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KASSADIN BUILD GUIDE: Best Parent in the League by Cviha

by Cviha (last updated 4 months ago)

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9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 2/3
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Void Stone
QNull Sphere
WNether Blade
EForce Pulse
RRiftwalk
View Skill Order Details

Introduction

Hello again, my name is Cviha, currently an EUW player and this is my second guide.
is an exceptional champion with a lot of unique abilities tied to him, underestimated by most people at the moment, but hated by all when they face him.
I'm here to explain why you should add him to your ever-growing Champion army.

Runes

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 2/3
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
The build is somewhat similar to the old S3 mastery setup, with a lot of newly added masteries which benefit assassins in general (melee ones more than the ranged ones) with a lot of %damage increasing ones. I found this setup to work best for AP's in general, with a couple of tweaks here and there to suit Kassadin's needs, since not everyone is a melee AP.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Void Stone
QNull Sphere
WNether Blade
EForce Pulse
RRiftwalk
This skill order was the way I used to go with on pre-rework Kass. It's still a viable option if you're going up against heavy magic harass or f you're having trouble last-hitting against a tough opponent.

Skills

Void Stone
Kassadin takes 15% reduced magic damage and can move through units.



The change in the passive cost Kassadin some damage, but switched out the situational part of the passive for a QoL part which let's him move through units and not suffer from dreaded minion block which always costs you either your life or a kill
Null Sphere
ACTIVE: Kassadin fires an orb of void energy at a target enemy, dealing magic damage and interrupting channels. The excess energy forms around himself, granting a shield that absorbs magic damage for 1.5 seconds.

RANGE: 650 COST: 70 / 75 / 80 / 85 / 90 MANA COOLDOWN: 9

MAGIC DAMAGE: 80 / 105 / 130 / 155 / 180 (+ 70% AP)
SHIELD STRENGTH: 40 / 70 / 100 / 130 / 160 (+ 30% AP)

Explanation:

No longer having a silence this skill has dropped on everyone's leveling priority list. It still has its' uses though, being a ranged poke that interrupts channels and gives you a shield that absorbs spell damage, making it useful against champions like Xerath or similar, or if the passive isn't enough for you and you want to be extra safe in lane against AP's. I prefer maxing other skills now though, unless the situation arises for me to max his Q like wanting to poke the enemy laner down from a safe distance and early trades.
Nether Blade
PASSIVE: Kassadin's basic attacks deal 20 (+10% AP) bonus magic damage on-hit.
ACTIVE: Kassadin charges his Nether Blade, causing his next basic attack to deal bonus magic damage, gains 50 range (200 total range) and restore a percentage of his missing mana. Mana restored is quintupled against champions.

COOLDOWN: 6

MAGIC DAMAGE: 40 / 75 / 110 / 145 / 180 (+ 70% AP)
MANA RESTORED: 4 / 5 / 6 / 7 / 8 % missing mana
MANA RESTORED AGAINST CHAMPIONS: 20 / 25 / 30 / 35 / 40 % missing mana

Explanation:

Oh my dear lord, I love his new W's added power. It no longer has to be activated to deal it's great damage, it has great passive damage so it's fine staying on rank one, the active mana restore is insane now and it being changed to a % of your maximum mana makes it viable for even the high mana pool Kassadin players, even though you'll hardly ever run out of mana with him now. It's also one of his hardest-hitting abilities now offset by the fact that it's melee, but you're playing Kassadin, the lord of gapclosers so landing the damage shouldn't be a problem. The change made AS items even more viable on him seeing as your damage output won't be that limited with the spells cooldown anymore.
Force Pulse
PASSIVE: Kassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him (including his own spells). Upon reaching 6 charges, Kassadin gains the ability to cast Force Pulse.
ACTIVE: Kassadin can emit a pulse of void energy, dealing magic damage and slowing enemies in a 80º cone in front of him for 3 seconds.

RANGE: 700 COST: 80 MANA COOLDOWN: 6

MAGIC DAMAGE: 80 / 105 / 130 / 155 / 180 (+ 70% AP)
SLOW: 30 / 35 / 40 / 45 / 50%

Explanation:
This skill is the only one left unchanged apart from the range increase that it received. It's still great for wave clear and slows. The added range makes it your highest ranged ability tied with your ult range. Its' utility makes it the most desired skill to max at the moment.
Riftwalk
ACTIVE: Kassadin teleports to a nearby location, dealing magic damage to enemy units within 150 range upon arrival.

Each subsequent Riftwalk within the next 12 seconds costs double the mana and deals bonus damage, stacking up to 4 times.

-TOTAL COST OF USING RIFTWALK N TIMES: 75 / 225 / 525 / 1125 / 2325

RANGE: 700 COST: 75 / 150 / 300 / 600 / 1200 MANA COOLDOWN: 7 / 5 / 3

MAGIC DAMAGE: 80 / 100 / 120 (+ 2% of max mana)

BONUS DAMAGE PER STACK: 40 / 50 / 60 (+ 1% max mana)
MAXIMUM MAGIC DAMAGE: 240 / 300 / 360 (+ 6% max mana)

Explanation:
Now THIS is the true reason as to why everyone hates playing versus Kassadin. Everybody loves getting kills and Kassadin just throws mud in their face laughing while he gently breezes off to safety. This is his signature move, it is what makes him the assassin that he is. This ability has everything that an assassin would ever need in one; mobility and potentially huge damage. Be wary about using it a lot of times in a short amount of time, you can find yourself without mana pretty fast and would just be a sitting duck for the enemy team to kill.

Changelog

24.09.2012 :
  • Guide Created
07.11.2012 :
  • Guide Released
21.11.2013 :
  • Changelog Wiped due to new Season, left Creation and Release dates for my Ego.
22.05.2014:
  • Adjusted guide to Kassadin's rework

Kassadin and his base stats

Health: 433(+78) 511@LVL1;1837@LVL18- Considering he's tagged as an AP assassin, this isn't bad, the level one health is the 4th highest of the current AP mids. The level 18 value isn't that bad either, considering there are champs like and with 1.6k max health without any bonuses.

HP5: 6.95 (+0.5) 15.95@LVL18- Pretty standard, the amount will probably save you a couple of times if you don't get harassed too much.

Mana: 230 (+45) 275@LVL1;1040@LVL18- - Now this would seem like a small amount, but taking the increased mana per level Mastery from the utility tree and Kassadin's oh so wonderful the small mana pool problem is minimized. You'll also probably have a mana item in your kit somewhere which further diminishes the problem.

Mana Regen: 6.9 (+0.6) 17.7@LVL18- Pretty decent, paired with mana gain on hit, you'll hardly ever be running OOM.

AA range: 125- Nothing strange there, he is a melee AP after all.

Attack Damage: 52.3 (+3.9) 122.5@LVL18 - AP carry or not this is HUGE, the top AD at level 18 is 130 and it's held by and , and he's right behind them, sitting pretty at 3rd place with the 2nd highest AD in game. The base is somewhere in the middle, but it's good, besides you have your active to help you with your lasthitting from time to time. This AD also plays a key role in your damage if you're building to benefit all your spells.

