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Kassadin Build Guide by Yasukeh

master

[9.22] Grandmasters Kassadin Guide by Yasukeh. [WIP]

By Yasukeh | Updated on November 14, 2019
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Runes: Sustain page

1 2 3
Precision
Fleet Footwork
Triumph
Legend: Tenacity
Coup de Grace

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

Spells:

1 2
Safe, Reliable Summoners
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Middle Lane
Ranked #25 in
Middle Lane
Win 52%
Get More Stats

Ability Order Against AP matchups

1 2

Threats & Synergies

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

Champion Build Guide

[9.22] Grandmasters Kassadin Guide by Yasukeh. [WIP]

By Yasukeh
Hello everyone! I am Yasukeh. Kassadin has been a pick that I have played consistently since season 3. At the end of Season 3, I stayed up for 36 hours and drank 20+ 8 oz. Redbulls to hit plat at the end while spamming Kassadin, and I did it with just a couple hours to spare.

Kassadin is a champion that greatly rewards game knowledge, your skill on the champion will rapidly increase with more time spent into the champion. Knowing the amount of damage you can put out, and when you can hop into teamfights will make or break your success on this champion.

I'm creating this guide to help you all have as many tools as possible to help you become successful on one of the most rewarding champions in the game to play!


I have peaked Grandmaster tier as of Aug 31st, 2019.

If you would like to check me out elsewhere, You can find me at:

Twitch: https://www.twitch.tv/Yasukeh
Youtube: https://www.youtube.com/c/Yasukeh
Twitter: https://twitter.com/yasubro
Discord: https://discord.gg/PDJHVc9


I will be continually updating this guide to add more information, such as Matchups/Mid game/Late game/other builds/etc. soon, along with making the guide nicer to look at in general. Stay tuned!

If you have any questions about anything in the guide, don't hesitate to hop by my stream and ask! If I'm not streaming, I can answer any question on discord!
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Pros



+1v9 Potential
+Incredible mobility
+Easy backline priority in teamfights
+High single target and AoE damage
+Can evade wards well with Riftwalk while roaming
+Strong against AP champions
+Splitpushes well

+Hard snowball potential
+Rewarding to put time into
+Insanely high burst damage
+Can melt even tanks later on
+Can both dive, and protect AD in teamfights well

Cons



-Weak into AD matchups
-Prone to ganks pre 6
-Very low skirmish/invade pressure
-Easy to fall behind
-Hard to get back into game once behind
-Can take too long to scale
-Easy to run out of mana if ult isn't used properly
-High banrate
-Low waveclear early
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Fleet Footwork is the keystone that synergizes with Kassadin the best. He has a rough time actually getting into the game, and the sustain gives you time to scale up and be able to survive laning phase. The keystone works particularly well with Kassadin, since he is a ranged AP champion. The AP scaling on the rune is very generous, and melee champions don't have the penalty where healing on minions is only 20% effective. You can easily end up healing 300-400 per proc with Fleet late game, which is a very nice boost to your survivability. The Movement speed is also very useful for you to be able to grab a CS, and speed into safety before you can be harassed.



Triumph is universally considered the best rune in this slot, especially since the rework to Presence of Mind. The heal after a kill will help you survive any DoT effects that are still on you, and allow you to stay in fights longer. The extra gold is just a nice bonus.


Legend: Tenacity is simply the best option in this tree, since you don't benefit from lifesteal or attack speed. Since Kassadin is so vulnerable to CC, this tenacity does end up being very useful.



Coup De Grace is universally the best rune in this set for virtually every champion, and will give you the most damage. It lets you burst people down, and helps you finish off kills.



Taste of Blood is simply another source of sustain to keep you healthy enough to farm safely. This also incentivizes you to poke and trade, especially when they are trying to trade with you, to make use of the shield.


