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Great guide btw!
Walls you'd want to Riftwalk over are basically just the same locations you'd want to take blast cones over, but also the spots where I point out potential pink ward locations, if a gank looks free AF and you don't want to risk a pink ward being there and calling your gank out, you can just go through your or the enemy jungle.
Especially on the blue buff side of the jungle that massively extends the time it takes to get the gank usually since you have to walk around such a big wall, but with Kassadin you can just Riftwalk over the blue buff wall so you can ignore potential river wards, and Riftwalk over any wall that would either force you to walk into a common ward spot (like bot lane tri brush) or force you to walk a really long way to avoid it unless you just skip the wall.
Like in that blast cone location where I talk about having a good dive opportunity in the video, if there's no blast cone there at the time you can just Riftwalk that easily. In that same gank path, to avoid potential pinks in the river you can also Riftwalk straight into the enemy jungle from the bottom mid lane brush (ideally you should know you're not about to facecheck into the enemy jungler if you do this).
If this is too risky, you can check the river pixel brush for a pink and if there isn't one, you can walk into the dragon pit and ult over it either into the tri-brush if ganking over-extended enemies who are too far forward to react in time even if they have the tri warded, and if they're not then you can ult over it into the enemy jungle, far enough away from the tri that a ward wouldn't see you, and go over to that blast cone location and either take the blast cone if it's there or ult over it again.
There are too many of these kinds of things to explain over text, I just wanted to give you some examples of how you can abuse your mobility to avoid common ward spots. This warding guide should give you an idea of common ward spots for mid lane/jungle and experience should tell you where side laners tend to ward, use this knowledge coupled with some creativity to figure out the best ways to use your ult to avoid vision.
But also remember that it's not necessarily always the best choice to avoid vision. Maybe you shove out mid and there are no great gank opportunities but you have nothing better to do so you may as well try; rather than avoid the river in case there are pinks there, walk through the river and look for pinks. If there are any, clear them out to deny enemy vision, a reward of its own.
Since your gank wasn't guaranteed to work out anyway, clearing out enemy vision may be a more valuable act anyway. The paths which are designed to try and ignore enemy vision as much as possible are only for when you really want to get the gank off, if you know it has a good chance of success. Otherwise, clearing out vision is a good alternative.
SORCERY
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm
DOMINATION
Sudden Impact
Ravenous Hunter
What about Arcane Comet seems to have a better winrate and better damage in lane.
Regarding the glyphs, is the MR really that worth it? In most experiences I've found that the passive keeps you healthy enough, especially in combination with corrupting and catalyst, and that maybe the only champ I'd consider running it against would be like, Syndra 'cuz titties, eh, I mean damage.
You're basically left with the choice of using either Morellonomicon or Lich Bane, and as much as I love having 20% CDR and all that mana, objectively I think Lich Bane is stronger. They're both built for damage, and Lich Bane is definitely stronger in the damage department.
DFT vs TLD: It's hard to just compare them when DFT's effect feels so invisible both early-game and late-game, even though you know it's not actually the case. Up until writing this guide I used and preferred TLD because it felt stronger, but with a spell as subtle as DFT you can't just compare them by feel. Nor could I look towards pro players for the answer, where many were using DFT and many TLD, with no unanimous agreement between them as to which was better. What made up my mind for the guide and made me personally switch from TLD to DFT was looking up their win rates on op.gg. EUW, KR, NA. Their win rates across all regions are consistent and unanimously in favour of DFT. I would take issue with the sample sizes if not for the fact that KR plays a ****load of Kassadin compared to the other regions, and it still shows the same discrepancy. With KR being the only region that actually plays a lot of Kassadin, you can even attribute that to them being the only region that's "figured him out" with DFT being overwhelmingly popular over TLD, while NA and EUW lag behind still using predominantly TLD, playing a weaker version of Kassadin than KR is, hence why he's so underplayed in comparison.
I trust these statistics more than my own perception when gauging the strength of a keystone with as invisible a strength as DFT. In hindsight it's easy to understand why it's so much better; TLD is almost non-existent for Kassadin in laning phase, and even late-game when you harass from a distance with Riftwalk -> Force Pulse -> Null Sphere, it's impossible to proc it. You can only proc Thunderlord's Decree when you go full melee, and even then it's limited by the CD, which might be wasted onto a less than optimal target. DFT on the other hand is guaranteed to do full damage on a Kassadin combo as Null Sphere is single-target, and this damage will apply on every single combo. And in laning phase it's obviously king, where it'll apply full damage on every single Null Sphere where you'd struggle to proc TLD even once pre-6. "Aside from the early-game poke-game that you may be playing, but at that point DFT does next to no damage". IIRC at level 1 it adds 17 damage to Null Sphere, while your AP adds 23 damage to Null Sphere. That's not insignificant, it increases Null Sphere's damage by nearly 20% at level 1, almost as much as your AP does. Hell, if you're starting Corrupting Potion it should probably increase your damage by more than your AP does.
As for MR glyphs, that depends on matchup, on how good you are, and on how good the enemy is. The better the enemy player, the less you can get away with no MR glyphs. The better you are, the more you can get away no MR glyphs. The worse the matchup is, the less you can get away with no MR glyphs.
Kassadin being a champion that's very vulnerable in the early-game, I think it's best to consider MR glyphs being the default, with room for variance depending on the matchup as well as how confident you are in your laning skill vs the laning skill of the typical player of your Elo. The only situation where CDR glyphs should be considered core over MR glyphs is in AD matchups.