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Runes: Hard lane
1
2
3
Precision
Domination
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Flash
Teleport
Items
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zed
Taric
Ideal
Strong
Ok
Low
None
Taric
Champion Build Guide
zz

Pros and cons
PROS
-CAN 1V9 CARRY GAMES
-GOOD MOBILITY
-HIGH BURST
-GREAT SCALING
-GOOD SPLITPUSH
-SNOWBALL POTENTIAL
-CAN ONE SHOT CARRIES
CONS
-WEAK EARLY GAME
-HIGH BANRATE
-TAKES ALOT OF TIME TO SCALE
-HARD TO COMEBACK IF VERY BEHIND
-LOW PRESSURE PRE 6
-BAD WAVE CLEAR EARLY
-WEAK VS AD MATCHUPS
-CAN 1V9 CARRY GAMES
-GOOD MOBILITY
-HIGH BURST
-GREAT SCALING
-GOOD SPLITPUSH
-SNOWBALL POTENTIAL
-CAN ONE SHOT CARRIES
CONS
-WEAK EARLY GAME
-HIGH BANRATE
-TAKES ALOT OF TIME TO SCALE
-HARD TO COMEBACK IF VERY BEHIND
-LOW PRESSURE PRE 6
-BAD WAVE CLEAR EARLY
-WEAK VS AD MATCHUPS
Abilities

Innate: Kassadin takes 15% reduced magic damage and ignores unit collision.

Cost: 70 / 75 / 80 / 85 / 90 Mana Cooldown: 11 / 10.5 / 10 / 9.5 / 9s Range: 650
Active: Kassadin fires an orb of void energy that deals magic damage and interrupts channels.
The excess energy forms around himself, granting a shield that absorbs magic damage for 1.5 seconds.
Magic Damage: 60 / 85 / 110 / 135 / 160 (+70%)
Shield Strength: 40 / 70 / 100 / 130 / 160 (+30%)

Cost: 1 Mana Cooldown: 7s Range: 200
Passive: Kassadin's melee attacks deal 20 (+10%) bonus magic damage.
Active: Kassadin charges his Nether Blade, causing his next basic attack to deal bonus magic damage and restore his missing Mana (quintupled against champions). Mana Restored: (+4 / 4.5 / 5 / 5.5 / 6% missing)
Magic Damage: 70 / 95 / 120 / 145 / 170 (+80%)

Cost: 60 / 65 / 70 / 75 / 80 Mana + 6 Charges Cooldown: 5s Range: 400
Active: 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 magic damage and slow enemies for 1 second in a cone in front of him.
Magic Damage: 80 / 105 / 130 / 155 / 180 (+80%)
Slow: 50 / 60 / 70 / 80 / 90%

Cost: 50 Mana Cooldown: 5 / 3.5 / 2s Range: 500 Area of Effect: 150
Active: Kassadin teleports to a nearby location dealing magic damage to surrounding enemy units.
Each subsequent Riftwalk within the next 15 seconds doubles the Mana cost and deals additional magic damage per stack, stacking up to 4 times.
Magic Damage: 80 / 100 / 120 (+20% max) (+40%)
Damage Per Stack: 40 / 50 / 60 (+10% max) (+10%)
Playstyle
Early Game
Kassadin’s early game is all about survival. He just needs to lane without trouble and then out scale his opponent. Against enemies who deal magic damage, getting his Q off is a great tool to minimize harass. As the magic shield comes up on cast instead of on impact, he will get the shield immediately and deal good damage to his opponent
Mid Game
The mid game is Kassadin’s start to scaling, As he scales up with runes and Rod of Ages, he can get Lich Bane and start to chunk turrets thanks to the Spellblade passive. His kill pressure with Lich Bane is massive as well, as he can jump in and use Q, E, an auto attack which can be canceled for a second empowered auto-attack with W, and completely ruin the day of any squishy target. Any attempt to match him in lane is difficult for the enemy.
Late Game
In the late game, Kassadin’s split push comes fully online. He can push down towers with ease, flank from many angles in teamfights, and pick off straggling enemies by intercepting them or chasing them down with Rift Walk.
Kassadin’s early game is all about survival. He just needs to lane without trouble and then out scale his opponent. Against enemies who deal magic damage, getting his Q off is a great tool to minimize harass. As the magic shield comes up on cast instead of on impact, he will get the shield immediately and deal good damage to his opponent
Mid Game
The mid game is Kassadin’s start to scaling, As he scales up with runes and Rod of Ages, he can get Lich Bane and start to chunk turrets thanks to the Spellblade passive. His kill pressure with Lich Bane is massive as well, as he can jump in and use Q, E, an auto attack which can be canceled for a second empowered auto-attack with W, and completely ruin the day of any squishy target. Any attempt to match him in lane is difficult for the enemy.
Late Game
In the late game, Kassadin’s split push comes fully online. He can push down towers with ease, flank from many angles in teamfights, and pick off straggling enemies by intercepting them or chasing them down with Rift Walk.
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