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Kassadin Build Guide by CasterMaster

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


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 CasterMaster

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CasterMaster Last updated on March 11, 2012
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Ability Sequence

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3
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Ability Key Q
2
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Ability Key W
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Ability Key E
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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: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction ~ An Ultimate In-Depth Guide

**DISCLAIMER**

Before you vote, I STRONGLY suggest you try out this guide. Yes, GUIDE, not build. This is a guide that has a build in it, but just because the cheat sheet may not look pretty doesn't mean that it's the build you will use 100% of the time. For absolutely full information, read the ENTIRE guide.

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Ahh, it's Spring 2012, and what's not better than to completely start a FRESH guide? For those who do not know, Hi, my name is CasterMaster, and this is my first guide of the official season (making it the 4th guide in total) and it's for, you guessed correctly, Kassadin. Unlike any other guide, this one will BLOW YOUR MIND (in a good way), and I'll make this guide every bit to the last detail. This guide will be unlike any other you've seen me write. Now, PREPARE TO BATHE YOURSELF IN THE GLORIOUS POWER OF THE VOID.

Kassadin is a melee caster-typed anti-caster, making him extremely powerful against AP carries. He's able to jump into a team fight, quickly assassinate his target, and jump out unscathed. His laning skills are mediocre, but provide that his Null Sphere hurts like a truck, you can usually trade damage against an enemy. He is EASILY countered in lane pre-6, but after that you should have no problem. His specialty is Riftwalk, being a short cool-down ultimate that offers extremely mobility, damage, juking potential, and of course, skill. Kassadin is not an easy champion to play, and not even easy to master. However, this guide will make you become that pro Kassadin player you've always wanted to be (and probably exceed Ocelote). So prepare to enter the void!

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I saved this best song for awesomeness only, so jump in the void!
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(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Jump!")


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Why Play Kassadin and When?


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Right... Did I forget to mention this? NO. This section here will provide reasoning for why you would want to play Kassadin and when to play him as well. Let's start off with WHY you would want to play Kassadin:

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WHY PLAY HIM?
  • Arguably one of the strongest Anti-casters in the game
  • Short cool-down ultimate
  • Powerful nuking potentials mid~late game
  • Good skins
  • Null Sphere great harass/damaging tool in lane
  • At level 6, enemies go from fearless to crying in corner
  • Hard to gank
  • Extreme mobility
  • Very fun to play
  • He just looks so BADASS!

With that said, now we can take a look at some reasons WHEN you should play him. There are tons of times when you can play him (and if you're one of those instalockers, you can play him WHENVER), but for the sake of this guide, let's assume ranked position (and you're not trolling) =D.



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WHEN TO PLAY
  • You need (or want to play) a strong anti-caster
  • Mid lane champion required (or carry)
  • You have a champion on the enemy team you want to counter
  • Low CC on the enemy team (stuns, silences, suppresses, knock-up)

Yeah, I'm sure there are more reasons, but you can say that yourself. Kassadin makes an extremely good assassin as well, so there are just so many reasons why you would play him.


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Statistics



At Level 1

  • Health: 433 (+78 per level)
  • Mana: 230 (+45 per level)
  • AD: 52.3 (+3.9 per level)
  • AS: 0.64 (+0.0235 per level)
  • MS: 315 (365 tier 1, 385 tier 2)
  • Armor: 14 (+3.2 per level)
  • MRes: 30

These stats aren't bad at all. With a good 511 health at level 1, he can take some hits (champions that are melee have more health then ranged champions for those who do not know). Move-speed isn't a huge issue either but if you want to move faster, then take Swiftness . I just don't think he needs a lot of move speed because he already has his Riftwalk which covers a larger distance than Flash now.



At Level 18

  • Health: 1837
  • Mana: 1040
  • AD: 122.5
  • AS: 1.063
  • MS: 315 (365 tier 1, 385 tier 2)
  • Armor: 71.6
  • MRes: 30

First thing you're going to notice is exactly, "How on earth is his base AD so high at level 18?". Well, the answer is that behind all the burst he does, he still has a back-up plan. If his burst fails to kill someone, then he can retort to Nether Blade + his AA and Ignite to finish the job easily. His health isn't bad either, but since you're an assassin, you're going to have to jump into a fight and survive. Simply put, 1837 health will NOT help you make it alive. Like I said, assassin's are very powerful, but they're also good at exiting the fight. We'll learn more about this later.


