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Runes:
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Hyper Scale Carry
Void Stone (PASSIVE)
Kassadin Passive Ability
Threats & Synergies
Kled
There's very little you can do in this matchup other than dodge qs and don't let his e connect to you. Other than that if you made the mistake of picking Kassadin into Kled you can only pray.
Lee Sin
I have lee sin here because Lee can carry the early game and take some of that pressure off of Kassadin to perform while Kassadin can scale up to his potential.
Lee Sin
I have lee sin here because Lee can carry the early game and take some of that pressure off of Kassadin to perform while Kassadin can scale up to his potential.
Champion Build Guide
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My name is RivalofAll. I reached Diamond 2 100 lp this season and have been diamond every season since season 3. While I'm mainly known as a Riven main, I have thoroughly enjoyed and found success with Kassadin.
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I regularly stream on twitch and am trying to reach a point where I can sustain a living wage with content creation. You wouldn't believe how much a follow/sub means to me. I average over 300 hours streamed a month so you definitely won't be lonely if you follow me. So please, enable me to achieve my dream!
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+ Manageable Mana Costs: As long as you don't spam your Null Sphere level 1 too hard, this champion really doesn't have any mana problems. Kassadin also has a great mana sustain. Nether Blade is actually one of the best abilities in the game to get mana back, and late game he needs it. This guy guzzles mana like a Monster Truck. Thankfully, most of the time you need more mana, your enemies will need less deaths. |
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Flash is pretty much required, it's the best spell to take on almost every champion and Kassadin is definitely no exception. Kassadin needs this throughout the early game and has a massive mechanic I call "Ultflashing". Basically you click Riftwalk then flash towards your target and assuming you're within about 800 units the damage will go off with your ult at double the range. Teleport Basically this spell is used to solidify your early game. Whatever your opponents wants to do to doesn't matter. Dragons don't matter either. No matter what anyone says, League isn't a team game. It's a game you come to dominate every poor soul who comes your way, at times, even all 9 of them in the game. Your job is to scale to that potential, teleport helps you do this. Ignite gives Kassadin amazing kill pressure. Level 6 you become a huge threat with or without the full damage build. The ignite just makes you that much more threatening. |
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Null Sphere ACTIVE: Kassadin fires an orb of void energy at the target enemy, dealing (65 / 95 / 125 / 155 / 185 (+ 70% AP)) magic damage and interrupting channeled abilities. The excess energy forms a shield around Kassadin, this shield exclusively absorbs (60 / 85 / 110 / 135 / 160 (+ 30% AP)) magic damage for 1.5 seconds. This ability is Kassadin's key ability. It protec, it attac, and it makes minions go smac. it can be used to block poke, to poke itself, to interrupt channels, such as malzahar ulti and many other abilities if used with the right timing, and to cs (kill creeps). A little tip with this ability, If you're trying to push and nothing is low enough to kill with q, you can Null Sphere auto to cleanly kill something from higher hp. |
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Nether Blade PASSIVE: Kassadin's basic attacks deal 20 (+ 10% AP) bonus magic damage. ACTIVE: Kassadin's next basic attack gains 50 bonus range, deals 40 / 65 / 90 / 115 / 140 (+ 80% AP) increased magic damage and restores 4 / 5 / 6 / 7 / 8% of missing mana, with the amount quintupled against champions. This ability is extremely strong early game, especially against melee characters. Make sure to use it as an auto reset (meaning cancel an auto animation after the damage gets off with this ability). It deals massive base damage which helps you trade well. This damage catches people off guard especially when combod with a few other abilities and maybe a summoner spell. Since the 30 damage buff to this ability, it chonks quite well. |
