This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Flash
Ability Order
Void Stone (PASSIVE)
Kassadin Passive Ability
Introduction ~ An Ultimate In-Depth Guide
**DISCLAIMER**
space
space
Ahh, it's Spring 2012, and what's not better than to completely start a FRESH guide? For those who do not know, Hi, my name is CasterMaster, and this is my first guide of the official season (making it the 4th guide in total) and it's for, you guessed correctly, Kassadin. Unlike any other guide, this one will BLOW YOUR MIND (in a good way), and I'll make this guide every bit to the last detail. This guide will be unlike any other you've seen me write. Now, PREPARE TO BATHE YOURSELF IN THE GLORIOUS POWER OF THE VOID.
Kassadin is a melee caster-typed anti-caster, making him extremely powerful against AP carries. He's able to jump into a team fight, quickly assassinate his target, and jump out unscathed. His laning skills are mediocre, but provide that his Null Sphere hurts like a truck, you can usually trade damage against an enemy. He is EASILY countered in lane pre-6, but after that you should have no problem. His specialty is Riftwalk, being a short cool-down ultimate that offers extremely mobility, damage, juking potential, and of course, skill. Kassadin is not an easy champion to play, and not even easy to master. However, this guide will make you become that pro Kassadin player you've always wanted to be (and probably exceed Ocelote). So prepare to enter the void!
space
(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Jump!")
space
Right... Did I forget to mention this? NO. This section here will provide reasoning for why you would want to play Kassadin and when to play him as well. Let's start off with WHY you would want to play Kassadin:
space
- Arguably one of the strongest Anti-casters in the game
- Short cool-down ultimate
- Powerful nuking potentials mid~late game
- Good skins
- Null Sphere great harass/damaging tool in lane
- At level 6, enemies go from fearless to crying in corner
- Hard to gank
- Extreme mobility
- Very fun to play
- He just looks so BADASS!
With that said, now we can take a look at some reasons WHEN you should play him. There are tons of times when you can play him (and if you're one of those instalockers, you can play him WHENVER), but for the sake of this guide, let's assume ranked position (and you're not trolling) =D.
space
- You need (or want to play) a strong anti-caster
- Mid lane champion required (or carry)
- You have a champion on the enemy team you want to counter
- Low CC on the enemy team (stuns, silences, suppresses, knock-up)
Yeah, I'm sure there are more reasons, but you can say that yourself. Kassadin makes an extremely good assassin as well, so there are just so many reasons why you would play him.
At Level 1
- Health: 433 (+78 per level)
- Mana: 230 (+45 per level)
- AD: 52.3 (+3.9 per level)
- AS: 0.64 (+0.0235 per level)
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 14 (+3.2 per level)
- MRes: 30
These stats aren't bad at all. With a good 511 health at level 1, he can take some hits (champions that are melee have more health then ranged champions for those who do not know). Move-speed isn't a huge issue either but if you want to move faster, then take Swiftness . I just don't think he needs a lot of move speed because he already has his Riftwalk which covers a larger distance than Flash now.
At Level 18
- Health: 1837
- Mana: 1040
- AD: 122.5
- AS: 1.063
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 71.6
- MRes: 30
First thing you're going to notice is exactly, "How on earth is his base AD so high at level 18?". Well, the answer is that behind all the burst he does, he still has a back-up plan. If his burst fails to kill someone, then he can retort to Nether Blade + his AA and Ignite to finish the job easily. His health isn't bad either, but since you're an assassin, you're going to have to jump into a fight and survive. Simply put, 1837 health will NOT help you make it alive. Like I said, assassin's are very powerful, but they're also good at exiting the fight. We'll learn more about this later.
Before we can simply learn and understand Kassadin, we need to know his strengths and weaknesses. All champions have strengths and weaknesses. Some have more than others, while some have hardly any weaknesses its unnoticeable. However, let us not get off-track. Here are some of Kassadin's powerful pros and deathly cons:
|
spaaace |
|
space
space
|
spaaace |
|
I can teach you a lot about Kassadin, but most of the stuff you have to apply yourself. This is what makes up a strong Kassadin player. It revolves around these key terms: COMMON SENSE, SPEED, AND SKILL. If you have these three traits (or maybe 2), then you'll become a pro Kassadin player simply by reading. Otherwise, you may need to practice a bit. Remember, practice doesn't make perfect, practice makes permanent!
