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Spells:
Cleanse
Ignite
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Introduction
Or something like that anyway. If you play this the way I tell you to, you might argue Kassadin as wrecking balance.
Kassadin is an assassin mage. You can build him as more of a standard mage, or even an AD build can be good if you feel like trolling your team, but at his core, Kassadin is a glass cannon, get in get out assassin that has some of the best escape, and therefore survivability, in the game.
IMPORTANT: If you do not feel comfortable snowballing Mejai, I would recommend a different champion. You will end up building Kassadin more similarly to a standard mage, and, well, the standard mages are better at that and you might as well play one of them instead.
Finally, you might have seen the item build or the mastery build and rune build and thought "holy **** this build is ******ed." If you thought that, but the idea of a super glass cannon Kassadin intrigues you, I beseech thee, read the guide anyway. The playstyle I will describe in this build makes sense for the way I build Kassadin, it is not correct for the more sturdy Kassadin builds, but it is the correct way to play Kassadin as far as I'm concerned.
Enjoy, leave a comment if you have any questions.
Max Q max E, W last and R when possible.
Some people like getting W at 4 for better lane sustain, but since you get Tear of the Goddess first your sustain is generally pretty good, as long as you lane as I will describe later.
Runes




MPen red, obvious choice.
Flat AP yellows, so you have some (even if it is a small amount) of extra AP at level 3, which is when you start harassing. (5.31 AP from the yellows, vs 2.7 if you got AP/lvl yellows).
AP/level blues and quints. With this setup unless the person you're laning against has the same rune setup as you, you will match a Doran's ring AP by level 4 or 5 (don't remember exactly), and we are building for mid/late game so AP/Level are better.
I'm not sure I would build many other casters this way: I have a 9/0/21 for Xerath I'm playing around with for instance. But this is probably the best thing that could happen to Snowballin' Glassadin.
We can go 21 into offense and keep getting more damage!!!
Awesome.
So, the choices are obvious. +4 AP from tier 1, CDR from tier 2, Mpen/+1.5% damage from tier 3, AP/lvl from tier 4, +5% AP (yessss)from tier 5, and then 6% damage on low health targets (aka assassin mastery) from tier 6.
In utility we take Expanded Mind and 1 improved recall in tier 1. Then we go to tier 2 and get 3 meditation. 0.5% run speed isn't really worth it so I ended up putting the other point into 4% less dead time in tier 1. I did this instead of improved flash because I'm not going to take flash anymore, and instead of ward sight range increase because someone else is warding when I play. You can move that point around as you wish it isn't really important. Buff mastery in tier 3.
Why not improved cleanse? doesn't reduce cooldown so it is pretty much useless. If you get CC'd again that quickly after you used cleanse and presumably riftwalked out you're going to die anyway so an extra second of slightly reduced duration of CC effects won't matter much.
Why not improved ignite? you'd be trading 1 AP from the mastery for 5 AP when you use ignite, a net gain of 4 AP. Pretty insignificant and you're down an AP the rest of the time.
- However, if you take Surge instead of Ignite this would be worth the point. The increase in AP you get when you use surge would definitely be worth losing 1 ap for the rest of the time.

Remember when I said this isn't mandatory? I pretty much lied. I would never, EVER play Kass without cleanse. Do they have a stun and you're low on hp? Cleanse + Riftwalk = you're not dead anymore. Slowed and


I take Flash because I like having range 1225 blink. You might not want this. I find it ridiculously useful for chasing down people in the middle of their lane, or through the jungle, for that CLUTCH BARON STEAL AND YOU STAY AILVE or in general for a D-D-D-Double Juke (It ' s super effective !!). The only people who will be able to catch you if you take Flash are other Kassadins with Flash, or anybody if you're being chased from their nexus back to yours (but why would you be doing that?). This I would say is OK to remove since, well, you already have a spammable, longer-range Flash built into your skills.
In season 2 the range of flash will be reduced. I have a feeling I won't want to use it much anymore since Riftwalk will take up a much larger area relative to new Flash so your escape and chase will actually improve compared to everybody else.
Actually, I prefer ignite now that I've tried it. I won't be using flash anymore but this reasoning would still apply

I don't take this but I have thought about replacing Flash for it, and I may in Season 2 depending how the nerf is (though I would imagine for the jungle steals/extra wall jump I might keep it anyway). You would want to take Ignite if you're laning against a Vladimir for some reason, or if you want to be really aggressive in general and get those mad ganks. Since I don't run with this I don't have anything constructive to say.
So I've played a couple games with Ignite instead of Flash now and I'm convinced. Maybe it is just me but far too often I leave people at 10 hp due to bad luck or what have you (literally at least once per game) so this pretty much gets rid of all of those cases, and helps you kill stuff when people are being healed. Winning forever.