Attack Speed: 0.638 (+3.7%) 1.039@LVL18- This is the 6th highest AS for an AP carry, with the top AS being with 1.089 which is not a big difference, but no other AP champion needs it like you do and this is good enough for as a base amount.

Armor: 14 (+3.2) 71.6@LVL18- Overall, this is bad, though considering he's an assassin this is how it should be, though a small buff on the scaling wouldn't hurt. This is one of the main reasons as to why I take Armor Yellows because you will spend most of your time in the face of the enemy team and it wouldn't hurt to have some defense.

Magic Resist: 30 (+1.25) 52.5@LVL18- Some champions have scaling MR and some don't. You're one of those that have scaling and praise the Gods of League for that because as I said, you'll mostly be in the midst of a teamfight, that paired with is what makes such a good pick versus most AP mids.

Movement Speed: 315- This is the standard Movement speed for most AP carries, though considering he is an Assassin and a melee champion, it is a tad small, getting it up to either 's (320) or 's (325) wouldn't hurt much, though considering you have your it's alright.

Pros and Cons

Pros


  • Counters most Mid picks
  • Has 2 CC's
  • Great damage output
  • Nigh impossible to catch after level 6
  • Has a flippin' Nether Blade coming out of his hand.
  • Can infinitely sustain his mana
  • Decent Poke with
  • Great mobility

Cons


  • Melee
  • Damage output is a bit weak until level 3
  • Farm dependant earlygame
  • Can't clear minions well on early levels

Runes

[http://i46.tinypic.com/aax7o4.jpg]

This is pretty much the standard AP runepage, except for the armor yellows replacing the mana regen yellows. The reasonings behind that are Kassadin's in general, it gives you enough mana regen to keep laning as long as you have the health to do so, the second reason is because you're a melee mage, as I said, you'll most likely be in the middle of things, finishing squishies off. You'll escape in most cases, but you are bound to get caught a couple of times and the little bit of extra armor can save your bacon. It's also good for earlygame because most of the damage will be coming from autoattacks for the first levels and can diminish some potentially fatal damage from junglers.

The runepage setup is mostly flexible. The MPen reds can be replaced by flat AP ones if you wish to do so but I feel that MPen is a better choice on Kassadin. You can also get AS reds if you wish to do so, they are viable, but still not something that I'd recommend since you don't really have a gapcloser until 6 and you won't be able to utilize the AS.

The Armor yellows have been explained and you can replace them with MP5 yellows if you want to, but take my advice into consideration.

The MR/lvl blues are there simply to help you deny those midlaners even more. You can switch them out for flat MR, CDR/lvl, flat CDR or AP/lvl blues as well, they are all equally viable.

As far as quints go, I'd rather keep the flat AP quints, because you're starting with and in most cases and a little bit of AP can make a huge difference in lane.

Summoner Spells

The Summoner Spell setup doesn't necessarily have to be the same old + , I just put them up there for show.

Viable Summoner spells:



Cleanse


Cleanse is one of 's best friends. It helps him get out bad situations where he gets locked down by a lot of CC, it is one of my personal favorites on him even though I take it rarely.



Exhaust


A great spell to have, just as useful as or , I even prefer it over against some matchups, it can completely shut down an enemy champion for it's duration which gives your team a window of opportunity for attack. It is one of the rare Summoner Spells that can completely turn a fight around if used properly.



Flash


The spell that has seen the most usage in this game, mostly due to it's terrain dodging properties.
It's a good spell if you want some extra mobility and to compensate for your early game lacking escapes, but it loses some of it's purpose the more the game progresses. It's still a good pick



Ghost


Yes ghost. In my opinion an even better choice than because you already have a built-in flash after 6, and it works just as well.



Ignite


The usual choice for Midlaners and is no exception. It is a good spell for finishing someone off, and a great choice against sustain based champions like or



Teleport


Another great choice of a summoner spell, it is mostly used for stacking at the fountain and then teleporting to a Minion or a ward to devastate an enemy. It's also used to get to other lanes faster for a gank, or to your own lane so you don't miss on CS or a kill.


Barrier


This spell will let you survive bursts of damage or let you live through those last Ignite ticks. A good pick if you think you'll get caught while ulting into a fight.

Examples of Summoner Spell Pairups:

- If you're confident in your ability to stay alive for 5 levels.

- The safepick.

- The Shutdown.

- Aggressive option.

- Flash Mobility.

- Speedy Shutdown.

- Mobile Agression.

- Mobile Shielding

- Flash Shielding

Other Summoner spells and why not to take them:



Clairvoyance


It's not a bad spell, it's just not for you, you're an AP carry and you have to take care of the damage part.



Clarity


Stand up on your feet and shout to the world: "I Have Poor Mana Management!", but seriously, you won't be needing this on Kassadin, ever.



Heal


You can take it, but there are better options, your carry or support might be carrying one anyway as well which makes one more reason not to get it.



Revive


Not much use yet, apart from the extra hp you get from reviving, but the high CD makes it a barely viable spell thus I recommend not taking it since there are better options.



Smite


Kassadin CAN jungle, but a) it isn't viable for ranked, just for fun and b) this is not a Jungle Kassadin guide.

Item Builds

There are a couple of builds that I opt to go for.
I'll just list two of them since they are used for different playstyles and the rest are just a variation of the two, but as with any other champion, Kassadin's Item Build is very situational and subject to change depending on the situation

1.

Typical Caster Kassadin



This is the bursty build with a little bit of durability in case you get caught out. This should let you burst down a squishy with a combo, with a to either get in, or get out of the heat of the battle. It's the typical caster build for any mage.

Item path for "Typical Caster Kassadin"

Start with +>(optional 1x )>>>>>Either

finish or build either a or , depending on the situation > follow last step with the 2

remaining items > ++.

Special notes on buying:

a) You can switch out for depending on which you like more.

b) Buy and , remember, it's your fault you got ganked and killed, not your junglers or anyone elses for that matter.



2.

The other Kassadin



This is the build that I listed on top. I prefer this one over the 1st one simply because it let's Kassadin stand out of the general AP carry builds, whilst still dealing enormous amounts of damage and actually utilizing his active completely unlike the 1st build.

Item Path for "The other Kassadin" build:

Start with +>> finish >>>>>>++

Special note for "The other Kassadin" build:

You can switch out with if you want to be a true antimage while helping the other magic damage dealers on your team by sacrificing a bit of your damage for some MR reduction. ( No need to get this if you have an AP top or a jungler like that will get this item since the effect doesn't stack).

Special notes for both builds:

a) Item paths shouldn't always be the same, feel free to go your own way, getting items in any particular order that you see fit

b) Some, if not all items can be changed, modifying the build to your personal taste. These 2 builds are not set in stone.



