions. She is listed first since she excels as the best option for Kassadin.
Astral Blessing and
Wish will provide excellent combat endurance but
Infuse is the real kicker. Infuse the enemy to chain silence with Null Sphere or Infuse Kassadin to replenish his mana. You've already heard how important his mana is so encourage the Soraka player to cast it on him.
Influencing the mechanics of combat is her strength which compliments Kassadin's strategy.
Holy Fervor and
Reckoning will help Kassadin destroy enemies.
Divine Blessing prolongs his life and abets his escape/chasing abilities.
Intervention is absolutely priceless in many situations and invaluable for any champion. Before attacking announce to the Kayle player your intention so they can apply Intervention at a favorable moment.
A strait forward support that can accommodate any situation or champion.
Hymn of Valor,
Aria of Perseverance, and
Song of Celerity aren't specifically beneficial for Kassadin but still contribute.
Crescendo should be cast after Kassadin silences and slows the target. If he's in danger Sona should cast Crescendo on a hostile before healing Kassadin with Aria of Perseverance. Sona stands out among other supports because of her ultimate and ability to adapt. If either of the earlier supports listed aren't available then roll with her.
She's unique since she provides more than average damage for a support.
Inner Flame and
Focused Resolve bring great crowd control. Her
Inspire and
Defiance are excellent for the movement speed and protection bestowed. Request Karma to Inspire Kassadin so he can chase more effectively.
An adaptable support for most situations. Her
Bushwhack provides map awareness and jungle control.
Primal Surge is a good heal with a short cooldown that restores a lot of health late game.
Javelin Toss does ludicrous damage to champions with low magic resist. It has long range so it's great for surprising the enemy. Nidalee can
Pounce to keep up with Riftwalk; Kassadin and her are an unlikely pair.
His late game is questionable so your teammate should be a veteran.
Heightened Learning boosts solo lane advantage by hastening Kassadin's progression. Achieving level 6 a moment earlier then the enemy can influence the outcome of the laning phase.
Time Bomb does potent damage early and middle game when comboed with
Rewind. Kassadin will enjoy
Time Warp. Combine it with
Force Pulse when the momentum is in your team's favor.
Chrono Shift is Zilean's game changer, due to that he should not be overlooked.
He has one of the highest win rates in League of Legends.
Imbue serves as a strong heal and
Shatter helps Kassadin fend off those pesky AD champions.
Dazzle is Taric's strength, chain combo the target beginning with Null Sphere's silence.
Radiance gives a bonus to Kassadin's damage output and should be paired with
Force Pulse.
- Disablers rock. Champions like
Amumu,
Udyr,
Warwick,
Fiddlesticks are efficient. Kassadin has a silence and a slow. Adding one or two disables will influence team fights greatly. Less enemy champions will escape and less allies will die. Disables also hinder the enemies ability to harass and perform organized assaults. They will become scattered and chaotic.
- AOE damage. Champions with abilities like
Curse of the Sad Mummy,
Absolute Zero,
Crowstorm,
Trueshot Barrage,
Grand Skyfall, and
Blade of the Exile aid Kassadin well. An AOE damage team is my favorite composition type because it's effective at damaging a whole team quickly and is difficult to counter. Kassadin compliments with potent AOE damage from Riftwalk and Force Pulse. More importantly, the high AOE damage output scares enemies from getting close to Kassadin since they'll have to be near his team to do so. Just think 'circles'!
- Junglers who don't use mana. A champion that can start jungling at
Lizard Elder
will help Kassadin the most. He should let Kassadin get the 'blue buff' from
Ancient Golem
at level 4 or 5 and throughout the rest of the game.
Meager Dynamic
- Physical DPS majority without a tank. Kassadin needs someone to soak up damage as do many other champions. Without a tank most teams have issues pushing lanes and enduring long team fights. That is the consequence especially during late game.
- Full tank team. Having 3-4 tanks forces the carry to be the main source of damage. I've seen many full tank teams before and they can be very hard to bring down but against a properly balanced team they crumble due to low DPS.