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Pros / Cons and Description


Before we can simply learn and understand Kassadin, we need to know his strengths and weaknesses. All champions have strengths and weaknesses. Some have more than others, while some have hardly any weaknesses its unnoticeable. However, let us not get off-track. Here are some of Kassadin's powerful pros and deathly cons:


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  • Extremely scary post-6: They could once look at you and say you are no problem. Once you hit level 6 however, it will turn your lane opponents world into a nightmare for the void...
  • Not extremely item dependant early game: Kassadin is not very item dependant. Late game however, he is. Luckily, with a strong early game, you'll get a good late game.

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  • Very weak early game: Being a melee champion, Kassadin will have a hard time farming minions without taking a lot of damage. Get a jungler to help you out.
  • Riftwalk's cool-down is quite high: Once you use it to get into a fight, it'll take a while before you can use it again to get out. Choose your decisions wisely!
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  • Requires a large amount of mana control: Manay Kassadin players are not good at controlling their mana, especially with Riftwalk stacks. You'll learn how to solve that in this guide.
  • Item dependant late game: Kassadin needs a good build for late game. Most of the time you won't be running the exact same build. Your item choices DO matter, don't think its just meh.

I can teach you a lot about Kassadin, but most of the stuff you have to apply yourself. This is what makes up a strong Kassadin player. It revolves around these key terms: COMMON SENSE, SPEED, AND SKILL. If you have these three traits (or maybe 2), then you'll become a pro Kassadin player simply by reading. Otherwise, you may need to practice a bit. Remember, practice doesn't make perfect, practice makes permanent!


Guide Top

Rune Setup








Here is my rune page set-up for AP carries and I use it for Kassadin as well. Let me explain:


Greater Mark of Insight
Pretty self explanatory here. The ONLY perfectly viable runes for casters. They're primary and give a great boost to your damage throughout the game. It may seem unnoticeable, but it'll give you a great deal of increased magic damage.
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Greater Seal of Vitality
At level 18, it's a free Ruby Crystal that doesn't take up inventory space. Very useful and helps you take some additional hits and raise your effective health. It's especially important as you're melee and you need to escape after making your entrance.


Greater Glyph of Force
A primary rune for more damage as you level. They surpass Greater Glyph of Ability Power at level 6 which makes these runes superior. I find these to be just powerful, especially when you get your Rabadon's Deathcap, it'll make even the slightest difference.
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Greater Quintessence of Potency
Gives an amazing boost to your early game damage. It's like getting the Doran's Ring as a starting item for damage output. Just very useful, and I find it to be fantastic for harassment.



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First off, if you aren't even level 20, do not consider buying runes. It's just a waste of your Influence Points and they can be used for more important things. Those who already have a decent caster rune page can use that. There are tons of different combinations you can use but this is the best set-up that I've found. It provides a good balance between early and late game which is something you really need.


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Masteries





Here is my masteries for Kassadin. As there are many ways you can run masteries for him, it's usually standard to run the new 21/0/9 (especially with the season 2 masteries which GREATLY help casters). I'll quickly explain them here:



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TIER 2 ~ I take Sorcery for cool-down reduction and to advance to the next tier.
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TIER 3 ~ After tier 2 I take Arcane Knowledge and Havoc . I take them for slightly increased damage to enemies and to advance the tier.
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TIER 4 ~ I take Blast for even more damage output per LEVEL. Then I continue to climb onwards.
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TIER 5 and 6 ~ Now I take Archmage . Why? To pretend that Rabadon's Deathcap still gives 35% bonus AP. I finish with Executioner for massive increased damage to lower health targets as a finisher.



