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Kassadin Build Guide by SirGRC

[11.14] SirGRC's Silver Guide to Kassadin

[11.14] SirGRC's Silver Guide to Kassadin

Updated on July 13, 2021
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7,103 Views 3 Comments League of Legends Build Guide Author SirGRC Kassadin Build Guide By SirGRC Updated on July 13, 2021
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Runes: Aggressive

1 2 3
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ultimate Hunter

Precision
Presence of Mind
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5
Safest Option
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.14] SirGRC's Silver Guide to Kassadin

By SirGRC
Disclaimer
This Guide was made by a silver player who just enjoys making builds for champions. I am not saying you will not hit challenger, just that I will not be getting there any time soon.

If you have any suggestions or criticisms feel free to leave a comment explaining why you think so.
Introduction
Howdy Reader and welcome to A Silver Player's Guide to! This one is on Kassadin!

I am SirGRC, I am a silver player. I started playing right before preseason 10 came out. I do not have a main or even a small pool of champions I like to play, probably why I am silver. I have recently switched down to mid-lane! I have no idea how long I will be chilling here but my friends say I do much better here so, here I am! I picked Kassadin just because I always thought he was a fun champion. Kinda a dumb reason but that is kinda the reason anybody plays any champion. I do needd a second pick incase Kassadin gets back so maybe leave a comment giving a suggestion. :)

As I said earlier, I enjoy making builds for champions, even if I do not play them. If there is a champion, you would like to see me do next do not hesitate to message me! My discord is Gene Rufus Cheesemen#6523 or join my discord server here!

If you have any questions, suggestions, or criticisms then message me on my Discord or leave a comment!
Pros and Cons

+ Amazing Late Game.
+ Very Mobile with Ultimate.
+ Strong VS AP.
+ (Persoanlly) A Strong Level 3-5.

- Horribly Early Game.
- Very Weak VS AD.
- Hard to Come Back if You Int Too Much.
- Can be Mana Hungry.
AP/Safe Ability Breakdown
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
#1.
Riftwalk

6 / 11 / 16
#2.
Null Sphere

1 / 4 / 5 / 7 / 9
#3.
Force Pulse

2 / 8 / 10 / 12 / 13
#4.
Nether Blade

3 / 14 / 15 / 17 / 18
> > >
The first three levels for Kassadin is very standard, Q, W, and then E. By leveling his Q, Null Sphere, first it will allow you to safely farm from a distance and tank some poke with the magic shield given. Next, you will level his W, Nether Blade because by this point in time you are going to be getting pushed under tower, or fairly close, and you need a way to CS under tower and the best way to do that is with an ability that casts instantly and is an auto-rest. Finally, you should level E, Force Pulse, I do it last because typically it is taking forever to stack up because in the early game nobody has any Ability Haste and they are very conservative about using their abilities.


The maxing order for abilities is different than what is leveled for the first three levels, remember to level Riftwalk, [Kassadin]]'s R every chance it can be leveled. First, Null Sphere is maxed because of the magic shield it gives. It also will do some very heavy damage to anybody hit by it. Second is Force Pulse, this is leveled seconds because the damage it does is very high. On top of that it gives a slow that can be as high as 90% which will guarantee a free Riftwalk. Finally, Nether Blade is maxed simply because maxing the other two abilities would benefit Kassadin more.
AD/Aggressive Ability Breakdown
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
#1.
Riftwalk

6 / 11 / 16
#2.
Force Pulse

1 / 4 / 5 / 7 / 9
#3.
Nether Blade

2 / 8 / 10 / 12 / 13
#4.
Null Sphere

3 / 14 / 15 / 17 / 18
> > >
The first three levels for Kassadin is the exact same even against AD champions, Q, W, and then E. By leveling his Q, Null Sphere, first it will allow you to safely farm from a distance and tank some poke with the magic shield given. Next, you will level his W, Nether Blade because by this point in time you are going to be getting pushed under tower, or fairly close, and you need a way to CS under tower and the best way to do that is with an ability that casts instantly and is an auto-rest. Finally, you should level E, Force Pulse, I do it last because typically it is taking forever to stack up because in the early game nobody has any Ability Haste and they are very conservative about using their abilities.


