Please verify that you are not a bot to cast your vote.
Not Updated For Current Season
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
[OPTION] - there will be several purchase sets adjacent to each other with this keyphrase and similar name prefixes. IE: "Start Set:", etc. You will pick only ONE of these in each respective case. The notes for these sets will elaborate which purchase set should be used for which scenario.
[OPTIONAL] - A purchase set with this keyphrase is entirely optional and is mostly based on the situation, game time and also the team compositions. The notes for these sets will elaborate when you should and when you should not use the purchase set.
[PICK ONE] - When a purchase set has this keyphrase, you are to choose only one item in the purchase set to build and then move on to the next purchase set.
[SELL TEMP ITEM TO GET THIS] - If you chose a purchase set with the name prefix "TEMP SET", and you are starting to use a purchase set with this keyphrase, you are to sell Lich Bane or Rod of Ages from the "TEMP SET" purchase set BEFORE building items from this purchase set.
Changes to Kassadin's SKILLS and STATS from the latest patch will be in this color, if there are any. They will be found in this chapter or in the respective skills chapters.
Ignite no longer gives bonus AP/AD while on CD. However in the future it may reveal targets, even invisible.
In
the case that you do not know, when you look at the build section and see subtitles such as "Masteries" you will notice dark blue appended text that reads out as"+ NOTES". If you aim your mouse at the "+ NOTES" a text bubble will pop up containing all notes regarding that portion. I added notes to each subtitle but some people have not noticed so please check it out.
Your Champion ignores unit collision and moves 27% faster for 10 seconds (210 second CD).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Superb Duration which will assist in tying up loose ends of a team fight or if the need arises, escape from several enemy champions. Works better with Riftwalk rather than without. Can be used more frequently than Flash and better suits auto attacking with a melee champion. Truly shines during the later portion of the match. Not as fast as Teleport, but does allow you to quickly travel all the while avoiding enemy wards.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Leaves you vulnerable prior to level six, due to lack of any gap closing capabilities. Does not necessarily permit you to attack without receiving punishment.
Teleports your Champion to target nearby location (300 second CD).
|
|
|
|
|
|
|
|
|
Provides an early game gap closer. Works with Riftwalk, also works just as well without Riftwalk. Great advantage in a 1v1 setup. Works better with ranged champions than with melee.
|
|
|
|
|
|
|
|
|
LONG cooldown. Instant usage and requires practice and precision. Half as reliable as Riftwalk. Not so advantageous in team fights. Not too beneficial for travelling (due to its duration/range as well as its cooldown).
Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects (and eventually may reveal) of target for the duration. 210 second cooldown.
|
|
|
|
|
|
|
|
|
Provides an early game damage. Stunts health regeneration and assists in securing kills. The best spell for a 1v1 scenario. 600 range is rather decent and combined with Riftwalk this spell is easy to use.
|
|
|
|
|
|
|
|
|
Lack of an abundance of middle lane champions that use health regen or healing skills. Is usually useless when its user is being ganked. Lacks in range in comparison to most "Middle Lane" champion skills.
I believe the later portion of the game is more important for a Kassadin so I prefer Ghost usually. With the changes made to Ignite you may consider still using it against specific opponents. Just keep your eyes open because Ignite may eventually reveal invisible units when used before they became "invisible" or "hidden" in a bush, etc.
Vicinity Override by Incremental or Decremental aka V.O.I.D.
Ability Power aka APhi im deady pm me750 Magic Penetration aka MPenif ya dare43|6% Cooldown Reduction aka CDRhaha dead23% Note these stats are without elixir effects.
I think we can all agree that when it comes to items that scale into LATE GAME, both Lich Bane as well as Rod of Ages lose their luster. I can concur that Rod of Ages does maintain its luster longer, however neither have a real place in Kassadin's build late game BUT they do function extremely well with him in early as well as mid game.
Being items that work so well early and mid game, a Kassadin can easily earn back all the money spent, and when being sold back to store the amount of money lost in making either item is 800-900 gold, an amount which is also easily earned back during the time that Kassadin had been utilizing them. Based on these facts you definitely should sell both LB or ROA eventually.
It is no mystery that most who prefer Rod of Ages think of Lich Bane as being useless, and this goes for vice versa as well. I on the other hand believe both have their merits depending on the situation.
