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Kassadin Build Guide by qasddsa

Middle [Mid&Top] Reave the Cosmos | Kassadin

By qasddsa | Updated on January 24, 2019
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Choose Champion Build:

  • LoL Champion: Kassadin
    Mid
  • LoL Champion: Kassadin
    Top

Runes: Fleet (vs. Ranged)

1 2 3
Precision
Fleet Footwork
Presence of Mind
Legend: Tenacity
Coup de Grace

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+15-90 HP (lvls 1-18)

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Middle Lane
Ranked #25 in
Middle Lane
Win 51%
Get More Stats

Ability Order Standard (Q Max)

1 2

Threats & Synergies

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

Champion Build Guide

[Mid&Top] Reave the Cosmos | Kassadin

By qasddsa
Pre-Game
Gameplay
In-Depth Matchups
Extras
Do you like being oppressed for 10 minutes in lane and then suddenly after, you deal tons of damage? Do you like the mobility of Flash but can't use it in that way because it has a long cooldown? Do you like one-shotting enemy carries and/or spanking your daughter, Kai'Sa, with tons of damage?

Well Kassadin's the champion for you, then!

Kassadin is a highly mobile assassin that takes some time to scale up, but with the mobility from Riftwalk allowing him to weave in and out of the enemy team and his high damage output, he strikes fear into the hearts of squishy carries.

Even at level 6, Kassadin has incredible roaming power with Riftwalk, which makes him a great pick if you love helping out your team by ganking and taking the kill. And, unlike conventional assassins that have long cooldowns on their abilities/ultimates like Zed, Katarina, Talon, Akali, etc, all Kassadin needs to do is wait out the cooldown on Riftwalk while stacking up Force Pulse and he's ready to go in again!
Pros
  • Incredibly mobile after level 6
  • Tons of damage to assassinate squishy targets
  • Strong against magic damage
  • High snowball potential
  • Scales well into the late game
  • Base skin + Cosmic Reaver skin
Cons
  • Weak early game; can be abused easily
  • Gets oppressed by most mid laners for 10-15 minutes
  • Hard to get going without items
  • Mana issues unless you manage Riftwalk stacks well
  • Extremely weak to targeted CC
  • All other skins are garbage :(


Passive
Void Stone

Take 15% reduced magic damage and gain the ability to ignore unit collision.
  • The reduced magic damage makes him a great pick against mid mages and heavy AP teams.


Q Ability
Null Sphere Range:
Cost:
Cooldown:
650
70/75/80/85/90 Mana
9 seconds

Deals magic damage equal to 65/95/125/155/185 +70% of your AP and gain a MAGIC DAMAGE shield equal to 60/85/ 110/135/160 +30% of your AP and stops channels on the target champion.
  • Very useful in lane as a poking tool, but it shouldn't be constantly used if you can help it since the mana cost is relatively high and it can draw minion aggro.
  • Helps a lot in trades against enemies that deal magic damage
  • If you can't target the enemy champion with this but need the shield to tank damage, use Null Sphere on a minion instead.
  • SAVE THIS IF YOUR ENEMY HAS A DANGEROUS CHANNELING ABILITY Anivia, Katarina, etc


W Ability
Nether Blade Cost:
Cooldown:
1 Mana
7 seconds

Passive: Your basic attacks deal 20 + 10% AP bonus magic damage.

Active: Your next auto attack gains +50 range (200 total), deals 40/65/90/115/140 +80% AP magic damage, and restores 4/5/6/7/8% of your missing mana, quintupled if you hit a champion.
  • This ability is an auto attack reset, meaning you can Auto - W - Auto for two quick auto attacks.
  • Active auto damage does not work on towers, but passive auto damage does.


E Ability
Force Pulse Range:
Cost:
Cooldown:
600
60/65/70/75/80 Mana
5 seconds

Abilities casted near you (including by yourself) add a stack to Force Pulse. At 6 stacks, you can cast Force Pulse to deal 80/105/130/155/180 + 80% AP magic damage in a cone and slow by 50/60/70/80/90% for 1 second.
  • This is a very useful ability in lane against champions that dash/are very mobile because of the slow and AoE damage.
  • Generally, later in the game you'll want to use Force Pulse first after using Riftwalk for the guaranteed slow as well as AoE damage.
  • If you're stacking Tear of the Goddess, you should be using this ability first (if it's available) so you can have it ready again when you're in lane.


