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Kassadin Build Guide by Cyberpunk110

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 Cyberpunk110

Kr***adin by Cyberpunk (Full AP / No Mana Items)

Cyberpunk110 Last updated on May 28, 2014
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


Guide Top

Introduction (Where is the Mana?)


Hello Mobafire Community,
I am Cyberpunk and this is my take on the Void Walker.
After his Rework I tried out alot of different Build Paths on Kassadin and figured that I like this one the most.

A big weakness of items like Tear of the Goddess or Rod of Ages is the Early and Mid Game. You wont deal enough Damage to pose a threat to your Enemy. With this Burst Build, you will deal #Tons of Damage and snowball to Victory!
It enables you to burst down even tanky targets like Renekton or Shyvana in an instant. Squishy ADCs or Supports will get one-shotted by your Q>E>W Combo.
Its a different Playstyle, it has Pros and Cons, but such has the Standard Build.
You should definitely try it out!

Since your Nether Blade restores up to 8% missing Mana against Minions and 20% against Champions, you have more than enough Mana sustain during the Laning Phase. Especially in later stages of the game, where drawn out Teamfights become more frequent, you need to keep track of your Riftwalk stacks. You can only afford to use 4 Jumps in a row, but its enough to deal the Damage you need.


Side Note: I know that Kras.s is censored on some Platforms. I just want to clarify that it is the German word for "wicked".


Guide Top

Pros and Cons

Pros

  • High Burst Damage
  • Very slippery
  • Snowballs insanely hard
  • Gets going quicker than Standard Mana Kassadin

Cons
  • Can only use up to 4 Riftwalk's in a row
  • Squishier than Standard Mana Kassadin
  • Good decision making is needed, since the low mana pool decreases your engage windows
  • Has mediocre wace clear, thus he is weak against heavy Siege


Guide Top

Glyphs and Summoner Spells

Glyphs

Since your passive Void Stone gives 15% reduced Magic Damage and Riftwalk makes you incredibly slippery, you can normally get away with Scaling Ability Power. Should always be picked up in AD Matchups.

If you are inexperienced and feel you need more Defense or if you expect a lot of early Magic Damage (like Ryze or Morgana), run these!


Summoner Spells

Ignite gives important Killing-Potential especially in the early Levels. Should be picked up in easier Matchups. (Check Matchup Section)

Teleport can be picked up in harder Matchups (Check Matchup Section), where you have no Killing-Potential and Ignite would be useless. Helps you to farm up and join Skirmishes/Teamfights. Generally increases your Map Presence.


Guide Top

(Q) Null Sphere VS (E) Force Pulse

Null Sphere gives you amazing Trading Potential against Sustained Magic Damage, but is weaker against Physical Damage.
The Ability has fairly low Cooldown compared to Force Pulse and can be spammed for decent Harass. This Spell should be maxed against Champions like Orianna or Lulu.

Force Pulse gives you Wave Clear and the Ability to kite.
Since you need 6 Charges for it to activate, the Ability has generally more Cooldown than Null Sphere. This Spell should be maxed against Champions like Yasuo or Zed, who both have good Wave Clear and spammable Abilitys, which charge it up faster.


Guide Top

Stat Calculation (for advanced Players)

This Calculation does not include Runes or Masteries.
Only Items and Base Stats are taken into account!

Mana Kassadin
-> Rod of Ages
80 AP
650 Mana
-> Archangel's Staff
3% Max Mana into AP
60 AP
1000 Mana
-> Rabadon's Deathcap
120 AP
+30% AP
-> Zhonya's Hourglass
120 AP
-> Lich Bane
80 AP
250 Mana

1490 Base Mana (at Level 18)
1900 Item Mana
= 3390 Total Mana
= 101,7 Bonus AP ( Archangel's Staff)
460 Item AP
730,21 Total AP ( Rabadon's Deathcap and Archangel's Staff Passive)

Kr***adin
-> Rabadon's Deathcap
120 AP
+30% AP
-> Zhonya's Hourglass
120 AP
-> Deathfire Grasp
120 AP
-> Void Staff
70 AP
-> Lich Bane
80 AP

510 Item AP
663 Total AP
(-67,21 AP compared to Mana Kassadin)

Time you need to stack up the Tear
Note that the examples I give here are utopian!
You cant farm 2700 Gold in 8 Minutes or constantly cast 2 Spells every 8 Seconds for 11 Minutes.

2 Minutes to buy Tear (at perfect Farm)

Tear of the Goddess
2x +4 Mana every 8 Seconds
+1 Mana every 8 Seconds
= up to 9 Mana every 8 Seconds = 11 minutes to reach 750 Mana

OR!

Archangel's Staff
2x +8 Mana every 8 Seconds
= up to 16 Mana every 8 Seconds = 6,25 minutes to reach 750 Mana

Since Archangel's Staff costs 2700 Gold, you need atleast 8 Minutes at perfect perfect Farm to buy this Item.
If you buy a Tear of the Goddess at 2 Minutes and Teleport to lane immediatly, then farm perfectly for 6 more minutes, go back to buy Archangel's Staff (you would have around 409 Mana at this point if you stacked perfectly) and stack up the Mana up for 3 more Minutes, then you could have a Seraph's Embrace at 11 Minutes.

Given that you are the perfect Player in the example above, you would have farmed 3800 Gold in that 11 Minutes, which means you could easily afford an Deathfire Grasp (prized at 3100 Gold).

You see what i am up for!
Around 90 Ability Power and 1000 Mana vs 120 Ability power, DFG active and 700 Gold.
The Mana Build is for Late Game and the Burst Build is for Early Game!


Guide Top

Playstyle - Assassin

Under construction


Guide Top

Combos

Standard Harass

>

Use this to whittle the Enemy down.

Advanced Harass

> > / >

Since the Standard Harass Combo slows the Enemy, it can be followed with a Nether Blade charged Auto Attack. To prevent the Enemy from trading back, Riftwalk can be added to get out.

Kill Combo

> > > > > >

This Combo deals Tons of Damage! Nether Blade can be activated in Advance or replaced with the Auto Attack (6th Position). Riftwalk and Deathfire Grasp can be switched around, depending on your distance to the Enemy (using it first is generally better/easier). DFG increases your Damage greatly, you might not need it against squishy targets though (ADCs for example)! Getting a feeling for your Damage is crucial.

Doran's Blade = Auto Attack


Guide Top

Match Ups

Under construction


Guide Top

About the Author

I am Constantin aka "Cyberpunk" and I run a YouTube Channel, where I upload League of Legends themed Frag Videos. Check them out!


Do you want to get featured in a Frag Video aswell?
Contact me on Facebook and we will find a solution!

If you want to see more Guides from me, give me some constructive Feedback in the Comment Section! I have Ziggs, Jayce and Ezreal Guides planned (all for Midlane of course).

GLHF and see you at Summoners Rift!


Guide Top

Changelog

15.05.2014 - Guide released
28.05.2014 - Stat Calculation added