- A team with more than one support champion. This is a bad option since it diminishes damage output and creates a defensive tendency. With Kassadin it's even worse because they cannot keep up logistically. The supports will have to diverge from the group to assist Kassadin while leaving the other 2-3 to fend for themselves. There are situations when he's better on his own. Your teammates must understand that.
Use this chart for the current and most frequent champion bans.
LICH BANE VS RABADON'S DEATHCAP
A Comparison
-
Rabadon's Deathcap grants 120 + 25% total AP.
Rabadon's Deathcap grants more AP in all circumstances.
+1 Rabadon's Deathcap.
-
Kassadin can acquire a passive bonus (extra damage) sooner with Sheen.
Rabadon's Deathcap cost$ 3,200.
Rabadon's requires significant gold to acquire it's passive.
+1 Lich Bane.
- Lich Bane grants 5% movement speed.
If you want to dominate with Kassadin's
Rabadon's Deathcap grants no move speed.
+1 Lich Bane.
- Lich Bane grants 250 mana.
That extra mana aids Kassadin and compliments
Rabadon's Deathcap does not grant mana.
+1 Lich Bane.
- Lich Bane's grants Spellblade.
It's virtually a 5th spell! 50 + 75% of Kassadin's ability power converted to magic damage is substantial.
It synergizes exceptionally with
Spellblade damages turrets! <Turret characteristics.>
Rabadon's Deathcap does not offer those benefits.
+1 Lich Bane.
An opposing Kassadin using Rabadon's Deathcap (right click and view to enlarge):
MAGINA STYLE BUILD
Right click and view to enlarge:
Core build:
Magic Penetration:
Primarily offense:
Balanced offense and armor:
Balanced resists:
The objective of this path is to perform as a specialist by focusing on Kassadin's mechanics as a counter to magic casters. Improve his ability power, mana, and nimbleness for flawless execution. Include safeguards for emergency situations and you have adaptability. I'll explain items according to purchase order.
Evolving to Perfection
(1)
Early vulnerability and lack of sustainability are Kassadin's weaknesses. Kassadin will face many opponents with problematic health restoration mechanics. Ranged casters will often harass Kassadin while he attempts to last hit creeps. Due to those circumstances strengthening endurance is pivotal. Meanwhile, spending all of your gold on Health Potions proves cost-ineffective. Flask provides adequate sustainability and is useful throughout the match. Purchase the 4th Health Potion the instant you have 35 gold and Kassadin won't miss experience points.
(2)
Mana gives Kassadin superb utility. Kassadin has sufficient damage early on so don't prematurely stack ability power. Ability power only increases offense. Mana contributes to offense and defense due to Null Sphere's silence, Force Pulse's slow, and Riftwalk's mobility. More mana allows for more use of spell effects. For versatility Kassadin needs a balance of ability power and mana. Also, Stacking Tear of the Goddess early supersedes purchasing Sorcerer's Shoes. Delay upgrading Boots of Speed.
- Kassadin should have
-
Mejai's Soulstealer is not consistent. If Kassadin dies he loses too much acquired AP. He may achieve the bonus 180 ability power but that is only the third highest bonus. Rabadon's Deathcap gives the most followed by Archangel's Staff.
Catalyst the Protector is not cost-effective for health sustainability. It struck me as an obvious flaw in many builds since Catalyst is so common. Since I avoid Rod of Ages it's even less necessary. Let's make a simple comparision:
(3)
Basic and fundamental caster footwear. During early game these shoes are the most cost effective option for a direct increase in damage output compared to any other item. That's because they cut the typical base 30 magic resist in half. That makes their effectiveness and priority greater than
(4)
Kassadin gains a boost to movement speed, extra mana, extra ability power, and the Spellblade ability. Those attributes compliment Kassadin's mechanics. Read the previous chapter for an elaboration.