But as I said, both builds are subject to change and there are so many others out there that are equally if not more viable than these ones. I believe that his builds should follow one set core path though, or in this case, the core items that a Kassadin must have, well at least in his AP builds, I'll be talking about AS/AD Kassadin a bit later.

NOTE WHEN GOING AGAINST AD's MID:
You can start with a and since it builds into and you can keep it like that until later in the game when you can update it into . The new item is excellent for early and mid-game survival against the current meta since it closely resembles Garen's old W.

Guideline to an AP Kassadin build:



Why this concept?



Boots of Speed

This is the item that everyone gets, no matter what kind of game it is, Boots are always in your inventory and are considered a core item on every champion so far. I doubt I need to explain it any further.



Sapphire Crystal

Despite Kassadin having a great mana regeneration source, it is still dependable on how many AA's you land and having good mana regen doesn't make up for the fact that two of his spells have high mana costs, while his ultimate has an increasing one if used in small intervals.
The item itself generally stands for any Mana item that builds out of it (e.g. etc.)



Rabadon's Deathcap

I doubt I need to explain why an AP based champion needs a Rabadon's Deatchap in an AP build, but for those who are less informed on the matter, All of Kassadin's abilities scale off of AP which Rabadon's gives the most of on its own (ON IT'S OWN, gives more if it's paired with )



Other Viable Items:

/

Archangel's Staff/Seraph's Embrace

A good choice if you want to spam your to get larger amounts of damage from it. Kassadin can stack it really fast as well and it gives him a fair amount of AP. Now that it upgrades to which makes it even better due to the active that can save you if you get caught when ulting into a fight.


Iceborn Gauntlet

A good replacement for if you want to spam your a little bit more, if you are afraid of getting shredded by AD in teamfights or if you're playing against an AD mid, get this. It'll also allow you to clear waves better due to the AoE benefit that it gives, thus not forcing you to waste your stacks to clear a wave. Another reason for buying it is shifting your role from Assassin to AoE mage


Banner of Command

A good item if you want some pushing power due to it being the new promote. It gives a decent amount of AP, 20% CDR and a pocket promote. You can pop it while backing so you can get some extra gold from the promoted minion while you're not in the lane or to keep it pushed so the enemy loses CS and Exp.


Mikael's Crucible

Not bad as a Mana item, the active is also very nice, healing you for a good amount, but I feel that QSS is better on Kassadin since this can't be activated while stunned/silenced and similar, only while slowed or rooted which aren't problems for Kassadin due to his ult.



Banshee's Veil

If you're going for a bit of a defensive build this is not a bad pick. It might help you get out of some sticky situations with your by blocking a stun or a spell that deals a large amount of damage. The HP and extra MR are also a very nice boost in lane.



Boots of Mobility

Not a bad choice, it'll allow you to get around the map for ganks faster, but if you get them, I'd recommend getting for the penetration instead of .



Frozen Heart

Not picked up a lot on AP carries, but in my opinion this is a very good item for Kassadin due to the mana that it gives AND the CDR, plus the 2nd highest amount of armor and a -20% AS aura on enemies. Get it against AD heavy teams or against a matchup like or mid.



Guardian Angel

The item that made Season 2. Apart from the defenses that it gives, the passive is excellent on Kassadin. If you manage to die, it'll give you a second life and will give you enough time and mana to reset the Cooldown on your which will get you another chance to get the hell out of there.



Liandry's Torment

A very situational item, the stats are good for Kassadin, but the effect isn't all that flashy on Kassadin. You can fully use it if you have enough CDR but I feel it's more of a DoT mage item than a burst caster item.



Ionian Boots Of Lucidity

Another good buy if you fancy CDR over Mpen for Kassadin. I personally take for the CDR and top it off with either a blue buff or a CDR pot, but this is one of the best earlygame CDR solutions.



Locket of the Iron Solari

Gives CDR, health, Armor and on top of that an MR and HP regen aura as well as the old Shield active. It's still a great pickup even though subsequent shields grant 50% less shield strength. Now builds from since has been removed from the game.



Mercury's Treads

If you want to get some CC reduction against a CC heavy composition. Not as recommended as some other boots if you have for example and since you have , but an extra precautionary measure never hurt.



Morellonomicon (formerly Morello's Evil Tome)

A very decent item. Gives you CDR, Mana Regen, AP and a Grievous Wounds passive that works after the enemy goes under 40% HP. It'll let you handle sustain champs well. I recommend picking it up against Sustain heavy champions like or .



Ninja Tabi

Again, one of those defensive choices for Kassadin. Take it against an AD heavy team or against an AD mid, again mentioning and as examples.



Quicksilver Sash

A personal Get-Out-Of-Jail-Free card. A very cheap and effective item against most AP casters with Heavy CC due to it's active that removes all Debuffs and the decent MR that it provides. I'd recommend getting this against and



Twin Shadows

A good scouting tool. It gives you 5% extra MS as well as AP and some MR which can help you in lane.
I usually sold it lategame due to it not being strong lategame as some other items are.



Rylai's Crystal Scepter

If you want some extra beefiness paired with a slow then pick this item up. It might be a bit useless since you have your , but it is only effective for a short time and this item will help you chase someone better by applying slows constantly. Be wary that it only applies the full slow duration with your , and that it only applies 35% with your .




Will of the Ancients

A decent pick, if you want to have sustain, which Kassadin has none of, it will let you leech off quit a bit of HP due to the low cooldowns that Kassadin has.



Spirit of the Ancient Golem

An ok item if you're feeling you need some CC while getting some CD and health, not really recommended since you're an assassin, but it's an ok pickup against a CC heavy team.



Spirit of the Spectral Wraith

The same that I said about WotA, except this item gives added CDR on top of the Spellvamp, but sacrifices some AP for it. It's still a really cost efficient item and isn't a bad pickup



Items to note for "The Other Kassadin" build
(viable options for the AS item slot)



Guinsoo's Rageblade

The item that gets so little love these days, RARELY built on Jax but that's about it (mostly me though). It gives you all the stats that you need for an AS Kassadin item: AD to get a little bit of oomph for your AA's, Stacking AP for everything, and stacking attackspeed equaling to 32% on 8 stacks, making it a very good item for the slot. In S3 it received a buff giving you 20% AS and 10% lifesteal until you exit combat, the lifesteal isn't all that relevant for Kass, but another 20% AS isn't too shabby.




Nashor's Tooth

Oh damn, this item just got so damn good, it's not even real. It still holds all it's old stats, the AS, the AP and the CDR, but now that it got Malady's on-hit damage passive of 15% of your AP, it's insanely good for him.



Wit's End

I had to put it in once I realized the description for it was missing. And holy hell did it just get a great buff that works well on AP's that benefit from auto's like , and the like. Since it now steals MR from the opponent and gives it to you, it effectively means that it gives you 25 MPen along with the on-hit damage, the large chunk of MR and the attack speed, making it an ideal pickup for the utilizing Kassadin player.


