Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
•Health: 433 (+78 per level)
•Mana: 230 (+45 per level)
•AD: 52.3 (+3.9 per level)
•AS: 0.64 (+0.0235 per level)
•MS: 315 (365 tier 1, 385 tier 2)
•Armor: 14 (+3.2 per level)
•MRes: 30
At Level 18
•Health: 1837
•Mana: 1040
•AD: 122.5
•AS: 1.063
•MS: 315 (365 tier 1, 385 tier 2)
•Armor: 71.6
•MRes: 30
Void Stone
Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.
This is one of the reasons he's such a powerful anti-caster. His innate ability to reduce incoming magic damage by 15% and turn it into attack speed isn't bad at all. Most people only take advantage of the 15% magic damage reduction. It's extremely powerful against casters which usually deal 95% of their damage as spell damage. But what are we going to use the left over attack speed for? It'll be useful to attack the enemy with Nether Blade, since you're going to have a lot of AP and it now scales. Otherwise, the 15% magical damage reduction is just fine.
Null Sphere
Kassadin fires a void bolt, dealing 80/130/180/230/280 (+0.7) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 second(s).
Cost: 70/80/90/100/110 Mana
Range: 650
Cool-Down: 9 seconds
Your bread and butter skill. It's on a relatively long cool-down, and in a team fight you basically got one shot. It DOES have some nuking potentials, but the main point of this skill is the silence that continually gets longer every time you level it up. It's also a very good skill to harass the enemy. That's why I take Nether Blade at level 2. It's so I can gain that mana regen to spam more Null Sphere's against my lane opponent. It's also possible to completely ZONE your enemy with this skill. It just shows you how deadly it is. You may even want to save this spell for when the enemy has channeling spells like Nunu's Absolute Zero or Katarina's Death Lotus. Since it's on a relatively high cool-down, choose the best time to use it. 7 seconds without cool-down reduction is quite painful. Getting blue buff and Elixir of Brilliance or cool-down reduction items like Deathfire Grasp or even Frozen Heart may not be a bad idea.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60.Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+0.15) magic damage.
Cost: 25 Mana
Range: 1(derp)
Cool-Down: 12 seconds
A lot of people say this is a **** skill. You know I remember when this gave ARMOR PENETRATION, so I wouldn't be talking too much. Now it gives increased magic damage based on your AP (so it scales). A lot of people underestimate this skill, but its actually really strong. I dare you to get this at level 2 and walk up to your lane enemy, use the active, and hit them a few times. You'd be surprised how much damage you deal. However, I take one point in this early MAINLY for the mana regeneration I desperately need to fire more Null Spheres and to attempt to zone the enemy. Basically, you can use Nether Blade to amplify your auto-attack's damage and gain a charge on Force Pulse and makes last hitting minions at your turret a LOT easier.
Using Nether Blade here will help you last-hit minions you normally wouldn't be able to. Extremely well when the minions are at your turret.
Damage test with level 1 Nether Blade. I dealt nearly double the damage with my auto-attacks with the skill being just level 1. The damage is noticeable.
Force Pulse
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 80/130/180/230/280 (+0.7) magic damage and slow enemies by 30/35/40/45/50% for 3 seconds in a cone in front of him.
Cost: 80 Mana
Range: 400
Cool-Down: 6 seconds
I love how this skill requires charges, and yet is on the lowest cool-down in Kassadin's kit (inb4 rank 3 Riftwalk). I take this a lot later than most people do. I will explain why in a second. The main thing about this skill is it's an AoE charge BURST that slows. In low levels, this skill will deal about no damage (just like Null Sphere). In fact, Null Sphere and Force Pulse do the exact same amount of damage. Take this at level 2 if you know your jungler is ganking for you. It'll help secure a kill/ Flash by adding a slow. Beware of using this skill when up close as they may be able to juke it by turning around or moving the other direction. This is common especially after using Riftwalk. Make sure you hit them!
Riftwalk
Kassadin teleports to a nearby location dealing 60/70/80 (+0.8) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 7 seconds costs 100 additional Mana and deals 60/70/80 additional damage, stacks up to 10 times.
Cost: 100 Mana
Range: 700
Cool-Down: 7/6/5 seconds
Once you get this skill, your lane opponent should be real scared. You can pop out anytime and spell disaster to them in a quickly. They won't have time to react because your Null Sphere will keep them pinned down. Anyways, back on topic. This skill has a higher teleport range than Flash after its nerf. There are just so many ways you can use this skill that there's just no way I could describe them. Whether just for damage, juking, or escaping a dangerous situation, this skill will serve you happiness. 90% of the time you get ganked, you'll escape, and 90% of your own ganks should be successful (unless it's Morgana). It's actually possible to leave this skill at 1 point, since putting extra points into it will increase its base damage by 10. Put these points instead in Force Pulse for extra nukes.
Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.
This is one of the reasons he's such a powerful anti-caster. His innate ability to reduce incoming magic damage by 15% and turn it into attack speed isn't bad at all. Most people only take advantage of the 15% magic damage reduction. It's extremely powerful against casters which usually deal 95% of their damage as spell damage. But what are we going to use the left over attack speed for? It'll be useful to attack the enemy with Nether Blade, since you're going to have a lot of AP and it now scales. Otherwise, the 15% magical damage reduction is just fine.
Null Sphere
Kassadin fires a void bolt, dealing 80/130/180/230/280 (+0.7) magic damage and silencing the target for 1/1.4/1.8/2.2/2.6 second(s).
Cost: 70/80/90/100/110 Mana
Range: 650
Cool-Down: 9 seconds
Your bread and butter skill. It's on a relatively long cool-down, and in a team fight you basically got one shot. It DOES have some nuking potentials, but the main point of this skill is the silence that continually gets longer every time you level it up. It's also a very good skill to harass the enemy. That's why I take Nether Blade at level 2. It's so I can gain that mana regen to spam more Null Sphere's against my lane opponent. It's also possible to completely ZONE your enemy with this skill. It just shows you how deadly it is. You may even want to save this spell for when the enemy has channeling spells like Nunu's Absolute Zero or Katarina's Death Lotus. Since it's on a relatively high cool-down, choose the best time to use it. 7 seconds without cool-down reduction is quite painful. Getting blue buff and Elixir of Brilliance or cool-down reduction items like Deathfire Grasp or even Frozen Heart may not be a bad idea.
Nether Blade
Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60.Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+0.15) magic damage.
Cost: 25 Mana
Range: 1(derp)
Cool-Down: 12 seconds
A lot of people say this is a **** skill. You know I remember when this gave ARMOR PENETRATION, so I wouldn't be talking too much. Now it gives increased magic damage based on your AP (so it scales). A lot of people underestimate this skill, but its actually really strong. I dare you to get this at level 2 and walk up to your lane enemy, use the active, and hit them a few times. You'd be surprised how much damage you deal. However, I take one point in this early MAINLY for the mana regeneration I desperately need to fire more Null Spheres and to attempt to zone the enemy. Basically, you can use Nether Blade to amplify your auto-attack's damage and gain a charge on Force Pulse and makes last hitting minions at your turret a LOT easier.
Using Nether Blade here will help you last-hit minions you normally wouldn't be able to. Extremely well when the minions are at your turret.
Damage test with level 1 Nether Blade. I dealt nearly double the damage with my auto-attacks with the skill being just level 1. The damage is noticeable.
Force Pulse
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 80/130/180/230/280 (+0.7) magic damage and slow enemies by 30/35/40/45/50% for 3 seconds in a cone in front of him.
Cost: 80 Mana
Range: 400
Cool-Down: 6 seconds
I love how this skill requires charges, and yet is on the lowest cool-down in Kassadin's kit (inb4 rank 3 Riftwalk). I take this a lot later than most people do. I will explain why in a second. The main thing about this skill is it's an AoE charge BURST that slows. In low levels, this skill will deal about no damage (just like Null Sphere). In fact, Null Sphere and Force Pulse do the exact same amount of damage. Take this at level 2 if you know your jungler is ganking for you. It'll help secure a kill/ Flash by adding a slow. Beware of using this skill when up close as they may be able to juke it by turning around or moving the other direction. This is common especially after using Riftwalk. Make sure you hit them!
Riftwalk
Kassadin teleports to a nearby location dealing 60/70/80 (+0.8) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 7 seconds costs 100 additional Mana and deals 60/70/80 additional damage, stacks up to 10 times.
Cost: 100 Mana
Range: 700
Cool-Down: 7/6/5 seconds
Once you get this skill, your lane opponent should be real scared. You can pop out anytime and spell disaster to them in a quickly. They won't have time to react because your Null Sphere will keep them pinned down. Anyways, back on topic. This skill has a higher teleport range than Flash after its nerf. There are just so many ways you can use this skill that there's just no way I could describe them. Whether just for damage, juking, or escaping a dangerous situation, this skill will serve you happiness. 90% of the time you get ganked, you'll escape, and 90% of your own ganks should be successful (unless it's Morgana). It's actually possible to leave this skill at 1 point, since putting extra points into it will increase its base damage by 10. Put these points instead in Force Pulse for extra nukes.
You must be logged in to comment. Please login or register.