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TIER 1 ~ Choice is extremely preferable in this tier. If you have Flash, then take Summoner's Insight to decrease the cool-down on it. I also take a point in Improved Recall , as 1 second difference for every recall could make a difference (especially if it's after a fight and you really need to get out of there). For Kassadin, I take Expanded Mind as it helps me with that bonus in mana so I can get another Riftwalk out or two. Good Hands is also taken as it'll be really good for you if you don't die. If you do, you'll respawn much faster.
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TIER 2~3 ~ I go STRAIGHT for Runic Affinity for the blue buff duration increase (which for Kassadin, is very important). If you think you don't need Expanded Mind , you could also take Swiftness but the movement speed difference is so slight I don't think its required. You could also run a risk and take Meditation over Good Hands , but I feel Kassadin already has enough mana regeneration with Nether Blade at level 2.
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Summoner Spells


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Flash
Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. Anyway, here are the main purposes of Flash:
  • To escape the clutches of enemies and to avoid death
  • To set yourself up at a safe (if not safer) location away from enemies and start skill spamming
  • To chase enemies -.-
I mean I probably don't need to go over this skill anyways. You should know how to use it, and if you don't, read the above. It's mostly common sense. If you throw yourself into a team fight, make sure you have rfitwalk off cool-down so you can escape if the heat turns up.

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Ignite
It's your finisher spell. I usually take this spell on almost ALL casters, and why not on Kassadin?. Usually your nuke will NOT kill someone. In that case, you're going to need to wack them a few times with Nether Blade. Quickly kill them by putting Ignite on them to amplify your damage output. Just an amazing skill.

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Teleport
If you aren't taking Ignite and you love traveling across locations, you could also take this skill. It's very good for ganking the side lanes or finishing up enemies from a disastrous team fight. Getting this skill also encourages buying sight wards / Vision Wards. An excellent skill itself and also good against heavy-harass champions like LeBlanc.

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Cleanse
It's Quicksilver Sash as an item, but this spell also reduces the effects of the next incoming CC by a portion. If the enemy has tons of CC that prevents you from using your skills, you could take this skill (or just buy Quicksilver Sash). It's especially important on Kassadin because if you Riftwalk in and get stunned immediately, you're done.

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Exhaust
This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it.

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Ghost
If you hate Flash because you either don't like it or you've had enough with Wall Flashing, then you could also take this spell over Flash. Personally, Flash DOES take a higher skill level to perfect, but sometimes you just want to move really fast. Of course, always an option, and I'm not limiting you or anything =P.

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Heal
This spell has gotten extremely popular lately. I myself just LOVE this spell, but taking it in mid lane against a champion who will most likely be an AP carry with Ignite isn't the best choice. An optional spell you can take if you want, it's good as long as the enemy team doesn't have too much healing reduction.


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Skills Summary & Explanation



Void Stone
Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.

This is one of the reasons he's such a powerful anti-caster. His innate ability to reduce incoming magic damage by 15% and turn it into attack speed isn't bad at all. Most people only take advantage of the 15% magic damage reduction. It's extremely powerful against casters which usually deal 95% of their damage as spell damage. But what are we going to use the left over attack speed for? We can go over that later (hint: It has something to do with Trinity Force vs Lich Bane).


Null Sphere
Kassadin fires a void bolt, dealing 80/130/180/230/280 (+0.7) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 second(s).
Cost: 70/80/90/100/110 Mana
Range: 650
Cool-Down: 9 seconds


Your bread and butter skill. It's on a relatively long cool-down, and in a team fight you basically got one shot. It DOES have some nuking potentials, but the main point of this skill is the silence that continually gets longer every time you level it up. It's also a very good skill to harass the enemy. That's why I take Nether Blade at level 2. It's so I can gain that mana regen to spam more Null Sphere's against my lane opponent. It's also possible to completely ZONE your enemy with this skill. It just shows you how deadly it is.


Here's me firing Null Sphere against this Malzahar. Early on it's not going to deal that much damage but later on its potentials are unlocked.


The same picture as above, except MUCH later into the game. With only an extra two Doran's Ring and an Amplifying Tome, my damage went from low to moderately good.


Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60.Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+0.15) magic damage.
Cost: 25 Mana
Range: 1(derp)
Cool-Down: 12 seconds


A lot of people say this is a **** skill. You know I remember when this gave ARMOR PENETRATION, so I wouldn't be talking too much. Now it gives increased magic damage based on your AP (so it scales). A lot of people underestimate this skill, but its actually really strong. I dare you to get this at level 2 and walk up to your lane enemy, use the active, and hit them a few times. You'd be surprised how much damage you deal. However, I take one point in this early MAINLY for the mana regeneration I desperately need to fire more Null Spheres and to attempt to zone the enemy.


Force Pulse
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80/130/180/230/280 (+0.7) magic damage and slow enemies by 30/35/40/45/50% for 3 seconds in a cone in front of him.[/b]
Cost: 80 Mana
Range: 400
Cool-Down: 6 seconds


I love how this skill requires charges, and yet is on the lowest cool-down in Kassadin's kit (inb4 rank 3 Riftwalk). I take this a lot later than most people do. I will explain why in a second. The main thing about this skill is it's an AoE charge BURST that slows. In low levels, this skill will deal about no damage (just like Null Sphere). In fact, Null Sphere and Force Pulse do the exact same amount of damage. Take this at level 2 if you know your jungler is ganking for you. It'll help secure a kill/ Flash by adding a slow.


This just shows how much burst you can do with Null Sphere and Force Pulse.



Riftwalk
Kassadin teleports to a nearby location dealing 60/90/120 (+0.5) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs 100 additional Mana and deals 60/90/120 additional damage, stacks up to 10 times.
Cost: 100 Mana
Range: 700
Cool-Down: 7/6/5 seconds


Once you get this skill, your lane opponent should be real scared. You can pop out anytime and deal tons of damage (phreak) to them in a very fast motion. They won't have time to react because your Null Sphere will keep them pinned down. Anyways, back on topic. This skill has a higher teleport range than Flash after its nerf. There are just so many ways you can use this skill that there's just no way I could describe them. Whether just for damage, juking, or escaping a dangerous situation, this skill will serve you happiness. 90% of the time you get ganked, you'll escape, and 90% of your own ganks should be successful (unless it's Morgana).


Guide Top

Skills Sequence and Combos





This is how I run my Kassadin about 75% of the time. Take Null Sphere at level 1 because there really isn't a better skill to take. I take Nether Blade at level 2 because let's face it. The only time you'd need to use Force Pulse at this early of the game is if your jungler is ganking for you (basically the 25%). If you arranged with your jungler and is going to gank mid really early, then take Force Pulse at level 2 instead and Nether Blade at level 4. You really don't need any more points in Nether Blade because the main thing we use it for is to regain mana and to last hit some minions at your turret that you normally wouldn't be able to get, so after maxing out Null Sphere, you max Force Pulse. Once they're both maxed out, you should be really threatening to your enemy. Obviously take Riftwalk whenever possible.






Now we're going to learn some combos you can pull off with Kassadin. Whether it be sick or just plain simple, they're usually the ones you'll use in a game. Well, why not I show you them?

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Riftwalk--> Null Sphere--> Force Pulse--> Nether Blade--> Ignite

The standard assassin's combo. With Riftwalk being the lowest cool-down, use that first so that you can use it again if the combo fails. Follow with Null Sphere and Force Pulse to ensure the enemies escape is nullified. If your burst didn't kill them, then Nether Blade at them! Use Ignite if its available. If you have Lich Bane, auto-attack between each skill use to maximize damage. You could ALSO use Null Sphere before Riftwalk, but that depends on the situation.

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Flash--> Riftwalk--> Force Pulse--> Nether Blade-->The Assassin's Combo

This is a very devastating combo. It's so powerful that if you fail it, the chances of you dieing are REALLY high. This is the ultimate gap closing combo that can rip your enemy into many pieces. This is mainly used:
  • to tower dive
  • to chase low-health victims (gap closing)
  • Surprise attacking massive burst combo
The risks are VERY high. Don't attempt this if you are not 100% sure you can kill your target (and get away alive). Sometimes, things in life aren't worth it, and this is usually one of them. However, when perfectly used and can escape without a death, this is the strongest combo you can pull off (as well as its juking and escape potentials as well).