Here is my rune page set-up for AP carries and I use it for Kassadin as well. Let me explain:
space |
greater seal of vitality
Greater Seal of Vitality
At level 18, it's a free Ruby Crystal that doesn't take up inventory space. Very useful and helps you take some additional hits and raise your effective health. It's especially important as you're melee and you need to escape after making your entrance.
|
Greater Glyph of Force
A primary rune for more damage as you level. They surpass Greater Glyph of Ability Power at level 6 which makes these runes superior. I find these to be just powerful, especially when you get your Rabadon's Deathcap, it'll make even the slightest difference.
|
space |
Greater Quintessence of Potency
Gives an amazing boost to your early game damage. It's like getting the Doran's Ring as a starting item for damage output. Just very useful, and I find it to be fantastic for harassment.
|
space
- Marks: None
- Seals: Greater Seal of Scaling Mana Regeneration, Greater Seal of Armor <<against DPS mid
- Glyphs: Greater Glyph of Ability Power <<if you don't have Greater Glyph of Scaling Ability Power, Greater Glyph of Magic Resist, Greater Glyph of Scaling Magic Resist
- Quints: Greater Quintessence of Health, Greater Quintessence of Movement Speed
First off, if you aren't even level 20, do not consider buying runes. It's just a waste of your Influence Points and they can be used for more important things. Those who already have a decent caster rune page can use that. There are tons of different combinations you can use but this is the best set-up that I've found. It provides a good balance between early and late game which is something you really need.
Here is my masteries for Kassadin. As there are many ways you can run masteries for him, it's usually standard to run the new 21/0/9 (especially with the season 2 masteries which GREATLY help casters). I'll quickly explain them here:
space
space
space |
TIER 1 ~ I decided to put 1 point to
Summoner's Wrath
as I am taking Ignite for my masteries. Upon using Ignite I will gain +5 ap, which is better then 4 points to
Mental Force
altogether. I put 3 points to
Mental Force
to advance to the next tier. You could also take
Brute Force
instead. space TIER 2 ~ I take Sorcery for cool-down reduction and to advance to the next tier. space TIER 3 ~ After tier 2 I take Arcane Knowledge and Havoc . I take them for slightly increased damage to enemies and to advance the tier. space TIER 4 ~ I take Blast for even more damage output per LEVEL. Then I continue to climb onwards. space TIER 5 and 6 ~ Now I take Archmage . Why? To pretend that Rabadon's Deathcap still gives 35% bonus AP. I finish with Executioner for massive increased damage to lower health targets as a finisher. |
space
space
space
space
space
TIER 1 ~ Choice is extremely preferable in this tier. If you have Flash, then take
Summoner's Insight
to decrease the cool-down on it. I also take a point in
Improved Recall
, as 1 second difference for every recall could make a difference (especially if it's after a fight and you really need to get out of there). For Kassadin, I take
Expanded Mind
as it helps me with that bonus in mana so I can get another Riftwalk out or two.
Good Hands
is also taken as it'll be really good for you if you don't die. If you do, you'll respawn much faster. space TIER 2~3 ~ I go STRAIGHT for Runic Affinity for the blue buff duration increase (which for Kassadin, is very important). If you think you don't need Expanded Mind , you could also take Swiftness but the movement speed difference is so slight I don't think its required. You could also run a risk and take Meditation over Good Hands , but I feel Kassadin already has enough mana regeneration with Nether Blade at level 2. |
space |
space
space
Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. Anyway, here are the main purposes of Flash:
|
space
It's your finisher spell. I usually take this spell on almost ALL casters, and why not on Kassadin?. Usually your nuke will NOT kill someone. In that case, you're going to need to wack them a few times with Nether Blade. Quickly kill them by putting Ignite on them to amplify your damage output. Just an amazing skill.
|
space
If you aren't taking Ignite and you love traveling across locations, you could also take this skill. It's very good for ganking the side lanes or finishing up enemies from a disastrous team fight. Getting this skill also encourages buying sight wards / Vision Wards. An excellent skill itself and also good against heavy-harass champions like LeBlanc.