Ultimate
Riftwalk Range:
Cost:
Cooldown:
500
50/100/200/400/800 Mana
5/3.5/2 seconds

Blink to a target location and deal magic damage equal to 80/100/120 + 40% AP + 2% Max Mana to an area around the location.

Using this ability adds a stack that lasts 15 seconds, which increases the damage by 40/50/60 magic damage + 10% AP + 1% Max Mana per stack up to 4 stacks.
  • This ability is what makes Kassadin so dangerous at level 6. If you get the enemy laner low enough, you can stack this up to 2 stacks and go for the kill.
  • Make sure to stack this up once or twice when you're roaming to get increased damage.
  • You can use Riftwalk + Flash immediately to extend the range (and damage) of Riftwalk.
  • Very strong in teamfights as people get more and more clumped and you stack the damage higher.
  • Great tool to assassinate priority targets and then get out
  • Can be queued so that if you get CC'd you can still Riftwalk away.


Null Sphere Max (Standard)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q W Q E Q R Q E Q E R E E W W R W W
  • Standard skill max that's good in most situations.

Force Pulse Max
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q W E E E R E Q E Q R Q Q W W R W W
  • If you're against melee champions that can spam abilities or champions with no resource bar / infinite resources ( Akali, Yasuo, Zed, etc), max Force Pulse to deal with them.

FLASH: Hands down best summoner spell to take. Can be combined with your Riftwalk to extend its range and damage by flashing during the delay.
TELEPORT: Despite recent changes and nerfs to Teleport, this is still a great summoner spell to get back to lane fast, especially since you should be recalling early to pick up a Tear of the Goddess.
IGNITE: Alternative to Teleport; you can run this if you're playing in an aggressive lane. Otherwise, I prefer using Teleport.


Primary Runes - Fleet & Grasp
Fleet Footwork - vs Ranged
Fleet Footwork is really good in ranged match ups and ones where you need to sustain against poke. The bonus movement speed is also really good if you want extra help in dodging skill shots. Late game, the healing is actually surprisingly high, and can save you in clutch situations.
Presence of Mind
The only rune that makes sense in this line is Presence of Mind. The mana regen is what we're really looking for; in teamfights, your mana should be getting drained quickly as you reach 4 stacks on Riftwalk, so Presence of Mind will help greatly with your mana.
Legend: Tenacity
The bit of tenacity you'll get from this can go a long way, especially against teams with a lot of CC. If the enemy has absolutely no CC at all, not even a slow, then you can run Legend: Alacrity instead for the bonus attack speed.
Coup de Grace
Coup de Grace will make it easier to assassinate people when they're low health.


Grasp of the Undying - vs Melee
Grasp of the Undying will actually heal you more than Fleet Footwork early on. The rune makes it very good to use in melee matchups since you'll deal a lot of damage in melee-range trades because it'll heal you AND deal damage, on top of adding to your max HP.
Shield Bash
Shield Bash actually has decent synergy with Kassadin because of Null Sphere. All you have to do is use it if the enemy goes in and then trade with an empowered Nether Blade with the damage from Shield Bash and Grasp of the Undying. Lots of damage!
Bone Plating
Makes the first few three attacks of a fight favorable for you since you'll take lessdamage. If you're against really heavy poke / a dangerous all-in champion, you can take Second Wind instead, but I prefer Bone Plating most of the time.
Overgrowth
Just a little bit more tankiness to help you survive. You don't make good enough use of the other runes in this line to consider taking them.

Secondary Runes

Taste of Blood
Taste of Blood will help you sustain during laning phase and is especially useful against enemies with poke. The penetration from Sudden Impact isn't really worth it and Eyeball Collection's bonus AP is irrelevant late game.

Ravenous Hunter
Ravenous Hunter just adds to all the sources of healing you'll have and will keep you relatively healthy as you enter the late game.