Zephyr

A great pickup if you want CC reduction and some extra MS. It gives a huge AS boost as well making it worthy of the AS slot.

Items with a Special Note:



Hextech Gunblade

If you want some spellvamp and you have some extra gold, I'd suggest going over if you're looking to improve your own damage. It might give a bit less AP, but the AD, lifesteal and active make up for it by a lot. Even though the item got nerfed, it is still very useful, though somewhat expensive, and the active is great for chasing.

Boot Enchantments


Enchantment:Alacrity

Good if you're facing skillshot champions or champions like Karthus or Cassiopeia so you can dodge their Q's. Personally not much else needs to be said about it or any other enchantments for that matter. Just short and simple.


Enchantment:Captain

Not worth it on Kassadin, good if you want to push a lane, but leave that enchant to your jungler or toplane if you want the MS since it doesn't work for you if you have it.


Enchantment:Distortion

Probably the best enchant for Kassadin since it brings Flash back to it's original cooldown and if you're running ghost/teleport reduces theirs as well which will let you be more mobile.

The added bonuses for Flash, Ghost and Teleport in recent patches made this one of the best if not THE BEST boot enchants for Kassadin atm due to the insane boost to mobility that it gives.

Enchantment:Furor

The 2nd best boot enchant for Kassadin. It gives an extra 12% MS that decays over 2 seconds. It's really useful when chasing, but not so much for escapes.


Enchantment:Homeguard

It's good if you want to get back to lane faster due to the large MS boost and since it instantly heals you when you get to the fountain. Especially good with

Early Game

Early game is as simple as it gets. Concentrate on farming. Poke with your when they get in range, but don't overextend since you don't have any escape tools pre-6 unless you're carrying or . Always keep moving if it's a skillshot based champion, and always keep your distance against long range nukers like .

As far as warding early is concerned, ward on either the enemy wraith camp and the intersection between their mid, bluebuff and wolf camp if your top and bot are warding or the solitary bushes on river if neither of the lanes have wards placed. More is explained in the "Warding" section.

Mid Game

You're level 6 and you got your , now you're free to push your lane and gank other lanes. Kassadin was built for ganking and you should utilize that to get an extra advantage on the enemy team during the Mid Game, and to get some farm yourself so you can be more useful in teamfights.

You can now duel (almost) anyone in your lane as well now, if the lane is kept equal (10-20 CS difference doesn't matter). Before you initiate, if the enemy is a skillshot champion, poke him/her from range and force him/her to use his/her skillshot and then just over it into his/her face and use everything that isn't on cooldown. Dodging ganks will be a cakewalk now as long as you have at least 100 mana and no stacks of riftwalk.

A couple of teamfights will start breaking out during Mid Game as well. Due to your mobility you won't have much trouble focusing their squishies and taking them out of the fight. Maneuver any CC's that the enemy has and poke them bit by bit before one of your teammates initiates.

When you get your ult, you won't need to ward the solitary bushes anymore, your key ward points now are Dragon, the Blue/Wolf/Mid intersection and the Wraith camp. Baron only becomes a key ward point when he spawns (15:00)

Late Game

You're getting closer to finishing your build. You're a walking powerhouse now. Keep the strategies of Mid Game in mind. Ward objectives and focus on squishies in teamfights because now you should be able to kill them in one combo if you don't get interrupted. Always wait for either your toplane or jungle to initiate, never initiate on your own because they can kill you just as easily as you can kill them and going Rambo never helps your team.

Bait their skillshot cooldowns out using the same strategy as you would in Mid Game.
Warding locations gain one more key point and that's baron, Wraiths and the intersection become optional warding spots now.

Team Fights

Even though most of it is explained in the Mid and Late Game chapters, I'll put some more short info here.
Your main role in a teamfight is to disrupt the enemy team, create confusion and pick their squishies off.
Poke the enemy with your , slow them to prevent them from reaching your carry via , always look for the best time to land it though, you don't want to waste an AoE spell on only one person. Bait the enemies into wasting their skillshots on you and juke them with your . Don't rush into teamfights, look for an opening on the enemy carries, either AP or AD it doesn't matter(unless Galio) and burst them. Just be sure that you can escape afterwards since you're one of your team's carries as well.

Warding Locations

Color explanations.

Red - places you should ward if the Blue markers have wards on them
Blue - places that your top and botlane should ward
Yellow - places you should ward if the blue markers don't have wards on them
Purple - general counterjungling ward locations

[http://i.imgur.com/CWfM1.png]

Why red and yellow options, why not just yellow/red?
Well, this is mostly efficiency wise. If you're playing a sologame where there's not much communication between the team and your other lanes barely ward then yellow is generally the best option. It covers all possible ganking entrances unless the enemy is a stealth champion or unless he decides to come and gank from your red, which is highly unlikely unless the bottom has no ward coverage whatsoever. The red marker option is mostly for better awareness, because if the blue markers are warded, then you put pressure on the enemy jungler, you will see him coming out of (almost) every possible entrance, again, unless lee sin/shaco/jax/jarvan and similar, but this in turn will let you know if he's going for a buff, or doing wraiths or similar. Wards help you win the "contested terrain" that is river, and the more terrain that is under your vision, the better your chances are of denying the enemy kills and gold.

[http://i.imgur.com/riAjzl.jpg]


[http://i.imgur.com/mClAy.jpg]

This is where your yellow marker wards should usually be, they cover the entire river, making it hard for enemy jungler to gank without being noticed. The 2nd picture shows how the setup should look like on the map and how much does it reveal.

[http://i.imgur.com/bSMpi.jpg]

[http://i.imgur.com/2aa71.jpg]

These are the red marker ward locations. Now, if the blue marker locations were warded as well, you'd see just how effective only four wards are at map control instead of spamming 10 wards on random places on the map. The 2nd picture shows just the mid locations (red marker wards) but you can see that it actually reveals the area around the wraith camp, the backside redbuff route, and the routes from both wolves and the backside bluebuff route, if the other locations were warded as well you would have vision on the tribush as well to prevent the enemy from bypassing your wards and the dragon route on bot.


NOTE: You don't have to ward both locations by yourself, ask your jungler to cover one of the 2 markers for you.

I apologise for the white background of the images, I forgot to save it in .png format, I will edit that out on a later date.

Lane Matchups


Ahri

This should be a relatively easy lane. Her doesn't heal for much earlygame and most of her damaging abilities are skillshots. I'd recommend silencing her with and then getting some farm off so she can't launch her on you, or simply just be extra careful and don't let her too close to you when you go in to get a lasthit off to minimize the chances of her landing on you. Most Ahris don't max their so you won't have to worry about any other significant source of damage until level 6 when she gets and gets more mobility. You can still easily win trades in your lane since you have better mana management and have faster skills, not to mention when you get , she will have an even harder time landing any of her spells on you. Her is easily dodgeable by just staying behind your minions or juking it out with


Akali

A decent midlane pick, even though she's rarely seen nowadays. The good part about this matchup is that she's melee just like you and her doesn't have that great of a range, but she can still poke you with it a bit, even though she can't activate it pre-6 if you play it smart.
The real problem pre-6 is her , if she throws it on you, you get slowed and she can catch up to you or force you to waste if an enemy jungler is nearby. If she gets in it she becomes invisible and that much more of a pain to deal with. Avoid fighting her in the Shroud. You can still damage and slow her with your while she's in there. After 6, she gets yet another annoyance, , but that skill is no match for your , though she will be able to detonate her now, but it still won't be able to compare to your harass.