Guide Top

Items


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Well, I have to say, if you survived that much of the guide, then congratulations! Hope you actually READ the whole thing as it provides a good lot of information. The exciting part just starts now! As Kassadin is a caster (and if you're familiar with casters you should already know how to build him) there are a few ways you can build him. Each have their own style and can lead a game to victory. Before we get into builds, I need to tell you some items! Just stick around a bit longer:

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Boots and Pots
Pretty self explanatory here. There's really no point in explaining this because it's just the standard go. Boots of Speed to dodge skill shots/escape ganks and Health Potions to help you sustain (especially since you're melee). Definitely the best set-up IMO.
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Amp Tone + Pot
This set-up doesn't really gear towards anything in general except early game damage. This'll help your harass but decrease your ability to sustain the lane (which is probably more important). If you have a strong ganking jungler, more damage may be needed to kill your target, so this is an option for that case. This also encourages an early Sheen.


Doran's Ring
A good amount of health, ability power and mana regen is given. However, it gives the LEAST lane sustain due to absolutely no Health Potions. Personally, I would not start this item but would build a few on my first back. If you absolutely love this item however and want to start with it, I suggest taking Teleport.
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Mana and Pots
If your lane opponent doesn't have a lot of skill shots, this may be a good option as well. This encourages either early Sheen or catalyst the protector, which is EXTREMELY important. Always a viable choice and provides decent lane sustain.

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Tier 2 Boots
Not usually an item I would get so early in the game, but it does have its usefulness. For more information, read on the boots section.
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Double Dorans
After getting some farm, you can pick up a few Doran's Rings. They'll add to your damage, mana regeneration and effective health. You should also pick up some Health Potions too, they don't bite. You'll start dealing a bit more damage once you get this. Always a good early game start.


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Catalyst the Protector
If you're getting destroyed in lane (or want to get a quick Rod of Ages), then this is the item you want to get. Prior to getting Blasting Wand, you want an early Rod of Ages so you can charge it up faster. It's also viable to get your Rod of Ages first before getting your tier 2 shoes or even double Doran's Rings. As well as this item will increase your lane sustain to the max.
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Sheen
I myself haven't thoroughly analyzed this item for early game purposes. Compared to the rest of the choices this one doesn't stand out at all. I prefer to get this mid game after completing Rod of Ages. Then keep it around before or after Rabadon's Deathcap to turn it into either Lich Bane or Trinity Force. It's still an ok choice though.

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Rod of Ages
An absolute must for Kassadin. He needs that mana to use his ultimate more, the health as an assassin would need to survive, the lane sustain that a melee champion REALLY needs, and a moderate amount of AP for damage. Just perfect item for Kassadin.
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AP Infinity Edge
May your AP be a blessing to victory. Seriously if you do not get this item you are a fail carry =( this item just boosts your damage to the maximum! I really don't think I need to explain this item because its just common sense. Rabadon's Deathcap gives you too much damage to even explain about it. Definitely a strong choice.



Lich Bane
Gives a good addition to your AP, some mres for the casters, a moderate amount of mana, some move-speed, and the strong passive that can shred enemy health quickly. I see absolutely no reason to not get this item. Gives more purpose for Nether Blade as well. If you are fed you could go for Trinity Force instead.
Damaging Invincibility
A perfect defense item and gives a LARGE amount of AP and some decent armor. Mainly the passive is just DEVASTATING and can really save your life. Just when you want to Riftwalk out but its on cool-down, you can use its active to shorten your cool-downs as well. Just a really great defense item for Kassadin.
Aegis of Spells
This item is definitely a must for an assassin. Even a bonus to health and mana, more magic resistance against casters, and of course, the ability to freely block an incoming spell. This'll help you get in and out more quickly with less hassle and crowd control. "As Kassadin dashes about, accidents are bound to happen. If you get hit by a stun, the chances of death are raised incredibly." Because you can't use Zhonya's Hourglass when stunned.

