get
prime

Build Guide by 1337shizzar

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.


1K
Views
10
Comments
4
Votes
League of Legends Build Guide Author 1337shizzar

The Void Walker

1337shizzar Last updated on July 2, 2011
Like Build on Facebook Tweet This Build Share This Build on Reddit

Team 1

[VS]

Team 2

Ability Sequence

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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

The Void Walker


Guide Top

Champion Abilities


Void Stone

(Innate) Kassadin takes 10% reduced magic damage and transforms this damage into bonus attack speed. This effect lasts up to 4 seconds.



Null Sphere

(Active) Kassadin fires an ethereal bolt of void energy, dealing 80/130/180/230/280 (+70% of ability power) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 second(s).

My Opinion This is your ultimate harassment, anti-ultimate ability. Ranged, pinpoint silence that can be spammed almost limitlessly late game.

Cost 70/ 80/90/100/110 mana
Cool Down 9 seconds
Range 700



Nether Blade

(Passive) Kassadin's melee attacks restore 4/8/12/16/20 mana. This effect returns triple the mana against champions.

(Active) Kassadin gains 7/15/25/38/50 bonus armor penetration for 5 seconds.

My Opinion This is an almost worthless ability. I get it very last and only ever use it to charge up Force Pulse, kill creeps, and damage structures.

Cost 25 mana
Cooldown 12 seconds



Force Pulse

(Active) Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him, including his own spells. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 60/115/170/225/280 (+70% of ability power) magic damage and slow enemies in a cone in front of him by 30/35/40/45/50% for 3 seconds.

My Opinion Early game this ability doesn't do much damage and costs a lot of mana. By the time you hit 6 this ability should be scaled enough to use for ganking or early team-fights. Make sure in team-fights you try to catch as many targets as possible. In team-fights this ability charges almost instantaneously from all the abilities being cast around you.

Cost 80 mana
Cooldown 6 seconds
Range 400
Cone Width 90ยบ



Rift Walk

[ultimate]

(Active) Kassadin teleports to a nearby location, dealing 60/90/120 (+50% of ability power) magic damage to surrounding enemy units. Each subsequent Riftwalk in the next 7 seconds costs 100 additional mana and deals 60/90/120 additional damage. The cost and damage can stack up to 10 times.

My Opinion This is the skill that defines Kassadin. Do not use this skill for damage purposes unless the enemy is nearly dead and at a distance. Also, do not use it to enter a fight because you made need it to escape the fight. Use for chasing/running/warping through walls. If you have the blue buff active, do not be afraid to charge up force pulse 5 times to charge it up for an huge nuke.

Cost 100 mana
Cooldown 6/5/4 seconds
Range 400
Radius of Damage AoE 150


Guide Top

Game Play

EARLY GAME (LVL 1-7)
I usually take mid because it's easier to farm. In mid, I don't have to worry about a lane partner doing something wrong that results in both of our deaths. I've noticed that opposing champions that harass you instead of farming minions eventually get bested and is down a level.

The only thing you need to do early game is to get LAST HITS. Its better having 0/1/0 score and 100 last hits, than having 3/0/0 score and 20 last hits. Just think that 12 minion kills will give you about 300G; equivalent to slaying 1 champion! However, if you know you can beat your lane opponent, take the chance. Its good extra gold that helps you get fed.

MID GAME (LVL 8-13)
Mid game is usually the time when both teams go in one lane and the first of many team-fights happen. If you have a good team, team-fights are a nice way to get fed. During a team-fight, focus the carries or the mages (never the tanks). What you have to do here is simple: After the tanks go into the fight, you run in, Null Sphere and Force Pulse. Be sure to not Riftwalk in as it could become necessary to use it as an emergency to exit the fight. At mid game you also deal more damage with force pulse, which will help you farm creep waves.

When full team-fights aren't occurring, simply run around and gank. Collect Blue's mana buff if necessary is also very useful. Continue to farm minions and destroy towers when and where you can.

LATE GAME (LVL 14-18)
Late game will be a complete party for you and your team if you have had a good early and mid game. Lots of kills and assists, lots of gold and many team-fights that you have to win by doing what you have done mid game.


Guide Top

Pros / Cons

Pros
-short cd teleport ult
-ult great for both escaping and closing in on runners
-heavy ability damage late game
-superb ganker
-one of very few champions with a silence

Cons
-not a good farmer/jungler
-farming is crucial
-weak damage early game
-vulnerable early game (no ult)
-extremely mana hungry early game