Anivia

This should be an easy lane, again if played well. Anivia is a pretty squishy champion, having the lowest maximum HP out of all current champions. Don't get stuck in minions pre-6 so you can avoid her and dodge the ball sideways of the ball's path, don't go right back because it WILL hit you, and we don't want that due to anivia's large nuke if she gets to frost you. Harass her with your to try and poke her enough to pop her then either kill her while she's in her egg form if she's away from her tower and you're sure that you can take her down or your jungler is in your lane, or just leave her be and farm knowing that she'll play more defensively and you can farm better. She won't become a problem even after you both hit 6 due to your increased mobility, her won't be a threat at all after 6 as well.


Annie

Due to the range nerf on Kassadin's some time ago, Annie has become a problem for him since her Autoattack has similar range as your now (about 25 range difference but that isn't that big). Even though you have your to reduce her damage output, you still have to be careful knowing that she can take her whole combo out on you if she lands her . The only solution that I've found of dealing with her pre-6 is to either get your jungler to gank her since she only has her for escaping, which isn't all that reliable or let her push to your tower and farm there since she can harass you with her autoattacks. After level 6, you can counter the auto attack range with your and the with your (this being effective on rank 3 or higher due to it completely cancelling out her spells for 1.8 seconds on that rank while her stun lasts for 1.75 seconds)


Brand

Due to most of his burst being reliant on skillshots he shouldn't be a problem. His can be easily dodged if you stand behind your minions. The only spell that should be able to hit you earlygame is his due to it not being skillshot reliant. When you want to harass him, wait for him to use his because both your and have a slight wind-up time which might cost you more damage than you'd do to him. After 6 it should be even easier to dodge those 2 spells, but you will have to worry about the burst from his . It should still be an easy matchup though. Brand doesn't have any escapes as well so if you get a gank and manage to get a kill or two on him, you're going to snowball your lane and be able to dominate your lane for the remainder of the laning phase.


Cassiopeia

She's a bit tougher, she has a more potent poking ability than you and can push the lane to your tower fast. If you want to harass her, wait for her to use her and then shoot one of your abilities. You will probably get damaged as well due to her being a poison based champ and her being able to land one of her spells before your lands. After 6, care for her , it has a lower range than your , so keep poking with that and dodge her abilities with your


Cho'Gath

Seen more often in the Midlane now due to him being a great burst champion with decent scalings, good sustain and a lot of aoe CC. He'll be hard to beat in lane as time progresses. You can beat him earlygame by poking him and zoning him away from minions, though that's easier said than done since he can farm with his abilities. Don't go into melee range against him after 6 unless he's silenced unless you want to risk getting -ed on. If he gets spellvamp he'll be impossible to push out of lane. I personally wouldn't pick Kassadin against him because Cho will win most trades against you due to his sutain.


Diana

Diana has been something that has irritated me in midlane ever since she got released. Even though she got hit by the nerfs pretty hard, she's still very viable, I'm just glad I don't see her as often as before. Her is easy to dodge and you can silence her to avoid having to deal with that as well. Her is great for sustaining enemy damage, thus it isn't great for us. Try baiting her to use her shield up before you poke her for maximum effect. Though remember, Even though you silence her, she can still use her since it's her passive. After 6 she will gain some mobility but it's weaker than akali's and she'll only be able to pop it once if you keep dodging her s, which shouldn't be a problem since you have on 6. Lategame her damage will fall off a bit more than yours so you will have the advantage there. Oh, and don't get caught in her pre 6 unless you want to take some heavy damage.


Elise

Yes Elise, I have already explained how ridiculously broken she is and I stand by that fact. Most people think that AP Elise is weak, but if people built her like I do kassadin for instance, with a lichbane and an AS item on mid, she would devastate anything. Stay behind your minions so she can't land or in her human form, and kite her when she's in spider form with . Her human form doesn't do much damage early, but it devastates on lategame, but you should have enough defenses against magic users to be able to shrug that damage off. If she leaps on you with her spiderform after 6, be ready to riftwalk the moment she lands, so she can't use her or on you.


Evelynn

She's becoming a rather popular mid pick nowadays. Even though she got nerfed, she's still pretty viable. She's a very mobile champion who can clear your E slow with her . She also has great mana management just like you due to her . She has a spammable skill which won't do much earlygame, but keep her silenced nonetheless. Her is a giant nuke which you can't really avoid, but you can kite her around after 6 if you manage to bait her into wasting her before you land your


Fiddlesticks

Barely ever seen in the game nowadays, let alone in midlane, but I have to write about it in case he becomes popular again. He's a tough matchup due to the heal from , the long fear from and the silence from , but he is easily mana starved so take that to your advantage. If you manage to deny his bluebuff when it spawns for the second time, you will win your lane. Also, his is a channeled spell so it can be interrupted by silence or broken by walking away.


Fizz

I can't even begin explaining the hate that I have for this guy, luckily he isn't played that much anymore. As soon as he gets all 3 of his spells, he'll just dodge all of yours while chunking you slowly. Let him push to your tower and then when you see him using his to get on you, shoot your immediatelly so he can't dodge it with his and slow him with which will get you a kill due to both your damage and the damage from the tower, or at the very least force him to waste his flash to escape after the silence ends. After 6, dodging all of his skills should be easy with where you should win your lane if the lane is even or if you are at an advantage over him.


Galio

Your lane equal. Practically a mage counter versus a mage counter, where he has hp sustain and you have mana sustain, but you're still a more mobile champion than him and his is easy to dodge, but don't make your dodge pattern too obvious otherwise a smart galio will adapt to it and will be able to hit you more; mix it up a bit. Try not to attack him while he has his up. See when he's about to go on you for his and shoot your on him to break it early causing it to do minimal damage, or simply out of it, but that's a bit harder to acomplish than the first method.


Gragas

Somewhat similar to Galio as far as matchups go. His is very slow and should be easily dodgeable if you keep your distance from it and doge it sideways and not behind. Try and not to poke him while his lasts, even though it's a very long buff. The best way to avoid damage from his is to stay near a large group of minions because it's damage splits among targets hit. After 6, dodging any spell should be a cakewalk, you'll only have some trouble dodging his but you can use the knockback to your advantage by ing to the side of the ult that knocks you away from the enemies.