Primary Runes - Dark Harvest/Electrocute
Dark Harvest
Dark Harvest takes a while to scale up to a lot of damage, but that's exactly what Kassadin is: a late game champion! Dark Harvest is extremely useful not just for assassinating targets, but it's really good in teamfights too, especially if you can get reset after reset on it.
Electrocute
If you're looking for more damage in the early game, you can run Electrocute. Although its late game scaling potential isn't as good as Dark Harvest, Electrocute is more reliable since it doesn't rely on stacking Souls. You can use this rune to cheese the enemy at level 3/4 (depending on when you have all three skills) to get a quick kill.
Taste of Blood
Taste of Blood will help you sustain during laning phase and is especially useful against enemies with poke. The penetration from Sudden Impact isn't really worth it on Kassadin because getting out of the laning phase without giving up too many kills is a priority.
Eyeball Collection
Great rune to get some early damage by killing enemies and wards. You can run Ghost Poro instead if you feel need extra vision early on.
Ravenous Hunter
Ravenous Hunter is such a good rune just because of how much damage you'll be dealing late game. With the high damage you'll deal, you'll be healing a lot from this rune too!

Secondary Runes

Taste of Blood
The 20% mana recovery from every takedown is what we're really looking for. In teamfights, will be drained quickly as you stack up Riftwalk to 4 stacks, so Presence of Mind will help greatly by keeping your mana up as you get takedowns.

Coup de Grace
We abandon Legend: Tenacity here and prioritze Coup de Grace for its bonus damage, so that as people get low, you make sure you have the damage to finish them off.

Starting Items
This will be your standard starting item that is fine to go in any lane -- it gives you a good amount of sustain as well as a little bit extra damage in trades.

Despite nerfs to Doran's Shield the regen from both passives is still very nice to have. The best lanes to buy Doran's Shield in are against AD champions like Irelia, Yasuo, and Zed or in heavy poke lanes where the healing from Corrupting Potion won't be enough. -- MELEE LANES OR HEAVY POKE LANES

If you're in an easier lane that you'll be able to get a lot of kills in or be able to roam freely, then you can start (or buy after your first recall) a Dark Seal to snowball even more.

First Back
The optimal first back is a Catalyst of Aeons because it gives you health and mana, both of which are useful for surviving in lane and being able to use abilities. If you don't back with enough gold, you can get a Blasting Wand, Corrupting Potion, or Dark Seal, depending on what item you started.

Rush/Core Items
Rod of Ages is the best item for you to rush since it scales really well, gives you AP, mana, and health. A good time to complete this is between 10-14 minutes, with 10/11 minutes being the most optimal.

You'll want to get a Tear of the Goddess AFTER you complete your Rod of Ages. While being able to stack Tear earlier is nice, you'll severely miss the early stats from Rod of Ages, which is why we start stacking Tear of the Goddess after our rush.

You'll usually want these to enhance your damage against squishy targets and tanks. However, you can buy a Ninja Tabi if you're against an AD laner or against an AD-heavy team, or Mercury's Treads if you're against an AP laner or a lot of CC.

The next item you'll want to upgrade is Tear of the Goddess into Archangel's Staff so you can stack it faster and use the active immediately when you do reach the mana requirement. Tear has become a lot easier to stack because of the addition of a mana requirement to Nether Blade, so while you can build other items, it'd be incredibly silly not to take advantage of the stats this item gives you.

Other Items
The next item you'll usually want after finishing Rod of Ages and Archangel's Staff is a Lich Bane if you're not against a lot of AD threats. This item gives you mana, CDR, AP, and increases your burst damage -- perfect for assassinating squishy targets!

If you're against a lot of enemies that deal physical damage, then you can opt to buy Frostfire Gauntlet instead of Lich Bane for that extra armor, mana, and slow it gives.

If you don't want to buy Frostfire Gauntlet but still need armor, consider getting a Frozen Heart since it gives you a lot of armor and mana. I'd only buy this when you're top lane and against strong auto attackers like Jax, Kayle, Camille, etc.

The next item you'll usually want to purchase after sorting that mess up there out will be a Zhonya's Hourglass. Not only does it give CDR, AP, and armor, the active portion is great for waiting out the CD of Riftwalk for clutch escapes. You can buy this earlier if you really need it (vs champions with CC, assassins, etc) by going Sheen --> Zhonya's Hourglass and then upgrading Sheen into either Lich Bane or Frostfire Gauntlet.

If the enemy is stacking a lot of MR, then you should buy a Void Staff to penetrate that MR. Otherwise, it's usually better to go for a different AP item.

