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Kassadin Build Guide by DixonTheGuideMaker

💡Complete Kassadin guide by Dixon 📜 12.14 ✅

💡Complete Kassadin guide by Dixon 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 4,294 Views 2 Comments
4,294 Views 2 Comments League of Legends Build Guide Author DixonTheGuideMaker Kassadin Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes: Electrocute

1 2
Taste of Blood
Eyeball Collection
Ultimate Hunter

Presence of Mind
Legend: Tenacity

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


1 2
Flash + Teleport
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

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Champion Build Guide

💡Complete Kassadin guide by Dixon 📜 12.14 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
1. Post-six, he can start avoiding ganks and can roam around and try to get kills. Once he gets the snowball rolling, it is very hard to stop him, especially if he hits level eleven.

2. Excellent burst damage potential on a mispositioned enemy. This becomes extremely strong from level eleven, and can practically one-shot targets.

3. Due to his Ultimate Riftwalk and his item spikes, if he manages to get some kills early on with the help of his Jungler and Support, he will completely take over the game effortlessly.

1. His early game is very weak and he can be killed countless amounts of time during this phase. If he isn’t able to get his item spikes early on, he will take quite some time to come online.

2. Can be easily camped during the entirety of the laning phase. This can hamper him from CS’ing and will set him back massively.

3. Extremely weak against all-in champions, especially ones who have dashes or blinks. He is also vulnerable whenever he doesn’t have Flash early on, hence proper wave management can really be devastating for him.

Considering that Kassadin in played at MID lane against mages most of the time, the passive provides a very good bonus to defense against enemy skills. It also allows you to pass through units, which allows you to quickly catch up with the enemy or, conversely, to run through a crowd of minions. You can get the same effect from Phantom Dancer item or Ghost summoner spell.

The combat ability that Kassadin uses throughout the game. The skill allows you to stand on the line, constantly attacking the enemy or last hit minions. The advantage of the skill is that right after you deal damage you get a shield that can absorb most of the damage of the enemy's back fire. This is crucial for damage trades during laning phase, as you will deal damage to the enemy over and over again and taking less damage in respond. In tough situations this skill can also be used to farm minions.

The skill allows you to inflict additional damage in close combat. The main advantage of the skill is that it allows you to restore a lot of mana by attacking champions.

This is a very interesting skill. Kassadin constantly accumulates charges at the expense of using skills next to him. When you're standing solo at MID lane, the charges do not build up quickly, but when it comes to team fights, this disadvantage is not felt anymore. Charges are accumulated for absolutely all your abilities and from both enemies and allies abilities. The skill allows you to slow down a group of enemies very much, although only for 1 second.

Kassadin's ult makes him that unique and very powerful champion. At max level he only has a 2 second cooldown. Kassadin can constantly run between lanes and gank different champions, dealing good massive damage. The skill can be used not only to attack, but also to escape. Essentially with the Ult, Kassadin becomes an incredibly mobile and elusive champion.
is one of core items for ability power based champions. The item gives your champion additional source of CC ability to root enemies.

is one of the best items in the game for mages who need to stack as much mana as possible.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.

is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.

is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.

is on of few "Sheen" items, but for mages which is very good for dealing high burst damage to enemies. Unlike Trinity Force, Lich Bane does not necessarily need to be used by champions with high base attack damage to deal the highest damage possible, since Lich Bane is the only Spellblade item that can scale (with AP in its case). Just making sure to stack a lot of AP is enough to ensure that this item will deal relevant damage. However, Lich Bane still deals more damage with higher base AD, due to its base AD scaling.

is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.

The item also works well with champions that desire ability haste, have mana problems and make very good use of the passive for extra dueling potential. It is one of the few items to counter champions that function heavily around using basic attacks, such as most of marksmen or champions like Kayle, Yasuo, Tryndamere, Master Yi and other auto-attackers. If the enemy team has no champions who deal most of their damage by auto-attacks and don't buy items for attack speed then it can be better to buy something like Gargoyle Stoneplate or other protective item instead.

is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.