Heimerdinger

A tough matchup pre-6, he becomes easier to handle after you get
His is what mostly ruins your day pre-6, zoning you away from minions and preventing you from going for the kill on Heimerdinger. Dodge his , it's a slow moving spell so it should be relatively easy, if you can't dodge it, at least move away from it's center so you don't get stunned. After you get 6, flank around his turrets on Heimerdinger and kill him.


Janna

AP Janna has gotten many nerfs, but she's still strong, but she is easily countered. Even though she has high mobility with and , her damage isn't reliable. Her is easily dodgeable, and she has to choose between mobility or damage when it comes to her . Her shield strength from her has no scaling either so it falls of later. After 6, you'll be able to dodge most of her damage.


Karma

She's a decent midlane pick, contrary to popular belief, but she doesn't do all that well against Kassadin. Her shield is strong and the damage from it is strong if boosted by a karma stack. She won't be able to boost it with karma many times though. To add to her disadvantage, she's a very mana hungry champion, much like fiddlesticks, so she won't be able to harass as much as you will. Her is relatively short range so she probably won't be able to hit you with it.


Karthus

He's not as irritating as Cassiopeia and is much easier to win against because he can only slow you with his . You can poke him hard and shut him down early due to him being unusually slow. Dodge his and just harass him. If you kill him, move away immediately because he can still kill you thanks to his . I don't even have to mention the dangers of his .


Kassadin

I don't know what to say. All I know is, a Kassadin is going to win, it's up to you to decide which one it's going to be.


Katarina

She's really good after the rework in my opinion, lots of mobility and damage. Lacking in damage and farming earlygame, but decent. Take care of her poke, even though it isn't that threatening until level 2, it's still tough. You'll still win trades early due to you outdamaging her, and if she decides to on you, you'll be able to get all three of your spells on her which will in turn mean that you won that trade. Manage your mana against her because she is a resourceless champion. You can easily shut down her by either silencing her with or ing out of range.


Kennen

He is an OK matchup. His hurts early on, but it's easily dodge by standing behind minions. His and are what's going to be giving you real problems against him. You can't dodge the electrified shuriken from his , and his allows him to either escape from ganks, clear a wave fast or position himself better to hit you with . His ulkt should be a bit easier to dodge for you than other champions due to your but don't forget to slow him with before you out because he can use his to catch up to you. If he uses a Zhonya's after casting that's just going to be a bonus for you.


Kog'Maw

One of your actual counters in lane. He can outtrade you if he manages to activate his before you silence him, and will generally outrange you with it. You'll be pretty much dominated pre-6 unless your jungler comes to gank and you get a kill on him, you'll be able to turn the tables on him. Nothing he has in his kit will be a bother to you after 6. His will be easy to dodge with your .
Do take care of his when you kill him, because the damage from it knows to be quite nasty and could possibly even the score pre-6.


LeBlanc

You can win this lane fairly easy if you constantly get your 's off on her and proceed with harassing her. She has no reliable farming tool as well so you can push the lane to her tower, causing her to lose CS in the process. She does have a hefty nuke though so be careful when she's not around as she can out of a bush and ++ a decent chunk of your health of while escaping with minimal damage taken. Still, she's a weaker version of you so you shouldn't have to worry much about her.


Lissandra

Apart from the early poke ability, you should be able to handle this lane nicely. Go for the usual + harass combo early up until level 6 and then include into your poke rotation. That should keep her at bay due to most of her main damaging spells being relatively low range (apart from the . She has good mana sustain with her and it'll usually come down to who can hold his mana the best in lane later in the game, but from levels 3 to 11, starting from when you get the full combo, you should be at an advantage and depending on your performance, the duration of your advantage will either increase to the point of you beating her, outpushing her and ganking lanes, or decrease to the point of her holding you at gunpoint. But, the difficulty of playing against a Lissandra is based on the skill of both the Kassadin and the Lissandra player, where it ends up being more of a skill matchup rather than a "Who Counters Who Better" showdown.


Lulu

She's a pest early due to the polymorph silence on her , her shielding or damaging capability with and the damaging large slow on , but she does fall off lategame. Try and silence her before she gets to pop on you. After six take care of due to the instant health that she receives and the slowing aura.


Lux

Much like Lulu, a pest early on, but her skills are all skillshots and are relatively dodgeable if you keep your distance away from her, which is hard since you will have to CS. She packs a lot of CC and damage in her kit with her and ; that, paired with her will cause a lot of damage to you if you get caught in the entire combo. On level 6 you should always have your trigger finger on because that's when she gets her highly damaging snipe ability, which means that you aren't safe when you're basing with low hp behind a couple of turrets, though after 6 dodging all of her skills should be relatively easy if played smart.


Malzahar

A little underplayed at the moment, but man this champion has a lot of ways to keep damaging you. Your silence won't be as effective as it is against other champions. I recommend waiting for him to use his on a minion so you won't have to worry about him placing it on you when you go in to harass him. Dodge his after you throw your silence and then go in for the kill. If you do this properly, you have just dodged his damage, his Voidling damage and the silence and damage from his . After he gets 6, don't let him catch you in a + combo, because it will chunk you for a lot of health, if not kill you. There are two keys to dodging this: #1: Don't get hit by the silence so you can either out or out of his before he manages to cast his and #2: Buy a so you can cancel his altogether.


Maokai

Mostly seen in jungle, but found in midlane when champions with spammable abilities need to be taught a lesson. He is a tough matchup to go against, due to the sustain from his which is up more often than your is. His and will be hard to dodge pre-6. You can however dodge his by getting out of the point of impact and leading it through minions so it doesn't explode on you. After 6, he'll get even tankier with , but you'll be able to dodge most of the damage that he'll do. I'd recommend building the AS item and/or so you can do damage without proccing to many spells, to diminish his sustain potential.


Master Yi

AP master yi is a cakewalk for Kassadin. The one thing that irritates people about AP yi is his heal, which you can shut down with your silence. His only source of damage is his which won't deal that much damage if you shut him down. His won't be a problem for you since you'll be able to chase him down with .


Mordekaiser

He has decent burst, so he will be a problem early on and he's hard to poke due to his and . Take good care of his shield meter and then time your poke exactly when it's really low and when there are no minions around for him to replenish his shield. After 6, it'll be easy to kite him around. You can also get a to cancel his so the dot won't accidentally kill you and give him a ghost.


Morgana

A relatively easy lane. She won't be able to damage you. Stay behind your minions when she uses and move away from her . Bait her out by making it look like you're going on the attack or by using your since it's instant and then wait for it to go down so you can place your on her. When she gets her ult you can easily get out of it by just to the direction that is farthest away from her and that should break it. The only problem that you'll have against her is that she pushes better than you and will probably force you to your tower which might cause you to lose some CS.