Simply one of the best purchases you can make for your 5th or 6th item as it'll dramatically increase the damage you'll be dealing. Only buy this if you're able to sacrifice defensive capabilities in exchange for more damage.

Helps against enemies with magic damage that are a threat to you. Especially good if you need to not get hit by CC like Lux's Light Binding or similar.

This item is only really a good investment if you're against multiple enemies with a lot of healing that're dangerous, such as Soraka (her teammates by extension), Darius, and various ADCs. Otherwise, do not buy this item if you're only buying it for magic penetration against tanks; go for Void Staff instead.

I don't usually buy these myself, but as a 6th item it's more of a "win harder" item since the build path with Hextech Revolver just boosts your damage with Nether Blade. The mana, AP, and active from it isn't that bad either, but I would still go with a Rabadon's Deathcap or defensive item most of the time.


Early Game
As a midlaner, before the game really starts you should be warding one of the dot brushes for your jungler between 1:20 and 1:25, which can be done if you don't need/have lane priority at level 1 and can be safe by being late to lane.

You should know (and play to it), that Kassadin's laning phase before level 6 is relatively weak and he gets oppressed by most other mages before he hits level 6.

Early on you should just be looking to last hit (which is made easier with the bonus dmaage from Nether Blade) and poke with Null Sphere (and Force Pulse if they're melee) as much as you can while making sure to stay safe. You can get early leads through superior wave manipulation; if you're against an assassin then you should be keeping the wave towards your tower and/or freezing it until level 6.

Against most ranged matchups, except into champions like LeBlanc or Syndra, I prefer pushing up so that they can't harass me under tower, even though that might be hard since Kassadin can't really hard push without Force Pulse and can be dangerous since it exposes you to ganks.

Once you have enough gold for a Catalyst of Aeons and either a Control Ward, Dark Seal, Refillable Potion, or Corrupting Potion, you should back immediately and Teleport back if you took it. If you're forced to back before you have enough gold, look to buy the components of Catalyst of Aeons, a Boots, Corrupting Potion, or Refillable Potion instead.

In general, your main goal should be to keep vision up for your team and survive until level 6 so you can start roaming and killing your laner.

After level 6, you should either be looking to roam and gank with your jungler or kill your laner to get pressure mid to take objectives. If you choose to roam, make sure you push up before doing it so you don't miss out on too much xp & gold.
Mid & Late Game
When laning phase ends, you should be giving mid lane up to your bot lane so they can pressure objectives better while you are splitting in one of the side lanes. While Baron Nashor is up, it's preferable that you split push in bot lane so that you draw cross-map pressure to create space for your team to take it. You should hold onto Teleport (if you have it) and not use it selfishly during this time so you can Teleport to a teamfight if one breaks out.

If you're too weak to splitpush effectively and want to group, then you should be getting mid control first and then going off to take an objective.

If a teamfight starts, your job is twofold. First, you should be using Control Wards and/or an Oracle Lens to deny vision while moving around on the sides and waiting for an opportunity to take out their carries and/or support.

If you're not able to safely access their backline without dying, then you should stick with your team and wait for a good engage to go in. While it's not the best option to Riftwalk onto a tank's face, you can do so if they're isolated from their team and you can take them out with your team.

After taking down the backline or taking down the enemy's tanks, then you should automatically win the rest of the teamfight since you'll have free access to the rest of the enemies. Afterward, you should look to take Baron Nashor if it's up or siege towers.
As you go into the late game, you'll be dealing tons of damage at 6 items with Riftwalk, which makes it incredibly easy for you to assassinate enemy carries. So, you should be grouping with your team as much as you can to teamfight and take objectives. If you're not doing this, you should be splitpushing down a sidelane since you'll deal a lot of damage to towers with the high AP you have. Your objectives are the same as in the mid game: assassinate carries, siege towers, take objectives, and win the game.
I'll only be covering a few of the matchups initially and adding to this section over time. If one isn't here yet, feel free to ask me in the comments or personal Discord server.

Minor - Fizz
Run Grasp of the Undying with Doran's Shield or Dark Seal against Fizz. Whenever he tries to trade with you in lane with either his E or W, you can easily Null Sphere a minion to ignore (most of) the damage. Afterward, hit him with a full spell rotation as he can't do much else after he engages on you like that.