The maxing order for abilities is different than what is leveled for the first three levels, remember to level Riftwalk, [Kassadin]]'s R every chance it can be leveled. First, Force Pulse is maxed first because the slow it gives can guarantee a free kill if you are getting a gank or a good portion of their heal going away as you can get a full cycle of abilities off. Second is Nether Blade because by leading with Force Pulse, you can auto, Nether Blade, and then auto again and as they either run away or fight you can Null Sphere them. Finally you max Null Sphere, although the damage it does is very high the shield it gives is just not very good when it does not actually block anything.
Summoner Spells
FLASH
Flash is a must have spell for Kassadin. For a start, it can be used in the early game to either surprise your lane opponent or to run away from a gank. In the late game, it can be used inbetween Riftwalk to help you catch up to an opponent who is running away, or use it with Riftwalk to help you get away from an opponent because they got a quadra-kill.

TELEPORT
Teleport is another great tool because it allows you to either create or deny pressure. One example would be is if dragon is about to be ready, you can shove a lane, typically top lane because it is the one furthest from dragon, then the other team has the choice of either stopping you or fighting for drake. If somebody does try to stop you from taking a tower you can Teleport to drake and then the fight becomes at best 5v4.

IGNITE
When I first started playing Kassadin I would always take ignite because opponents would always think "Oh it is Mr. Late Game, I'm going to fight him" and Kassadin has some very good damage and when you ignite them you will either kill them, trade one for one, forced them to use their ignite, or gave your jungler a kill. I really do not take it anymore, but I think it could be a good option for an aggressive Kassadin player.

EXHAUST
I have taken Exhaust on multiple occasions into a very dive heavy lane, Pantheon, Talon, Zed, and Sylas, and I just have not gotten good results with it. I do believe that it is a good spell for a dive heavy lane, but I think I might just be using it wrong.

BARRIER
I have taken Barrier on a few occasions and have gotten good results with it and I think it could be very good into a very burst heavy lane or any lane with Ignite. This is because Barrier has a stronger shield than Ignite has damage. I am not saying the two will mitigate each other, but it will certainly soften the blow of incoming damage.
Rune Options
Precision

CONQUEROR
I have a horrible time with Conqueror. I can never get it stacked up fast enough so I just never take it. Despite this I do believe that it is the best rune option especially when it comes to late game. Just remember to auto-attack between abilities.
TRIUMPH
A free heal and some bonus gold, there really is not anything too special to say. Triumph is a great rune choice however for Kassadin the mana regen from Presence of Mind is a lot more beneficial.
PRESENCE OF MIND
Presence of Mind is a must for Kassadin mostly because of how much mana his ultimate takes up once it is fully stacked. Plus, after a getting a takedown you will be restoring a good portion of mana allowing you to stay in fights for longer.
LEGEND: ALACRITY
Take this if there is no crowd control on the other team because faster auto attacks will allow you to trigger Electrocute and stack Conqueror at a faster rate.
LEGEND: TENACITY
I think that Legend: Tenacity is the best of the three legends because there is so much and so many form of crowd control in the mid lane, and the game. So, reducing that for as long as possible will save you more often than you would think.
COUP DE GRACE
Gain bonus damage when enemies fall below 40% health. Not much more too it. Though it is a good grab if you plan on being clean up crew for your team.
LAST STAND
Gain bonus damage the lower your health becomes. I prefer this over Coup de Grace because you get the bonus damage sooner, though it is a little less.

Domination

ELECTROCUTE
Electrocute is my personal go to key stone for Kassadin. It is very easy to trigger at any point in the game after getting level 3, and sometimes even sooner.
TASTE OF BLOOD
Although the healing from Taste of Blood is good, it is only an initial burst of healing. Afterwards it goes on a 20 second cooldown and if you are at full health you still will get Taste of Blood to activate. That being said, everybody is poking at Kassadin so unless you are starting the fights, which I personally do not recommend, you should always be getting some healing when you do decide to go in for a fight.
SUDDEN IMPACT
Sudden Impact is incredibly powerful on Kassadin, however I think that the healing and sustain from Taste of Blood is a much better grab for surviving in lane.
GHOST PORO
Ghost Poro is "free" damage assuming you are able to place wards and have them not be destroyed.
EYEBALL COLLECTION
Assuming you can get kills then Eyeball Collection is an excellent grab because it is "free" damage.
ULTIMATE HUNTER
Ulitmate Hunter is a great choice in terms of the domination options as it gives Kassadin's ultimate and even lower cooldown.