That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.

The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.

This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).

This rune allows you to use your Ultimate ability noticably more often.

This rune is a safe option for your champion. Additional movement speed helps your champ to keep safe distance between you and the enemy, so you can kite them more successfully or to be able safely move back after walkning up to last hit a minion. Extra healing from this rune can also be the reason why your champ survived with 1-3% HP in a fight.

This rune is able to help you a lot with your mana problems during team fights when you get lots of takedowns.

The rune can help you against teams with lots of crowd control abilities like stuns, slows, roots etc. Thats why its going to be harder for them to disable your champion for long period of time.

The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.

This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.

This rune will give you 200+ additional HP in the late game which can be a matter of life and death for your champion sometimes. This rune is also an indirect protection against assassins and other champions with strong burst damage. Thanks to the rune, you can survive their combo and be able to respond somehow by using abilities, summoners spells or active items.


Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.

Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
EARLY GAME (weak):
Kassadin is weak early on as he can't get too close to his opponents to burst them down. This is mainly because of a lack of mobility and items until he hits level 6. To compensate, he should play safely and rely on proper vision setup to not die often. At level 6, Kassadin will unlock his Ultimate Riftwalk. That is his first significant power spike as he can now dash to or away from an enemy depending on the given situation. As the game progresses, this ability will play a pivotal role in Kassadin's success. Once Kassadin gets his first item, he should deal a lot of burst damage to his enemies. Bonus points if he can shove his wave in and look for kills on other lanes. It will give him a considerable boost.

Play safe in the early game. You need time to come online and if you fall behind, you will struggle to lane and you will delay your first major power spike. Focus on power farming and minimizing trading until you’re level 6. Once you unlock your Ultimate Riftwalk, you can start to be more aggressive. Once you’re level 6, you can look to play more aggressive as you can use your Ultimate Riftwalk as a trading tool and something to fall back on.

MID GAME (average):
Kassadin will have 2 points in his Ultimate Riftwalk at level 11. This will reduce the ability's cooldown and will let him deal massive amounts of burst damage to the enemy. His first ability will be maxed out at level nine, which will give him a boost to his damage. It helps when it comes to dealing with ganks and all-ins. Kassadin will be a monster if he is ahead on items or kills in this game phase. Otherwise, he won't be having a lot of impact on the game.

Powerfarm in the mid-game. You need to earn as much gold and XP as possible so you can level up quickly. Avoid fighting too much in the mid-game. It’s better for you to only fight when it’s going to work in your favour. Focus on farming rather than fighting. Split up and farm the side waves once your ADC and Support have rotated to the mid lane.

LATE GAME (strong):
Level sixteen is the most essential power spike for Kassadin. This allows him to use his Ultimate Riftwalk frequently, which can cause a lot of mayhem in the enemy team. Kassadin will be dealing a lot of damage during this phase of the game. It will let him take off huge chunks off the enemy's health bars, which will allow him to win the game for his team. His presence in team fights will be really high, especially if he manages to get a flank on the enemy team. His ability to barge in, burst enemies down, and get away is phenomenal.

Group in the late game and stay with your team. If your team is good at team fights, stick with them. If your team isn’t ahead or not very strong, you could try to split push and draw the enemies attention while your team sieges an objective elsewhere or does the Baron. Kassadin is very good at getting picks thanks to his Ultimate Riftwalk. Look for picks in the late game to get your team ahead. Capitalise on the numbers advantage by pushing and taking objectives afterwards.

Staying at max distance will make it difficult for him to jump on you with his Shield Vault. After he hits level 6, be careful when moving back to lane if he’s not already shown. He may use his Ultimate Grand Starfall to get behind you and all-in you as soon as you get back to lane. At level 1, be careful of Pantheon's early pressure as he can often cheese a kill and force you to blow Summoner Spells or health potions.