|
space
space
space
It's Quicksilver Sash as an item, but this spell also reduces the effects of the next incoming CC by a portion. If the enemy has tons of CC that prevents you from using your skills, you could take this skill (or just buy Quicksilver Sash). It's especially important on Kassadin because if you Riftwalk in and get stunned immediately, you're done.
|
space
This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it.
|
space
If you hate Flash because you either don't like it or you've had enough with Wall Flashing, then you could also take this spell over Flash. Personally, Flash DOES take a higher skill level to perfect, but sometimes you just want to move really fast. Of course, always an option, and I'm not limiting you or anything =P.
|
space
This spell has gotten extremely popular lately. I myself just LOVE this spell, but taking it in mid lane against a champion who will most likely be an AP carry with Ignite isn't the best choice. An optional spell you can take if you want, it's good as long as the enemy team doesn't have too much healing reduction.
|
Range: 650
Cool-Down: 9 seconds
Range: 1(derp)
Cool-Down: 12 seconds
Range: 400
Cool-Down: 6 seconds
Range: 700
Cool-Down: 7/6/5 seconds
This is how I run my Kassadin about 75% of the time. Take Null Sphere at level 1 because there really isn't a better skill to take. I take Nether Blade at level 2 because let's face it. The only time you'd need to use Force Pulse at this early of the game is if your jungler is ganking for you (basically the 25%). If you arranged with your jungler and is going to gank mid really early, then take Force Pulse at level 2 instead and Nether Blade at level 4. You really don't need any more points in Nether Blade because the main thing we use it for is to regain mana and to last hit some minions at your turret that you normally wouldn't be able to get, so after maxing out Null Sphere, you max Force Pulse. Once they're both maxed out, you should be really threatening to your enemy. Obviously take Riftwalk whenever possible.
Now we're going to learn some combos you can pull off with Kassadin. Whether it be sick or just plain simple, they're usually the ones you'll use in a game. Well, why not I show you them?
space
The standard assassin's combo. With Riftwalk being the lowest cool-down, use that first so that you can use it again if the combo fails. Follow with Null Sphere and Force Pulse to ensure the enemies escape is nullified. If your burst didn't kill them, then Nether Blade at them! Use Ignite if its available. If you have Lich Bane, auto-attack between each skill use to maximize damage. You could ALSO use Null Sphere before Riftwalk, but that depends on the situation.
space
This is a very devastating combo. It's so powerful that if you fail it, the chances of you dieing are REALLY high. This is the ultimate gap closing combo that can rip your enemy into many pieces. This is mainly used:
- to tower dive
- to chase low-health victims (gap closing)
- Surprise attacking massive burst combo
space
Well, I have to say, if you survived that much of the guide, then congratulations! Hope you actually READ the whole thing as it provides a good lot of information. The exciting part just starts now! As Kassadin is a caster (and if you're familiar with casters you should already know how to build him) there are a few ways you can build him. Each have their own style and can lead a game to victory. Before we get into builds, I need to tell you some items! Just stick around a bit longer:
space
space
x3
Boots and Pots
Pretty self explanatory here. There's really no point in explaining this because it's just the standard go. Boots to dodge skill shots/escape ganks and Health Potions to help you sustain (especially since you're melee). Definitely the best set-up IMO.
|
space |
Amp Tone + Pot
This set-up doesn't really gear towards anything in general except early game damage. This'll help your harass but decrease your ability to sustain the lane (which is probably more important). If you have a strong ganking jungler, more damage may be needed to kill your target, so this is an option for that case. This also encourages an early Sheen.
|
Doran's Ring
A good amount of health, ability power and mana regen is given. However, it gives the LEAST lane sustain due to absolutely no Health Potions. Personally, I would not start this item but would build a few on my first back. If you absolutely love this item however and want to start with it, I suggest taking Teleport.
|
space |
x2
Mana and Pots
If your lane opponent doesn't have a lot of skill shots, this may be a good option as well. This encourages either early Sheen or catalyst the protector, which is EXTREMELY important. Always a viable choice and provides decent lane sustain.
|
space
space
space |
x2
Double Dorans
After getting some farm, you can pick up a few Doran's Rings. They'll add to your damage, mana regeneration and effective health. You should also pick up some Health Potions too, they don't bite. You'll start dealing a bit more damage once you get this. Always a good early game start.