(5)
Mobility compliments
(6)
Archangel's Staff grants the second largest AP bonus along with the greatest mana bonus. Those are key traits to improve for Kassadin since his mana is consumed quickly because of
~ or ~
(6)
Open the scoreboard. If three or more champions are stacking magic resistance don't finish
(7)
The extra armor is needed against physical damage champions. Gaining two seconds of invulnerability during Stasis is invaluable. Mana Shield from Seraph's Embrace compliments Stasis allowing for an excellent defensive combo. Which active to cast first is determined by circumstance.
Situational Late Game Items
More ability power is generally the first priority for Kassadin. This is an obvious and excellent choice for any caster. You should always weigh the benefits of pure ability power to a mixture of ability power and defense stats.
This item grants a good boost to Kassadin's magic damage and gives him magic resistance which can be important late game. Abyssal scepter contributes to the entire teams magic damage output. It's especially effective paired with teammates such as
In situations when Hourglass doesn't provide enough armor this the best option. The 20% ability cooldown makes Riftwalk more effective for avoiding dangerous champions. Survivability is this items strong point. The bonus 400 mana synergizes with Archangel's Staff, a good secondary benefit.
There will be matches when bruisers are a major threat. The issue is their mechanics of high health and high resistances. Even if Kassadin equips
This item is listed last since it usually has last priority. Although, in certain circumstances survivability may have higher priority than more ability power. Regardless, it's function should be obvious. If Kassadin dies, he's revived. Kassadin poses a greater threat late game which means he is more often targeted at this stage. Also, the respawn timer is longer late game so Guardian Angel becomes more valuable. Sometimes Guardian Angel will discourage the opposition from targeting Kassadin.
Warwick's ultimate
Infinite Duress
Urgot's ultimate Hyper-Kinetic Position Reverse
Malzahar's ultimate
Nether Grasp
Skarner's ultimate
Impale.
CLASSIC VARIANT BUILD
Purchasing
Boots of Speed with 3x
Health Potions is a common approach. The extra movement speed provides utility. Although this isn't my favorite method it does have certain advantages. I've introduced my version of this popular strategy by applying some minor changes.
Utility Benefits Early Game
Kassadin will be missing ability power from the Offensive Tree and Quintessences. Don't worry, you won't miss it. The trade-off is extra movement speed, bonus experience, summoner spells cooldown reduction, and ability cooldown reduction. Bear in mind the extra AP from deep Offense is more effective late game.
- The bonus movement speed from Utility grabbed my attention when I was contemplating the Boots of Speed and 3x Health Potion path. The extra 25 movement speed isn't a significant bonus when laning. Most of the time it isn't a deciding factor for surviving a jungler gank or finishing an opponent off.
-
Nimble
,
Wanderer
, and
Greater Quintessence of Movement Speed increases movement speed to 400. During combat it shrinks to 393 but that still qualifies as a sufficient contribution.
- Reducing
Riftwalk cooldown isn't overkill since it's so vital. Level 6 Riftwalk will be adjusted from 7 to 6.3 seconds with
Intelligence
and
Sorcery
. Level 1
Null Sphere is reduced from 9 to 8.1 seconds.
Rod of Ages is a standard choice. Just like Boot's of Speed this item is a safe start. Standard compliments classic.
First purchase:
Consider using this build when Kassadin is facing a champion like
CONSTITUTION BUILD
Durability for Survival
The runes, masteries, and items work together to strengthen lane sustainability and increase Kassadin's health as the game progresses.
First purchase:
Consider using this build if you're having trouble with Kassadin's early phase, you were counter-picked, or if you need him to be tough throughout the match.
ROUTINE HABITS
Staying Alive
- Don't die early game. It can slow Kassadin's progression so be patient until he's Level 6.
- Relaxed = rapid reflexes. Be vigilant but stay calm, a swift balance.
- Don't hesitate to use
- Pay attention to your mana pool. Keep it mind when making combat oriented decisions, especially with Riftwalk. After three stacks mana cost offsets damage output.
- You need to make good split-second decisions. Discipline your intuition and patience.
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