Lich Bane:
PROS: Lich Bane contributes ap while you are building it, as well as when you are done building it, and can be used to secure many kills as well as increase your harass damage in an exchange. It also increases your mana pool considerably, making mana regen masteries needless.
CONS:
Its great downside is its range, and even with Riftwalk, if your opponent(s) have the right crowd control or gap closing capabilities, Lich Bane's unique effects can become quite useless. This item however is first in the list of temp items simply because most middle lane champions that would even have such skills are aim based, making LB a more usual item to purchase.
PROS: Rod of Ages allows Kassadin some much needed survivability as well as intimidation towards those who would avoid attacking a champion that seems tanky. Rod of Ages is much more generous when it comes to its contribution to your mana pool, perhaps even a little needlessly one might say. After this item is finished, there are no more hurdles to go through, and its usefulness does outlast that of LB.
CONS:
Its great downside is its components, none of which offer inexpensive damage. In other words, if you do not save for Blasting Wand before catalyst the protector you will have slightly nerfed your Kassadin's early/mid game damage. On the other hand if you do not rush catalyst the protector not only do you squander its uniqe passive, but you also lack the beneficial survivability that you would likely be needing if you want a Rod of Ages.
Void Stone - Kassadin takes 15% reduced magic damage and transforms this damage into bonus attack speed.
This passive has been the reason why many have said that Kassadin can beat any ability power champion in the middle lane. You won't find the attack speed too useful early on, and later on you wont be auto attacking at all (to avoid taking all the kills if you are a good Kassadin).
You will how ever be in love with the magic resistance it grants you, as that is the reason we can have a Void Staff as opposed to an Abyssal Mask. In other words it is thanks to this passive that we are able to hit tanks harder.
Null Sphere - Kassadin fires an ethereal bolt of void energy, dealing damage and silencing the target for a duration.
Kassadin fires a void bolt, dealing 80/115/150/185/220 (+0.7) magic damage and silencing the target for 1.5/1.75/2/2.25/2.5 second(s).
Cost
70/75/80/85/90 Mana
Range
650
The primary skill and damage output used by Kassadin early and mid-game. The first skill you max out and the skill that will earn you the most kills usually. ALWAYS use Null Sphere before Force Pulse when fighting unless you are being chased and are dangerously cutting it close, then the better result would be to use Force Pulse followed by either Riftwalk to escape or Null Sphere and Riftwalk if you have the mana available. If you are pushing an unguarded lane you may consider using this skill to secure a siege minion kill.
Nether Blade- Passive: Kassadin's basic attacks restore Mana. The Mana restored is tripled against enemy champions. Active: Kassadin's basic attacks deal additional magic damage.
Passive: Kassadin's basic attacks draw energy from the void, restoring 8/11/14/17/20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24/33/42/51/60.
Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30/45/60/75/90 (+0.3) magic damage.
Cost
25 Mana
Range
0
You may eventually notice this skill saving your hide sometimes mid-game. Otherwise it's only real purpose is to use Tear of the Goddess, stack your Force Pulse, sustain mana early game and activate [[lich bane] if you have it.
Force Pulse- Kassadin draws energy from spells cast in his vicinity. Upon charging up, Kassadin can use Force Pulse to damage and slow enemies in a cone in front of him.
Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 80/130/180/230/280 (+0.7) magic damage and slow enemies by 30/35/40/45/50% for 3 seconds in a cone in front of him.
Cost
80 Mana
Range
400
Albeit this will not be the MOST reliable skill simply because you cannot really spam it. However it has a lower cool down demand than Null Sphere. You should mostly use this to either slow an enemy/secure a kill or farm minions. I would not recommend using this skill to boost Tear of the Goddess.
Riftwalk - Kassadin teleports to a nearby location dealing damage to nearby enemy units. Additionally, multiple Riftwalks in a short period of time cause them to cost additional Mana and (if damaging an enemy champion in the process) deal additional damage.
Damaging an enemy champion also returns half of the Mana used by Riftwalks, this includes additional Mana cost accumulated for subsequent usage.
Kassadin teleports to a nearby location dealing 70/100/130 (+0.6) magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs 100 additional Mana and deals 50/60/70 (+0.1) additional damage, provided that Riftwalk damaged an enemy champion, this effect stacks up to 10 times.
Cost
100 Mana
Range
700
By far the greatest non global gap closing skill in the game as well as Kassadin's most defining skill. This can be used to farm, kill, chase, escape, boost Tear of the Goddess, activate Lich Bane and scare people. It's greatest benefit how ever is its shockingly low cool down demand when maxed out respectively with my build.