New mastery. I haven't used it and probably won't because I absolutely love Ignite now but this would basically accomplish the same thing in a slightly harder to anticipate way. By that I mean you know exactly how much damage ignite will do, but this increases your ability power by a percentage, then you have to consider the AP ratio, and the target's Magic Resistance. After a while you would develop a feel for this but since this is about the same as ignite I don't see why I would need to learn this.

This seems even more pointless than Flash since you already have a teleport, and jumping over walls is better than running faster (especially since you're going to be mid). But, if you think you're going to be roaming a hell of a lot, this may be worth it.


No. Bad. Low summoner level play only (i.e. before you get cleanse)

I guess if








If you are worried about getting chased by an AD carry I suppose this would be OK. If you take this then move the point from the Crit chance mastery into the improved exhaust (duh). But since you can teleport forever away instantly, you shouldn't need this for AD carries, and mages you can just silence.

I would be extremely hesitant to take this skill as Kassadin because you can very quickly teleport through the jungle. you wouldn't get very many more tower saves or ganks than you already would because of your sick mobility. But if one or two a game are worth it for you, by all means go for it.

I would not take this.
To elaborate upon the introduction, this is skirmish Kassadin. If you stay in range of any CC or damage dealers for more than the cooldown of


LANING PHASE
You will be playing Kassadin mid. Champions you REALLY REALLY DONT want to lane against are





Malzahar isn't that bad of a lane if you can get him scared of you. Try to have your jungle put pressure on him early and often, and harass him more than you would other champions. This should keep him back, and never stay within




You would RATHER NOT lane against a GOOD









You would LOVE to lane against almost any other AP carries, and obviously bad people playing any of the aforementioned champions (I've won lanes against bad








Welcome to Summoner's Rift!
Anyhow, get your




At level 3, when you get rank 2 of


Depending on how well you are farming/how pushed your lane is, you may go back for




Note: Don't try using

Chances are you won't lane against the same summoner every game, and even if you do he might not build the same way every time. My point is this: At least once every couple of levels, see how much you burst for after a few purple bouncy balls.



Around 7 or 8 you probably have enough for


Once you get Mejai's, push your lane as hard as you can while keeping around at least half of your mana. Once you push to the turret, decide which lane could use a gank and do it. If you've effectively harassed your lane, don't bother, just grab the kill in your lane and get some tower hits. Many people will think they are safe on their turret even if they're low; prove them wrong by riftwalking in, nuking them to death, and flashing out.
If your jungle does not need blue buff, ask him to help you take it when he can. This will allow for epic harassment with


Once teamfights start getting going, your role becomes that of the assassin. What I mean is, if there are 3 or more enemies, you will NOT do anything until your teammates engage and take a spell or two. Your burst is high enough that you can catch teams off guard most of the time and your team (and hopefully specifically you) will get a kill, netting you one or two

Try to hit as many as possible with








Your role also includes chasing down wounded champions when possible. For example, if

Once you get 20


So, just hang around on the outskirts of battle and pick off wounded champions while silencing their mage carries. Your teammates might say "hey ******* stop ksing" but who cares what they think? When you can burst 2k damage at 30 minutes they will shut their mouths, and the enemy team will start complaining.
Fun Fact:I find that

If the other team is REALLY GOOD about warding up usual spots for you to lie in wait, or if they have a champion like




You are really good at clearing creep waves pushing your lanes after you get the





You want more mana and to stay in your lane. Pretty simple.

You need a lot of mana and the earlier you get this the more useful it will be.
--- If you manage to get a hell of a lot of ganks early (like if you somehow get matched against a bunch of people 200-300 ELO below you) you might not even need Tear, but if you do this you will have to use your mana far more carefully.


Here is the first choice you have to make. Do you want boots first or do you want soulstealer? They cost about the same amount of gold so that's not really a deciding factor. How do we decide which we want?
Well, if your team falls behind by a few kills pretty early, you are less likely to get a bunch of assists or kills anytime soon, so boots would be a better choice. If your team falls WAY behind, you don't even get Mejai's AT LEAST until after Deathcap, for the same reason.

You want this before any of your other core AP items, save for Mejai's. If you can afford it, get the





These are pretty much good to get in any order. I have been finding that most teams, once you start snowballing, will stack magic resist, so I usually get




If I remember to do so, I will get






REPLACEMENTS FOR VOID STAFF


If they have strong AD champions that are nearly as fed as you.


This I probably wouldn't get, but if their whole team is AP then this is probably worth it. I wouldn't get it because well, if they're doing magic damage, they're probably casting, which means that your



If you want general survivability. I might be more inclined to take


If for some reason your highest priority target also has 3.2k health.



However, when it does work...

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