|
catalyst the protector
Catalyst the Protector
If you're getting destroyed in lane (or want to get a quick Rod of Ages), then this is the item you want to get. Prior to getting Blasting Wand, you want an early Rod of Ages so you can charge it up faster. It's also viable to get your Rod of Ages first before getting your tier 2 shoes or even double Doran's Rings. As well as this item will increase your lane sustain to the max.
|
space |
Sheen
I myself haven't thoroughly analyzed this item for early game purposes. Compared to the rest of the choices this one doesn't stand out at all. I prefer to get this mid game after completing Rod of Ages. Then keep it around before or after Rabadon's Deathcap to turn it into either Lich Bane or Trinity Force. It's still an ok choice though.
|
space
space
space |
AP Infinity Edge
May your AP be a blessing to victory. Seriously if you do not get this item you are a fail carry =( this item just boosts your damage to the maximum! I really don't think I need to explain this item because its just common sense. Rabadon's Deathcap gives you too much damage to even explain about it. Definitely a strong choice.
|
Lich Bane
Gives a good addition to your AP, some mres for the casters, a moderate amount of mana, some move-speed, and the strong passive that can shred enemy health quickly. I see absolutely no reason to not get this item. Gives more purpose for Nether Blade as well. If you are fed you could go for Trinity Force instead.
|
Damaging Invincibility
A perfect defense item and gives a LARGE amount of AP and some decent armor. Mainly the passive is just DEVASTATING and can really save your life. Just when you want to Riftwalk out but its on cool-down, you can use its active to shorten your cool-downs as well. Just a really great defense item for Kassadin.
|
Aegis of Spells
This item is definitely a must for an assassin. Even a bonus to health and mana, more magic resistance against casters, and of course, the ability to freely block an incoming spell. This'll help you get in and out more quickly with less hassle and crowd control. "As Kassadin dashes about, accidents are bound to happen. If you get hit by a stun, the chances of death are raised incredibly." Because you can't use Zhonya's Hourglass when stunned.
|
space
space
space
My god this item is absolutely AMAZING on Kassadin. The main reason I don't get this item is because it costs too much for its stats and isn't as beneficial as, lets say, Lich Bane. Mainly the price. However, if you're really fed and you have the money to spend, you can get this item. I suggest if you have Rod of Ages and Rabadon's Deathcap before 35 minutes, you're pretty much all set to build whatever. This item can replace Lich Bane when fed. It gives health and mana (health is not given by Lich Bane), lower AP but some AD, slows on your auto-attacks and that attack speed. The attack speed bonus is the main thing I get Trinity Force for. It helps me attack faster and proc Nether Blade's damage, thus making a less valuable skill VERY valuable. Remember, get only if really fed!
|
space
If you need some CDR, this is the item you can get. Either this or Morello's Evil Tome. I think that deathfire's grasp is a better choice however because as an assassin, you'll be very close to the enemy (making you almost always available to use this skill]. It helps with your burst as well, removing 30% of the enemeys current health is quite a lot (especially when full health). Also getting Morello's Evil Tome will sometimes put you over the CDR cap if you have Elixir of Brilliance and blue buff.
|
space
A very powerful defense item. In fact this could be your only defense item in the whole game (though not the wisest choice). This is basically the ultimate survival item for carries (inb4 Zhonya's Hourglass. If you feel that you are just dieing too much, then consider this item. It'll give a great boost to your defense stats and revive you upon dieing. Makes assassination a lot easier.
|
space
It's Cleanse as an item, enough said. Get this if you're constantly getting hit by powerful crowd controls (ex. if the opposing team have a Malzahar and/or Warwick that are going to hunt you until you are dead). If it's not a lot of CC, you can just get Banshee's Veil, but just another option. Best not to get this item too early however, as you'll lose a lot of your damage output. Just this or Cleanse for these situations.
|
space
For the sake of you and this guide, please DO NOT GET THIS ITEM! It takes way too long to farm up (about 30~40 minutes, and Kassadin isn't the best as skill spamming to achieve 30 minutes) and gives absolutely no lane sustain. You get enough damage from Rod of Ages and mana as well, you need no more. The health from Rod of Ages is also something that Archangel's Staff will never win at. As an assassin, you need boosted health to take damage and get out alive which is something Archangel's Staff doesn't give. It's like a glass cannon item that's worst than Rabadon's Deathcap. I'm not saying you can't get this item, but if you do, prepare for the worst.