Kassadin's Combo(S3)
It
is a game so it is important to enjoy yourself, also maybe it is just me but I recall playing better when I am enjoying myself, directly related perhaps?
Use Null Sphere at early levels to harass the opponent. Because of the silence that comes with the ability, enemies will have a hard time counter-attacking in time.
While out of combat use Nether Blade to charge up your Force Pulse and its passive to regain mana. With the low cost of 25 mana, this is a great skill to spam for the sake of spamming.
Kassadin is fairly easy to kill if he can't Riftwalk away. When engaging the enemy, consider whether it'd be better to Riftwalk in, cast your spells, and walk out, or to walk in, cast your spells, and Riftwalk out.
THIS IS THE BREAD AND BUTTER OF KASSADIN, when facing someone 1v1 it is more effective to riftwalk into them, burst your spells and riftwalk out since you won't die so quickly from just one enemy focusing you. When in team fight you are more likely to stick to the edge of the fight, skill spamming and saving your riftwalk to either secure SEVERAL team kill or escape from being focused.
AT
THE VERY START: Offer to invade or provide a decent leash for your jungler, also ask your jungler to make sure they gank mid 4:00 - 5:00 minutes into game if you haven't killed your opposing mid before then. This is vital to you dominating your lane until you get to level 6 and acquire Tear of the Goddess which would allow you to gank to the extreme.
If your opponent picked a champion that counters you, YOU MAY LOSE YOUR LANE, that is if you haven't ensured that you will get a gank by 4:00 into the game. You may want to check out Kassadin Countered as it gives tips when dealing with specific counters.
Otherwise when playing as Kassadin what you want to do is intimidate your lane opponent, be the one who gets to atack minions, if your opponent tries to even come close use Null Sphere then pretend to chase but fake him out and go back to attacking minions, if right after you use Null Sphere and (s)he does not fall back then YOU FALL BACK, wait til your Null Sphere cooling down is finished. By the time you are level 3 your opponent should be below half of his/her max hp if fought like this, and then your gank should soon come and you or your jungler will score First Blood. Until you get a Tear of the Goddess it is critical that you get to attack minions to regen mana with your Nether Blade passive.
If your opponent fears you to the point of tower hugging most of the time then when you push all the way to his tower, GO GANK, if you see an enemy with less than half his hp left in another lane you pop Ghost and go eliminate him with your team mates. Otherwise keep pressure on the middle lane (without attacking opponent champion and tower) while you observe top and bottom for a chance to gank (it will come).
You should NEVER be standing on the enemies half of the middle area before level 6 unless the opposing mid is dead and you have at least 400 hp left.
A final note to remember is that there is NOTHING WRONG with TOWER HUGGING. Losing farm is bad, losing experience and feeding the enemies is worse.
When leaving fountain use Riftwalk, When needing to go back run back and spam Riftwalk to get there faster while still using Nether Blade needlessly. (Pay attention to your own auras as you should wait until your Riftwalk stacks wear off (the one that adds 100 mana cost to the usage of Riftwalk).
If you are sitting on spawn waiting for that last 1-40 gold needed to make a purchase, make sure you spam skills meanwhile if Tear of the Goddess is not capped out.
Stick to the rules applied in early game, pressure on tower, gank whenever opportune. It should be easier to kill your opponent in mid lane now that you have your Riftwalk, even if they counter you.
I look at most other Kassadin players the one thing I find most unfortunate is they don't know how to play late-game. All they do is run around and steal kills at each opportunity, and thus not benefiting the team the way they should.
At the point where Kassadin needs to get rid of his Lich Bane because it is too dangerous to auto attack opponents anymore is when Kassadin ought to stop trying to SCORE KILLS, and start trying to GET THE REST OF THE TEAM FED, when we get to late game Kassadin should be fed enough. To play properly he is to often initiate and try his best not to burst his way into getting a kill or even worse - be fodder.
THIS DOES NOT MEAN Kassadin IS BAD IF HE GETS A KILL
it means KassadinIS BAD IF HE IS GETTING ALL OF THE KILLS.
Kassadin is not merely a late game carry, he is someone who is there to: A) Support & Debuff. B) Kill Secure IF team mates fail at chasing. C) Burst any of the opponent carries into being easily killed by his team mates.
