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Kassadin Build Guide by Seth346

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Kassadin Top [9.22] A New Perspective

By Seth346 | Updated on November 11, 2019
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Runes:

1 2
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ultimate Hunter

Inspiration
Magical Footwear
Time Warp Tonic
Bonus:

+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Damage Kass
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #25 in
Middle Lane
Win 52%
Get More Stats

Ability Order Hyper Scale Carry

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

General Set Up In-Game
Things To Get Past
Pros and Cons
Extras
Spells
Abilities
Early Game
Mid Game
Late Game


Hello all! I'm Justasriven! A Diamond player since season 3. You all may know me for THIS guide. Now, if you've seen that guide, you may have wondered what I play when I don't play Riven. This is it. You shouldn't run this champion into every top laner, BUT, you can survive most matchups until you completely obliterate them and their entire team. If you're tired of losing top to mages, if you're tired of being camped, this is the champion for you in this role!

I'm really working to grow my Twitch right now so if you could throw me a follow it'd be MUCH appreciated.


+ Unlimited Late Game Damage Output Wanna know why I play Kassadin? BECAUSE HE GOTS TONS O DAMAGE! This champ is insanely strong late game to the point where you can just roll over mobs of people by spamming one ability.


+ Extremely Durable Late Game Zhonya's? Archangel's staff? Why do these items give so many stats!? I feel like Hashinshin but DANG are these items insane on this champion. With high base stats, and tacked on Damage Reduction, armor, and a huge shield, this champion is a nightmare to deal with.


+ Manageable Mana Costs Kassadin has a great ability for mana sustain. Nether Blade is actually one of the best abilities in the game to get mana back, and boy does he need it. This guy guzzles mana like a Monster Truck. Thankfully, most of the time you need more mana, your enemies will need less deaths.


- Extremely Difficult and Risky Early Game Every lane top is a gamble, a roll of the dice. Either you get a malphite that you'll do fine into or you get a kled which you'll have to afk under tower majority of the game. This is the problem with top Kassadin, but hey, you get a side lane if you do fail in the early game.


Little mobility during the Early Game Once you hit level 6 you can outdamage and outrun many champions. But until then you're a very delicate little flower that doesn't like migrating. Play defensively unless you're poking something that can't bite back.



This set up is for the most damage output against certain matchups. Some harder matchups will require a different set up, such as TP or Exhaust, but this gives you the most potential to snowball the easier matchups.

Alright! Let's get into the gritty things.

Void Stone

INNATE: Kassadin is permanently ghosted and takes 15% reduced magic damage.

Kassadin doesn't have to worry about being creep blocked. Only mortals worry about such petty things. What you immediately realize, the biggest damage source late game
Magic Damage is reduced by a whopping 15%. This is actually huge because on top of base MR damage reduction, you get a flat 15%.

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 attac, it protec, and it makah duh money. it can be used to poke, 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, you can q auto a minion to last hit it with ease.

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).

Force Pulse

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 for 1 second.


The slow and AP ratio on this ability are huge. Make sure to use w 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.


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)

A special tip about this ability not everyone knows, you can R flash like E flash with ahri, It is infinitely faster than flash r and hits the same area.





Kassadin has a pretty unique playstyle.

Until level 6 you just play extremely defensively, like a gnar or something. Every time they move forwards, you move back; and when they move back, you move forwards.

You still want to get advantages, but rarely are you going to be roaming for even fights, you want to outnumber your opponent if you're leaving lane with kassadin.

You're not at your full potential yet, even at level 6. BUT, the longer the game goes, the stronger you get, until you're unstoppable.

That's the point we strive for, so do everything you can, every game, to enable that point to happen. NOW, you CAN snowball. A snowballing Kassadin is unstoppable much earlier.

If I even go 2-0 in lane, I know that game is most likely over and in the books as a win. So if you have a good matchup or your opponent gives you free advantages, take them. But if those stars don't align, just be careful.







Generally during the mid game you're looking to farm side lanes and get an xp advantage. You want to reach level 11 and level 16 before anyone else. This is most often done by taking the most cs and jungle camps. These are your greatest power spikes. Many people say once Kass hits 16 he's just an instawin, to some degree, I agree.

When you're farming side lanes, keep a close eye on the minimap. This will not only keep you safe, but you can also impact the game. If two circles get too close, check and F key or move your camera and decide whether to leave your side lane and help. Generally by the time you get there you can clean up a few easily kills and push the lane for more CS.

Whenever a fight breaks out you can easily participate with how much mobility you have. You get up to 3 stacks of your ultimate on the way there and you can generally use 2-3 ultis that are fully powered. This is the greatest impact.

Now, what do you do in teamfights? Generally at this point you should have luden's and archeangel's completed and possibly even a stopwatch. If you have to stopwatch, use it when you come under stress.

This means you enter the fight to finish off a target or even one shot them, and then move to the next, at any point if you encounter enough stress, use the stopwatch and then get another rotation off afterwards.

What do I mean by stress? Well, if you have a kled or something on you that's actually dealing damage, or you just don't like the state of the fight, go ahead and use the stopwatch after taking out a target. Then throw your rotation on someone else.

No one I've faced has expected r flash combos because the range is immense, and the reaction time is minuscule. Doing this out of a stopwatch can be extremely effective. If you play this fight correctly, you should have enough gold for hourglass when you recall and then you can rinse and repeat.




You know canned ham? Like, at the grocery, on the shelf, there's like... Canned Ham... WELL THIS IS WHEN TO OPEN THAT CAN OF HAM! This is your time to shine, so go out there and click all your buttons like a pro.

You just got zhonya's? Raba? Void? DOESN'T MATTER you're level 16 or pretty dang close. You now likely have a sub 1 second ult CD and you can spam that like... Well... spam. You know, that other thing at the gro-oh never mind.

You want to focus on getting your ults off in well placed areas and one shotting squishies. This is generally done with an R flash combo. then you smack down an E and then go right back to clicking r.

This basically sums up the God of Late Game: Kassawin. I hope you enjoyed my guide and if you'll excuse me, I think I'll go play some top lane Kassadin.




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League of Legends Build Guide Author Seth346
Seth346 Kassadin Guide
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