|
space
It's +40% magic penetration. I see little reasoning on getting this item as you should be focusing the carries. If the carries REALLY have that much magical resistance you could go for a Abyssal Mask instead. If they have over 140 magic resistance (which on carries I think is very rare), then blow them up and get this item. Still very glass cannon imo and no defenses offered for an assassin. Not the best choice, but is good at the right hands.
|
space
A strong item indeed, it'll make Null Sphere and Riftwalk slow (and I also believe Nether Blade will slow as well). For me, I just think there are more important items, You already have Force Pulse as a slow, and Rod of Ages is more important for Kassadin. If your team has very little crowd control, then consider this item maybe after your Rabadon's Deathcap.
|
space
A great item for Kassadin. You can read more in the " Abyssal Mask vs Banshee's Veil vs Deathfire Grasp later. These 3 are usually your last items of the game, and depending on what you need you get them. Abyssal Mask offers both AP and magic resistance AND top off with mres reduction aura. Just a very powerful item and I would gladly replace Banshee's Veil for it when I need more damage.
|
space
Not the best item for Kassadin. It gives him more sustain but in a team fight, you usually are able to use all your sklils before taking a lot of damage. If best, let someone else take this item for you and your team. Otherwise, this item is viable for you to take as well.
|
space
space
space
Damage: | , , , , , , , , , , |
space
Health: | , , |
space
Armor: | , |
space
Magic Resistance: | , , , , |
space
Unfortunately, very little choices in the armor section for Kassadin. This means a powerful team of AD champions can really tear you down. However, Zhonya's Hourglass is a perfect defense item for all cases (as well as Banshee's Veil that can block a physical damaging spell). Don't forget Guardian Angel will be there to help you as always if you choose to take it. You have quite a bit of options for magic resistance (and usually you won't get more then 1 of these items) because already your Void Stone will decrease incoming magic damage for you. Of course, tons of options for damage so we have no problem there. Health isn't a big issue either unless the enemy team has a Vayne, but that's nothing you can really do.
space
space
Well, for mages, these are usually the typical boots you would get. You don't need to go past tier 2 movement speed as Kassadin doesn't really benefit too much from it. After all, his traveling abilities with Riftwalk are too much for boots to handle. And +20 magical penetration really hurts. You get 28.55 flat magic penetration with this whole setup, which puts an average champion with 30 magic resistance almost to 0. You'll be dealing essentially true damage with your spell.
|
space
An absolute must for Kassadin. Full charged, it gives 750 mana, 630 health and 80 ability power. As Riftwalk charges up, you'll need that mana to deal more damage. The health to make you more tankier and survive fights and skirmishes. The AP you get isn't bad at all. I even forgot to mention that it provides excellent lane sustain as it still procs catalyst the protector even once you evolved it. Just a fantastic item.
Other Options: None (this is core)
|
space
Just like Rod of Ages, this is pretty much core to your build. The ultimate damage item, it'll upgrade your damage by a [b[HUGE[/b] amount, and even adding an additional 1.35x amount of your current AP to your total AP. It just makes this the ultimate carry item for casters, and is your best friend.
Other Options: None (this is core)
|
space
After getting this item, you should be literally dealing tons of damage (if you weren't already). Now your Nether Blade has another purpose; to proc Lich Bane's active and wack the enemy for more damage then you think you could've done. It already gives you a huge damage boost, and yet its going to skyrocket even more! Don't forget to mention it gives a good amount of AP, some even more mana, magical resistance for the casters, and a bonus move-speed amplifier!
|
space
Gives you 100 AP (which will literally give you a lot of damage) and a fair amount of armor. It's also good to save yourself because just cause you're an assassin doesn't mean that you'll get out alive. You can use this item to also wait for cool-downs while saving you some trouble for not doing anything and taking unnecessary damage. Unnecessary damage must not be taken!
|
space
At this stage, you probably already have enough damage output. This is a good time to get one of the best defense items for carries in the game (including Zhonya's Hourglass. As you get into a fight, if you get stunned it could be really troublesome. But what if you were to overcome that stun by blocking it? That'll help free your escape as well! Not to mention it also gives you more mana (more Riftwalks yay!!) and health for tankiness (forgot to say it gives a moderate amount of magic resistance too), making you a dangerous anti-caster!
|
space
There are many ways to build this void walker. Yes I've tried MANY builds with Kassadin (including DPS and tank, and never went a negative K/D with these builds either =D), but I'm just going to stick to your average AP anti-caster.
space
space
Build 2: A more offensive anti-caster build. A lot more damage dealt, but less survivability.