Follow these rules and Kassadin will have either a smooth win - even on ranked- or he will be the that one special guy or gal who has the most kills, least deaths and most money on both sides of the team but with a loss of the game. It is a team game after all.
Keep an eye on the cool down of active items, press tab and identify the tankiest champ that is behind on magic resist (unless you have Void Staff, then you just use Deathfire Grasp active on any tank) and use Deathfire Grasp on them. I AM NOT TELLING YOU TO FOCUS THE TANK!
I am telling you to use your active in the most effective way possible, and even though it squanders the temporary damage boost, it is likely not needed since even without that active Kassadin can easily 3 hit most carries. The goal late game is not to get fed ( Kassadin should already be fed), it is to feed his team!
Seraph's Embrace should be used to save your skin when being chased and Zhonya's Hourglass should be used to save you from being focused in a team fight.
Remember
Kassadin should never ever be standing still or auto-attacking champions at this point of the game.
just like any other champion in the game, has his weaknesses. These are called counters, and facing them is a royal pain if you do not have the right know-how.
First and foremost, the best thing you can do to prepare yourself to face a counter is to play a match as that counter. This will help you understand the skills: their ranges, cool downs, costs and effects. The following is an Alphabetical list of such counters.
Cho'Gath Difficulty(1-3): 3(3 being the strongest)
Spoiler: Click to view
This monster is going to eat your pokes and ask for a second serving. What you can do is trick him into spending all his mana, which makes it harder for him to kill you on a moments notice as well. You do this buy dancing around, predicting where and when he is going to use Rupture and Feral Scream. So you stand still attacking minions and when Cho'Gath is in range you can either go towards him suddenly and use Null Sphere or you can circle randomly either to the left or right. Should he not use his skills then you should continue baiting him into it by hitting a minion once and retreating again. Eventually he will time it to when you hit the minion and you need to see this so that you can stop yourself from hitting the minion and go poke him. The problem is that once you waste his mana, you still only tickle him and he can kill you with Vorpal Spikes if you fight head on. This is where you NEED your jungler to help out, and it has to be before Cho'Gath gets some decent stacks from Feast.
Mr. Tossup over here is questionable, sometimes they will be able to dodge your skills successfully pretty well, sometimes you can trick them into mistiming their Playful / Trickster and either run or Riftwalk close enough to where they land to combo them. Before Level 6 you can toy with them and what not (do not poke or get too close unless they waste their Urchin Strike). You are going to have to abuse the fact that Kassadin has 5 more base move speed than Fizz (19 with my quint runes and 44 if Fizz has no boots) and with that feint advantage you should be able to randomly Null Sphere him as he tries to keep right distance.
Or in other words use Null Sphere when you are close enough AND: Fizz is moving away (not sideways) from you NOT When Fizz is moving towards you
That way your move speed advantage and your Null Sphere range advantage will allow you to strike first and without any retaliation and voila Fizz is no longer a viable counter.
AFTER level 6 however you have to worry about that Chum the Waters.
Fortunately you can stick to the same formula as for Fizz's Urchin Strike, if he is moving towards you, move evasively, if not move close enough to Null Sphere and Riftwalk back. Otherwise you should be moving like a semi-circle around his range. If Fizz is dimwitted enough to waste his ULT, punish him, wastes his Playful / Trickster then as he lands: Riftwalk near enough, blast him with your combo and either finish him or get out of range/evasive maneuver. I added the best Fizz I ever seen and faced him 1v1 over and over again to test this, I won all three matches and when it came to kills and deaths the first time was even, the other two I had a 2.0 ratio.
So early-mid game Fizz can and must be outplayed in order for your team to win. Late game is a whole other deal and you will need to play from the shadows, when Fizz finally makes an appearance in a team fight your team should focus him and that is when you show up to combo him (advised to pop Seraph's Embrace beforehand and Zhonya's Hourglass if it gets sticky).
Like Cho'Gath, our dear Kassadin will not kill this beast without ganks or tower dive baits (LOL). Since his offensive skills are skill shots (can miss) Kassadin should be running un-predictable zig-zags whenever he can. Doing so along with the right dosage of tower hugging can lead you to an easy path to level 6 without feeding (or falling back on farm if you had ganks). After level 6 you will have to count on your team and try to deal damage to other lane opponents, aka roam. If you are for whatever reason possessed with beating Galio yourself you will: A) Have to match his farm. B) Have triple his kills. OR A) Have to match his kills. B) Have to triple his farm.