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Trinity Force
My god this item is absolutely AMAZING on Kassadin. The main reason I don't get this item is because it costs too much for its stats and isn't as beneficial as, lets say, Lich Bane. Mainly the price. However, if you're really fed and you have the money to spend, you can get this item. I suggest if you have Rod of Ages and Rabadon's Deathcap before 35 minutes, you're pretty much all set to build whatever. This item can replace Lich Bane when fed. It gives health and mana (health is not given by Lich Bane), lower AP but some AD, slows on your auto-attacks and that attack speed. The attack speed bonus is the main thing I get Trinity Force for. It helps me attack faster and proc Nether Blade's damage, thus making a less valuable skill VERY valuable. Remember, get only if really fed!

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Deathfire Grasp
If you need some CDR, this is the item you can get. Either this or Morello's Evil Tome. I think that deathfire's grasp is a better choice however because as an assassin, you'll be very close to the enemy (making you almost always available to use this skill]. It helps with your burst as well, removing 30% of the enemeys current health is quite a lot (especially when full health). Also getting Morello's Evil Tome will sometimes put you over the CDR cap if you have Elixir of Brilliance and blue buff.

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Guardian Angel
A very powerful defense item. In fact this could be your only defense item in the whole game (though not the wisest choice). This is basically the ultimate survival item for carries (inb4 Zhonya's Hourglass. If you feel that you are just dieing too much, then consider this item. It'll give a great boost to your defense stats and revive you upon dieing. Makes assassination a lot easier.

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Quicksilver Sash
It's Cleanse as an item, enough said. Get this if you're constantly getting hit by powerful crowd controls (ex. if the opposing team have a Malzahar and/or Warwick that are going to hunt you until you are dead). If it's not a lot of CC, you can just get Banshee's Veil, but just another option. Best not to get this item too early however, as you'll lose a lot of your damage output. Just this or Cleanse for these situations.

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Archangel's Staff
For the sake of you and this guide, please DO NOT GET THIS ITEM! It takes way too long to farm up (about 30~40 minutes, and Kassadin isn't the best as skill spamming to achieve 30 minutes) and gives absolutely no lane sustain. You get enough damage from Rod of Ages and mana as well, you need no more. The health from Rod of Ages is also something that Archangel's Staff will never win at. As an assassin, you need boosted health to take damage and get out alive which is something Archangel's Staff doesn't give. It's like a glass cannon item that's worst than Rabadon's Deathcap. I'm not saying you can't get this item, but if you do, prepare for the worst.

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Void Staff
It's +40% magic penetration. I see little reasoning on getting this item as you should be focusing the carries. If the carries REALLY have that much magical resistance you could go for a Abyssal Scepter instead. If they have over 140 magic resistance (which on carries I think is very rare), then blow them up and get this item. Still very glass cannon imo and no defenses offered for an assassin. Not the best choice, but is good at the right hands.

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Rylai's Crystal Scepter
A strong item indeed, it'll make Null Sphere and Riftwalk slow (and I also believe Nether Blade will slow as well). For me, I just think there are more important items, You already have Force Pulse as a slow, and Rod of Ages is more important for Kassadin. If your team has very little crowd control, then consider this item maybe after your Rabadon's Deathcap.

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Abyssal Scepter
A great item for Kassadin. You can read more in the " Abyssal Scepter vs Banshee's Veil vs Deathfire Grasp later. These 3 are usually your last items of the game, and depending on what you need you get them. Abyssal Scepter offers both AP and magic resistance AND top off with mres reduction aura. Just a very powerful item and I would gladly replace Banshee's Veil for it when I need more damage.

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Will of the Ancients
Not the best item for Kassadin. It gives him more sustain but in a team fight, you usually are able to use all your sklils before taking a lot of damage. If best, let someone else take this item for you and your team. Otherwise, this item is viable for you to take as well.

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Magic Resistance: , , , ,

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Unfortunately, very little choices in the armor section for Kassadin. This means a powerful team of AD champions can really tear you down. However, Zhonya's Hourglass is a perfect defense item for all cases (as well as Banshee's Veil that can block a physical damaging spell). Don't forget Guardian Angel will be there to help you as always if you choose to take it. You have quite a bit of options for magic resistance (and usually you won't get more then 1 of these items) because already your Void Stone will decrease incoming magic damage for you. Of course, tons of options for damage so we have no problem there. Health isn't a big issue either unless the enemy team has a Vayne, but that's nothing you can really do.


