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Spells:
Flash
Ignite
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Intro

Kassadin himself is an excellent laner, he can refresh his mana by autohitting creeps, he can harass without expecting counter harass bcs of silence, and when he turns lvl 6 he becomes one of the best towerdivers/gankers/bullys in the game,
Riftwalk to the enemy champ,
Null Sphere and
Force Pulse him, rinse and repeat.
If he gets low, repeat that combo and add
Ignite
now to my skill order, You see that i max
Null Sphere first for the Harass and the DMG,
Force Pulse is maxed second for that AoE slow and dmg, but i pick a point in
Nether Blade at lvl 4, I do this bcs i can charge up my
Force Pulse with it and I can recharge my mana easily by attacking creeps/champs.
Ofc i pick
Riftwalk whenever possible.



If he gets low, repeat that combo and add

now to my skill order, You see that i max




Ofc i pick




Tear of the Godess I tried to skip it one game, it did NOT work out, not even a bit, you just need that extra mana to pull of your combo several times.












however, if the enemy team is doing well in killing you, try to get a


If the enemy team is full of stones(I like to call low skilled players that feed alot stones.) pick a

Runes:
Reds:


Yellows:

Blues:

Quints:

Redone Masteries: 21/0/9 since all those offensive abilities compliment kassadin very well, especially like the last talent in the offensive tree, ofc the AP is great too. Then to the Utility tree: Improved Flash ofc, reduced death time, movespeed. Now the last point is odd, pick whatever you like, 1% spellvamp looks like a total waste. extra gold = rather good choice, Increased buff duration = quite good, wards? nope. Empowered Recall, i tend to like this, especially when ganking often a quick recall saves a lot of time which makes up for lost gold from the G per 5 mastery and.. well just look at it this way: You'll be on the lane 1 second earlier than ur enemy. Except if they skilled it too^^
Summoner Spells:



(this does not mean you should focus tanks, rush in and out of battles if your combo is up killing healers/carries/or casters. Slow down running enemies with


Harass your lane opponent or opponents with
Null Sphere kick channeled spells with
Null Sphere (makes Kata and Nunu rage since August 7th 2009)(kassa's release date in the US)
When they overextend and your
Force Pulse is ready, hit both(on a duo lane) or that single hero with it and smack
Null Sphere on one of those two(on a duo lane) or again on the opposing hero. Autohit creeps to regain mana with
Nether Blade try to last hit at your best, but full mana to deny the farm of the enemies with your skills is somehow way more important^^
Mid Game: Your full power should be reached by then,
Riftwalk lvl 2,
Null Sphere maxed
Force Pulse Maxed, roam around and look for kills, ask your jungler(if you have one) if you may get the blue, if not try to get the enemy blue, but don't go alone if you don't feel safe. Use
Nether Blade whenever it's off cooldown to kill some jungle creeps/normal creeps and to charge your force pulse. Focus Squishies in those small teamfights, try to be in every teamfight since you can really turn everything around with a pinpoint silence and AoE slow.
Late Game: Pretty much the same as Mid game, except that you stay with your team, however if you see someone farming on top/bot lane and all the other enemies are mid, rush top/bot kill that champ and tell your team to start a fight if you were succesful, by the time the fight starts you're already on your way back to kill another squishy with your burst combo, slow runners with
Force Pulse and your team should be able to finish the last 3 enemies with your help.


When they overextend and your



Mid Game: Your full power should be reached by then,




Late Game: Pretty much the same as Mid game, except that you stay with your team, however if you see someone farming on top/bot lane and all the other enemies are mid, rush top/bot kill that champ and tell your team to start a fight if you were succesful, by the time the fight starts you're already on your way back to kill another squishy with your burst combo, slow runners with

Pros: Amazing Dmg output.
Very Mobile.
Got alot of CC.
Little Flash at lvl 6.
Best Kiter ingame.
Good Harasser.
Takes reduced magic damage.
Close to Invulnerable with
Riftwalk
One of the Best towerdivers.
Cons: Squishy early on.
Weak early on.(fades as soon as you max
Null Sphere
Mana Hungry making him Tear or Blue dependent, best to have both :D
If the enemy team is full of tanks his effectiveness falls flat.
Lategame carries are able to kill you if you don't approach carefully.
Needs alot of Awareness to be played at his best.
Very Mobile.
Got alot of CC.
Little Flash at lvl 6.
Best Kiter ingame.
Good Harasser.
Takes reduced magic damage.
Close to Invulnerable with

One of the Best towerdivers.
Cons: Squishy early on.
Weak early on.(fades as soon as you max

Mana Hungry making him Tear or Blue dependent, best to have both :D
If the enemy team is full of tanks his effectiveness falls flat.
Lategame carries are able to kill you if you don't approach carefully.
Needs alot of Awareness to be played at his best.

Jumping over Walls to escape your enemies is one of your best bets since no one should be able to chase you properly, and if a single squishy does, without his team to back him up(communication problems ftw) wait in a brush, burst him/her down and then retreat.
Example: I was lvl 18, attempting to kill Dragon, Three of the enemy team show up,








Having a Tank/Support warding Key locations may get you some surprise kills on stupid or overconfident enemies ;)
I hope you enjoyed this build alot.
I wish you good luck on the Fields of Justice and a LOT of fun playing
Kassadin
Peace out :)
I wish you good luck on the Fields of Justice and a LOT of fun playing

Peace out :)
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