Sorcery

MANAFLOW BAND
It is free mana, which Riftwalk scales with, for just poking at your lane opponent. Unfortunately, it doesn't give much outside of scaling for the late game and provides no benefit for trying to survive laning phase.
TRANSCENDENCE
As you level up you will be getting free Ability Haste which is going to make all your low ability cooldowns even shorter which is great because you can either stay on top of a champion or run because you're about to get ganked.
GATHERING STORM
You could take Scorch but, I think Gathering Storm is a better option because it scales better by the 20-minute mark.
Resolve

DEMOLISH
Demolish is possibly the best option of the three, unless you are maxing Null Sphere. It will help take towers and if the off chance you aren't pushed into your tower it can be a free plate.
SHIELD BASH
This could be a great grab because of the bonus damage you will deal, on an auto-attack, after getting a Null Sphere shield.
SECOND WIND
Second Wind is going to be taken into an opponent that plans on poking you down.
BONE PLATING
Bone Plating is the rune choice if you are going to have an opponent who is going to try and all in you or burst you down.
OVERGROWTH
Overgrowth is an okay option as it gives bonus health and is great for later stages of the game as well as increasing the damage from Demolish.
UNFLINCHING
Unflinching is great into teams with a lot of crowd control because the more damage taken will grant higher tenacity. It is rather situational though because if they have very little forms of crowd control then it will be rather worthless.

Inspiration
UNSEALED SPELLBOOK
Having the ability to use every Summoner Spell is very good and nice, especially after they did the smite changes. Though truth be told, there are better options and you are really only taking it for the Clarity.
MAGICAL FOOTWEAR
Magical Footwear is a pretty good choice all things considered because it is free and better boots. But that is assuming you can last without them until the at most 12 minute mark.
PERFECT TIMING
It is a free Stopwatch that can come in pretty clutch if you can reduce the time on it, but even if you can't it is still a good item.
BISCUIT DELIEVERY
I think that there are better options and so long you aren't spamming abilities you really don't need to take Biscuit Delivery. But it is still worth mentioning because of the missing mana regen as well as it giving 50 mana.
APPROACH VELOCITY
This really isn't that good because Kassadin can stick to opponents very well. However, with Force Pulse having a slow it might be useful for running up on an opponent in the early game.
TIME WARP TONIC
Pair with Corrupting Potion or don't bother taking because it is useless with a Health Potion or two as they are just one time use.
Items for Kassadin
Starting Options

DORAN'S SHIELD
Starting Doran's Shield will probably be the best starting item because it gives a good amount of health and comes with a budget Second Wind.
DORAN'S RING
Although it isn't my personal choice for Kassadin, I think it is a fairly decent start for him because of the health mana it gives.
CORRUPITNG POTION
I used to always start Corrupting Potion because of how often I was spamming his abilities. If you are having mana problems then go ahead and take this but just know that there are better items to be buying, especially starting.
DARK SEAL
Dark Seal is my go to start for Kassadin. Although it seems odd to start this because of how safe Kassadin should be playing in the early game, it is because of that safety that you know that if you get a stack, from kills or assists, you won't be losing those stacks any time soon.
CLOTH ARMOR
I take Cloth Armor if I am unsure if I can be safe or not in an AD matchup. I also pair it with 4 [Potion]s thought you could get away with getting Refillable Potions.