Either way good luck, you will need it.
A decent mid Gangplank is not a common sight, but it is a terrifying one. Not only does this nasty champion harass you as bad as you can harass him, but he is AD based (rendering Void Stone useless prior to level 6) and he is much bulkier than typical mid lane champions. This would have been given a difficulty of 3, since you will need to let him outfarm you if you don't have either a gank available or have runes and your starting set specifically focused on crippling his damage. He is a difficulty 2 however because post level 6, not only is he less dangerous to be killed by, he is no longer a greater presence in terms of ganks. If you manage to find the time to score kills in other lanes while not losing your tower, you will definately be able to shut down Gangplank on your own.
This one is serious trouble, it will be difficult to dodge his skills, and he definitely has deals more damage per second than you do. First you will want to check what spells he has, make note of the potential damage he can deal using Flash as well as his capability to not be killed via Barrier or Heal. This particular enemy also has crowd control skills, and in that case using Riftwalk into attacking him is a big mistake. Riftwalk will serve the purpose of either escaping Kha'Zix's retaliation/ganks or to finish Kha'Zix off should he not have either Barrier or Heal. Point is if (s)he has those at his/her disposal then diving is not an option. The rules of engagement are consistant prior to level 6 as well as after level 6. You will want to stay far away enough to avoid Void Spike - yes deadicated, very funny, avoid the void...- and circle around him to use Null Sphere either to hurt/scare Kha'Zix for a kill or some farm. (S)He can shut you down pretty hard though so it is best to keep safer positioning in case of cc based ganks or Kha'Zix manages to get enough farm to kill you fast.
Like Cho'Gath and Galio, this tank will be near impossible to kill. You will want to abuse your range advantage, but your farm is forfeit until you are at tower or you get your lane ganked. His Children of the Grave is his only offence that can reach you if you keep your distance. This guy is one of those "can't get me" and "can't get you" compositions that are quite boring. Remember to have patience.
Similar to the tanks before him, the only reason Sion has a difficulty of "2" as opposed to "3" is that he is much more reliant on Mana, and he drains his health farming. He will eventually have a mana sustain item, and he also will eventually be able to eat any damage yourself or a turret throws at him with his Death's Caress. You will need a gank however Sion can be harassed very well with the usage of the side bushes after level 6. If you pop up out of no where you can most certainlly Null Sphere and Force Pulse him before he can at the very least stun you, or even better shield himself.
My second most hated nemesis. Maybe you can compete with him before he gets mana sustain, maybe you can compete with him before he gets to level 6. Afterwards though, just avoid him, he will do better at exchanges, farming and even ganking if he gets the right boots for it. The best you can do is support your team at that point and outplay Swain in ganking if you can.
My third most hated nemesis. At level 1 Kassadin and he are evenly matched, but as the levels go up, the scale dips more and more in Talon's favor. Even late game, Shadow Assault will melt you away in the middle of a team fight. There is however one silver lining, one way you can defeat Talonwithout being killed. It's called the jungle and it's Kassadin's back yard. If you see Talon before he sees you and is not in the middle of his ultimate, then you have the chance. You can sneak through the jungle, Riftwalk only close enough to use Null Sphere, then Force Pulse and get out of there. Unless your entry point is warded he will not see it coming and you have either harassed or better yet killed this annoying assassin.
Beware, Teemo can sit in the middle of the map at the very start and wait for you to push past him, after which he can exit camouflage, use Exhaust and attain first blood. Otherwise if you are able to keep tabs on Teemo you should note that as much as you can poke harder than he after getting Force Pulse, he can farm harder than you, and he benefits more from tower hugging than you. Usually I am able to push more than Teemo anyways due to having mana sustain, Teemo how ever should never be dived prior to leveling to level 6. Once Teemo has Noxious Trap you cant really rely on ganks anymore. Does not mean you can gank though. Definitely use Vision Wards after Teemo hits level 6.
Tristana can be a real nuisance since she has a great range as well as a great gap closer, not as great as Riftwalk but it gets her to her first tower very easily. The reason she is difficulty 1 however, as great as she can stack with AP, her cool downs are LONG. If you have enough health/MR she will never beat you in an exchange. At the same time she has a great arsenal for escaping you. Her range might mess up your farm a bit.
