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Null And Void | Kassadin JG | Updated to Season 11
By Grayified | Updated on November 10, 2020






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Runes: Footwork 1 (Standard)












+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Spells:


Flash

Smite
Items
Ability Order Standard
Threats & Synergies






Hecarim
Will look to invade frequently. Consider banning. Overpowered.


Champion Build Guide
I wrote this guide due to the fact that I just had a thought one time, that thought being "Kassadin Jungle would be pretty good, I think."
While that wasn't necessarily wrong, it does take some practice and work to get to it being a strong pick. Let's see the pros + cons!
+ Amazingly strong late game
+ Strong Ganks after level 6
+ Stupidly OP Clear after level 6
+ 1v9 Potential
+ High AOE damage
+ Snowball potential is GIANT
+ Splitpushes well
+ Rewarding to put a lot of time into
Cons
- Weak clear early
- Difficult to begin with
- High ban rate
- Takes a while to scale
- High mana costs
Now that we know the Pros & Cons of Kassadin and playing him in the jungle, let's see why we bring the runes we do!

I personally use







My video sums this up well, but you can read if you'd prefer!

















Starting Items


and your

You need the 3


First Back


Core




Boots









Defensive Items
Note: Only pick one of these!



Late Game Items







Please watch the video for an advanced guide, the text guide is very simplified!
In kassadin's clear, you want to look to path from





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