First Backs

TEAR OF THE GODDESS
Tear of the Goddess is an item you want to buy before you get six because the more stacks you get on it, the stronger Riftwalk is going to be. However, because of how easy the item is to stack there isn't a need to rush this on the first or even the second back if you can buy other items.
DARK SEAL
If you didn't buy this at the start of the game then buy it now.
LOST CHAPTER
Lost Chapter is an excellent first back item because of the mana restore it gives. On top of that it gives a small boost to Ability Power and Ability Haste. It will also be used to build your mythics.
BLASTING WAND
If you can afford a Blasting Wand but not Lost Chapter then it is better to buy Blasting Wand instead of two Amplifying Tomes because you can always back and easily get them later where as you will need to commit a portion of farm and time into getting Blasting Wand.
SEEKER'S ARMGUARD
If you started Cloth Armor then this is one of the many first back options. It builds into Zhonya's Hourglass which is one of [[Kassadin]'s core items. It also will give the most armor after killing enough units.
PLATED STEELCAPS
If you started Cloth Armor then this is one of the other options you have. It actually is a pretty good item as the tier two boot rush will allow you to have faster roams, if you can afford to do that, and if the opponent has a lot of skill-shots then this will allow you to easily dodge them.
GLACIAL BUCKLER
This is the final, worth while, Cloth Armor option for Kassadin. This is because it gives more base armor than Seeker's Armguard, gives mana for Riftwalk, and gives a small boost to Ability Haste.

Mythic Options

EVERFROST
Everfrost is the going to be the safest and the best mythic for Kassadin. This is because of the active which will either lock an opponent down or slow them enough to allow for you to burst them down. When paired with Force Pulse it can slow them and keep them in the fight unless they decide to Flash away.
LUDEN'S TEMPEST
I used to always build Luden's Tempest when I first started playing Kassadin again in Season 11 because I was so used to building it in Season 10. It is still a very strong item and if you are very confident in bursting down your opponent because of the magic penetration it gives. It is also a good option into a team that is building magic resistances or just tanky in general.

RIFTMAKER
Riftmaker is a weird mythic for Kassadin in my opinion. I wouldn't have even thought about building it on him but if you want to be more of a bruiser then this is a great item to grab. I wouldn't have even bothered mentioning it if it wasn't for the fact that I have been seeing a lot of other players building it. I am working on seeing if it is worth building or not.


Boot Options

IONIAN BOOTS OF LUCIDITY
Ionian Boots of Lucidity are possibly the best boot choice because it lowers the cooldown of all abilities which in turn means that Riftwalk can be used more often to either get the kill or get away.
SORCERER'S SHOES
I am often building Sorcerer's Shoes the most just out of habit. They are not the worst option for Kassadin, but he might be better off with another pair of boots.
PLATED STEELCAPS
Not bad boots but are my least favorite on this list, build into an all AD team.
MERCURY'S TREADS
Not bad boots and I think they are my favorite out of all the boots, build into an all AP or heavy CC team.

Damage Options

ARCHANGEL'S STAFF
Archangel's Staff is the main item you should be building in your games after your mythic. It gives 860 mana and is the most mana available in the game, on top of that it also can be upgraded into Seraph's Embrace which will increase your ability power based on Kassadin's maxiumum mana.
COSMIC DRIVE
Despite how good of an item Cosmic Drive is I don't build often. Kassadin has fairly low cooldowns as it is and because of Riftwalk he doesn't need a boost to his movement speed. I still think it is an incredible item for every AP champion, but I don't know how to fit it in with [Kassadin]].
LICH BANE
Similarly with Cosmic Drive, Lich Bane is a very powerful item, I just don't build it very often. I do think that it could be a wonderful alternative if you cannot get Dark Seal at 6 or more stacks.
RYLAI'S CRYSTAL SCEPTER
I am unsure about building Rylai's Crystal Scepter though it seems like a very powerful item for Kassadin because now all of his abilities slow. On top of that it gives a very large boost to his health and ability power.


Situational Damage Options

RABADON'S DEATHCAP
Rabadon's Deathcap is a great item to buy when you are very far ahead or if you are doing well in the game because of the huge bonus to AP it will give. It is very expensive, for good reason, but also isn't that good if the other team is building a lot of magic resist.
VOID STAFF
Void Staff is a very good item to get into a very tanky team, or a team that is building a lot of magic resist. Although you could build it into any team, you may get better results building Rabadon's Deathcap into a squishier team.
MORELLONOMICON
This is going to be your damage anti-healing option. After it was changed from season 10 it is worth buying now. Building one of these is never a bad idea sense a team will always have healing. There is no need to rush Morellonomicon. You can just buy an Oblivion Orb and wait before upgrading it.[/td]
MEJAI'S SOULSTEALER
If you are getting high stacks with Dark Seal and find yourself still getting a lot of kills then upgrading it to a Mejai's Soulstealer is going to be a wonderful choice. Not only will it give you up to 125 ability power, having at least 10 stacks will allow you to gain a small boost of movement speed.[/td]