Build 3: A much more defensive solution, especially good against high damage enemies.
Build 4: An alternative approach. More burst, less sustain damage.
In this section I will cover Laning, Team Fighting, and Ganking. This'll help you against your lane opponent with neat tricks, taking easy steps to dominate your lane, succeed and perfect ganking, and focusing down the right target in a team fight. Whatever it is, it'll help you become better at Kassadin's gameplay and style. If you feel like I left something out, tell me and I may put it in the guide!
space
space
space
Your early game should consist of a few things. The most important thing you need to do in your early game is GRABBING THE CS! For Kassadin, this is very hard. Your lane opponent will constantly harass you and weaken your early game so that you can't get a lot of gold from killing minions, hurting your late game. Use Null Spheres on your lane opponent and be wary for ganks. Grabbing Nether Blade at level 2 will allow you to regain mana when attacking the minions. ONLY LAST HIT THE MINIONS SO THAT YOU CAN KILL THEM AT YOUR TURRET. THIS WILL MAKE IT VERY SAFE FOR YOU AND HARD TO THE ENEMY TO SUCCESSFULLY HARASS YOU! Try to get all the CS. When warrior minions are at your turret, they usually take 3 shots to kill. At the second shot, activate Nether Blade and you'll be able to kill that minion. Same for caster minions, except with only 1 shot from the turret.
space
space
space
space
Once you get Riftwalk, you can now zone your opponent. Zoning means to force your opponent to hug their turret and lose EXP and CS because they're too scared to fight you. Fire Null Spheres at your lane enemy to harass them and continually regain mana through last hitting minions with Nether Blade. If you want you can buy a sight ward to monitor the bushes and be more certain against ganks. With Riftwalk in your arsenal of skills, it'll be very difficult for enemy to gank you unless they have a stun. Do as you would normally in your early game, but you can be more aggressive now with Riftwalk. If you're at your turret fighting minions, you can use the assassin's combo to heavily damage your enemy. Doing so can really bring down their health to about 50% (if not more). If you're zoning the enemy, you can also use the time they're at their turret to go and gank a lane (or even the enemy jungler if you know where they are).
space
space
space
space
space
space
At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have an escape skill up so that you can make quick getaways if needed, unless you're doing the brick breaker combo. Otherwise, you can apply the same steps as the first one. Depending on you or your lane opponent, you may want to play even more aggressive or less aggressive depending on who's more farmed and who'll be stronger in that situation.
space
space
For ganking, it's quite easy. You just have to either use one of the two combos and you can usually get a kill if your damage output is high enough. I'll use images to describe how a good gank should look like:
space
space
space
space
space
space
For team fights, you DO NOT want to be initiating. In fact, hide behind your tanks. You do not want to die. Once the fight has started, get to the enemy AP carry as fast as possible and Null Sphere so that the AP carry will not be able to use skills. Kill the main focus as quickly as possible and destroy all the enemy carries FAST. If the enemy focuses you and you get low, use Zhonya's Hourglass to furtherly corrupt the enemy team by being unable to focus you. Once the active wears out, jump out of the fight. Stick around however, for enemies that exit the fight with bare health, you can easily finish them off with the assassin's combo and that's about it! You don't have to jump into the fight immediately, just make sure the enemy AP carry doesn't get to use their skills on your team. It's best to effectively take them out AS SOON AS POSSIBLE. This way your job is fulfilled and you can switch to another target (like the AD carry or the support). If the enemy AP carry isn't a big threat but the AD carry is, then perhaps you can Null Sphere the AP carry and use the rest of your skills on the AD carry. This way the AD carry will suffer extreme amounts of damage while the AP carry is unable to help due to his skills being locked by your silence.
space
You must be logged in to comment. Please login or register.