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Item Explanation


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Sorcerer's Shoes
Well, for mages, these are usually the typical boots you would get. You don't need to go past tier 2 movement speed as Kassadin doesn't really benefit too much from it. After all, his traveling abilities with Riftwalk are too much for boots to handle. And +20 magical penetration really hurts. You get 28.55 flat magic penetration with this whole setup, which puts an average champion with 30 magic resistance almost to 0. You'll be dealing essentially true damage with your spell.

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Rod of Ages
An absolute must for Kassadin. Full charged, it gives 750 mana, 630 health and 80 ability power. As Riftwalk charges up, you'll need that mana to deal more damage. The health to make you more tankier and survive fights and skirmishes. The AP you get isn't bad at all. I even forgot to mention that it provides excellent lane sustain as it still procs catalyst the protector even once you evolved it. Just a fantastic item.
Other Options: None (this is core)

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Rabadon's Deathcap
Just like Rod of Ages, this is pretty much core to your build. The ultimate damage item, it'll upgrade your damage by a [b[HUGE[/b] amount, and even adding an additional 1.35x amount of your current AP to your total AP. It just makes this the ultimate carry item for casters, and is your best friend.
Other Options: None (this is core)

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Lich Bane
After getting this item, you should be literally dealing tons of damage (if you weren't already). Now your Nether Blade has another purpose; to proc Lich Bane's active and wack the enemy for more damage then you think you could've done. It already gives you a huge damage boost, and yet its going to skyrocket even more! Don't forget to mention it gives a good amount of AP, some even more mana, magical resistance for the casters, and a bonus move-speed amplifier!

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Zhonya's Hourglass
Gives you 100 AP (which will literally give you a lot of damage) and a fair amount of armor. It's also good to save yourself because just cause you're an assassin doesn't mean that you'll get out alive. You can use this item to also wait for cool-downs while saving you some trouble for not doing anything and taking unnecessary damage. Unnecessary damage must not be taken!

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Banshee's Veil
At this stage, you probably already have enough damage output. This is a good time to get one of the best defense items for carries in the game (including Zhonya's Hourglass. As you get into a fight, if you get stunned it could be really troublesome. But what if you were to overcome that stun by blocking it? That'll help free your escape as well! Not to mention it also gives you more mana (more Riftwalks yay!!) and health for tankiness (forgot to say it gives a moderate amount of magic resistance too), making you a dangerous anti-caster!


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Sample Builds


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There are many ways to build this void walker. Yes I've tried MANY builds with Kassadin (including DPS and tank, and never went a negative K/D with these builds either =D), but I'm just going to stick to your average AP anti-caster.

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Build 1: My standard build. Gives a good amount of resistances and damage output.
Build 2: A more offensive anti-caster build. A lot more damage dealt, but less survivability.
Build 3: A much more defensive solution, especially good against high damage enemies.
Build 4: An alternative approach. More burst, less sustain damage.


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Gameplay


In this section I will cover Laning, Team Fighting, and Ganking. This'll help you against your lane opponent with neat tricks, taking easy steps to dominate your lane, succeed and perfect ganking, and focusing down the right target in a team fight. Whatever it is, it'll help you become better at Kassadin's gameplay and style. If you feel like I left something out, tell me and I may put it in the guide!

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Your early game should consist of a few things. The most important thing you need to do in your early game is GRABBING THE CS! For Kassadin, this is very hard. Your lane opponent will constantly harass you and weaken your early game so that you can't get a lot of gold from killing minions, hurting your late game. Use Null Spheres on your lane opponent and be wary for ganks. Grabbing Nether Blade at level 2 will allow you to regain mana when attacking the minions. ONLY LAST HIT THE MINIONS SO THAT YOU CAN KILL THEM AT YOUR TURRET. THIS WILL MAKE IT VERY SAFE FOR YOU AND HARD TO THE ENEMY TO SUCCESSFULLY HARASS YOU! Try to get all the CS. When warrior minions are at your turret, they usually take 3 shots to kill. At the second shot, activate Nether Blade and you'll be able to kill that minion. Same for caster minions, except with only 1 shot from the turret.