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Force Pulse EFFECT RADIUS: 600 ANGLE: 80° CAST TIME: 0.2 COST: 60 / 65 / 70 / 75 / 80 MANA + 6 CHARGES COOLDOWN: 5 PASSIVE: Kassadin gains a Void Energy stack each time a nearby champion, including himself, uses an ability, up to 6. At 6 stacks, Kassadin gains the ability to cast Force Pulse. ACTIVE: Kassadin emits a pulse of void energy, dealing 80 / 105 / 130 / 155 / 180 (+ 80% AP) magic damage to all enemies in a cone in the target direction and slowing them by 50 / 60 / 70 / 80 / 90% for 1 second. The slow and AP ratio on this ability are huge. Make sure to use Nether Blade coming out of spawn to stack this up so it'll be ready by the time you get to lane. Also, you can use this ability, and if you time it correctly, flash before it goes off for extra range and unexpected effect. This is most useful in the early game because it just gives you more damage and less counterplay in a flash combo. |
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RiftWalk ACTIVE: After a small delay, Kassadin blinks to the target location, dealing 80 / 100 / 120 (+ 40% AP)(+ 2% maximum mana) magic damage to all nearby enemies on arrival. Each subsequent Riftwalk within 15 seconds doubles its mana cost and increases its damage, stacking up to 4 times (extra damage per stack) 40 / 50 / 60 (+ 10% AP) (+ 1% maximum mana). This Ability is where Kassadin Really steps into those big shoes he needs to fill. At max rank and max stacks you're dealing over 1000 damage every 2 seconds; which, with this build, is reduced to .6 seconds (45% CDR, 25% Ult CDR) Now, let's talk about Ultflashing, you can Riftwalk flash like Force Pulse flash with ahri, It is infinitely faster than flash Riftwalk and hits the same area. This is your main usage of flash in every circumstance. Everyone knows Kassadin's ult range, but not everyone knows about this mechanic which they will obviously step into your ranges. |
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Kassadin has a pretty unique playstyle. You really try not to take anything unless its absolutely free till 6. Having said this, if you've taken ignite, there will be opportunities Lvl 1: Take Null Sphere if they're ranged, take Nether Blade if they're melee/not a threat. Nether Blade gives the maximum damage and easy csing. Null Sphere gives good poke and a shield if you're facing an ap champ. If you do take Electrocute, auto Nether Blade auto procs it and a ****ton of damage level one. With flash and ignite it can easily turn into a kill. Lvl 2: Take an ability that isn't Force Pulse You still have burst and even more of it now, but you're not as strong as level 1 with Nether Blade so keep this in mind. Look for a ward or a freeze here soon. The jungler is going to focus you this game and no one likes that. Lvl 3: You may not expect this, but I like a second point in Null Sphere here. This is to maximize your poke. In some lanes Force Pulse is a must but most of them you can survive. A second point in Null Sphere here offers more poke and a lower cooldown. Lvl 4 & 5: Take your Force Pulse if you haven't gotten it till now or get those points in Q. You have 3 abilities now but you aren't particularly stronger. Don't worry, this comes with time. You have 4 damaging abilities with great ratios, just wait till you get all of them. Lvl 6: This is where you can really pop off. At least point you should have some decent AP and this translates directly into damage. Let your lane push to tower then drop a full combo on your laner when they're under it. They won't expect you to ignore a melee and they cannot trade back on you here without taking tower shots. After this full combo, you should just be able to wait for your next rotation and set up a kill. Rush Lost Chapter. Double amp tome is a common back for me. You don't really want to get tear until you can quickly upgrade it into Archangel's Staff. This is where the true scaling begins. Make sure to spam Nether Blade as you walk from base to get tear stacks and stack e. Ulting twice on the way to lane is fine but don't overdo it. After your first item you're looking to max CDR to get more ults off. Buy a Fiendish Codex to do this and then look into boots and Zhonya's Hourglass. Once you finish these two items and have level 11 you can duel nearly anyone assuming you're not behind, and often take multiple people. If you get too cocky, hourglass offers you another rotation of abilities which should be able to get you out of the situation, or end the situation. After this, I opt for a quick Void Staff in most circumstances. Even if this is just to attack base MR, it's much easier to to build than Rabadon's Deathcap and costs a lot less. Now, you're looking for endgame. Boy do you have a lot of damage already, but all of these are multiplied further by Rabadon's Deathcap. After this wonderful item you cap off your build with a Lich Bane and you're all set. No one can survive your burst, no one can kill you before you delete them. If they ever try, just say something like "THIS IS SPARTA" when you kill them even though that's totally a pantheon thing. You're the alpha male once you finish your build, take your rightful place. on the victory stage. |
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