Resistance Options

DEMONIC EMBRACE
Demonic Embrace is going to be the best resistance option for when you just want some additional resistances because of its in-combat defense increase. It is not a huge bonus, so it is not going to be the best resistance option on the list but for when you are quite sure what you need and nobody on the other team is not very fed.
ZHONYA'S HOURGLASS
If you are buying a Zhonya's Hourglass you are not really buying it for its armor. It gives a good bonus to armor, but the active it gives is the real reason to buy it. The stasis it gives can be used and useful in just about every game and for every situation.

Situational Resistance Options

FROZEN HEART
Frozen Heart is the other none mythic item that gives AP that is worth mentioning, sorry Zeke's Convergence. It will make you incredibly tanky if you decide to upgrade it from Glacial Buckler into an AD matchup and into an AD heavy team it is still an amazing item because of the Warden's Mail passive.
BANSHEE'S VEIL
Although it is an odd item to build I think that it is an excellent choice into a team with a lot of point and click crowd control as it will allow you to dodge one crowd control. It also gives a very large bonus to ability power and magic resistance.
What to Take When
In this section I will show and explain options when it comes to runes and items. They will be in the order of importance.

Precision Runes
TRIUMPH
Take if you found aren't needing the mana regen from Presence of Mind.

SPRESENCE OF MIND
Take if you are running low on mana and want to stay in fights longer.


LEGEND: ALACRITY
Take if you want bonus attack speed but don't force it.

LEGEND: TENACITY
Take if the other team has a lot of crowd control.


COUP DE GRACE
Take if you are getting your opponent low faster than they can get you low.

LAST STAND
Take if you find yourself being lower than your opponent and fights have been getting close.

Domination Runes

TASTE OF BLOOD
Take if you are getting poked a lot without being able to poke back frequently or if you plan on doing quick trades.

CHEAP SHOT
This will be the better option if you are able to stay healthy without [[Taste of Blood].


GHOST PORO
Take if you are warding more than you are killing.

EYEBALL COLLECTION
Take if you are killing more than you are warding.

Resolve Runes
SECOND WIND
This rune is effectively a Doran's Shield, it should be taken into a poke lane. This would be somebody who is just poking you down until you die. If you are ever unsure if you should take Second Wind or not is if they are range.

BONE PLATING
This rune should be taken into an all-in or burst matchup. It will stop a good portion of damage done to you and if you are unsure if you should take Bone Plating or not is if they are melee.


OVERGROWTH
This rune is great to take as it gives Kassadin a large boost to his rather small health pool which will make it much harder to kill him. In the off chance you are taking Demolish it will also boost the damage done to towers.

UNFLINCHING
Unflinching is going to be the most situational rune choice because it is tenacity and becomes stronger as health becomes lower. If a team has a lot of burst and crowd control then this could be an excellent rune to take though I think that the other options are better.

Inspiration Runes
MAGICAL FOOTWEAR
Take this if you just plan on not wanting to buy boots and can wait a maximum of 12 minutes for them.

PERFECT TIMING
It is a free stopwatch, sometimes you will need to build or buy a Zhonya's Hourglass so getting a free item in there always helps.


APPROACH VELOCITY
Take this if you want to catch up to your enemies even faster with Force Pulse.

TIME WARP TONIC
Take it if you plan on using Corrupting Potion or don't really bother.
Testing
Ignite with Teleport Results: Unknown


Frozen Heart into Riftmaker Results: SUCCESS SORTA


Anathema's Chains Results: FAILURE


Hullbreaker Results: Unknown


Manamune/Muramana Results: Unknown
Thank You
Thank you so much for reading this guide and getting this far. This guide has been a lot harder to make than I thought it would be. A vote would mean a lot but no pressure. If you have a criticism then feel free to leave a comment!
Updates and Changes
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Teamfight Tactics Guide