On the fence about his difficulty. As tanky and hard to kill he is, he also unlike any other tank on this list has terrible sustain. He will deny you farm, and if he builds life steal he will have sustain. Them he is a force to be reckoned with. You can easily dodge his pre-level 6 skill shots. After he is level 6 you better be careful of who else is in mid, one Hyper-Kinetic Position Reverser and they get to chip away your health to death. Other than that you shouldn't ever die, but you also won't ever have enough damage to kill him alone.
My number one nemesis... With decent damage, health sustain AND the lack of a mana restriction. A good Vladimir can be by far the biggest headache Kassadin could go up against. Your Null Sphere does beat his Transfusion in terms of range and damage, however since skills take time to travel it will be rare that Vladimir does't hit you, and also likely that at that rate, you will run out of mana alot sooner than Vladimir will run out of health. Also keep in mind that Sanguine Pool, unless wasted for offensive purposes, will always allow Vladimir to return to his first turret. Hemoplague can not be lost by running far enough away (not like Zed Ult) so pretty much all of Vladimir's skills will be hard to dodge. What this means is you are going to need to beat Vladimir in terms of ganking presence as well as in terms of building.
There is a way to play against Zed where he cannot even hit you, but it does take some getting used to the fact that when he has shadow, you treat it like there are two of him. If he uses Living Shadow, bait him into using Razor Shuriken. Avoid being close enough to the clone to be hit by Shadow Slash, instead move around it to poke Zed. If he is being smart enough to hold out on his Razor Shuriken then wait out the clone and punish him for it afterwards. One vital rule facing Zed is NEVER FIGHT HEAD ON! He destroys people who fight him head on. You can however harass him until he needs to heal, and then you can catch up to his farm as well as gain a level ahead of him. Once you have mana sustain and Riftwalk you can then have some real fun with Zed. You will have a larger ganking presence, even if you did bad early game, you will also be getting Zhonya's Hourglass eventualy, making Zed's Death Mark harmless to you.
Suppport the development of this section by voting!
If you want to know how to play Diana jungle, visit Njoror'sguide.
To
some this is known as the diver duo or diver combo, designed to out-chase and shut down anyone.
There is simply no better jungler you can have if you are using Kassadin. The reason being that together they can kill a carry who does't possess Guardian Angel faster than they can return a hit, spam a skill or flash away.
If you are joining a duo queue and playing Kassadin then Diana is the champion you want your partner to use.
If you want to know how to play Kha'Zix Top, visit DR34MK1LL3R'sguide.
Much
like Diana, Kha'Zix makes a great jungler if Kassadin is mid. However this guide specifies him as a top so that Diana - who is considered to mesh better with Kassadin - can jungle. When it comes to jumping into the fray and killing things fast, these three are like muskateers... muskateers that instantly jump into your face and nuke you. If all three of them are together in a team fight the enemies are gonna simply melt away, tanky or not.
The only real way anyone can counter this deadly trio is by use of AREA stuns, snares, knock ups or strong slows. Not only that but the area attack must hit at least two out of the three. It is because of this that you should be very conscious of what champs your opponents take, like Malphite, Amumu, even Galio. If you are aware of what has the pontential to shut you down you are that much more prepared and that much less likely to succumb to an effective assault. To this end communication with Kha'Zix and Diana will be key to ensuring that your best allies don't become casualties.
Thank you readers and critics alike.
If it were not for you this guide wouldn't be what it is today.
I sincerely hope that this guide proves to be helpful in the league as well as easy on the eyes to read and it would mean a lot to me if you could share with me your thoughts, opinions, questions, heck share anything that is on your mind after reading or reflecting on this guide.
Thanks to Jhoijhoi for her guide making guide, and a
Very Special thanks to Njoror and DR34MK1LL3R for sharing their efforts and wisdom with me, making this guide way better than I ever could have made it alone which leads me to another favor to ask of you, please visit the guides that Njoror and DR34MK1LL3R made and have allowed me to incorporate into this guide. Their links can be found in the credits section and their work is quite simply AMAZING!
Make sure to vote and check out the Discussion section WHICH I do frequent.
If you have read this far, I have but one last thing to share with you: "Congrats brah, you can finally rift!"
RIOT: For providing this awesome game, also the lore and skill details are pulled from their North America website.
MobaFire: For providing this nifty build/guide creator and archive. Championselect.net: For its clever utilization of a voting system in determining counters as well as combination champion selections.
You must be logged in to comment. Please login or register.