Ravenous Hunter gives you a very healthy amount of sustain from damage, especially when paired with Rod of Ages. The stacking mechanic also heavily gives you the incentive to roam, since it impacts your sustain. When you don't have stacks, try to show up to as many fights as you can to get those stacks started.



Electrocute is a page you would take if you don't need to worry too much about surviving, and instead think you can play aggressively. This page paired with Ignite and the Nether Blade buffs make the amount of damage you can do in early trades come within lethal range. If you aren't against someone who can push you out of lane, I would highly recommend taking this page.

Taste of Blood gives you extra sustain when you trade, and this page trades frequently. This bit of sustain comes in handy especially when you aren't opting into Fleet Footwork. If you want to fully spec into aggression, consider taking Sudden Impact, as this rune gives you pen whenever you flash and ult, which is

Eyeball Collection is simply the better damage rune, and doesn't require any specific mini games for you to have damage.

Ravenous Hunter gives you spell vamp, which is incredibly good on a champion who does a lot of damage. You can be very healthy late into the game if you get low in a fight just by attacking a wave or some jungle. Don't consider Ultimate Hunter, as it doesn't give you nearly enough benefit, especially since your ult is already on such a low CD.



Option 1



Absolute Focus gives you more damage when you are high on health, which is generally going to be every time you start an engage on a fight. This also gives you a bit of extra power when going for early kills.


gives you just a bit of extra damage which could let you hit lethal much earlier when going for early kills.



Option 2




Triumph gives you a good chunk of health every time you get a kill, which can make you survive really close fights much more reliably, and you won't get killed by that ignite. Great for an aggressive playstyle.

Coup De Grace gives you extra damage when finishing people off, which provides a very healthy amount of damage during every part of the game.
Items Back to Top

Starting items




Dark Seal is a much more effective start for you compared to other champions. We have much more of a need for mana compared to other champions, and this item gives flat mana. This start also allows you to start Refill Pot, which is great for consistently keeping up sustain, without having to sink so much money into Health Potions.


Take this if you need more sustain, it still provides a bit of damage, and keeps a low profile in your inventory. If you are behind, consider getting a Dark Seal, which will increase the amount of sustain you get from this item.

Doran's Shield is what you would take in lanes you feel absolute despair in. Take it in the hardest of hard matchups, such as Talon or Zed. For what it's worth, you should be dodging these matchups anyway. As a rule of thumb, if you need to consider taking Doran's Shield, you should have probably dodged the match.
Patch affects Back to Top

9.9



This is actually one of the biggest buffs to Kassadin in a long time. For the past year or so, jungle has been largely decided by who is able to get early scuttle crabs, and mid priority was a large part in getting that. If your mid can't rotate to help you, you are put very far behind for the rest of the early game.

Kass virtually never has priority early, but now since lvl 1-3 priority doesn't matter as much, he is in a much better spot relatively, since you aren't putting your jungler behind just by existing.




9.16




30 extra damage on Nether Blade is an incredibly powerful change, that makes Kassadin incredibly scary on this patch, especially against certain matchups. This change gives you kill potential in lanes you never otherwise would have had kill potential. Pairing this with Electrocute means that your early game damage and potential of winning early is incredibly high. This change means I'd recommend taking Electrocute in any matchup you don't absolutely need the sustain from Fleet Footwork in.
Conclusion Back to Top
This guide will be continually updated to add more information. The next sections will go in depth on laning, mid game, and late game.

Anything else you want out of the guide? Comment and let me know! Make sure to vote on the guide if you liked it!

If you would like to check me out elsewhere, You can find me at:

Twitch: https://www.twitch.tv/Yasukeh
Youtube: https://www.youtube.com/c/Yasukeh
Twitter: https://twitter.com/yasubro
Discord: https://discord.gg/PDJHVc9
League of Legends Build Guide Author Yasukeh
Yasukeh Kassadin Guide
[9.22] Grandmasters Kassadin Guide by Yasukeh. [WIP]