Orianna

She's a pest earlygame. Her will be a constant bother throughout the game and even if you silence her, she can still hurt you via her . After 6, it should get a little easier, as it is against any other champion, but do have in mind that she has a shield which can absorb the damage that you dish out. Also take care never to get caught on a ball after 6 because of her


Rumble

Not seen in midlane often, but it does happen. He doesn't use mana so he'll be harder to push out of lane. He's an excellent pusher so you might find yourself farming at your turret most of the time. Care not to stand in the open so he can't land his . Also remember that he can keep channeling his even through the silence if he activated it before the silence hit. He also has his which increases his sustain against you, try baiting him to overheat and then kite him. After 6, do your best to stay out of his because it WILL devastate you if you stay in it for too long.


Ryze

You can deny him earlygame while his cooldowns are still low, but as the game progresses, he'll most likely be getting tankier via items like or which will make the lane harder for you and easier for him. Plus, the sustain from his is nothing to me ignored. His machinegun like spellcasting order makes him a tough opponent when midgame hits. Use your earlygame advantage well and snowball out of it so you can help your other lanes out.


Sion

Good old AP sion. Not seen much anymore even though he was FotM for a while. I'd personally carry as one of my summoners against him, or get a since they both counter him hard. He has two damaging abilities where one is timed and dependant on the shield not getting bursted through before he can re-activate it while his is only a single target spell which doesn't do much if you just cleanse it off or move far enough that he can't get to you since the stun has a rather slow travel time. If you want to harass him, wait for his to go down and then poke him, this should help you out with his lane. His is useless for AP sion so you don't have to worry about that sustain.


Soraka

A real pest. Hard to push out of lane due to her ability to spam her constantly. She can silence you just as well as you can with her and her silence is instant, it doesn't travel, plus the sustain from her and is huge. If you want to go against her, harass her early, but use one ability first so you can bait her out of her, then use the rest and go for a couple of AA's after the armor aura wears off.


Swain

Swain is a champion that you can counter well. Even though he has very strong damage output later in the game, he needs farm to do so and he doesn't clear minion waves very well, he does trade very well though with his and AA combo, BUT those skills have shorter casting ranges than your which lets you harass him freely. You can also push his lane to his tower to make him lose a couple of CS. He is a mana hungry champion as well which he compensates with his , but if you don't let him get much farm, he won't be able to sustain that much. Dodging his is mandatory, never let yourself get slowed with otherwise he'll probably land and you'll eat his full combo. Always kite him for the range of your and that shouldn't happen. After 6, you can dodge every source of his damage except his which will let you win the lane against him.


Syndra

I haven't had much experience with facing this lane, but I can safely say that she's hard to win against. Her has a large aoe and if she lands one directly on top of you, you won't be able to escape it's damage pre-6. Her is also very strong, allowing her to slow you so she can deal even more damage to you, again a problem pre-6. One thing I've learned against her is that you should never stand in a direct line of her and one of her balls due to the stun part of her . She has a large nuke with , but it depends on the number of her balls on the field. If you see her stacking them, you can just in and her to disrupt that process. After you get your ult, all you should focus on when she's in question is moving constantly, dodging her , and disrupting her . If you do that you should be able to do nicely against her.


Talon

He's very decent, one of my personal favorites. When it comes to facing him, he makes half your passive useless in lane since you won't be getting any magical damage from him (usually). Take care of his as it has large range, the silence doesn't last that long though, but it's enough for him to do his combo. I personally don't like facing him in lane though. He's much like an AD version of Kassadin. The reason why I don't like going up against him is because he'll always be able to lay some damage on you. You will return the favor, but AFTER he finishes with his damage, but if you can build stuff like or , his damage will start falling off against you and you'll be able to win it. Overall he's a tough matchup due to his high burst and mobility after 6. Winning against him all depends on the skill level between you and the Talon player.


Teemo

Never playing against this annoying thing as a melee anything, EVER. (except Renekton)
Alright, ragemode aside, if you meet AP teemo on mid, you will get utterly destroyed. Your silence doesn't do much against his harass and you won't be able to win your lane unless you get a huge early advantage (2-3 kills). After 6, he'll be an even bigger annoyance due to his . You won't be able to apply your if he blinds you with thus losing some of your damage output. His only offensive active that your silence can affect is his blind, but he can shoot it the same time you shoot your silence so it won't matter, all his other damage comes from either or .


Tristana

Rarely played as AP anymore, but she is still strong. Her is a really strong burst spell, but if she uses it to damage you, she'll be open to your full combo thus doing that makes it a bad idea. Her other pre-6 damaging ability is her which won't be a problem until later in the game when it starts outranging your silence due to it's range now scaling with her passive. After 6 you'll have a harder time sticking to her than against any other champion due to her , but you'll be able to dodge her damage because of your . All in all, an OK matchup.


Twisted Fate

He's a rather easy matchup to go up against. Dodge his 's and poke him with your when the passes. He won't be able to you since you can kite him around just like Swain due to it having his autoattack range which is shorter than your . After 6, you can just leap over his with your on him, and burst him down with your full combo. If he's using his within your sight range, silence him quickly, You'll help one of your lanes greatly by denying him the opportunity to gank them or prevent him from escaping.


Veigar

Well, he is fairly easy to deal with. The reasoning behind this is: a) On level one he will either have and just stun you without being capable of doing any damage or he'll have his which won't be doing that much damage early on. From levels 2-5 he might be able to trade with you, but you'll still be coming out on top there due to and due to him not having much AP. On levels 6 and onward, surprise -ing on him won't give him enough time to react with or allowing you to dodge most of his damage. Getting a or is very effective against him because it will either shut down a stun, or a portion of his damage. The AS kassadin build is also very good against him because you won't have that much AP as caster Kassadin to give his strength. You can also effectively deny his CS in lane by silencing before he goes on to lasthit a minion with it, thus preventing him from getting obscene amounts of AP. He's also very easy to burst down, especially with Kassadin due to him being naturally squishy and you being able to pump out everything on him in a short duration. Oh, also carrying against him is a very favorable option.


Viktor

An OK matchup. He has a shield on his for sustaining and decent CC on his allowing him to be almost ungankable by the enemy if placed correctly. Your still outranges his by about 50 range, it might be a bit tricky to pull off but you can manage to poke him without letting him activate it and get his shield up. Try dodging his as much as you can because it's damage is really high earlygame. Also, don't let yourself get caught too long in his because it will stun you, leaving you helpless against his burst. After 6 you'll be able to dodge both the stun and the easier and will let you be more agressive against him.


Vladimir

Vladimir isn't all that strong against Kassadin on mid, especially since your outranges all his spells. He can dodge your spells with his but at a large healthcost that probably isn't even worth the use if he's on full health. If you don't let him farm you will be able to win your lane fairly easily. You might have some trouble when he gets some spellvamp but it shouldn't be too much to handle. After 6 you can easily chase him down since the slow won't affect you that much since you can teleport all over the place, just make sure you hit your before you go in and harass him to prevent any unnecessary heals coming from his side of the spell arsenal.


Xerath

Xerath can be somewhat of a hard lane to deal against, due to him being an artillery champion. You should be safe if you juke around his , especially when he places his on you, but that will take some very quick reflexes since the charge-up time isn't that long. Don't harass him unless you juke that since you won't be safe doing so. After 6, you can practically do whatever you please to him since juking every single one of his spells is going to be very easy and you can just go in, do your thing, and back out.