You can max Force Pulse or put a few early extra points into it since it's a lot easier to hit against Fizz than Null Sphere is.

After level 6, be careful about engaging on him with Riftwalk if he has his ultimate up. Whenever he ults you and it hits, you can just Riftwalk away from him and turn around to trade back.

Minor/Skill Matchup - Talon
Against Talon, you do not want to be pushed up early on (before 6). Early on, you should set up the wave for a freeze and play defensively. Freezing the wave early on at level 1 will allow you to be safe from his level 2 spike when he has Q and W skilled, since you'll be close to your tower and he won't be able to dive in safely.

This is a very snowbally matchup and champion, so you want to minimize your own deaths against him and make sure you ping whenever he is missing from lane, to prevent your team from dying as best as possible.

If he decides to roam at any point during laning phase before you hit level 6, you CANNOT match his roam. So you need to stay in lane and push to his tower to punish him and make him lose as many minions as possible. You can maximize the punish by setting up a slow push and stacking a lot of minions so he won't want to leave lane. If he does anyway, you can fast push into his tower and he'll lose all those minions.

Once you do have level 6, you can either match his roams and follow him or roam to the opposite side of where he goes. Remember that it's highly unlikely that you're able to roam as fast as he is, just because of his E and the cost of your Riftwalk.

You can rush a Stopwatch after buying a Catalyst of Aeons if you need to, but he will be much easier to deal with once you have level 6 with Riftwalk. You should never use Riftwalk to engage aggressively on him once he hits 6 as well, as he can burst you incredibly well during your ult's cooldown.

Minor/Skill Matchup - Zed
Against Zed, you'll want to take Grasp of the Undying and max Force Pulse. Start a Doran's Shield and rush a Seeker's Armguard (either after Catalyst of Aeons or after Rod of Ages) and/or Stopwatch.

During the early levels, levels 1-3, you're safe to push up or be in the middle of the lane. While you can freeze against Zed, you won't be very safe because of his shadow and shuriken range.

The way to win this matchup is through jungler assistance and better macro; if you can bait out his W for your jungler, you'll be safe to go in. If Zed decides to roam to help his jungler, then you can make use of this by pushing up and punishing him and then following. Pushing up will be much easier because you'll be maxing Force Pulse.

Level 6 will be when you gain a huge advantage in this matchup because your Riftwalk basically makes his Death Mark irrelevant. Whenever he uses this on you, you can just Riftwalk away from him and out of range of him. Therefore, you CANNOT use Riftwalk offensively to get on top of him; you can only use it as a reaction to him engaging on you.

You should be pushing up and roaming after level 6 since you have the superior roams (unless he builds Mobility Boots for some reason). Again, since you're maxing Force Pulse first, you can clear the wave with Force Pulse + Riftwalk really quickly and then roam.

Even - Annie
Run Fleet Footwork or one of the two Domination keystones into Annie. Start with a Corrupting Potion, Dark Seal, or Doran's Shield. Max Q into her and you'll have a splendid time.

In lane, you never want to get harassed for free, so when she goes to use Q on you, you want to use Null Sphere before it hits, preferably on her, but if you can't then using it on a minion works as well. Do not overextend/constantly push against her or else you'll find yourself being ganked over and over because her follow up potential to ganks is incredibly with her targeted stun. If she has a stun stacked, make sure to back up a little bit, so in the case that you get stunned you're relatively protected from any possible ganks.

Definitely want to buy Mercury's Treads and/or Banshee's Veil against her and to respect her late game damage. Do not even think about Riftwalking into her in a teamfight, especially if she has a stun stacked up. Her burst damage late game is incredibly high and when paired with CC, you're not getting out if you make a mistake and get caught out.

Even - Yasuo
The Yasuo matchup depends on your composure in the face of someone dashing to you as well as how you play and control the lane.

Fleet Footwork won't really do you that much here in terms of trading against him, so you'll definitely want to take Grasp of the Undying.

