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

Offense
In my opinion, this is the main mastery tree for most if not all Casters. This provides some nice damage increase for Kassadin, which is useful because my runes dont provide any AP.
Defense
With Kassadin, i usually take 9 points here to support my defensive set of runes, but with all the other AP casters i play, i usually take 9 points in utility instead of this. If you really wanna be an immovable rock in early game, you could even try 9/21/0 masteries. This way you eliminate the most of your early game squishiness.
Utility
I love this mastery tree on basically every caster and jungler, but with Kassadin i like to take the mres and health from the defense mastery tree to support my tank'ish runes.
Best picks
This setup will allow you to get a nifty pre-level 6 firstblood with ignite and help you kill those pesky luckers who run away with 50hp. How'd ya like some true damage up your ***, *****?
Also, having an extra blink will never hurt, will it? (Except your enemies)
You can take this instead of
Flash if you feel that you dont need the extra utility/survivability and want to go all-offense on the enemy ranks.


This setup will allow you to get a nifty pre-level 6 firstblood with ignite and help you kill those pesky luckers who run away with 50hp. How'd ya like some true damage up your ***, *****?
Also, having an extra blink will never hurt, will it? (Except your enemies)


Other viable picks
This can be used in conjuntion with
Riftwalk to pull of some sick escapes. Use this if you prefer it over flash. (This probably happens if you play
Singed excessively...)
Never been a huge fan of this spell but do consider it if you see your enemy team packing some major CC.
I wouldn't suggest any other summoner spells really, but if you like some other spells like
Teleport or
Heal feel free to use them. You might think that
Clarity is awesome on Kassadin, but i know from personal experience that it's bit of a waste.




I wouldn't suggest any other summoner spells really, but if you like some other spells like



Kassadin's passive. This is one of the main reasons
Kassadin is considered an anti-caster.
You take 15% reduced magic damage. This with the MRes glyphs and the 21/9/0 mastery tree, it makes you very tanky against magic damage dealers.
Kassadin's Q. This is your main harrasment/nuking ability. It packs some really nice damage and offers a huge silence, which really is one of the reasons why Kassadin owns AP carries. You want to max this first.
Kassadin's W. Fairly useless on AP Kassadin, but I suggest you to take on rank at lvl 8 to charge your
Force Pulse and maybe even earlier if you want to gain some precious mana from smacking things with your badass sword. You want to take one point at lvl 2, 4 or 8, and max it last.
Kassadin's E. This is used as a part of your R > Q > E combo, which is the main combo for nuking people. This packs nice damage just like
Null Sphere and slows the enemies, potentially preventing some frustrating low-hp escapes. You want to max this after Null Sphere.
Kassadin's R, aka ultimate. This is the skill that makes Kassadin as badass as he is. It's potentially a flash on ridiculously low cooldown, which also deals some hefty damage. If you use this repeatedly, it's mana cost will increase rapidly (just like Kog's
Living Artillery), but it will also gain more damage. If you have the Blue Golem buff, which you should have always when possible, It's possible to stack Riftwalks so it deals so much damage that you will be able to oneshot squishies with your combo. You want to take this at levels 6, 11 and 16 like with all ultimates.

You take 15% reduced magic damage. This with the MRes glyphs and the 21/9/0 mastery tree, it makes you very tanky against magic damage dealers.
Kassadin's Q. This is your main harrasment/nuking ability. It packs some really nice damage and offers a huge silence, which really is one of the reasons why Kassadin owns AP carries. You want to max this first.
Kassadin's W. Fairly useless on AP Kassadin, but I suggest you to take on rank at lvl 8 to charge your

Kassadin's E. This is used as a part of your R > Q > E combo, which is the main combo for nuking people. This packs nice damage just like

Kassadin's R, aka ultimate. This is the skill that makes Kassadin as badass as he is. It's potentially a flash on ridiculously low cooldown, which also deals some hefty damage. If you use this repeatedly, it's mana cost will increase rapidly (just like Kog's

Now for the items.
I almost always start with
Boots and 3
Health Potion, so you can easily dodge enemy skillshots, and since they nerfed the range of Kassadin's
Null Sphere I really think that the movespeed is necessary. If I happen to have some low range, low mobility laner against me (
Ryze,
Warwick), I might just start off with a
Sapphire Crystal so i get a really healthy manapool for spamming
Null Sphere. I then immediately rush catalyst the protector to [[rod of ages, so i get a huge manapool, some precious AP and a good amount of extra HP. After this you should start building towards a
Rabadon's Deathcap, or if you are totally destroying the enemy team,
Mejai's Soulstealer. When building
Rabadon's Deathcap, you should prioritize the
Needlessly Large Rod but if you aren't doing so great, you should buy 2
Blasting Wands to get you going, because you need the second blasting wand for
Void Staff anyways. After
Void Staff, you have two choices. If you want to keep yourself just snowballi'n on the enemies' ***es, buy damage items like
Zhonya's Hourglass and
Abyssal Mask. If you suspect that the game is going to be somewhat even, always fit one defensive item (ex.
Banshee's Veil or
Frozen Heart in the build.) Your endgame build could look something like this:
Versus AP/CC Heavy teams
Or
Versus AD Heavy teams.
I almost always start with
























Versus AP/CC Heavy teams
Or






Versus AD Heavy teams.
If you love spamming
Riftwalkand always end up with no mana when the need arises, you could fit this into the build. If you really want this item i suggest you to take the
Tear of the Goddess right after you finish
Rod of Ages, and then finish your Tear to an
Archangel's Staffafter you complete your
Rabadon's Deathcap












Also, always remember to use your



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