Ziggs

I'll admit, he's tough to beat in lane. His is easy to dodge if you have room to do so, but his will be a pain there due to it not having any travel time. You can still poke him better, if Ziggs gets silenced by your he won't be ably to proc his as well. After 6, you are going to have an easier time against him thanks to your added mobility.
You can easily dodge his with your , so be sure to have one ready when he throws it out.


Zilean

Zilean is an annoying lane. His outranges your and he won't have any trouble placing it since he can speed himself up with or slow you since that also has a longer range than your , letting him poke you effectively, especially thanks to his double combo. Killing him will also present a problem after level 6 due to his , but if you manage to silence him before he uses it and burst him down during the silence duration, you will be able to kil him without him popping it. Overall a hard and annoying matchup, but falls off later in the game.


Zyra

She has outstanding poke and range. The key to beating her is to predict where her abilities are landing and dodging them and only then going in to harass her. She's pretty much like Xerath in terms of laneplay. After 6 she will get her which shouldn't be a problem to dodge with your . Stay away from her 's because they will chunk you down decently if you stay near them too much. If you kill her, be wary of her pre-6 as she can do a revenge kill on you with it. After 6 it shouldn't be a problem to dodge with your


Dominion

I pretty much go with the same build on Dominion as I do on Summoner's Rift, I only get + and a couple of pots or a while still building the same




You can replace with , the item makes Kassadin even more annoying than he regularly is, plus lowering his Cooldowns and increasing his survivability and mana pool at the cost of a small bit of damage.

He has been hurt badly in dominion by recent patches, mostly his ult, making him less of a nuisance and more of a niche pick rather than a must have.

Some tips (and hopefully some tricks)

I'll probably be short here since most of his tricks are included in his , but I will add on this topic so no worries:

  • When buying in the fountain, use your and to gain stacks on your so it can be active in when you come to lane.

  • Use to get over walls. You can get over walls that are thicker than your range, similar to the way Ezreal can do it with his by clicking on the end of the ability range and getting teleported to the closes open side. I'll try working on a map for all those locations here.

  • Juke enemies over walls with your to get away or to force them to use and then simply over the same wall yourself.

Things still left to do

This list will be updated the more I figure out that I'm missing:

  • Add a "Dominion" section
  • Add a "Twisted Treeline" section
  • Add a section on "Enemy junglers and which of them are bad for you"
  • Add a "Sync with your own junglers" section

Final Comments

  • Constructive Criticism/Opinions are always greatly appreciated, I always want to improve my guide and want to make it as detailed as possible.
  • If you like/dislike the guide, I'd appreciate it if you'd write down your reasons for having such thoughts so I can work on bettering the things that people find wrong/keeping the right things right.
  • That's about it for now, I hope I've helped you around with Kassadin and shown you some new ways of handling him as a champion. Good luck and have fun on the Fields of Justice.

Special Thanks

  • CynicalEffect for giving more info on the vs. matchup
  • Samwise113 for giving more information on the vs. matchup

Comments

January 20, 2014 - 09:36 PM #1

http://sh.st/cM6P

October 22, 2013 - 11:40 PM #2

I dont understand your skilling, some of your items, and the fact that "you usually don't get any magic damage from talon" makes no sense since nothing on talon is magic damage.

September 8, 2013 - 02:34 AM #3

this guide is just great :D

August 17, 2013 - 12:02 PM #4

amazing guide dude! every mid champion i play against with kassadin, i win! because of those guides

July 20, 2013 - 08:59 AM #5

I just didn't get to them since Zed and Jayce weren't popular back when the guide was made. Kass is usually a bad pick against Zed, but he's a great pick against Jayce after level 6 due to Jayce's Hammer Q issue of not doing damage if the target flashes out of his landing area or... RIftwalks... in Kassadins case. I'll get around to putting them up later today.

July 20, 2013 - 03:07 AM #6

Some champions that are common ad mid are missing from here such as jayce and zed. Just wondering is there a reason you left them out or have you just not got around to making a section? Kass might be a dumb pick against them but I've been in some cases where I end up being against them because of lane swaps and the such. Should I just try to switch again, is there a strat, or should i just accept i'm about to get raped?

April 10, 2013 - 12:42 PM #7

@Kniggit, I knew I forgot to add something, it was on the tip of my tongue but I never could reach it. Anyways, my thoughts on it; I feel that it's a great item for Kass, if you're getting hard countered or if you wanna play him a bit more defensively. It'll help him tank more Magic Damage, will give him mana regen, a decent amount of AP and CDR, I just rather like having a big mana pool with items like Tear/Seraphs or RoA just so I can spam the hell out of my R button and since I already have my source of Mana Regen via my autoattacks if I took a point in W. I'll add it to the "Item Builds" section as soon as I'm able to.

April 9, 2013 - 10:26 PM #8

Cviha what're your thoughts on athene's, since it's not in the guide. It gives all the stats Kassadin needs and it has very cost effective components.

April 9, 2013 - 06:18 PM #9

@Cviha You're right, Kassa can break swain combo, but before level 3 or 4 of Kassa's Q, the silence is not that long, you'll be able to answer to kassa's harass by follow him and land Torment and Decripify.



You're right again, Kassa push better, but E dont deal tons of damage, you have to be in melee to farm, so you'll be combo (again) by Swain, or you wont really push well. And E cost mana and launched spell, you dont launch enough spell for spam E, and he doesn't spam too.



Plus, if you push, you can be ganked easily, and kassa dont have any escape pre 6.



I would agree that level 6 is quite balanced, but I think that a good Swain would take minions advantage/one or two kills, so Kassa wont be able to one shot someone when he ganks or at middle lane, and I think that kassa really need to outfarm his oppenent or get lots of kill to be useful, if he dont, his middle and late game will be so late that the game will be lost before...



But ofc, if kassa get the first blood or a kill, he will be able to win the lane, so it's far, as I said, from being Kassa's worst match up.



PS : Sry for my mistakes, I am not English :(

April 9, 2013 - 12:35 PM #10

@Aylan Well, honestly, I don't know how to respond there. I'm going by my personal experience here mostly. Swain is, in my experience, a bad pusher and can't effectively farm under his tower. Kass, while not being a great pusher himself, still has a lower cooldown AoE than Swain and has a lot less trouble using it. Both champions are combo-based, where one ability compliments the other etc. If you break Swain's combo in the middle, no matter what he managed to cast on you, it'll do a lot less damage to you if you're equal in that moment due to the silence component of your Q. Considering Kass also has his passive, it lets him come out of those trades with a lot more than a Swain would. After 6, you can roam better thus having better map control and, overall, a bigger chance of winning the game. You can also juke Swain's abilities a lot better if you don't make the mistake of using your R offensively (unless that R means he'll die) making it a slightly better lane matchup for Kass than Swain.

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