Watch out for a potential Flash engage by Pantheon. In team fights, don’t stand too far forward in case he tries to make a play. Ward your flanks! Pantheon may try to attack you from the side and get on to your carries when his Ultimate Grand Starfall is on cooldown. Good times to fight is when Pantheon is split pushing. Forcing a fight when he is on the opposite side of the map could be a good idea as it will take him some time to get into the fight even with his Ultimate Grand Starfall.

Pantheon is very strong in the early game. Keep this in mind and be prepared for him to play aggressive and go for kills. Once Pantheon is level 6, his kill pressure doesn’t increase much in lane, but his map and roam potential does thanks to his Ultimate Grand Starfall. As soon as he goes missing, make sure you communicate with your team as he may look to roam. When Pantheon completes his first item, his kill pressure only intensifies. You’ll need to respect his all-in potential when he has his first item.

Expect Talon to play aggressive in the early game. He is really strong at level 2 and 3 and can easily get an early first blood. To prevent Talon from roaming, keep him pushed in while maintaining a good distance from him so he is unable to jump on to you and kill you. When playing as a ranged champion, try to use your range advantage to abuse Talon as much as possible. Using basic attacks and abilities to get him low will make it hard for him to fight or jump in with Noxian Diplomacy.

When teams are grouping, make sure you ward your flanks to spot Talon before he is able to jump over the wall and assassinate your team. As soon as Talon engages, try your hardest to burst him down before he is able to disengage and deal lots of damage. As Talon is an assassin, expect him to look for picks with his Ultimate Shadow Assault. Avoid walking around Summoners Rift alone. Do not walk in unwarded areas of the map if you know Talon is nearby.

Talon is incredibly strong at level 2 and 3. Watch your positioning so you do not die to an early all-in. Once Talon is level 6 and unlocks his Ultimate Shadow Assault, his kill pressure increases dramatically. You need to play more respectful at this time and avoid committing to extended fights. If Talon’s got advanced boots, his roaming pressure intensifies. As soon as he goes missing, ping that he’s gone and push the wave.

Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.

Don’t chase Akshan in the jungle during the mid-game. He could be leading your team into danger or an ambush. Try and look for fights when Akshan isn’t there. That way he will be unable to benefit from his Going Rogue. Playing around Akshan’s Ultimate Comeuppance will be very beneficial during the mid-game. Without it, he will be unable to maximize his damage output.

Akshan’s first power spike is when he unlocks all 3 basic abilities. Although, his early game damage is pretty good at level 1 and 2. When he unlocks his Ultimate Comeuppance at level 6, his kill pressure intensifies. Keep this in mind and avoid staying in lane when low. After Akshan’s first back, he should’ve picked up a component item for his Mythic. Unless you’ve matched him, be careful as he will win trades and all-ins.

If you’re playing as a ranged champion, try to harass and poke Zed down. Avoid over committing to harassing him though as minion damage does stack heavily. Invest in early armor to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow. Once he does use his Living Shadow, move to the opposite side of his Living Shadow so he can’t get on top of you.

As Zed is an assassin, he will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Keep a constant eye on the map and do not put yourself in the same area as Zed if you don’t know his exact whereabouts. Expect Zed to flank and takedown squishy targets with his Ultimate Death Mark. Ensure that your flanks are warded when sieging an objective so he cannot get the jump on you. During the mid-game, Zed will often be in a side lane split pushing. With this in mind, you could use the fact that he cannot impact the fight to start a team fight 4v4 or 5v4 with the numbers advantage.

As soon as Zed hits level 3, his kill pressure increases once he has access to his basic abilities. He can look for an all-in if he’s been able to poke you down beforehand. Whenever Zed hits level 6 his kill pressure increases once again and he will look to go for kills whenever he has his Ultimate Death Mark available to him. Expect him to play aggressive once he gets the level up. Zed is rather good in the mid-game as he will have 2 items and be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know Zed is or has recently been in.

Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Post level 6, if you have any CC abilities, do not use them unless his Ultimate Riftwalk is down as he will use their cooldowns to play aggressive and trade with you. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.