For this matchup, you can't really do much against him before you get all three abilities (or level 2 basically). So, I recommend letting him push a little bit until you hit level 2, and then you can start playing more aggressively. After you unlock all three abilities at level 3, trades against him will be much better. Reminder that you don't want to let him just push the wave freely -- make sure you're damaging the wave a little bit less than he is so that it doesn't just push into your tower. Max Force Pulse against him and whenever he comes close to you for you to use your abilities, hit him with a Force Pulse and Null Sphere for a lot of damage.

If he ever decides to go into melee range with you and you have Grasp of the Undying activated, you can actually chunk him for a lot of health with a full spell/attack rotation:

Force Pulse > Auto Attack > Nether Blade auto attack > Null Sphere > Force Pulse (again, only if he has used four abilities to help you stack it)

You'll usually want to get a Ninja Tabi or other Armor item against him as well as Grievous Wounds, especially if he builds lifesteal items like Bloodthirster and your team hasn't bought any yet.

Major - Aatrox
Difficult to lane against because of his high damage on Q and no resource bar. Although the matchup does get a lot easier after level 6, laning phase can be a lot of trouble if you can't consistently dodge his Qs. I would recommend maxing Q here and just taking Fleet Footwork so you can sustain.

You'll want to constantly poke him with Null Sphere and Force Pulse whenever he gets in close enough, because even though he can heal it back up it opens up more opportunities for you to kill him through ganks.

Do not overextend against Aatrox because he has strong kill potential when he feels safe near his tower and pushing up leaves you open to ganks that he can easily follow up on. The best wave position against him is near the middle of the lane closer to your tower, or right outside of your tower range frozen.

I recommend buying some sort of armor item since most Aatrox players will now build Lethality.

Major - Xerath
Extremely oppressive laning phase and annoying to deal with in teamfights because of his poke. To help deal with this, go extreme sustain in runes and in items: take Fleet Footwork with Legend: Tenacity, Taste of Blood, and Ravenous Hunter alongside the Adaptive Damage / MR / MR shards. In items, start with a Doran's Shield and get a Corrupting Potion if you can on your first back.

Be careful about taking too much poke from him since he can finish you off really easily with an unexpected skillshot. Do not let him push you to your tower since he can easily harass you if he does. After level 6, be careful about engaging on him before he uses his stun. Once he misses his stun, you're free to Riftwalk in his face, do a spell rotation, and then get out with Riftwalk before he has stun up again.

Once you get going into the late game you need to be wary of his stun or else you could get one shot by him or his team. Definitely recommend buying Banshee's Veil or Mercury's Treads (or both).

Extreme - Malzahar
As a melee champion, Malzahar is just not fun to go against. Run Fleet Footwork, both MR shards, and start Doran's Shield or Corrupting Potion with a Null Sphere max.

He'll constantly push you in during laning phase, which you can counteract by going an extra point into Force Pulse to help you thin the wave. You'll want to avoid his Q and E (unless he presses on you ):) as much as you can so that you're not susceptible to a gank from behind or the sides.

After level 6, it'll only get more dangerous because of his ultimate and silence. Since it'll be really dangerous to stay in lane against him at this point, your best bet is to push up and roam or wait for him to roam to push tower. In teamfights, try to avoid going near him as much as you can or wait until he has already used his ultimate.

Definitely recommend going Mercury's Treads or Banshee's Veil against him. Although it may sound weird, you can pay the Malzahar tax and purchase and hold on to a Quicksilver Sash early on to help get out of his ultimate -- the best timing for this is probably after you get Tear of the Goddess.




Thank you for giving this guide time out of your day to read it! I hope you enjoyed reading the guide and learned even a little more about Kassadin. This guide was actually one of the more fun ones that I've made because I experimented with a lot of things I usually don't use -- especially that cheat sheet (that definitely didn't take me more than 7 hours to do).

Kassadin is incredibly satisfying to learn and play, so I hope you stick with him! If you're interested in joining the Kassadin community, come head over to the Kassadin Mains subreddit. If you want to talk with me personally or to just join a League-related Discord server, feel free to join my personal Discord server.

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Guide Changelog

January 24, 2019:
  • Updated to patch 9.2.
    • [[Kassadin's armor was nerfed in this patch, but we were already taking Armor shards.

      January 9, 2019:
      • Updated to patch 9.1.

      January 5, 2019:
      December 18, 2018:
      • Published for the first time. Woo!

League of Legends Build Guide Author qasddsa
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