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This is the area where you want to fight your minions. Near the proximity of the turret, making it very safe for you and the enemy jungler unable to gank you without tower diving.

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Once you get Riftwalk, you can now zone your opponent. Zoning means to force your opponent to hug their turret and lose EXP and CS because they're too scared to fight you. Fire Null Spheres at your lane enemy to harass them and continually regain mana through last hitting minions with Nether Blade. If you want you can buy a sight ward to monitor the bushes and be more certain against ganks. With Riftwalk in your arsenal of skills, it'll be very difficult for enemy to gank you unless they have a stun. Do as you would normally in your early game, but you can be more aggressive now with Riftwalk. If you're at your turret fighting minions, you can use the assassin's combo to heavily damage your enemy. Doing so can really bring down their health to about 50% (if not more). If you're zoning the enemy, you can also use the time they're at their turret to go and gank a lane (or even the enemy jungler if you know where they are).

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Here's me zoning the enemy Malzahar as he hides in the fog of war near his turret, too afraid to attempt to attack back as I'm quite farmed.

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Eventually he decides to fight back with bravery but only causes his own death as I use the assassin's combo to kill him.

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After a major fight at bottom, I come to clean up a kill against a running Caitlyn with the brick breaker combo. There was simply no escape.

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At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have an escape skill up so that you can make quick getaways if needed, unless you're doing the brick breaker combo. Otherwise, you can apply the same steps as the first one. Depending on you or your lane opponent, you may want to play even more aggressive or less aggressive depending on who's more farmed and who'll be stronger in that situation.

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For ganking, it's quite easy. You just have to either use one of the two combos and you can usually get a kill if your damage output is high enough. I'll use images to describe how a good gank should look like:

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Step 1: Get yourself (and your team) in position to set-up the gank.

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Step 2: Once step 1 is complete, follow up by Riftwalking in to lead the charge!

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Step 3: Follow up with Null Sphere and Force Pulse to ensure the enemy cannot escape for that amount of time they're silenced and slowed.

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Step 4: You've just scored a kill for your team. Success!

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For team fights, you DO NOT want to be initiating. In fact, hide behind your tanks. You do not want to die. Once the fight has started, get to the enemy AP carry as fast as possible and Null Sphere so that the AP carry will not be able to use skills. Kill the main focus as quickly as possible and destroy all the enemy carries FAST. If the enemy focuses you and you get low, use Zhonya's Hourglass to furtherly corrupt the enemy team by being unable to focus you. Once the active wears out, jump out of the fight. Stick around however, for enemies that exit the fight with bare health, you can easily finish them off with the assassin's combo and that's about it! You don't have to jump into the fight immediately, just make sure the enemy AP carry doesn't get to use their skills on your team. It's best to effectively take them out AS SOON AS POSSIBLE. This way your job is fulfilled and you can switch to another target (like the AD carry or the support). If the enemy AP carry isn't a big threat but the AD carry is, then perhaps you can Null Sphere the AP carry and use the rest of your skills on the AD carry. This way the AD carry will suffer extreme amounts of damage while the AP carry is unable to help due to his skills being locked by your silence.


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Conclusion

I spent very few days on this guide, but that's because I probably spent about 5 hours a day (and going off-task as well). However, I REALLY hope you enjoyed reading that and take these skills to the future. They'll definitely make you a better Kassadin player no doubt. And that's my word. For your word, I would love to have you comment on guide. Tell me what you liked, what you didn't like. If you're going to downvote, at least give a good reason why, and try out the guide first. PLEASE, I'M WILLING TO TAKE ALL INFORMATION INTO ACCOUNT. And maybe, you could help out with this guide and make it reach the stars =) But that's all I have to say. Hope you have fun playing Kassadin (and owning), and JUMP IN THE VOID!

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jhoijhoi, for the "Making a Guide" guide
Moonedge, for support and encouragement
Searzocom, for support and inviting me to join the Mobafire community
Albableat, for the epic outro banner