Kassadin will be split pushing during the mid-game so he can get to his level 16 power spike and then try to flank in team fights with his Ultimate Riftwalk. If you see that Kassadin is split pushing, you could try and start a team fight with the numbers advantage as he will be unable to join the fight quickly. Avoid stalling the game out for too long as Kassadin is a late-game monster. Try to end the game as quickly as you can.

Kassadin is very weak in the early game. Try to exploit this to gain a lead and prevent him from taking over the map. Giving him a rough start will reduce his scaling. Once Kassadin has his Ultimate Riftwalk, he will be able to trade more frequently and also escape danger. At this stage, his kill pressure also increases. Kassadin is a later game monster and once he’s level 16, he will be very slippery thanks to his Ultimate Riftwalk and short cooldowns. Try and end before he gets a chance to reach level 16.

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Kassadin started life as a lowly offcast, walking the harsh sands of the Great Sai alongside merchant caravans to draw predators away from their more valuable goods. He survived many of these treks across the desert, and began to serve less as bait, and more as a guide.

The foreign tongues that sought his talents, “Kas sai a dyn?” or “whom does the desert know?” often slurred their Shuriman, and so he became fondly known as Kassadin in the back alleys and markets of Bel’zhun. He spent many years exploring the ancient ruins of his homeland, making his employers exceedingly wealthy, but it wasn’t until a dig near Zirima that he found a treasure of his own he fell in love with a woman from one of the desert tribes.

With his wife and newborn daughter, Kassadin settled in a small village in the rocky canyons to the south. He was on the road often, his work sometimes requiring him to accompany particularly valuable relics to some faraway sponsor. But, no matter where his travels took him, Kassadin would always return with exciting tales from the world beyond.

Journeying home from distant Piltover, Kassadin and his fellow caravaneers were watering their beasts at an oasis when they encountered the first terrified survivors stumbling out of the desert. They spoke of the disaster that had claimed their homes, as if the maw of the underworld itself had opened up to devour them. They had barely escaped with their lives.

Fearing for his own family’s safety, Kassadin left the others behind, riding hard, driving his mount almost to exhaustion. When he finally reached the place where his village had once stood, he found only shifting sand and rubble. He clawed at the debris until his hands bled, screaming out his wife and daughter’s names, though no answer came. Days later, Kassadin’s companions caught up to him, now just a broken and empty man weeping beneath the scorching sun.

They dragged him back to Zirima, but Kassadin would go no further. For years, he tried to drown his grief, reduced to little more than a vagrant… until word reached town of “the Prophet.”

Whispers of unspeakable horrors that dwelt beneath the earth, and of sacrifices made in their name, chilled Kassadin to the bone. He knew well the legends of old Icathia, and the fate that befell that accursed place if the Void had been deliberately drawn toward Shurima once more, then it had likely been the death of his entire village, and countless more besides. He also knew there were few, if any, who could stand against it.

In that moment, Kassadin swore that he would avenge his wife and daughter, by destroying this insidious Prophet, and the source of his abyssal power. He was a man who had made his living by finding safe paths through the most dangerous places, and resolved to arm himself with the most arcane and esoteric weapons ever known in Valoran, fused with Zaunite ingenuity, and blessed by Ionian spirit-healers. He called in every favor he could, from scholars of antiquities to common smugglers, for their help in… acquiring what he sought. Many called him a madman, believing this the last time they would ever see their old friend alive Kassadin merely thanked them for their concern, and bid them farewell. He would face the Void alone.

Last of all, he stole the infamous Nether Blade of Horok, the sword that had slain a thousand deceivers in the latter days of the empire. He could feel the cold pull of oblivion in its edge, but no longer had any regard for his own mortality, and nothing of his old life left to lose.

Disguised in the robes of a pilgrim, more than a decade since he had last set foot anywhere near that desolate land, Kassadin made his way into Icathia. He would go where no man was ever meant to walk.

He would have his vengeance, even if it killed him.
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